Here's my problem with the Spa track (Kunos Spa + Spa 2022 mod + Pyyer exts), the asphalt in clear weather conditions is very clear, it dazzles and it's impossible to use the track, while everything goes back to normal in cloudy weather conditions. Can anyone help me?
Thanks a lot to everyone!
In t-minus 1hr.You home yet??
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I think you got the answer already on the csp discord this morning.You home yet??
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Just go to the right to the sidebar ingame and disable the co-pilot app.Help please. I have tried the new "Rally Stage" mode yesterday. It did work fine. But now I cannot turn it off anymore! I have pacenotes by the codriver and the onscreen-signs in EVERY mode - including race (even closing CM or turning off the PC didnt help). Has anyone figured out, how to stop that feature?
So a warning to eyerybody: Be careful with this.
Yeah I saw that right after!!
1: thx for ur work and 2: u have included a folder named "layout_24h_2024" but i dont know which pyyer mod it comes from. can u maybe tell us which it is? or could it be that this file is mistakenly placed?Links for both mods have been updated to new versions. Please read carefully to avoid any issues. Personally, I believe the best version to use is the standalone version to get the best experience. I could do more with it because I didn't have to worry about messing up the original Spa track. Plus, it's easier to get rid of it if you don't like what I did than it is to try and undo things in the original spa folder.
Standalone version:
-- Please delete the old spa_2022 folder first.
-- Full support for all of Pyyer's F1 and WEC 6.1 extensions. Directions on how to make Pyyer's extensions work properly are included.
-- Added a Spa 2013 layout which is nothing more than the original Spa track with my grass, tree and road assets included in the kn5 file. Two reasons for this. One, it makes all the layouts look the same and work with the included track skins. Two, it makes the Pyyer F1 2020 and 2021 extensions work properly because they require the spa.kn5 file be in the track folder and some new entries in the layouts ext_config file.
-- All the layouts include their default ai files. If you have a particular custom ai you like to use, you will need to copy it to this track folder for all layouts.
-- Restored the trees from the Kunos version of Spa simply because I liked them better than guigui's default tree textures.
-- Fixes to the night lights I messed up on my prior versions for the 2022 layout and all of Pyyer's layouts.
-- There may be an issue with the timing on the WEC 24H layout because it uses a different s/f line point. You will still get a correct lap time, but where it begins calculating it is a bit messed up. I'm working on trying to figure it out, but it's not worth holding up the release of this update for that issue.
-- One suggestion I would make is to go into the data folder for all of Pyyer's layouts and delete or rename the lighting.ini file. I don't believe the lighting.ini file uses the correct pitch or sun angle and you'd be better off not using it. But that's your choice.
Spa folder version:
-- Includes all the things in the standalone version update except you might want to skip installing my files for the F1 2020 and 2021 extensions and just use Pyyer's default files. I can't guarantee they will work properly with the stock spa.kn5 file or whatever ext_config file you might already have.
Managing 11 different layouts was kind of confusing so i'm sure I made some mistakes along the way. Please point them out here or via a PM so I can try and fix them. If you have issues getting the Pyyer 6.1 extensions installed, please reach out to me via PM. It's not hard to do, but I can see where it can be confusing if you don't understand folder structures.
It is for the WEC 24h layout from Pyyer, latest release.1: thx for ur work and 2: u have included a folder named "layout_24h_2024" but i dont know which pyyer mod it comes from. can u maybe tell us which it is?
Yes. I struggled with that for a long time until I found CMRT hud. I don't know if there are other huds or apps that do this, but this one does show position and gaps in real time on replays.Isn't it funky that in replay mode many leaderboards and all kind of apps fail to report drivers' positions while MapDisplay reports super-precisely, tight as hell?
Must be alien technology![]()
Check the GamersNexus Youtube channel, for test results.On another note, anyone have a good cooler they could suggest to keep a Ryzen 5600 cool and comfortable. I was looking at either Noctua NH-U12S, ID-COOLING SE-224-XTS Black or a Cooler Master Hyper 212 or EVO. Of the three, which is best or should I be looking at something else? Thanks for any info...
I was blinded by the beauty of ZenLeaderboard but yes, CMRT Essential is very cool and just needs less than a minute to do it's job.Yes. I struggled with that for a long time until I found CMRT hud. I don't know if there are other huds or apps that do this, but this one does show position and gaps in real time on replays.
Most of this is edited in the data folder files. Its easier to set the collision model with the AC files. Edit the position in the collision.ini file.I've been at work fixing serious issues with the 90s NASCAR mod and right now I'm having to make serious adjustments to the Ford Thunderbird. It required scaling down from an inaccurate 2.925m wheelbase to a much more accurate 2.87 and a handful of model edits. Unfortunately, I'm not very experienced with modding for Assetto Corsa and as such I'm having issues with some of it's concepts.
View attachment 1379191View attachment 1379190
My current problem lies is that the model and empties are all off from the collision model at the orgin, but when I try to select them it doesn't allow me to move anything that isn't a mesh, like WHEEL_LF, WHEEL_RF etc. When these objects are selected I cannot leave Object mode and thus any movement doesn't translate.
Secondly as can be seen in the render in CM Showroom, this is what the product looks like, on top of it being sunken and offset, the glass is completely opaque, can someone explain what I'm doing wrong?
View attachment 1379196
Thanks for the info, I actually had some errant keyframes for some odd reason that kept hijacking the position of the car. As for the glass, turns out there was actually 3 different "glass" materials used in the model and the one I couldn't find happened to be the culprit.Most of this is edited in the data folder files. Its easier to set the collision model with the AC files. Edit the position in the collision.ini file.
As for the wheel positions, you need to edit the suspension.ini file, adjust the body height with the BASEY numbers and then move the wheel positions with the WHEEL and SUSP figures near the bottom of that file.
As for the glass, it needs to be set as AlphaBlend in kseditor, you can do it in CM showroom as well to see if it works first / get the settings you want, but better to set it in kseditor in the long term.
You're welcome! It's the little I can do to help improve something. (Apart from letting out some buffoonery in the forum from time to time... 😗)Thanks to @Perico Lospa for pointing out a rather big oversight on my part for the 2013 and F1 2020 and 2021 layouts on my recent standalone spa_2022 mod update...
Ryzen 5600X and Cooler Master Hyper 212 Cool-Badass-Matte-Elegant Black Edition here.... On another note, anyone have a good cooler they could suggest to keep a Ryzen 5600 cool and comfortable...
That's just adjusting the wheelbase and COG positions and it'll sort the wheels out.Thanks for the info, I actually had some errant keyframes for some odd reason that kept hijacking the position of the car. As for the glass, turns out there was actually 3 different "glass" materials used in the model and the one I couldn't find happened to be the culprit.
After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215
Oh well, looks like that's a problem for tomorrow...
its a paid mod, so message on the patreon page. most of the mods are just retuxtured simdream mods. have you tried changing the gear ratios in the car settings?Does someone have fixed gear ratios for the F1 2006 mod from The Race Project, as it seems like some of them are f'ed up...
Not sure if im too late, but this is it!You home yet??
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Its never too late, even tho someone did answer it in Discord yesterday!Not sure if im too late, but this is it!

Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).As for the wheel positions, you need to edit the suspension.ini file, adjust the body height with the BASEY numbers and then move the wheel positions with the WHEEL and SUSP figures near the bottom of that file.
That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215
Oh well, looks like that's a problem for tomorrow...
The cars should start on the back straight not from the pits.@Rainmaker87 on your track Daytona 1970, is there a way to make it not start from the pits? half of the AI dont even leave the pits, i know its real but the AI in this game isnt that smart