- 5,405
- Alabamistan
This fixed my issue, thanks.Link updated to 3.1 with AI start grid fix by @twobegreen (many thanks), plus some other minor tweaks.
Please download again and perform a clean installation.
This fixed my issue, thanks.Link updated to 3.1 with AI start grid fix by @twobegreen (many thanks), plus some other minor tweaks.
Please download again and perform a clean installation.
I don’t understand your question. Did you want to reply to my post?Which one is this circuit called?
Sorry, that was my bad. I thought there was a New York city street circuit.I don’t understand your question. Did you want to reply to my post?
I shared Breathe’s track list for another user that was looking for city street circuits.
I've raced that mod at the ADAC Sim Racing Expo 24 (4th in the sunday final) and I was surprised by the force required to turn the steering wheel!When I saw this car, I was honestly surprised, from all those pictures published at their webpage I thought this is the "real deal", finally official TCR car, data based, CAD 3D model, fully optimized, carefully crafted... Thought my TCR cars are thing of a past... Then I downloaded it, opened it and... yes, it was probably made by the same guy who did Virtual TCR mod. It has the same sounds like old Virtual TCR Elantra, wheel blur is always on in CM showroom, the car glows at night, even some sponsor logos glow, I believe physics is that infamous esport physics from Virtual TCR car as well. The model is from the same source like mine, so Hum3D just with remodeled front and some details, but no LODs, no optimization, quickly put together. When I tried to drive it, it almost broke my hands for some reason with my DD wheel...
I don't think the bar for AC TCR cars is set so low that we should be happy for this kind of mods. I am not sure how I should feel about **** like this, really. I was honestly pissed for a while... Anyways, all modesty aside, if you guys want to drive proper TCR cars, avoid this one and grab proper TCR mods at my Patreon (free to download)... Especially try Cupra or Audi with new sounds and with headphones, erection guaranteed!
Piranema Winter Test Track v1.2
View attachment 1228889
Fictional circuit in Brazil.
Conversion from Grand Prix 4.
-CSP recommended
-32 pit/start
-AI, cam
Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Ruboy, PrBlanco, Ricardo Lampert
-Thank you for gave me permission (Gildoorf)
AC Converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
.lua and font base by @gunnar333
ext_config by @slider666
logo.png by @Fanapryde
Crowds texture by Kniker97
some objects and textures by kunos
Test and Feedback by @Fanapryde , @slider666 , @Breathe , @Mike08, @twobegreen, @Masscot
Enjoy.
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v1.01 changelog;
-Added new church building. https://www.cgtrader.com/free-3d-models/exterior/historic-exterior/old-little-church
(Thanks for the report by @twobegreen .)
-Smoothed edges of road surface and kerb.
-Fixed floating buildings.
(Thanks for the report by @Masscot .)
-The AI line was broken, so it was re-created.
-Other minor fixes.
v1.1 changelog;
-Extended pit lane entrance. (Thanks to Meatfraiche for the report.)
-Some textures were upscaled with AI.
-Fixed tree wall mapping.
-Changed background.
3D mountains from Chuck_CG's Landscape pack.
-Added Summer Mountain Skin.Landscape pack
6 Terrains, 5 displacement maps(1k, 2k)4k PBR textures(color, roughness, normal)open with blender 3.3+Increase subdivision levels for more details.in the images below you can see the levels at 5 then at 0My Portfolio https://www.artstation.com/chuckcgchuckcg.gumroad.com
-Updated preview.
v1.2 changelog;
New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Changed crowd textures by Kniker97. (Thanks)
Added garage doors that open and close.
Added grid and s/f line meshes.
Updated billboard mapping and textures.
Updated ext_config.ini.
I remember Megane TCR from the Virtual TCR pack, the tyre wear was bugged on this one and you had always full grip Nobody noticed though, because Megane was not very used as it is not very popular IRL as wellI've raced that mod at the ADAC Sim Racing Expo 24 (4th in the sunday final) and I was surprised by the force required to turn the steering wheel!
And there has been some controversies in the Virtual Cup since the aero part of the setup seems to be broken and other CSP related stuff.
I remember a friend of mine (who races TCRs) tested the Cupra a couple of year ago on my company motion sim and he was very pleased with the behaviour of the car. You already use feedback and inputs from real racing driver, and I know it, but to hear that from a different source is usually appreciated.
hey Masscot, a second time the subdir in the track folder is that a mistake or supposed to be like this? (containing ai and data folder, so I guess it needs to be in the main track folder as well... )Link updated to 3.1 with AI start grid fix by @twobegreen (many thanks), plus some other minor tweaks.
Please download again and perform a clean installation.
it's needed, it's how the layout is called (you can get rid of it and make as you own with data/ai outside), but this will break your version for online use since it will be different than the one you have.hey Masscot, a second time the subdir in the track folder is that a mistake or supposed to be like this? (containing ai and data folder, so I guess it needs to be in the main track folder as well... )
View attachment 1403126
cheers and thanks for this wonderful track !
Fixed it not having 1.2 as ver#. Note: its probably final.Oh little mistake in version number, Sainte Croix v1.1 was latest, now behind the dl-link now is the same as i posted yesterday, just w updated version number, sorry .
GT Sainte Croix v1.2
-made big tents a bit nicer-added E/E2 layouts all around the edges
--including that long stretching corner north-east of the circuit
--ai line might not be the best
Genuine question from @jac0 though. I have made the same remark earlier, but got no response.it's needed, it's how the layout is called (you can get rid of it and make as you own with data/ai outside), but this will break your version for online use since it will be different than the one you have.
well it seems to be nesc. in this case, my CM says there is no map when I past the content of the subfolder in the root folder ...Genuine question from @jac0 though. I have made the same remark earlier, but got no response.
I understand the need if there would be another layout, but since there isn't, it makes little or no sense to have the file structure like that. It only clutters the ui unnecessary (my OCD you know)
Since I don't go online anymore, I always get rid of that kind of structure (there are more tracks like this).
hey Masscot, a second time the subdir in the track folder is that a mistake or supposed to be like this? (containing ai and data folder, so I guess it needs to be in the main track folder as well... )
View attachment 1403126
cheers and thanks for this wonderful track !
If you change it don't forget to rename "models_brno_circuit_reworked.ini" to "models.ini"Genuine question from @jac0 though. I have made the same remark earlier, but got no response.
I understand the need if there would be another layout, but since there isn't, it makes little or no sense to have the file structure like that. It only clutters the ui unnecessary (my OCD you know)
Since I don't go online anymore, I always get rid of that kind of structure (there are more tracks like this).
If you knew the significant and exhausting issues that the team has been dealing with when updating this track then you'd realise that things like this were at the bottom of a very long list. The track works, please just try to enjoy it without being distracted by tiny little non-issues that at worst have minor aesthetic impact on the UI.hey Masscot, a second time the subdir in the track folder is that a mistake or supposed to be like this? (containing ai and data folder, so I guess it needs to be in the main track folder as well... )
View attachment 1403126
cheers and thanks for this wonderful track !
Yeah, forgot to mention that...If you change it don't forget to rename "models_brno_circuit_reworked.ini" to "models.ini"
0ne question, will there be a new Gran Tursimo 7 track?Fixed it not having 1.2 as ver#. Note: its probably final.
Two things.Hi folks pure planner is just appearing in my top left hand corner of the screen as a small box big enough for the x to close . Any ideas how i can reset its size and position? thankyou.
Not sure he was being rude there, no different to some of the positive feedback or suggestions you make with multiple mods that get released here. All good.If you knew the significant and exhausting issues that the team has been dealing with when updating this track then you'd realise that things like this were at the bottom of a very long list. The track works, please just try to enjoy it without being distracted by tiny little non-issues that at worst have minor aesthetic impact on the UI.
I didn't think he was being rude, and certainly didn't say that. Is that the impression you got?Not sure he was being rude there, no different to some of the positive feedback or suggestions you make with multiple mods that get released here. All good.
New VRC Prototype incoming. The Alpine I guess.
New VRC Prototype incoming. The Alpine I guess.
If you didn't think he was being rude, your response said otherwise. Glad you're getting there with it all though.I didn't think he was being rude, and certainly didn't say that. Is that the impression you got?
We can't update the track and release the third download within a few days of release for a personal (and minor) UI preference, so I was struggling to understand what he wanted me to say or do really.
It just seemed like a weird thing to draw attention to, rather than the multitude of improvements we've implemented.
I'll be honest, this version with the new 3D topography was very nearly abandoned a few weeks ago due to the headaches and time drain it was creating for several contributors. A lot of work was also lost and had to be redone. But we dug in and were determined to get it released, and are pretty happy with the overall result. But it has been a total ball-ache at times, as other team members can testify.
We never thought it was perfect but we'd rather hoped that the improvements would far outweigh any minor deficiencies that might have been missed in the maelstrom.
Having said that, everyone is entitled to their own thoughts and no offence was taken from my side.
Luckily the minor UI issue is easily fixed for anyone who is bothered by it, and it in no way affects the use of the track. It just doesn't justify another update.
I'm afraid you are projecting your own personal - and incorrect- interpretation of my post there. Not sure why. I already said I didn't think he was being rude.If you didn't think he was being rude, your response said otherwise. Glad you're getting there with it all though.
Not at all. Even if you didn't think he was being rude, I feel your response was terse and a little rude. You are usually the very first to comment on a newly released mod and immediately point out the shifting animation is wrong (for example) and I'm sure that is way down the list of priorities of that modder. He was simply doing the equivalent and I was pointing it out.I'm afraid you are projecting your own personal - and incorrect- interpretation of my post there. Not sure why. I already said I didn't think he was being rude.