- 9
- Australia
Hi, does anyone have a link to the Glendale Raceway Pits Extension from 21 to 24 pits from Foxeway? His link doesn't work.
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Did he made a typo or the link you provided is old AF??512MHM74
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Ferrari 512M Spyder Can-Am 1974 with Helmet and Tyres etc.
for Legions (Thank you) new car https://perendinator.blogspot.com/2025/01/ferrari-512m-spyder-version-20250112.html
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I noticed that, too. Although I seriously doubt GzeroD makes mistakes...
Just use the ones included with pure, the paid ppfs are all trash, you have to adjust them, so whats the point of buying them? pure is perfect, you just adjust the ppfs that come with it to your liking.Also, this Gamma vs LCS face-off where we now have to pick a side... your Instanbul updates look fantastic in Gamma, but with LCS the very first thing I noticed was oversaturated reds on the kerbs, which I'm 100% sure aren't how you want them to look.
LCS power users: should I be using a different PPF or something to avoid adjusting every single track config (not that it's a realistic option)? PureVR has stood me in good stead.... until now.
This is like a whole new twist on choice paralysis, but with goofy results.
Edit: tried C13AEGIS PPF.
Why is it so damn dark?
I have at times just use Paint.net to reduce the size and resave.Any tips for manually reducing file sizes for car skins? Most of the RD releases for the Porsche (both the LMh and the GTD) are in an absurd 8K format that no one in the world needs - especially me, who runs the game at a peasant's 1440p.
This of course means that individual skins can be hundreds of megabytes, which is ludicrous. I did a size analysis of my content folder and there are quite a few folders with crazy high file sizes - but skins I've sorted and added drivers to, which I want to keep.
And yes, I do use Compactor to compress my entire content folder. The fact I'm still scrounging for space should tell you what kind of absurd car/track numbers I have regardless.
Thanks to anyone who may know.
I like mk1 as well. The problem with that car is, that brakes are *****. They never heat up. Same for AI. Change the values in brakes.ini to heat up earlier and stay hot. I used rss formula 70s values and copied them over and it will help you and the ai. Also another thing you can do if ai cars are overshooting corners is to reduce the value of brake hint in ai.ini. It goes from 0 to 1. Higher the value less carefully the ai takes the corner. Sor reduce this for about 0.1 or 0.05. Mind you, it will slow the laps down a bit for the ai in the process. But this is very effective for cars with wild ai. Bazza's Ferrari 250 lm is another one, that has this value way to high for example.Question for the brave : i've done some AI versions of the Lotus 49, Ferrari 312 67 (both Kunos) and a random Honda RA300 i had on my SDD.
Now i've always raced with the Heat mk1 from Pessio, but with a little power boost that thing keep on sliding, and therefore it's ruining the race for the whole grid. If i wanted to add more grip or at least make it less snappy what parameters should i tweak in the tyre model? There's a bunch of parameters such as rolling resistance, friction limit angle, angular inertia...
Ai is panicking when it enters a corner too fast, making it dangerously swing left and right. I replaced the whole tyres.ini with the lotus 49's one and it's now riding at proper pace but it's a bit of a bummer.
Related, if i want to share the AI cars, as they are either Kunos or paid mods, how do you do the "rooting" thing i've seen in the WSC TZ2 for example? Like, i would share the data.acd and not any of the original kn5 files, as the game would have to get them from the regular file folder. Don't know if i'm clear here.
Anyway, on the Sergio Loro Watkin glens 60s, it gives me chills to run at 1.04 at 11th place and still fight to overtake a freaking 312.
Let me know if you want the files anyway
I updated the link on the listingHi, does anyone have a link to the Glendale Raceway Pits Extension from 21 to 24 pits from Foxeway? His link doesn't work.
Thanks for the link and your AC tracks listing page!I updated the link on the listing
I have edited the ai.ini already, and there's no better values than the Pessio's original ones, no matter what i do, it's worse😅.I like mk1 as well. The problem with that car is, that brakes are *****. They never heat up. Same for AI. Change the values in brakes.ini to heat up earlier and stay hot. I used rss formula 70s values and copied them over and it will help you and the ai. Also another thing you can do if ai cars are overshooting corners is to reduce the value of brake hint in ai.ini. It goes from 0 to 1. Higher the value less carefully the ai takes the corner. Sor reduce this for about 0.1 or 0.05. Mind you, it will slow the laps down a bit for the ai in the process. But this is very effective for cars with wild ai. Bazza's Ferrari 250 lm is another one, that has this value way to high for example.
Photoshop ? I do it all the time. Open a 4k doc, copy paste the 8k file, resize save and voilà !Any tips for manually reducing file sizes for car skins? Most of the RD releases for the Porsche (both the LMh and the GTD) are in an absurd 8K format that no one in the world needs - especially me, who runs the game at a peasant's 1440p.
This of course means that individual skins can be hundreds of megabytes, which is ludicrous. I did a size analysis of my content folder and there are quite a few folders with crazy high file sizes - but skins I've sorted and added drivers to, which I want to keep.
And yes, I do use Compactor to compress my entire content folder. The fact I'm still scrounging for space should tell you what kind of absurd car/track numbers I have regardless.
Thanks to anyone who may know.
Do it. The car went from undrivable, to one of my favorite vintage cars. I can look what values I have set so the Heat is perfectly bop-ed with other cars. As it was in real life, fast as hell, but little less agile in the corners. But still competitive.I have edited the ai.ini already, and there's no better values than the Pessio's original ones, no matter what i do, it's worse😅.
But the brakes modification is a great idea, i'm gonna try that!
Any noticeable quality loss or errors in the simple downscale that you've noticed?Photoshop ? I do it all the time. Open a 4k doc, copy paste the 8k file, resize save and voilà !
Feedback: After a long, long time using non-CSP ClearGT, and trying what feels like hundreds of CSP preview presets to try to deal with encrypted cars, while maintaining a consistent preview look with what I actually preferred, I believe this will be my new standard. It solves the low-contrast problem that I had with many CSP preview presets perfectly, as well as some "opinionated modder" DDS choices.Guys, I thought I share my personal car previews here. Hope you enjoy and leave some feedback please (more screenshots in the dedicated thread here):
Studio Grey Showroom
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I could check this evening but if I remember well, in the tyre.ini file, there are 2 parameters DX_REF and DY_REF that basically modify the tyre whole grip on X axis and Y axis. I dont remember which one is longitudinal and other lateral.Question for the brave : i've done some AI versions of the Lotus 49, Ferrari 312 67 (both Kunos) and a random Honda RA300 i had on my SDD.
Now i've always raced with the Heat mk1 from Pessio, but with a little power boost that thing keep on sliding, and therefore it's ruining the race for the whole grid. If i wanted to add more grip or at least make it less snappy what parameters should i tweak in the tyre model? There's a bunch of parameters such as rolling resistance, friction limit angle, angular inertia...
Ai is panicking when it enters a corner too fast, making it dangerously swing left and right. I replaced the whole tyres.ini with the lotus 49's one and it's now riding at proper pace but it's a bit of a bummer.
Related, if i want to share the AI cars, as they are either Kunos or paid mods, how do you do the "rooting" thing i've seen in the WSC TZ2 for example? Like, i would share the data.acd and not any of the original kn5 files, as the game would have to get them from the regular file folder. Don't know if i'm clear here.
Anyway, on the Sergio Loro Watkin glens 60s, it gives me chills to run at 1.04 at 11th place and still fight to overtake a freaking 312.
Let me know if you want the files anyway
Hard to make a car/skin combo look bad.Feedback: After a long, long time using non-CSP ClearGT, and trying what feels like hundreds of CSP preview presets to try to deal with encrypted cars, while maintaining a consistent preview look with what I actually preferred, I believe this will be my new standard. It solves the low-contrast problem that I had with many CSP preview presets perfectly, as well as some "opinionated modder" DDS choices.
Thank you very much for sharing
I like mk1 as well. The problem with that car is, that brakes are *****. They never heat up. Same for AI. Change the values in brakes.ini to heat up earlier and stay hot. I used rss formula 70s values and copied them over and it will help you and the ai.
Thanks a lot guys, i will try both solutions. Note that those are strictly AI cars, player is not supposed to use them, and i enjoy the Heat the way it handles. Those cars, at least on this track (Sergio's Watkin glens), all have like a different balance but i achieve 1.03.5 with each of them, the Honda being the easiest. The idea is to make the AI run around this pace, with strictly race incidents to influence the results.I could check this evening but if I remember well, in the tyre.ini file, there are 2 parameters DX_REF and DY_REF that basically modify the tyre whole grip on X axis and Y axis. I dont remember which one is longitudinal and other lateral.
You should increase them to get more grip.
You should try to modify each one separately and check which one gives better behaviour.
You´re welcome. Nice to read.Feedback: After a long, long time using non-CSP ClearGT, and trying what feels like hundreds of CSP preview presets to try to deal with encrypted cars, while maintaining a consistent preview look with what I actually preferred, I believe this will be my new standard. It solves the low-contrast problem that I had with many CSP preview presets perfectly, as well as some "opinionated modder" DDS choices.
Thank you very much for sharing
Hard to make a car/skin combo look bad.
I'd say maybe the view is slightly low for very few cars (rss formula70, berta tornado) but it has ruined my plans and I spent lot of time doing previews. A keeper @Fall Guy
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Hi! Out of curiosity, is this Hyundai VGT an available Assetto Corsa Mod? I really love these! Thanks!
maybe this is related to VAO?Do any track modders here (or anyone else) know why, on a clear track under a clear blue sky, with no shadows from trees or flying objects etc falling across the car, the lighting inside the cockpit can dim at various places around certain tracks, as if you're driving under dappled faint shadows?
I thought it might be an issue with Pure faking cloud shadows (even in clear sun), but it doesn't do it at all on, for example, Kunos Laguna Seca, but it DOES do it at Brno. If you start a hot lap at Brno in clear sun, no clouds at all, the cockpit lighting starts dimming and brightening as you make your way up the hill, even before you get to the first corner. This then continues all around the track. Gamma and LCS, both are the same. But it seems to be track-specific and not a weather issue.
It's very weird. Something is causing it. Any ideas what?
Genius!maybe this is related to VAO?
So, solution is the non-use of VAO patch applied to a track?Genius!
I renamed the Brno VAO patch and the problem goes away.
This flickering has been a constant annoyance on quite a few tracks. I bet all of them have VAO patches.
Thank you very much!
not yet ao mapping is missing and some tweaksHi! Out of curiosity, is this Hyundai VGT an available Assetto Corsa Mod? I really love these! Thanks!
If you notice the cockpit flickering on a certain track, it's worth investigating.So, solution is the non-use of VAO patch applied to a track?
Other than the tracks' specific vao patches @Den_88 told you about, some ppfilters are heavily relying on them. The usual go to is in Pureconfig, Light tab, vao.amount, vao track exponent and vao dynamic exponent.Do any track modders here (or anyone else) know why, on a clear track under a clear blue sky, with no shadows from trees or flying objects etc falling across the car, the lighting inside the cockpit can dim at various places around certain tracks, as if you're driving under dappled faint shadows?
I thought it might be an issue with Pure faking cloud shadows (even in clear sun), but it doesn't do it at all on, for example, Kunos Laguna Seca, but it DOES do it at Brno. If you start a hot lap at Brno in clear sun, no clouds at all, the cockpit lighting starts dimming and brightening as you make your way up the hill, even before you get to the first corner. This then continues all around the track. Gamma and LCS, both are the same. But it seems to be track-specific and not a weather issue.
It's very weird. Something is causing it. Any ideas what?
The most recent ones are from modders who show their upcoming work so no links yetI'm confused. What's up with posts that are nothing but pictures of cars. There are no links to mods, no text, nothing but pictures. And they always have likes. Is this just people showing off their photo skills? Some of which are outstanding. Not critical, just wondering.