- 1,812
- Chicago, USA
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...
When whiplash was better than chiropractics.
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public
Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
hi Jeroen, if it is the case Glenn explained, that your sound only has for example till 7500rpm but your car mod goes to 8000 rpm - and thus when reaching above 7500 rpm the sound cuts off , and as soon as you go below 7501 again you have sound again,A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
This is due to a bug in the latest CSP. I'm not at my sim right now, so this is a bit imprecise, but there's a new setting in the CSP general patch settings tab that's called something along the lines of 'Silence Malfunctioning FMOD Channels'. Deselect that and you should be back in business.Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?
I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.
An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
Wow both extremes but no happy medium.I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?
I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.
An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
You can use the app "Match start fuel with AI App 1.6" by Nuzzi. This app can match the AI fuel with the player´s fuel and vice versa. But I never tested it.I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.Wow both extremes but no happy medium.
I’ve tried saving my setups as ‘ai_default’ for each car with no success.
You can use the app "Match start fuel with AI App 1.6" from Nuzzi. This app can match the AI fuel with the player´s fuel and vice versa. But I never tested it.
Match start fuel with AI App
Sick of trying to guess how much fuel the AI start races on so you can have the same? Struggle no longer, as this app ensures that you start with the same amount of fuel as the ai or vice versa. Below, we can see how I leave the fuel setting to...www.overtake.gg
I tried to use other Nuzzi apps but I couldn't understand the process to install them so I gave up. Pit stops are one thing I've never done on AC. I don't really know how they work. Since my races are only 10 laps long I usually put in enough fuel to go the distance.Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.
Dear Mr. RMi_wood. I cannot open this. It seems to be corrupted. Anyone else had issues with it?
Try again, I remember racing without the fuel app.I tried to use other Nuzzi apps but I couldn't understand the process to install them so I gave up. Pit stops are one thing I've never done on AC. I don't really know how they work. Since my races are only 10 laps long I usually put in enough fuel to go the distance.
I have used the AI Pit App extensively, over many versions, and I can tell you that it still has a long way to go. It has plenty of bugs and issues. I've deleted the app - which, by the way, was not enough, as the "surfaces.ini" swapper that it uses often malfunctions - and unsubscribed from his Patreon for the medium term.Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.
What a magnificent little car!Ladies, Gentlemen,
The big boy is out. Third of his kind, best of his field.
View attachment 1437868
View attachment 1437869
DATSUN Fairlady 2000 GTS - Download on OT
Featuring the work of Pasta, Langheck_917, Ben Nash, Bazza and Myself ! And driving tested and approved by @Tetri
Enjoy!
Anyone else having this download flagged as a trojan by windows defender?Very nice litle Suzuki Swift Sport Cup GEN3 1.4 Turbo v1.1 (+ FIXED SETUP Version) by @petercrill and Davz
View attachment 1437853
CSP required.
Base mod by 101Creative (Suzuki Swift Sport 2017 Track), edited by Davz, physics, skins, extension, some 3d changes, LODS...
Link: https://mega.nz/file/RJVDlYwT#0wHPWmjXbGqfAfEjOGs_NTd-vHzC33etUb5YWJ4RxIw
(the FIXED version has the setup locked for league races, so no need to install that version)
Defender gets a lot of false positives id just white list and ignore in your position.Anyone else having this download flagged as a trojan by windows defender?
Still having online validation issues for tracks? I hope not, that sucks.I have used the AI Pit App extensively, over many versions, and I can tell you that it still has a long way to go. It has plenty of bugs and issues. I've deleted the app - which, by the way, was not enough, as the "surfaces.ini" swapper that it uses often malfunctions - and unsubscribed from his Patreon for the medium term.
The hope is that he gets in contact with Ilja and somehow folds the integration into CSP - obviously, AI Pit strategies are important enough of a concept to be considered for "official" CSP integration, which would likely materialize a significantly more stable platform for it (especially since each new CSP, both public and preview, generally breaks the app in one major way or another).
It's a valiant and worthy crusade to work AI mandatory pit strategies in for the purpose of furthering AC as a single-player sim - and thus I'm rooting for him to figure out - but I'd say the app is not worth using at the moment.
No, I fixed it by sourcing the stock surfaces.ini from elsewhere.Still having online validation issues for tracks? I hope not, that sucks.
Looks great ! Can't wait to try it.Ladies, Gentlemen,
The big boy is out. Third of his kind, best of his field.
View attachment 1437868
View attachment 1437869
DATSUN Fairlady 2000 GTS - Download on OT
Featuring the work of Pasta, Langheck_917, Ben Nash, Bazza and Myself ! And driving tested and approved by @Tetri
Enjoy!
You know, when Pasta uploaded the Clubman to RD I wanted to ask, "Algue did three versions of the Fairlady? I only count two!". I kept quiet because I didn't want to be rude. Well, consider myself told.Ladies, Gentlemen,
The big boy is out. Third of his kind, best of his field.
View attachment 1437868
View attachment 1437869
DATSUN Fairlady 2000 GTS - Download on OT
Featuring the work of Pasta, Langheck_917, Ben Nash, Bazza and Myself ! And driving tested and approved by @Tetri
Enjoy!
The widebody had been delayed due to troubles in the livery making, It wasn't worth releasing it with only 2 or 3 skins, plus it would have overshadowed the Clubman as the "racing" version of the car. It's a bit of a Pokemon this oneYou know, when Pasta uploaded the Clubman to RD I wanted to ask, "Algue did three versions of the Fairlady? I only count two!". I kept quiet because I didn't want to be rude. Well, consider myself told.
I'm honestly amazed at how much of the GTS is re-made from scratch - it's not just a Clubman with overfenders and a different set of wheels, the amount of care that must've gone in redoing all the little details around the car that maybe two people will notice is astounding. And while the Clubman with the updated physics was fun, this thing, with its massive amounts of mechanical grip, is just downright exhilarating around old Suzuka.
Perhaps the only thing that's missing now is somebody taking a Sawzall to the windshield and making a proper SCCA DP version out of this Fairlady. I'd already be on the case myself if I had the necessary skills, but sadly I'm a talentless hack, and therefore it will have to wait for somebody else to think along those lines.
Overall, a 10/10 mod - although that is par for the course for anything coming from the neighborhood of the WSC team these days.![]()
First, thank a lot for share this awesome pack. Now, a little trifle...Pack Ferrari F355 V0.98a online !!...
wwooou Bravo, merci !!Ladies, Gentlemen,
The big boy is out. Third of his kind, best of his field.
View attachment 1437868
View attachment 1437869
DATSUN Fairlady 2000 GTS - Download on OT
Featuring the work of Pasta, Langheck_917, Ben Nash, Bazza and Myself ! And driving tested and approved by @Tetri
Enjoy!
Corso v1.0
View attachment 1437677
Fictional circuit.
Conversion from GTL.
-CSP recommended
-2 layouts (Full/ Speed)
-30 pit/start
-AI, cam
Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission
AC Converted by @shi (shin956)
Sections file and logo.png by @Fanapryde
Crowds texture by @Kniker97
3D terrain from Chuck_CG's Landscape pack
"Pack - Realistic - 3 Warehouse" (https://skfb.ly/osoBI) by Islide is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Lowpoly Buildings" (https://skfb.ly/oCnGO) by l0wpoly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot
Enjoy.