- 636

- Netherlands
- Rivanov
Not yet! Will try it today!Have you updated to the 1.1 version of the RSS 296? I think something about the FFB was mentioned in the changelog.
Not yet! Will try it today!Have you updated to the 1.1 version of the RSS 296? I think something about the FFB was mentioned in the changelog.
I was on ver. 1.1 when I posted. Doesn't feel any different than 1.0.Not yet! Will try it today!![]()
Hello, thank you for your work. If I understood correctly, the compressed skins are for the Mk.X Cosworth model, right?skins lotus type 23 cosworth in low resolution and weight, for a real driver.
resolution - 2048x2048.
dds compression - bc3.
the weight of the entire folder (34 skins) was - 837 MB, became - 245 MB.
skins for standard models (without aerokit).
not a conversion, made from the source (psd), so the quality is quite decent.
![]()
Assetto Corsa PC Mods General Discussion
Maybe one day we'll have a good version of present-day Jerez for AC... God I'm so jealous of the RF2 guys. https://steamcommunity.com/sharedfiles/filedetails/?id=1229688469 It looks much, much better than alexmeyer's cartoonish version. The AC Jerez is extremely dated and quite inaccurate...www.gtplanet.net
Hello, this fits all versions of Lotus Type 23, except Lotus Type 23B V8 Climax FWMV which has aero kit. Lightweight skins for it will be later.If I understood correctly, the compressed skins are for the Mk.X Cosworth model, right?
Deselect "Replace Original CSP Implementation with custom script"Hello everyone, since the CSP update to 0.2.8, I've been getting headaches and nausea all the time. I don't play in VR, just a simple screen. I don't know if something has been added to the CSP, but before, I didn't feel this way.
Can someone tell me how to completely disable the neck FX, because there are two buttons in the CSP, or tell me how I can reduce this urge to vomit?
Maybe someone has a setting they can give me that works like a realistic neck FX, a bit like in Raceroom, which suits me very well.
Thanks
Try this profile (delete the .txt extension)I feel exactly the same! No feeling at all in the front tyres. I'm using Simucube 2 Pro with the "AC Kunos Default" profile within the Simucube Tuner.
View attachment 1442233View attachment 1442234View attachment 1442235View attachment 1442232
Thanks! Can you also share your CM FFB settings?Try this profile (delete the .txt extension)
A little follow up to this rant. After going through most of my car folders and re-sizing\re-saving the skins, I knocked off almost 38gb of space from my cars folder. I know no one really cares, but I was amazed at how much space I got back. I think it's safe to say that some of the skins were oversized.Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.
Do car skin makers understand the concept of files sizes and GPU memory?
I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.
OK, rant over.....![]()
Some update / alternative.working on a new set of preview settingsin cooperation with @Fall Guy
sorry for the bad quality, but the forum upload reduces the quality a lot
View attachment 1442089
View attachment 1442095
View attachment 1442092
View attachment 1442093
View attachment 1442096
View attachment 1442097
VRC is better, the SD one handling is poor, lots of snap over steerDoes anybody have the CART 1998 from simdream? it is an old mod.
Have you updated to the 1.1 version of the RSS 296? I think something about the FFB was mentioned in the changelog.
Can you tell me how you resized the skins?A little follow up to this rant. After going through most of my car folders and re-sizing\re-saving the skins, I knocked off almost 38gb of space from my cars folder. I know no one really cares, but I was amazed at how much space I got back. I think it's safe to say that some of the skins were oversized.
Kind of a tough question to answer and you better have a lot of free time if you have a lot of cars and skins. I used a combination of two programs, mostly Photoshop. Some textures however only open as black images in Photoshop. For those I used paint.net. Don't ask me why, but paint.net read those ones properly.Can you tell me how you resized the skins?
I'm almost without space in my PC and I'm thinking about doing the same.
Thanks
I find that the large file sizes causes issues when trying to create previews in CM. Such high resolution skins with high file sizes usually end up creating a blank preview where the car is the model without any livery etc. Due to this I have used @jac0's method for converting the skins to smaller files.A little follow up to this rant. After going through most of my car folders and re-sizing\re-saving the skins, I knocked off almost 38gb of space from my cars folder. I know no one really cares, but I was amazed at how much space I got back. I think it's safe to say that some of the skins were oversized.
I do this via ext_config.ini in extension folfer. For example, add:Could someone tell me how to increase the power of the headlights (in the "lights" file in the "DATA" folder)?In some cars, during night races, the brightness seems too low to me.Is there any way to increase it?Thanks in advance.
To do this you need to unpack the data.Could someone tell me how to increase the power of the headlights (in the "lights" file in the "DATA" folder)?In some cars, during night races, the brightness seems too low to me.Is there any way to increase it?Thanks in advance.
Yep, I agree, this has to be done manually for each skin to get good results. Every car and skin is different, so automating this will usually not yield good results. Tampering with skins that are already correctly sized will only reduce their quality, and batch converting the others is also a pain, because you will still need to identify and decide which textures need to be what size and so on. This varies from car to car, depending on the UV map.Kind of a tough question to answer and you better have a lot of free time if you have a lot of cars and skins. I used a combination of two programs, mostly Photoshop. Some textures however only open as black images in Photoshop. For those I used paint.net. Don't ask me why, but paint.net read those ones properly.
I then went through every car skin folder I have, turned on detail view setting in Windows and looked for files with extremely large file sizes. It will be obvious which ones they are. Another way is to hover over a skin's folder. If the folder size is above 100mb (I saw a few over 300mb), there's a file or two in there that's too big. I got most of my skin folder sizes down to 50mb or less. Most skins I only had to do the paint scheme file, but a lot of them had other files that had no business being as large as they were. I saw ao and map files that were 4k and 8k in size, helmet textures that were 4k, etc. Seriously, who needs a 4k helmet file.
Then I opened them in one of the two programs I mentioned above and re-sized where needed and re-saved them as BC1 (I believe) dds files. I may have lost a little bit of quality, but I much prefer having no stutters from being a gig past my GPU memory limit than seeing perfectly crisp\clear car textures.
As a note and to maybe save you some time, I would stick to newer cars you may have first. Most of the older cars (the ones from Kunos and older car mods) did not have a problem with large skin folders. I think way back then everyone was making 2k skins instead of 4k and 8k skins. Probably because back then no one had 8gb+ video cards. Seems like newer cars and skins made for them have fallen into this trap of larger files sizes.
Wow! Using 7zip fixed the problem, I was able to install it correctly. Thank you very much Peter! It's strange, because, as I said before, I've never had any problems using Winrar. Anyway, thank you again.Please watch the install video and install it exactly like it is shown there. You must use 7zip app and its Extract button!!!
Don't use any other methods to install Pure!!!
[SHADER_REPLACEMENT_...]
DESCRIPTION= fix holographic building glass
ACTIVE = 1
MATERIALS = MEL_PIT_BUILDING_A_02!4, MEL_PIT_BUILDING_B, MEL_GRANDSTAND_LARGE_A_GLASS, MATERIAL MEL_GRANDSTAND_CANVAS_GAZEBO_A, MEL_PAVILION_BUILDING_A_02, MEL_POWERHOUSE_BUILDING_A_02
MESHES = meshnamewhatever
SHADER = ksPerPixelReflection
IS_TRANSPARENT = 1
Thanks for suggesttion.I hope that a timing fix for Yas Marina is still in the works.
Anyway, any notes on your "jerez_2010" in your Mega repository? Original credits, version history, etc.? What is it? Is it a reworked alex meyer version? Or from a different source?
I caught it on Breathe's list and have had a look, but upon initial inspection I can't tell where it's from.
Cheers.
EDIT: One more note, when you can, please add the tag "circuit" to each of your releases - it's required for major AC features to function.
Thanks every Fenryr track is heavily undermined by Pyyer extensions. Z-fighting is crazyI really wish Pyyer would learn the basics of z-fighting and glass shaders. 😅
If you're bothered by the holographic glass in his 2025 Melbourne extension (maybe most noticeable for VR users?) then add this to the end of layout_f1_2025/extension/ext_config-pyyer-melbourne-environment-mod-2025.ini
Not tested, but it might also work for the other layouts if these same buildings are used?Code:[SHADER_REPLACEMENT_...] DESCRIPTION= fix holographic building glass ACTIVE = 1 MATERIALS = MEL_PIT_BUILDING_A_02!4, MEL_PIT_BUILDING_B, MEL_GRANDSTAND_LARGE_A_GLASS, MATERIAL MEL_GRANDSTAND_CANVAS_GAZEBO_A, MEL_PAVILION_BUILDING_A_02, MEL_POWERHOUSE_BUILDING_A_02 MESHES = meshnamewhatever SHADER = ksPerPixelReflection IS_TRANSPARENT = 1
"in the straight into the first hairpin after the esses, right before the 150 board, Sector 1 switches to Sector 3. The remaining duration of the lap is seen as Sector 3.
On the pit straight, right at the end of the lap, about ~150 meters before the start/finish line, the track loses position data - and resets the Sector to Sector 1."