4 New skins added in V1.1, in case you want me to add one, send me a PM. The new front bumper is added/mapped and the rear bumper has had a mapping correction so all old skins do work as well.
The good news, today my Patrons got a test V1.1 version from me. So far: More fun, you need to drive better, brake perfect... It goes bananas very fast if you want to. I did test on a private server at Spa Francorchamps, Imola (Reiza), Hockenheim and Bahrain (GEM). No strange things spotted. Two small 3D fixes are for coming days, normally May 1st you will see it at STEAM.
It's May 1st, RELEASE DAY V1.1 https://steamcommunity.com/sharedfiles/filedetails/?id=2648433641 V1.1 Changelog Fixes: Extra material for more shadow under the car Cockpit Sounds Revision: Understeer / slightly more slip at rear on throttle Mirror resolution Rim optimization (Less poly load on GPU) BOP Final tyre and physics: More AI grip Less AI grip usage (so they overdrive less) Separate AI brake torque (less lock up) Slightly reduced brake torque for players (new 100% is the old 95%, nicer balance) -> and feels amazing now on the wheel! I feel details I never had before. Fix small front light glass offset + LOD headlights glass and mirrors Weird reflections on windshield Template map and rear correction mapping New front bumper modelling Two new wing models in showroom + physics FFB 20% less heavy Door mirror fix Radiator parts Better looking interior fix Many LOD fixes Damage model includes bumpers, tyres, aero diffusers, mirrors that will be removed on crash based on impact.. I made a new low poly 3D chassis under the bumpers as well. Final note, be gentle on the brakes Brad, if you read this please send some crash shots on the net. By 25K polygon reduction on full car by reworking many parts.
other cars wheels dissapear while on track at a distance of about 80 meters far just look at the front of you cars and let them go ahead about 80 meters their wheels will dissapear auto fps is not enable in case you wondering
Are you on full (max) settings or mid? My settings LOD are using many things on the rims, High poly is removed at 20 LOD, from 10 to 50 there is a lower poly active to have a nice blend from high to lower poly. After that stage it's a rotating image on a 16 poly disc. Sometimes I had to cut from very high to almost really low poly models to compensate for more GPU power, interesting for online events. So it was a bit of compromise here and there. But you are right, the rims probably need a bit more LOD in total. If I know your setting I can simulate it. Also give me the track you have it on please OR a screenshot. Aside of this I always wondered which track is the best candidate for a 100 LOD test. Suggestions? Thanks for the report
you will see the front car which is at 80 meters or less infront of your car to float above track its obvious for me like usinf the auto detail fps function
In VR experiencing very strange hands for the driver. They are flattened out, is the best way I can describe it.
In single screen, i don't even see driver hands while in any other car, i do. (or the hands are so warped that i don't even notice them) otherwise amazing mod.