Could you please be more precise. I didnt release any update for now. Im just working on it. Sounds like you mention something new that appears. For 92 cars only from asr, i made a talent file that did the trick. Cheers.
I know but the cars work on other tracks without problems. Maybe you try the mod for yourself with the latest version of your Ö Ring track. Link is in my post above. TiA
Ok, i got it. I mean, i understand that the problem was with the combination of some cars and some tracks. The explanation could be that i record my Ai path at a very slow speed. But that doesn't make sense if it is some cars and not others from a same mod (ASR as an example) And i don't know if carrera was creating his AIW path at low or high speed. That said, when using a talent file, the problem is corrected. So i need to search further in this. If anyone have an idea, you are welcome lol. Anyway, i've search alot to make the cars work very nice on Monaco because it's always this kind otracks that make Ai go wrong. (And that is for every urban tracks, modded or not ) I'm pretty happy that i have find the right way, the cars behave very neturally and can pass others but never goes crazy or stupid. Now my complete ai overall work will be much more easier and will go fast. Except this problem that Hazi talk about, you should see a very nice AI Cheers
I tried the 1993 skin mod on 1986 Oesterreichring Version 2.0876. I see no issues. All cars are running full sped.
So only on my side? Tried at Spa 2.0876 and same problem. Even reduced AI to 15. Mod running ok on other tracks not in 86 tracks.
V3.0 Released !! Finally, i'm so proud to release this final version of this mod. After a long, long, wait, all the 16th tracks are done now. - Jacarepagua - Jerez - Imola - Monaco - Spa Francorchamps - Montreal - Detroit - Paul Ricard - Brands Hatch - Hockenheim - Hungaroring - österreichring - Monza - Estoril - Mexico - Adelaide This track pack include all the 1986 Formula One Season ! It is created mainly to work with "F1 1986 Historic Edition Cars" mod. We, @doddynco and i, are working on a complete historical edition of the f1 1986 season and 1988. To help on future updates, we have cut the mod in 3 parts: - "F1 1986 Historical Edition Cars" - "F1 1986 and 1988 Historical Edition Tracks" (This mod ) (F1 1988 Tracks will be included asap as different layouts. Pit boxes, aiw path, susuka, silverstone and many features will be included to match 1988 season) - "F1 1988 Historical Edition Cars" (on early stage) All the tracks where originaly made by Carrera4 for Rfactor1. Brands hatch converted by Philrob and Crustycrab. Osterreichring by senormen. All credits to them for the hard work done and to let me mod. About this mod and my work : pushing these tracks in the next tech New textures Some new objects All PBR shaders Puddles maps Add a complete rework of the cameras (80's style) working AIW path for both f1 1986, 1988 mod and fastest generic lane to name a few. etc... Last but not least, all tracks now have a more personnal feel and all the road meshes are done to simulate laser scan variations. Yes, you will have some sparks if you go low suspension and/or high fuel. After about 3 years of work, i'm so proud to let you drive those tracks and give carrera4 original mod this complete overhall. Happy driving! Cheers
Well done trollray et al! I take my hat off for your efforts, and thank you for your dedication! The greatest part about the FINAL release, is that we all get to celebrate together! See you on the track!
Hi all, thanks for your kind words. Don't forget to give feedback and bugs. If you want to support our work, the best way is to put some pics in this forum. I'm too lazy to do it now lol Happy driving
AAArGHH, Houston we have a problem. @svictor or any other gifted modder Any idea of what can cause this?
Is it reproduceable in DevMode? If yes, try a complete grey Road Detail Map with a complete white Alpha Channel. BTW Are the rdt Map and other Road Textures that you use, properly mapped to the Road Meshes (Mapping Channel vs Shader Mapping Channel Setting)? EDIT If you get stuck with it, write me a private Message. EDIT 2 Also check the used Road Textures and their Naming.
Hi @redapg and @Alex Sawczuk , Dev mode work without problem as sceneviewer. That's why i did'nt noticed this bug. Reshade file regenerate. how does it work? Sorry if i sound stupid but never encouter this problem since now. Cheers and thanks for your feedback already
@redapg and @Alex Sawczuk , that's working now. I have deleted the cbash files and start from a clean config ini to be sure. All works perfect. pffui, i'm so glad problem was just on my side. Thanks guys. Now i can drive happy