redapg
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@hallenstein Do you use "All Tracks & Cars" as Series?
And if yes, is it the original one, with the original Safety Car?
And if yes, is it the original one, with the original Safety Car?
So it works with the original Safety Car?muchas gracias, vielen dank, thank you everybody - problem solved![]()
That one should be doable as well. I think I remember the spot for that@Chris Lesperance Would it be a big effort to make the seat adjustment up and down a little bit wider?
The Question is, does he mean fixed Upgrades or fixed Setups.One more bug coming from the Steam comments. I'm not sure where or how the default set up comes from. Anybody have any idea?
View attachment 47172
If I'm able to resolve that, I'll get the update prepped.
Normally, the default Setup is the one from the HDV.I was reading it as either fixed set ups or default set ups. I haven't looked into the TrackConfigsBase.ini. To me it did seem like the fixed Upgrades was working. Example: Setting the Oval upgrade for a specific oval track. I will double check that out though.
The default AI set up for a track is something that I think would be useful if it can be done. As the Steam post says, to be able to add taller gears to a super speedway. It would help me out a lot with my Panoz DP01 update. The AI has a different ride height than the player car. It bottoms out too much. If I know how to adjust and then default the AI set up, that would resolve that issue. That sort of modding/editing isn't something I'm too familiar with.
cheers m8@Chris Lesperance (and also @hallenstein)
The Problem is the following:
Both, your Helmet and my Helmet are using the Texture HELMET2014_TEMPLATE.DDS for the WCHELMET Material.
Yours doesn't have an Alpha Channel, but mine has one.
My Material is set without Transparency, but yours is set with Alpha Chroma Transparency.
Now the following happens.
Because the Safety Car gets loaded before all other Cars, my HELMET2014_TEMPLATE.DDS Texture gets loaded first.
And because you don't have any Helmet Textures for each Team, your Helmet (with the Alpha Chroma Material), also uses my HELMET2014_TEMPLATE.DDS, because a Material Texture gets loaded only 1 Time.
But because the Alpha Channel of my Texture is very dark in most Areas and your WCHELMET Material has set Alpha Chroma Transparency, the Helmets appear almost Transparent in that Combination.
I would suggest, that you change your Material to "no Transparency" too, to also avoid, that painted Helmet Textures, with dark Alpha Channels will also make the Helmet appearing transparent, as @hallenstein has reported above.
And @hallenstein, if you now want to use customized Helmet Textures, give them a complete white Alpha Channel.
Or wait until @Chris Lesperance will fix it.![]()
how can I achieve this, I use paint.net to edit .dds filesgive them a complete white Alpha Channel
Admittedly, physics work is not my strong suit. I would probably break the car if I started popping in numbers. I was keeping things close to Piero asr mangano original conversion. That said, I can maybe look into it a little bit, but I wouldn't get your hopes up on it. I do know what you mean by the brakes being very touchy.
The rulebook does have a lot of good information. I think I have the 2019 version as well. They did not race at Indy or use the low downforce oval wings this year. I'll have to dive into it and see if I know how to convert the rulebook numbers into HDV numbers. It was something I did not do when I did this initial release.
https://epaddock.indycar.com/rulebooks/moduleId/773/controller/Home/action/Index?folder=Documents/RuleBooks/
If someone more knowledgeable is able to take a look, I would be willing to accept any assistance on that side of things.