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Maybe I missed it... Why does the AI stuck in the rev limiter of 3rd gear (on my PC) and can I solve this?
la voiture est super à conduire. Mais c'est un peu le bazard dans la liste des opposants, parce que dans les veh, la ligne "Classes" ne doit pas comporter d'espace sinon les infos sont différenciées.
Je me suis fait un nouveau package avec les modifs suivantes:
- Description="#01 Ariel Atom 4" ....
- Engine="honda K20c1 320ch" / Engine="v8 H1 Hartley 520ch"
- Year="2018" (pour la 4 car il semble que la 320 soit sorti en 18)
- Classes="Ariel_Atom_4" / Classes="Ariel_Atom_V8"
- Category="Ariel ,Atom 4 2018" / Category="Ariel ,Atom V8 2011"
Avec ça tout est parfaitement clair, peut-être que tu pourrais apporter ces modifs lors d'une prochaine mise à jour pour un top mode de rF2 ;-)
A+
"The vehicle (Atom V8) you were driving is using a none-default camera LOD-multiplier value of 2.0 (any value greater than 1.0 is none-default for cockpit view), which this value gets multiplied with each objects' LOD (level of detail) distance value, and resulted in wrong rendering range (revealing more distanced objects than they should). This problem can only be fixed from vehicle Mod side, as camera LOD-multiplier value bypasses track's LOD value."
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857084530
I´ve done some changes to both teams-mas-files. Added driver names for each car so that tools like rF2 Log Analyzer work (if only one car has no driver it doesnt work anymore). Changed also the category in the veh-files. So if you now select an Atom 4 to drive, you have all other 4 automatically selected as opponennts. Same with the V8. In the opponent filter there are now two classes: Ariel Atom V8 and Ariel Atom 4. If you want to use this, i could send you the download link (could not insert links here)
Saw that the shifting light and the rpm at the motec does not work.
Two suggestions for the gen-file. Looks imho better because of no visible popping in/out at the rear
MeshFile=ARIEL_V8_BODY_LODA.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) ShadowReceiver=True
MeshFile=ariel_atom_lights_loda.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(250.0) ShadowReceiver=True
I've been waiting a very long time for someone to produce the Atom
you have done a fantastic Job
thank you .
My best time for a while ago was 7:59 on NOS 24H layout. Is the car now quicker ?
Yu have any setup tricks ? I test the Atom on the Nos 24H Layout but the rear tire temps are sometimes to hot ... so nice to drive, my fav car here :-) The mirors are ok in VR but not adjustable.
You might have one more material problem to fix.
Under certain lighting the right front tire sidewall has a purple ring:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2720859301
Or other purple artifacts:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2720859934
I think it's because you have a spec map in the bump map channel.
Here's the order of the maps in the Skip Barber car:
Prim tirewall
Ch 1 tirewall Specular
Ch 2 Tirewall Bump
Ch 3 tirewall damage
Ch 4 tirewall damage spec
Ch 5 tirewall damage bump
Your ariel_atom_tire mat is quite different.
It even has some tread type textures.
For example, tyre_tread_dirt.dds is assigned to Ch 4