It's really more of a nice-to-have than anything else, yeah. I usually quite like seeing the names and learning them as I drive, and I had some free time today so I figured I might as well, even if it is a bit of a painstaking process! Besides, chances are there's a few others out there who'd appreciate it too
For sure just stating why it is often overlooked. I personally don't ever use it and usually think of it last minute before release and have to scramble something together. In this case it is likely prototype didn't even know about it. Come to think of it I have to put one together for Calabogie... yay....
Hi everyone, can someone perhaps help me with regards to this file. I copied it over into the appropriate files as I would with other track mods and the game is able to read them as I am able to see it in the game but when I select start, it starts going into the track but then just redirects me back to the menu as shown below. If anyone knows why this is happening, please help. Thank you in advance.
Why on earth are you still using default launcher in 2019. Use Content Manager for the love of god!!!! The reason why its not working is probably because you have to install the pixel extra download, which all non users of CM had to download and install
Make sure to install the "system" folder as well, it includes a special shader for night time (lit windows)
VERSION 0.9 STATUS UPDATE Ive been getting telemetry and driver feedback from some of the teams that took part in the Kyalami 9 hour event last month. Happy to report that feedback is resoundingly good, with information being relayed that the track layout, cambers, elevations, general feel of the surface and kerbs are pretty close to perfect. In fact the only tweaks are single percentage numbers of the heights of some kerbs, which translates to some kerbs being 20mm too high in places, as well as some other very minor details. So enjoy that fact that what you guys are driving in your sim rigs is accurate. Example of the kind of notes Ive been given. ----------------------------------------------------- I have also been working on the third selectable option - a recreation of the 9 hour event. Im making good progress on it, and it should be ready in the next week or two. -------------------------------------------------------------------------------------------------------------------- Some work in progress screenhots: This update will include @Stereo 's excellent st flow shader, which animates the TV screens. If you dont have it, and you have a moment, maybe install it when you get a chance. I will however, include it in the download. https://www.racedepartment.com/downloads/stflow-shader.23999/
Hi, I was looking for a CSP vao file for this track but didn't found one. Are you planning to add it for a final version? I do like the "vao baking texure method" for adding more depth to the track. Here I did a quick test wih the same parameters I used for my Norisring track: https://acstuff.ru/u/comparison/B0J
@Prototype Here I did a small tutorial on that subject. Enjoy! https://assettocorsamods.net/threads/creating-a-vao-patch.1858/
I Joined Because of this thread. Kyalami is my home track My first grand prix was in 1971... Thanks for this!
Have many photos of Kayalmai in the eighties/nineties if they can help with future projects I am pleased to provide the reference images. Keep up the great work.
That's MEGA STUFF RIGHT THERE !! Amazing ! You actually got the chance to meet my hero Saw your videos too of the engine sounds in the pits at the Historic Monaco GP, if you can get more of those, maybe someone here can use your videos to make new sounds for the historic F1 cars as well for AC.
Is this done? I've found you and one other guy who were in progress of making msr, but no download link available I also live around 40 minutes away from msr and go to the trackdays