Hi to all I'm new in Assetto corsa mod, I create my AB track in AC I have a problem or question. When the car arrived to finish, how can stop the race? when the car arrived to end of the track the car not stop and go forward, and not stop the game! Someone have a solution?? Thank You!
If I race in my track and I pass the finish line, the game not go to menu page but the car continue to run and not end the game
for a to b tracks, time gates should be named: AC_AB_START_L / AC_AB_START_R AC_TIME_0_L / AC_TIME_0_R (for an optional split time, use only one!) AC_AB_FINISH_L /AC_AB_FINISH_R
I put all this objects, but I have the same problem, PRACTICE and HOTLAP work but after the end of the lap the game not quit in menu, Time Attack not work because ask me a AI Line, but I have the line also the pit line, race not work, because not have other cars, so the question is: how can stop the game after the finish line??
I am not sure if I understand correctly what you want to achieve but in AC there is nothing like autoteleport to the start if you have A-B track. If you placed dummies correctly it should record the time but the car needs to be teleported back by pressing ESC and return to pit. As far as I know there is no other option. And A-B tracks don't work in race mode, just practice, hotlap and time attack.
ah yes right, but Race also works, if there are AC_START_... boxes/dummies. It could still be a CSP thing, try without CSP enabled and see what happens edit: no it doesnt quit on itself either...
The problem is that in an AB track, when you cross the FINISH line, the car keeps going until it crashes into an obstacle set up to close the road, instead I want to understand if there is a way, that after the finish the game stops and give me the result.
what Fuzo said: "... in AC there is nothing like autoteleport/quit on A-B tracks. the car needs to be teleported back by pressing ESC and return to pit. As far as I know there is no other option."
Hello, im having a problem with converting my track to an kn5 file. It workes perfectly fine except that the converted track only has 1 pit althought i added pits (AC_PIT_0-7). i tried to give the AC parts materials but nothing changed
Hello everyone, I have a wip track. I use content manager and ofc CSP enabled, but the thing is the track is very bright, even after I adjust all the values like specular, diffuse, etc in KS Editor. I have to set to the afternoon like 4 PM time so I can see the track. Here's a vid of my track: Is it because it's not CSP supported or something? I see few tracks require CSP so it can work properly but I don't know if I have to some sort of setting up or enabling the CSP for my track.
If you are using SOL or Pure, it’s meant to be brighter in general to simulate the sun correctly. But from what I can see, your shaders are not finished. Once you make them multilayers, add proper detail maps, etc, they won’t look as reflective and bright
Hi, i need help. Is tehere a way to disable a mesh in the track via commands in some file? There is a track i downloaded and tehere is an invisible wall i want to drive through, but i cant. If there is no option to disable that mesh in the files, how can i export it to blender? With the right scales, because i cant find any right solution, thanks!