did you save the paint file as DXT1 not some other? That could cause such an issue. Or if the decal as DXT5 not some other. Those could be the issue.https://gyazo.com/f224df67973b82a06c4a3fd1c0635b25 this should lead to the pic
did you save the paint file as DXT1 not some other? That could cause such an issue. Or if the decal as DXT5 not some other. Those could be the issue.https://gyazo.com/f224df67973b82a06c4a3fd1c0635b25 this should lead to the pic
<part instanceParamCount="9" id="DriverHelmet" mesh="eaid://character_package/kitpart_assets/generic/helmets/helmet_arai_01/idf/helmet_arai_01" connectjoint="COPY" />Actually going under 'All resources' you can find [driver_name].idf?model
Might be something, might be nothing
I think co-efficient of drag (low drag) and messing with the engine power might help with top speed
The only way to test performance is trial and error so it's very time consuming
did you save the paint file as DXT1 not some other? That could cause such an issue. Or if the decal as DXT5 not some other. Those could be the issue.
That worrked thank you, however on the left sidepod my audi logo messes up, do you know what i can do to fic this ?did you save the paint file as DXT1 not some other? That could cause such an issue. Or if the decal as DXT5 not some other. Those could be the issue.
make it smaller. Or use the chassis from some other car. The sauber decal sidepod is mapped extremely badly so it will distort no matter what you do.That worrked thank you, however on the left sidepod my audi logo messes up, do you know what i can do to fic this ?
https://gyazo.com/60796863bc460b2b14dd74004d6564ee <picture
I tried editing that but there was no change<part instanceParamCount="9" id="DriverHelmet" mesh="eaid://character_package/kitpart_assets/generic/helmets/helmet_arai_01/idf/helmet_arai_01" connectjoint="COPY" />
<part instanceParamCount="9" id="DriverSpecific" mesh="eaid://character_package/drivers/male/2016-renault_kevin_magnussen/idf/kevin_magnussen" connectjoint="COPY" />
</actor>
This is in the incardriver.scene.xml
Might work for the 3D model, might not.
I don't think soIs there a table or something else which shows what each value means?
I tried. Here are my results:Has anyone tried to edit performances to match the presumed 2017 pace? So increasing aero and all around speeds? Also which values for the aero are good to edit in the vtf file?
Nice Work- There are 'AI' files at \asset_groups\ego_package\ai but I can't make any sense of the jsonsI tried. Here are my results:
1. I changed the 8 values in aerodynamics (4 for front wing and 4 for rear wing). I do not know their exact names, but these are the values that AI used when upgraded aerodynamics, so you can easily check up that the names of those values in .xml file.
2. Every value I multiplied by 1.8 (Value * 1.8). I wrote only three decimal places after the decimal point.
3. So, I got: (Melbourne)
1.Riccardo (me) 1:22.5
2.Verstappen 1:24.0 (ORG file - 1:25.2)
3.Hamilton 1:24.8
As you can see, the problem is AI. e.g. Turns 11 and 12 are the biggest problem. AI need to brake for turn 11, where I go with full-throttle without any problems (P.S. It's very veryy cool ). So, we need to improve AI too. Probably the files like aithrottle or aicornering can solve this problem, or maybe ai brake line for every single track, but it would take forever.
P.S. Also, we can very easly edit a tyre performanse for al least 2 sec faster times
No worry . It should be easy. We just need to compare e.g. ferrari very high ai and ferrari very low ai. Then see what's the difference about lap times, and on this basis to improve AINice Work- There are 'AI' files at \asset_groups\ego_package\ai but I can't make any sense of the jsons
There isn't any table, but I can help you guys with car performances. I'm modding since f1 '15 and then I only modded car handling, so I spent a lot of time with all those values. If you have any questions about it, then ask meIs there a table or something else which shows what each value means?
very interested to see if you can get some mod done for these. If you'd be interested in helping me out with some performance mod for my season mod I'd love some help as I am not very good at editing car performanceNo worry . It should be easy. We just need to compare e.g. ferrari very high ai and ferrari very low ai. Then see what's the difference about lap times, and on this basis to improve AI
I recommend photoshop for the car liveries. You can get 3d models easily and only need the dds plugin.Good evening guys! I need another help with textures haha. I really want to edit a car livery and if someone use 3ds max, then I have following question: How to open it? Which plugins I need for it? I would really appreciate the help and thanks in advance.
very interested to see if you can get some mod done for these. If you'd be interested in helping me out with some performance mod for my season mod I'd love some help as I am not very good at editing car performance
I know and I really want Photoshop but you do not know that I'm just a high school student who doesn't have his own card hahahaI recommend photoshop for the car liveries. You can get 3d models easily and only need the dds plugin.
there's ways to get it I can help you if you want. Or even do the livery for youI know and I really want Photoshop but you do not know that I'm just a high school student who doesn't have his own card hahaha
Right now I have a method with grid pattern (TNX to Markus'99) where I find parts of the car, something like this:there's ways to get it I can help you if you want. Or even do the livery for you
nice! If you want to get photoshop I can probably help you out with that thoughRight now I have a method with grid pattern (TNX to Markus'99) where I find parts of the car, something like this:
View attachment 170821