Sol

Misc Sol 2.2.9

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There are some directions in the instruction manual that talk about setting Sun instead of Time for the track lights. Specifically, Daytona track lights cut out before the sun is illuminating the track for me. I can't find where that setting is. Does anyone have a path they can share for me? Thanks.
 
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I've noticed that some cars have a sticky/jumpy rev counter. The Kunos Porsche 917 K and the DRM Yamamoto Delikata 2 are the cars I've noticed it on. Turning Sol off solves the issue.
The Kunos Ford Escort RS1600 has the same problem
The sticky rev counter is a feature of the shader patch I think. Older cars used that type of gauges that had that behaviour.
 
The shader patch uses a setting called: 'Use accurate tachometers' under Car Instruments. When checked this should simulate impulse tachometers which are mainly used in older cars. Can someone tell me what this means?I discoverd it causes the tacho to stop moving smoothly and instead it skips in increments of about 500/1000 rpm.
 
Can someone tell me what this means?I discoverd it causes the tacho to stop moving smoothly and instead it skips in increments of about 500/1000 rpm.
That's pretty much what it means, old tachs are not smooth, they count revolutions and then every half second or so, update the position. If you look at period videos (60s-70s) you can usually spot one. Smiths chronometric is one common brand of the 60s, Jaeger is another earlier one.

eg.
 
That's pretty much what it means, old tachs are not smooth, they count revolutions and then every half second or so, update the position. If you look at period videos (60s-70s) you can usually spot one. Smiths chronometric is one common brand of the 60s, Jaeger is another earlier one.
'

Thanks a lot for the explanation and the nice video.
 
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Any idea why Sol makes the top layer of grass such a pale bright green, look odd on top of the dark layer, and is there a fix?
 
Wait, this is odd. Some cars have the headlight problem and others don't.

For example:
- ALFA GTA
AcI4sSz.png

- ALFA Romeo Giulia Quadrifoglio
5NVmXxy.png


Any ideas? :O_o:
 
Peter, have you had a chance to take a peek at the issue I posted? It was the replay issue... And just to note, the multiplier was 300 but I initially had it at (x) 6 with the same issue. Thank you.
 
Wait, this is odd. Some cars have the headlight problem and others don't.

For example:
- ALFA GTA
AcI4sSz.png

- ALFA Romeo Giulia Quadrifoglio
5NVmXxy.png


Any ideas? :O_o:

The car with the cut off headlights probably just needs a config file created. I had the same problem with the 911R. Xfab suggested these settings.

[LIGHT_HEADLIGHT_0]
SPOT_EDGE=0.121, 0.120, 0.118
SPOT_EDGE_SHARPNESS=50


I changed the spot edge sharpness to 2 which reduced the boundary sharpness of the headlight beam, although as a result the light output was reduced so I had to boost the headlights to 300%. Simply creating a config ini for that car and putting in the above entry should resolve the issue you are seeing.

Config.ini file should have the exact same name as the car folder it is supposed to corrospond with and it goes in this location. Kunos folder for Kunos cars and mod cars for everyone else.

steamapps\common\assettocorsa\extension\config\cars
 
Here is the Giulia, first pic is with the settings above , 2nd pic is with the edge sharpness set to 2 and brightness at 300% via the BLM Car app. There is less vignetting with the edge sharpness set to 2 or lower although, when set below 2 even at 300% brightness the headlights are far too dim to be effective.

20190131084507_1.jpg
20190131084825_1.jpg
 
Peter, have you had a chance to take a peek at the issue I posted? It was the replay issue... And just to note, the multiplier was 300 but I initially had it at (x) 6 with the same issue. Thank you.
I can't do anything to fix it - thats a shader patch issue. But Ilja is very busy doing the online compatibility. So he will fix it later....
 

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