Having only GrassFX should come as a bonus, then. As you can manually control its quality or even its absenceWell, this is right up my street and it looks awesome but grassfx is an absolute fps killer for me and I can't use it. I'm nowhere near my rig atm so can I just ask is the grass that comes with it like Assetto default grass.
@Jake Grafton
Regarding the darkness, the ambient value of the road is at 0,12 which makes the shadows from trees really dark. Also the specularEXP is really low. Try something like 25.
I did a quick fix (but this is not the proper way to do it):
Code:
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
MATERIALS = Tarmac?, Concrete?, Material #25, Gravel?
KEY_0 = ksAmbient
VALUE_0 = 0.17
KEY_1 = ksDiffuse
VALUE_1 = 0.12
KEY_2 = ksSpecularEXP
VALUE_2 = 25
You can easily replace textures for testing by using the /trackname/skins/default/ folder. Just drop your altered road texture in and restart the game. Obviously shader values are not changed, but the extension ini can do that for you for testing purposes.
Here is a before and after:
Performance-wise this runs perfectly fine for me. But I should agree on not using any textures larger than 4K. It really kills performance on cards with less memory.
The track maps of the layouts are incorrect. Recreate them via CM (Update map > from surfaces > at, say, 200%).
The timing on stage 2 appears to be broken. Or I missed a gate by flying past them due to some ditch
Make sure the timing gates are sufficiently wide. (I just double checked by sticking to the asphalt and stage 2 is indeed broken)
The other stages work fine.
I like the little country road when starting stage 4, although I think the hotlap starting position should be before the sharp corner on the main road. For a pit start it's absolutely fine This applies to all hotlap starting positions, really.
AI lines are a must. Even if they are recorded at 50% speed, have sloppy corners in them. Doesn't really matter. AC needs them for cameras and for the wrong way sign. The stages work fine but on the full layout you can't make a full lap.
But! Then you might need to consider doing reverse layouts, too
Anyway, I really enjoyed driving these roads! Well done
Edit: Oh, one more thing. The /tracklayout/data/lighting.ini has a sun heading angle of 93 degrees (for stage 3 it's 180). The track is modelled with North upward (as seen by the map) so these numbers should be 0 if you want accurate Sun trajectory
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