Yes beautiful for sight seeing for sure but still designed to race in lolI've never used RSR, I'll start with that. I can see it's appeal on Spa, imola, silverstone or whatever but on a fat alfie, someone racing a delta, i think they're largely missing the point.
Yes beautiful for sight seeing for sure but still designed to race in lol
I was just curious if it worked I rarely use it myself we use United racing data and hash all the cars and tracks so no one can cheat
I think the lap is invalidated in RSR when 'all 4 tyres are on the grass'. If you look at the screenshot of Bremgarten's physical mesh, you can see how I created small pockets of low-grip dusty areas (which are maybe 50cm-60cm in diameter), as I wanted occasional puffs of dust, rather than a continuous huge plume of dust from the tyres.
If the car passes through this section and if at least one tyre is in contact with the normal tarmac at all times, I guess the lap will be okay. If, however, you are unlucky enough for all four tyres to touch the dust at the same time, RSR will think that you have gone off into the grass, so NO LAP.
This is just a guess, of course.
View attachment 485500
In CrisT86's defence, he named that file 'Improved' because it was his second tweak (and was much better than the first). Whether either of them were necessary is another discussion.FatAlfie_Bremgarten_Improved_EXT_CONFIG___VAO_by_CrisT86
Is this for real… someone has the balls to call their work an improvement of this?
Mascot is talking about the line of pixels above the textures. I have those on almost all tracks with different textures, also kunos tracks. I think it's some kind of graphical setting, maybe forced Aniso in the driver or whatever. I have never found a way to get rid of those.You could have read exactly the first reply on this thread (I've just added some extra info by the end of it). Anyway, the creator is already informed of the issue at hand, as this csp unintended nm feature affects most of his tracks with default named camera facing custom textures.
Thanks for the explanation. So to combat this phenomenon, it would be enough to add a few empty pixels around any texture it happens with?Sorry for misreading, I'll remove my reply as it doesn't contribute to anything. IIRC that can happen if the mapping extends a bit over the intended texture area (so it can loop), or some safe space is required on texture borders. The double traces over heads are likely from feet.
On csp's "Tracks Adjustments" page if users don't uncheck "Adjust amount of spectators" (which is enabled by default), csp will remove most if not all camera facing ones in situations like Practice/Hotlap sessions (via config one can also specify 2d meshes). Sometimes users just aren't aware of it.
Unfortunately it doesn't seem to filter camera_facing.ini references, so even your pine cones will be gone.