Oh, I know what that is, should only affect the skins with metallic painted wheels. Fix should be opening the car folder's extension/ext_config.ini and changing `[SHADER_REPLACEMENT_1]` on line 4 to `[SHADER_REPLACEMENT_2]`Noticed the gauges at night illuminate differently from one skin to another.
Oh, I know what that is, should only affect the skins with metallic painted wheels. Fix should be opening the car folder's extension/ext_config.ini and changing `[SHADER_REPLACEMENT_1]` on line 4 to `[SHADER_REPLACEMENT_2]`
Hi. Is this droop all good?
Thanks a lot!Nope.
Looks like we lost a couple of 0s in suspensions.ini... change the front packer code to this:
BUMPSTOP_UP=0.071
BUMPSTOP_DN=0.098
PACKER_RANGE=0.159
That's just how the PP filter handles it, white skins have the same issue on every car.This might be due to my settings? Using Shaders Lights Patch 1.6.1, and Sol 1.5.1
The Blaze Yellow car (for example), paint looks over exposed, while out on a track in bright sunlight (Mugello, in this case), looks good in showroom. Maybe just that particular shade of yellow? The sonic yellow car looks OK
View attachment 381957
- ext config numbering corrected for skins with body and wheels metallic, so the dashboard lights work correctly
- correct bumpstop distances on stock vehicle
- update s1 dampers adjustability
- let boost gauge light up
- add turn signals to ext config
It's a CSP bug, will be fixed whenever that updates.There's a black line sticking out of the car. Not too sure what's causing it. It follows the car.
Ah okay good to know. Cheers.It's a CSP bug, will be fixed whenever that updates.