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Een vertaalprobleem melden
I say its a track bug since some tracks have it and some dont, but its more of a physics issue not dealing well with some mesh geometries.
Half the reason ACCs 5 contact point tyre model was so "revolutionary" is to clean up cases like this. But it is possible to achive something similar in ACs 1 point model. It just needs a lot more work on the track side to fix tyre issues.
Its like with a roombas and old buildings, nobody is gonna care to redo floor just for it... So mod tracks and most AC old ones will have those occasionally .
I've checked it myself... and yes, it happened to me as well. Apparently, there's an entrance to The Backroom on Imola.
https://pbs.twimg.com/media/GX5xbruaUAAnYBp?format=jpg
So, I've decided to investigate about it, and opened imola.kn5... and apparently, there are gaps between those two track meshes, which causes a bug you've mentioned.
A picture of gaps. Those gray parts are cause of this bug: https://pbs.twimg.com/media/GX5xicKaUAEOwKt?format=jpg
You can't see those gaps in-game, because those gaps are overwrapped by green parts.
This is such an amateur mistake, considering by how Kunos is experienced with modeling, even back then Imola was released...
Fortunately, this is my forte. So, I've patched it.
(Proof): https://pbs.twimg.com/media/GX50MH1aoAAABJX?format=jpg
This is a track model bug, both physics and suspension are working completely fine. So, only thing I had to do was filling a gap...
If you're bothered with this bug, please let me know. I can share a patch, which doesn't require you to tweak original model.
but how are physics fine, if putting one/two wheels in the air, cause such anomalous behavior of the car? a car would not behave like that, if it has 2 wheels hanging.
I just duplicated those two meshes, merged it to one. Then filled a hole, then deleted other side of hole, then exported as .fbx filler only. Then made those fillers to invisible (by using RENDERABLE=0), then converted to .kn5 as separated data from imola.kn5, then edited models.ini. So, AC will load those patch as well.
https://pbs.twimg.com/media/GX57dJXaUAEuRX-?format=jpg
Those orange part is my patch. This is the only thing I had to do with models.
I've concluded as physics are fine, because those holes weren't supposed to be exist at the first place, which means those shape of terrains weren't intended AC to be dealt with.
So we want to use Nordschleife Endurance Layout, but want to remove the wall that is blocking the last corner of the Nurbs GP track. This would allow drivers to start a new endurance lap by simply driving around the GP track back to the finish line, instead of doing a 25km outlap.
I identified it as 08WALL from the 19.kn5, and if i use P in blender to separate that mesh into parts, then the parts i want to remove are 08WALL84 and 08WALL86. When i tried deleting those it breaks the physics of the track and car just perpetually falls through the map. I have no idea what i am doing wrong or how to solve it.
So i am wondering if i can use your method to make a patch for 08WALL instead, and how do you export that "as .fbx filler only"
Thanks!
Unfortunately, my method on #4, only works for adding wall, roads, checkpoint, pitbox and starting grids.
As for your question, You can't patch objects unless they're starting grid, pit box or/and checkpoints.
I tried to overwrite 08WALL by exporting that object alone, then loaded it above order (and below) than the 19.kn5, and nothings happened. So, it means you can't overwrite an object, unfortunately.
However, there's alternative method.
If you have broken 19.kn5 already, I recommend you to use original 19.kn5, then repack .kn5 again into .fbx, then try it.
First, load 19.fbx ONLY on Blender, then edit 08WALL as you already did.
Once you edited it, then choose export as .fbx then overwrite on 19.fbx. Then load on ksEditor.
Once ksEditor finished loading, press File > Save KN5 > Track. Then save as a "19_alt.kn5" (or whatever the name you'd prefer) on assettocorsa\content\tracks\ks_nordschleife.
Then open models_endurance.ini, then change...
[MODEL_1]
FILE=19.kn5
POSITION=0,0,0
ROTATION=0,0,0
to
[MODEL_1]
FILE=19_alt.kn5
POSITION=0,0,0
ROTATION=0,0,0
Then load the Nordschleife Endurance. If the car went through this wall like this[pbs.twimg.com], then you're doing correctly. Yes my graphic looks like a potato, but this is due to my debug setting, lol.
However, you've only edited physical wall. So, if you want to remove those walls visually, please edit other .kn5 that contains visual walls. But method is pretty much same thing as physical walls.
You can toggle those changes by just deleting _alt on models_endurance.ini. But if you know how to do it, I strongly recommend you to make a new layout, rather than toggling it. (Let me know if you don't know how to make new layout).
Oh, of course, don't forget to make a backup of original 19.kn5 (and other .kn5s you want to edit).
There's two possibilities I think you've accidentally done.
・https://pbs.twimg.com/media/GYgTvdnasAInP_3?format=jpg. Make sure scale is 0.01
・You accidentally exported as Car, instead of Track, when you exporting .kn5.
Actually, very simple.
https://pbs.twimg.com/media/GYgUaBXboAAdfhZ?format=jpg
Sorry, I'm not good English speaker. So, please let me know if there was a confusing part.
Also sorry for derailing, OP.
I really appreciate that you shared the export settings and the full procedure. I was doing exactly that, so it made me change my troubleshooting. First i tried with an earlier version of Blender (3.6) and it still wasnt working for me. Then i decided to try different export settings in 3DSimeD3. Turns out i needed to have "Bake transformed vertices"[i.imgur.com] checked.
Now it works! https://i.imgur.com/NAZ57hB.jpeg
I lost a lot of time with this stuff, and its my first attempt with Blender, so i thought i was doing something wrong. Without your assistance I may have still being trying unnecessary things lol.
Thank you so much.
BTW, it took me roughly 3 days all over the internet to learn all the tips and tricks you provided in this one thread alone. Like i said... Legend!!
Also as for unpacking .kn5, I recommend to use AC Contents Manager (might require paid version for unpacking track .kn5s) or KunosSDK [labs.assettocorsa.jp](Japanese website, but English version available. Free.)
They're much faster, easier and reliable than the 3DSimed. 3DSimed sometimes changes mesh names to something like $$3dsimed_whatever$$. (3DSimed is amazing tool with AC modding for converting. But as for unpacking .kn5, KunosSDK or Content Manager is much faster.)
i think the wheel was in a hole near the wall again. somewhere outside wall, between tamburello and villeneuve, if i remember correctly
Your mean, like this[pbs.twimg.com]? (Note: this is intentionally replicated picture)
If your meant was this, then this is the behavior that likely happens when steering link is way too close to suspension/coil[pbs.twimg.com]. This is very likely to happen when you use a mod car(s).
When you hit the wall, those steering link will move (wobble?) with wheels. If the steering link passed where spring/coil is, the issue like this would occur (For example, mod like very old AMG GT R mod have this issue. There's lots of mod does this, in fact.).
When its happened, steering link attempts to go back to original place, but its impossible. So, the issue like you've mentioned in #9 post, will happens.
This also likely happens when the car landed from jumping, especially in mod tracks like GRiD San Francisco and Fukuoka Urban Expressway. But also this happens when the car hit in the wall with high speed, which causes strong force on steering link, which makes steering link potentially go crazy, regardless of damage is active or not).
So, it means its rather car side fault, not game engine itself nor Imola.
I believe issue like this wouldn't happen with Kunos cars. I believe... please let me know, which Kunos car was, if I was in wrong. I can take a look at it.
Also I believe latest CSP preview got fix for this issue[pbs.twimg.com], but I do not recommend to using this, as this option breaks some cars' handling behavior (like Legion's Peel P50).
----
If you meant wasn't this, then were you using RSS GT Pack mod? That mod is amazing, but tire model for that mod is very faulty. Because of that, cars from that mod will be launched into the sky, when you collide on wall or car.
the car i was driving was vanilla pagni. i cant remember which one, but i think it was the huayra bc.
the wheel acted something like a detached f1 wheel on the wire. it surely was going like in the screenshot. but it was not really detached and some violent abnormal kind of physics was applied to it. like it was tumbling in a washing machine with very high speed.
and i think it was also sunken in the terrain. like in that hole, when it sinks it goes crazy.
Unfortunately, I couldn't replicate a situation like that on my side. Probably because of my AC is heavily modded with minor bug-fixes I've done. I've disabled Imola fix I've mentioned on #2 post too however.
But to me, it sounds like an issue with collider.ini and suspension.ini issue with cars. But as far as I'm checking codes for Huayra BC / Huayra, they're correctly written.
Still, it's quite interesting that such a glitch existed with unmodded AC. Since Huayra BC is a car I love, I'll keep an eye on glitch you've mentioned.
---
I know off-topic, but as for lift and drag for cars, you can fix them relatively ease, as lift and drag datas are sometimes available on online. Same goes for tire grip, since you can replace with Kunos one. But most of modders are way too bothered to doing so.
Just saying... nvm about this part.
i switched tc off and immediately drove better, when i was aware that i dont have tc.
looking at and comparing car data, the slip ratio for the tc seems set too high, but i dont understand how it works.
also the tc indicator barely engages.
porsche 917 k, tires drive trough the tarmac. like when the car is out in the sand.
seems to drive ok, but i dont know how the real thing drives, so...
porsche 917/30 spyder, suspension occasionally starts to oscillate at the end of hard breaking, near or when stopping. abs assist issue?
moby ♥♥♥♥ also does not have proper tc assist.
bah... whatever... who cares, but me :)
anyway...
the long tail has a bad tc assist, the short tail is a pleasure to drive(drives like nfs).