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Nibiru: What mods the FVR V8s or the Aussie Legends?
SmellySkidmark: hiya Nib, wb m8y
Nibiru: Oooo thanks SS
Bert: Hi SS, the test server last night only had the Hlden and Nissan. Is there a problem with the ford?
SmellySkidmark: Yes there's a problem putting them on the server because FVR have done it with 2 updates, however the server will only let you do 1 update to a file (rfcmp). So we're waiting for them to sort this out. How do you like the mod?
Bert: Haven't had much time to test them as my single player crashes. So last night was the first opportunity. Not sure what brand to go for this year either. Looking to do some testing tonight. Thx for putting up a server
SmellySkidmark: I find the tyres to be inconsistent & overheat fast, and wear out quick as well, imho
Mullerdylan32: The tracks for the v8 supercar series tailed bend and Newcastle is what I am looking for
SmellySkidmark: First round of the Summer Series tonight
Gussy: where do i find the details for tonight just got back from holidays and keen to get into it
RobZee: On steam Gussy..Radical SR3-RSX @ Mallala
Bert: Sorry to miss out, got round the clock shifts again
HSV_PETE: Just tried the new V2.5 V9Bcorsa mod......wow! What a great drive. They have fixed up a lot things such as the chronic understeer....a very immersive drive...plus they have alll the liveries from the 2016, 2017 and 2018 seasons....there are over 13 aussie tracks now available with a few more coming soon....beats the hell out of the FVR mod.....makes getting Assetto Corsa worthwhile!
HSV_PETE: I forgot to mention that the mod has the new ZB Holden as well.
Bert: Do you have a link @HSV_PETE
HSV_PETE: `Here is the link «check this» l0y
Bert: Thx m8
SmellySkidmark: Fez check this Monitor, it's free-sync but it's a good price... «check this»
SmellySkidmark: Anyone that bought the 2nd GT3 pack, you can get the Aston Martin now
Bert: Got mine
SmellySkidmark: NIB an alternative to test «check this»
Seca: Are you Guys doing a 12hr Endurance Race?
Seca: We are looking at running our Australasia Bathurst Enduro, just finalising dates. We are tossing up between the 27th (week before the race), 3rd (day of the actual race) or the 10th (week after the actual race). Do you guys have a preference? We will be getting main post up with details etc in the next day or so.
SmellySkidmark: Round 2 of the Radicals @ Bridgehampton tonight
SmellySkidmark: Server 2 updated to the next round @ Crystal Palace
SmellySkidmark: Round 4 of the Radicals tonight @ Crystal Palace
SmellySkidmark: Server 2 now has the Radicals @ Limerock Park for round 5
SmellySkidmark: Round 5 of the Radicals tonight
fez: pm sent ss and rob
SmellySkidmark: 1 back to you
SmellySkidmark: Radicals has moved to Tuesday nite
SmellySkidmark: Radicals @ Croft tonite
Gussy: can anyone pm me a link for the supercars skin templates for the 6.93?
fez: ss,rob, can either of you update the flat6 server to x3 tyres x3 fuel. thanks :)
RobZee: Done, Fez
SmellySkidmark: Server 2 now has the last race of the Radicals, track has been changed to SMP

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TS3 DETAILS

server address = xfactorracing.ddns.net

PW = FUN (IN CAPS)

Sandown500 v1.7 DX11

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3 years 11 months ago - 1 year 8 months ago #1 by Nibiru
Nibiru created the topic: Sandown500 v1.7 DX11
OK I lied this is my last update to this track :dash:

v1.7
DX11 ready
Changed some textures and material settings for concrete wall, Pit garages and tents
fixed flicker beta electrical signs

www.mediafire.com/file/dz58ibp2mbbwa8c/Sandown500_v1.7.rfcmp



v1.6
DX11 ready

www.mediafire.com/file/0axqq2ymckeq747/Sandown500_v1.6.rfcmp




I have done my last update to this track.

Sandown500 v1.51 (final)
DOWNLOAD v1.51 final


Its a big improvement from previous versions. Nearly like Oran
Like most tracks it looks its best in the early morning or afternoon
uninstall previous versions before installing

change log v1.51
fix non collidable guardrail

change log v1.5
New Garage made
New starters box
Added my guardrails
Added my tyre bundles
Rounded the ripples
New Sponsor billboards
Added brake markers on front and back straight
Removed all old objects (except for the stadium and crowd)
Better spec on road, ripples and guardrails
Animated Pitworker, Starterworker, Cameramen, Banners
Car reflections
Changed some lighting values
+more :)

change log v1.4
New terrain shader and vertex paint
Most of the TSO's updated
some texture changes
using the water shader on the water
ripples now have realroad

Change log v1.3
remapped race surface
remapped grass
2d trees now billboard trees
changed a lot of textures and shaders on track side objects







Last Edit: 1 year 8 months ago by Nibiru.
The following user(s) said Thank You: Bert, SmellySkidmark, Obbzy, Prophet

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3 years 11 months ago #2 by Nibiru
Nibiru replied the topic: Sandown500 v1.3
first post updated

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3 years 9 months ago #3 by Nibiru
Nibiru replied the topic: Sandown500 v1.4
I have a new version. First post updated

I have been trying to learn how to use the new terrain shader mainly for Morgan Park, but used Sandown as my Guinea Pig. It doesnt look too bad actually it made all the low res objects stand out badly to I have updated most of the TSO's

Hope you like it

www.mediafire.com/download/jyg22a272mkbb...andown500_v1.4.rfcmp

change log v1.4

New terrain shader and vertex paint
Most of the TSO's updated
some texture changes
using the water shader on the water
ripples now have realroad








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3 years 9 months ago #4 by jimcarrel
jimcarrel replied the topic: Sandown500 v1.4
Really like the update, really nice. Road texture more enjoyable too.
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3 years 6 months ago #5 by Nibiru
Nibiru replied the topic: Sandown500 v1.4
I'm going to or hope to update this track before the next V8 round.

I have done a lot of work on the pits and other things

A few shots of the garage and 1 extra








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3 years 6 months ago #6 by Nibiru
Nibiru replied the topic: Sandown500 v1.4
If any of you melbourne members can get photos around the track that would be very helpful.

I'm after the big features of the whole area, horse track and all. I want clear images of the different styles of horse marshal towers that go around the horse track. In things I've seen I can make out 2 or 3 different styles. But I can only get a mediocre looking photo of 1 kind. In the end I'm going to make my own version of the track but I want to surround this track with as many correct track side objects as possible first.

So please if you can or know someone who can it would be a great help

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3 years 5 months ago - 3 years 5 months ago #7 by Nibiru
Nibiru replied the topic: Sandown500 v1.5
I have done my last update to this track.

I have added my guardrails, re made the garage, re made starters box basically removed most of the old objects and replaced with new objects.

Added a better spec to the roads, ripples and guardrails and rounded the ripples.

Changed some of the lighting values. It nearly looks as good as Oran :)

Remove all old versions before installing

DOWNLOAD v1.5 final
Last Edit: 3 years 5 months ago by Nibiru.
The following user(s) said Thank You: Johnsxr8, SmellySkidmark, Obbzy

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3 years 5 months ago #8 by SmellySkidmark
SmellySkidmark replied the topic: Sandown500 v1.5
The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking :(

SS



"Our Lady of Blessed Acceleration, don't fail me now."
Elwood Blues - The Blues Brothers

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3 years 5 months ago #9 by Nibiru
Nibiru replied the topic: Sandown500 v1.5
ok I'll look into it and update

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3 years 5 months ago #10 by Nibiru
Nibiru replied the topic: Sandown500 v1.5

SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking :(

SS


This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.

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3 years 5 months ago #11 by Bert
Bert replied the topic: Sandown500 v1.5

Nibiru wrote:

SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking :(

SS


This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.


Found the same thing and it looks like up toT5 too




I would have probably stolen cars - it would have given me the same adrenaline rush as racing.
(Valentino Rossi)

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3 years 5 months ago #12 by Nibiru
Nibiru replied the topic: Sandown500 v1.5

nipzon wrote:

Nibiru wrote:

SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking :(

SS


This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.


Found the same thing and it looks like up toT5 too


Yeah the object is fairly big. I'm thinking that might be the issue. So I'll break it up into smaller pieces and see if that fixes it.

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3 years 5 months ago - 3 years 5 months ago #13 by Nibiru
Nibiru replied the topic: Sandown500 v1.51
Fixed the guardrail

DOWNLOAD v1.51

first post updated
Last Edit: 3 years 5 months ago by Nibiru.
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1 year 8 months ago #14 by Nibiru
Nibiru replied the topic: Sandown500 v1.51
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1 year 8 months ago #15 by SmellySkidmark
SmellySkidmark replied the topic: Sandown500 v1.51
Hey I like that loading screen :drinks:

SS



"Our Lady of Blessed Acceleration, don't fail me now."
Elwood Blues - The Blues Brothers
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