Very true. Luckily many guys more knowledgeable (and quicker to respond) than me are around (@fughettaboutit being one of them). Which is awesome
. Thank you all for helping, sharing and spreading the knowledge. 
No, not really possible since you can’t force the AI to take different lines.Good, I've seen several videos on YouTube of playing assetto corsa in circuit the AI goes around a different area, which is usually called joker or jokker. Some know how it is achieved. Thank you
No, not really possible since you can’t force the AI to take different lines.
Post a link to an example of YouTube videos you are watching…
Not the purpose of this thread... but... assuming you have permission for this conversion or you are keeping it private:Hi guys, someone can help me convert an .mas track file to fbx or kn5?
I know about 3dsimed but i dont really want to pay 30$ for the program just for this conversion and i tought there is another wayNot the purpose of this thread... but... assuming you have permission for this conversion or you are keeping it private:
- find tool to unpack .mas file.
- use 3dsimed to convert the .gmt mesh files to fbx.
- import fbx file in blender or 3ds max to rename physical meshes, add pits/grid spawn objects, timing objects, etc.
- export to kseditor to set up shaders and pack to kn5.
Theres a trial period - 20 days I thinkI know about 3dsimed but i dont really want to pay 30$ for the program just for this conversion and i tought there is another way
I will try, thanksTheres a trial period - 20 days I think
Assuming you added the kn5 to models ini?okay, it seems that it only works if you export everything, you can't export the cubes separately and create a kn5, it doesn't work, at least for me, if I export everything together the reveb sounds
If yes, first I did it separately, and I put it inside the model.ini, and it did not work for me, then I exported everything together and if it is heard. A very strange thing. But well it already works, try to create a AC_AUDIO in u path I gave a cube a AC_AUDIO_1 name and put it in audio_sources.ini where I put an address, where I have in path inside a sfx I have a wav sound, but I have seen that it does not work. I do not know if it has stopped working with the updates, that each update fails something, a shameAssuming you added the kn5 to models ini?
How can I change the color of the powder?I have tried this
[DIRT]
DIRT_COLOR_A = 255, 255, 255, 0.1 ; first dirt color
DIRT_COLOR_B = 140, 130, 120, 0.006 ; second dirt color
GRASS_COLOR_A = 52, 80, 48, 0.006 ; first grass color
GRASS_COLOR_B = 42, 51, 34, 0.006 ; second grass color
DIRT_GAIN = 1.0 ; how fast dirt would be accumulated
DIRT_FADE_GAIN = 1.0 ; how fast dirt would fade
GRASS_GAIN = 1.0 ; how fast grass would be accumulated
GRASS_FADE_GAIN = 1.0 ; how fast grass would fade
and name snov to the road, and on surface I have it like this, but no white snow powder comes out
[SURFACE_1]
KEY=SNOV
FRICTION=0.70
DAMPING=0.0
WAV=gravel.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.3
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0.01
SIN_LENGTH=2
IS_PITLANE=0
VIBRATION_GAIN=0.01
VIBRATION_LENGTH=0.01
[TYRES_FX]
GRASS_COLOR_A = 255, 255, 255, 0.006
GRASS_COLOR_B = 255, 255, 255, 0.006
DIRT_COLOR_A = 255, 255, 255, 0.006
DIRT_COLOR_B = 255, 255, 255, 0.006