Looks to be some excellent racing. Wonderful graphics. Good effort on a more vintage-like Spa, and the VR ability seems to really add to the experience. This sim and mod can become a contender for those of us that like vintage F1.
laming2006 Thanks! It really is. When you put on those goggles and creep up to those finely modeled exhaust pipes of the life size Ferrari, it's like stepping into GPL itself (plus polygons*1000). You have to see it to believe it!
Seems to me Ai still speed up into corner entry, after you passed them. I know your not breaking early. Most games seem to do this. Please programmers get rid of the hot air balloons. Been to over 100+ g.p.'s never saw 1, 1964-present. Great video. Keep em' coming.
Now using Bandicam to capture Oculus Mirror instead of the game itself (with OBS before). This allows me to cap at 60fps without slowing down the game below 90fps!
Nice video Remco! Is this the same AI update as the link on Racedepartment? If not could you please share the link because non of them work anymore. I already installed the new AI Spa 66 from racedep. but the cars do not drive away from the pits. Hope your version will make it better :)
Hi Martijn! Hmm, no idea if these AI files were ever shared through RD. It's been so long I'd have to look them up. Will come back tomorrow with a d/l 👍🏻
Here you go www.mediafire.com/file/vhlyusrp33h89nt/Spa66_AI_RH.rar/file I just tested it and it looks okay. Some AI crashes on lap 1 but the ones that remain are really good fun to race against. Pretty damn quick too. It seems to improve after a restart or two. They also go out for quali laps so no issues there.
@@RemcoHitman just done with testing. You did a totally outstanding job!!!! Finally it’s fun to race against the AI on this iconic track. They drive good lines and finally they’ve stopped crashing into the barrier at start finish. Can’t thank you enough for your work AND your kindness!!
@@RemcoHitman , Hello..mate. It didn't work out. I do not know why. As in the last few months I made a series of modifications to the f1 packs that I adapted, that could be it. I was testing with F1 1966 cars, a mix of the original Assetto, my conversions, very "simple" and some adaptations in some cars... after the "Eau Rouge" some are very slow, in Raidillon and Kemmel 2 or 3 cars they are very slow... and when I arrive at "Les Combes" the BRM P261 (which I created), in the case of J.Stewart, always hits. You may have to adjust the car's "AI", that could be the problem. But thanks again.
Hey man, maybe I'm on the wrong version of spa 1966, but this AI file doesn't seem to improve the AI behavior.. Any chance you can message me? Desperate for competant AI on this track
Unfortunately, there is no solution to the problem that there are continuous collisions in critical bends (Les Combes, Burnenville, Stavelot, La Source). Especially for faster categories. With '65 -'70 prototypes (GT40 etc) by the end of the second lap, only 7 of the 20 AI starters remained. Imagine simulating a 24-hour race ... In the ’60s, drivers fell like tired autumn flies, but it’s rough for that.
It's a trade-off. You have to slow down and dumb down the AI a LOT if you want them to last longer but it makes for boring racing. If you want fights like I had against that Lotus, you must speed them up through the turns but it does cause them to collide early on. However, I still prefer it this way: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VYR1sBV24wg.html
@@RemcoHitman I noticed that in the corners, AI cars do with each other as they did Senna and Prost in Suzuka in 1990. This is a mod track, maybe the left and right AI lines not defined completely correctly by the maker?
@@j.m.harrincourt2208 I redid the AI borders myself to create a more logical flow. On the original, they would run off-track on the way down to Eau Rouge. The problem is that the 3-wide grid doesn't have time to sette before the very tight Eau Rouge. You can make them more cautious on the way down but this will cause them to be dead slow on every lap. Ideally, you want to funnel them into a single file before these tight sections but they'll hook tyres if it's too sudden. I did it for Tarzan where the inside of the approach isn't part of the track to them. The AI have a do-or-die window multiplier which sadly I can't change because it will give mismatches online.
Awesome video and you have a new subscriber! I am on the verge of setting up this mod for AC at the moment, but don't know what kind of hardware I should use. I.e. I don't want to waste a lot of money, because I literally only want this mod to run smoothly in VR. Any tipps?
Yeah you'd think that but I calibrated the Rift to match my shoulders with the one on screen. You do sit really high in it: upload.wikimedia.org/wikipedia/commons/9/99/Brian_Wilson_Brabham_BT24.jpg