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Hello,

I released alpha 10 yesterday!

I fixed the wiper's control in Sol Planner app. It works now like it should:
- Set it to -2 and Sol Planner app leaves the wipers untouched
- Set it to -1 and Sol Planner app set it according to the rain strength
- Set it to 0-4 it sets it sets the wipers to this stage.

I fixed some other issues with Sol Planner app.

There are some optimizations and improvements with the new version:

- LUTs are much more CPU friendly (just a slightly better overall frametime)
- Some better PPFilter reset logic
- The Sol filters do not gain VAO strength anymore. This will restore the normal VAO look.


Here is the direct link to the file:
https://drive.google.com/file/d/11G4tCEfEpKUUsAIrdEaB0qTfaHeYAuzS/view?usp=sharing


Hope you like it...

Files

Comments

Jacopo Di Giuli

Great... thanks! One question: the HDR PPfilter will be included in the final 2.2?

Amby

Brilliant, thank you

Anonymous

thanks!

Matthew Wiechman

umm its saying it cant find the resolution now

JIm

I’m loving the Sol HDR filter in VR. I don’t believe it is intended for VR but is giving great results.

Anonymous

Merci Peter !

JIm

Have just installed and am not seeing Sol HDR appearing as a pp filter option in Assetto Corsa>Video, only sol, sol color neutral liner, sol color neutral sensitometric, sol extra, sol extra reinhard and sol fake hdr.

JIm

Guys, what am I doing wrong? Still can't get the wipers to work correctly. Am using the new 911 992 so it has the correct functionality. Using Sol Planner 1.7. No matter what I try, it seems the wipers are constantly on automatic. The only way I can change them is to use the manual 1-4 controls within Sol PLanner. I have bound the 7 different wiper functions in CM to my button box, using separate buttons and also a rotary switch to no avail. In CM I am using the Patch page and have also bound the keyboard to wiper functions which also don't have any effect. I really have exhausted all permutations with Sol Planner and my hardware setup. Any help would be appreciated.

MEVLÜT KOÇ

is it possible to carry over physics of ac to unreal engine as acc ? it would be great !

Anonymous

No because it's just a mod, a mod don't touches the fundation of a game unless you have access to the source code, but even then you don't change a game engine just like that, it's like asking to change a cake's flavour from chocolate to vanilla after it's out of the hoven. Changing a game engine means you have access to the source code (or be very good at decompiling), and thus, it's not the game engine that handles the physics, but the code itself in the physics engine in the game engine. ACC is good not because it's Unreal Engine but because they have a good code with good datas, wich AC don't have because they didn't work with BlancPain and real drivers back then. It could've be CryEngine, UNiGiNE, Frostbite, they're just graphics engine in essence. The physics engine is a third party software like Havok for example. Changing a game engine is basically redo the entire game, it takes years to readapt everything from graphics, 3D, 2D, GFX, VFX, sounds, gameplay, peripherals, etc).

MEVLÜT KOÇ

thank you for detailed and satisfying answer. but i think kunos will make ac2 with unreal engine in 2024 possibly.

Anonymous

i just installed my first sol 2.2 and i did every step in every instruction vid or pdf in the files but after i finish i cant find it in weather script or controller script any way to fix that?