« previous next » Print Pages: 1 2 Author Topic: Graphical tweak - skid marks (Read 15440 times) marty Hero Member Posts: 3747 Karma: -63 Re: Graphical tweak - skid marks « Reply #15 on: October 18, 2016, 10:21:57 PM » For me this mod at 20 worked without issue on the race nite, the track looked well rubbered in by the end of the race. Logged Joe Hero Member Posts: 2368 Karma: 39 Re: Graphical tweak - skid marks « Reply #16 on: October 18, 2016, 10:42:42 PM » I set it back to 1 after noticing some framerate drops into the low 50s but it still happened so wasnt this setting. Could never go back to 30fps console gaming Logged Wally Administrator Hero Member Posts: 11036 Karma: 152 AC Admin Re: Graphical tweak - skid marks « Reply #17 on: October 18, 2016, 11:05:28 PM » I stuck with 20 as well, getting some nice visual rubbering into the corners (and into the pits where everyone's brakes came on at 150 kph!) Logged “You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time” marty Hero Member Posts: 3747 Karma: -63 Re: Graphical tweak - skid marks « Reply #18 on: October 18, 2016, 11:24:56 PM » Quote from: Wally on October 18, 2016, 11:05:28 PMI stuck with 20 as well, getting some nice visual rubbering into the corners (and into the pits where everyone's brakes came on at 150 kph!)Shame we dont have a pitlane speed limit, I think no tyres would have been more of an option if you couldnt enter pitlane at full speed. If not wanting to change tyres you had to come in a bit slower to avoid killing fronts and this was about 3 seconds while still speeding into the pits compared to just letting them flatspot at full speed if you plan to change them. Logged Print Pages: 1 2 « previous next » Xtreme Gaming Network / Simulation Racing Leagues / Assetto Corsa (Moderator: Wally) / Graphical tweak - skid marks