Akina Downhill 秋名下り | AE86 | Touge Run (Initial D Ver.3 Style) | Assetto Corsa

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  • Опубликовано: 18 окт 2024
  • Part 2 of my Assetto Corsa Initial D Ver.3 Touge Run series. This time on the Akina map made by Corsa Club! The gutters are fun! I also pass by a familiar face in the end. Initial D Ver.3 Style with the D3 HUD and D3 BGM for this track!
    This series consists of me doing runs on all the courses that were in the Initial D Ver.3 arcade game, along with the D3 HUD and the courses' BGM to make it seem just like the arcade. I will be using one car, my AE86 for all of my runs. Please excuse the physics, as I just used whatever was on the mod at the time. I also have decided to include Initial D references/cinematic shorts in each of the videos in my series. Look out for them and I hope you enjoy it!
    Thanks to my fellow team member Blaze for playing the part of Takumi at the ending scene. Hope you guys liked the little reference :)
    Driver: Naraku
    Car: Touge Workshop's Kouki 3door AE86 (w/ personal skin)
    Course: Corsa Club Akina
    Wheel: Logitech G29 w/Shifter
    D3 HUD is private and made by me using the D6 HUD made by Vegetable Studio as a base. He has released a D3 tach of his own, so you can get that!
    Songs Used:
    Over the Rainbow - Powerful T
    Kiseki no Hana - Galla
    *I do not claim ownership of the songs, it is for entertainment purposes only.
    Thanks for watching! See you in Part 3!

Комментарии • 10

  • @JaydenHW
    @JaydenHW 5 лет назад +4

    Oh wow the ID3 hud is really nice. I know Vegetable Studio's himself is working on a ID3 hud to release when his channel reaches 2k subs, but it's nice to see someone else do it. Also as to make the Ae86 get up to 11k, it's actually a relatively simple thing to do with the data. You can look up how to modify the data in Assetto Corsa, but if you do have questions you can just ask me.

    • @naraku4254
      @naraku4254  5 лет назад

      Thanks man! I recognize you from some of the battle stages haha, but yeah ID3 was my fav game to play in the arcades when it first came out. I used to go to tournaments for it and everything. So because of that, I worked pretty hard on my ID3 hud trying to make it as accurately detailed as I could to its original look. There are some minor differences but it's nice to know that someone appreciates what I did. Gotta give credit to Vegetable Studio though for actually making a ID hud to use on AC in the first place. I'm happy he's finally making a ID3 hud too, but I think I'm gonna continue using my own instead lol. As for the AE86 going up to 11k, I knew data modifying was a thing but I never tried it out. If I modify something, it's usually just making skins or light configs. Could you maybe help me out or atleast point me in the right direction how I can get the 11k? I'm always on discord if you have that too. I might not use the 11k in the remaining videos of my ID3 series since there's only 2 courses left to do, but I could use it in future videos I have planned! Also would modifying it to 11k change characteristics of how my 86 runs?

    • @JaydenHW
      @JaydenHW 5 лет назад

      Revving the engine up to 11k rpm relies on two data files in the physics: engine.ini and power.lut. Engine.ini dictates much of the engine characteristics, such as turbo characteristics, coasting and, more importantly here, engine damage and engine limiter. There is a line for the engine limiter for the value (in RPM) that the rev limiter kicks in, so naturally you want that to be 11000. There is also a line for at what rpm the engine takes damage at, and you can also extend that to 11000 (though usually a little over so the engine doesn't get damaged when your on the rev limit). Then power.lut is essentially the power curve; a look up table for the game to figure out how much torque the engine should be making at a certain rpm. You can use a program like Assetto Corsa Car Tuner to extract and modify the car while also creating a new version of it to leave the original alone, and content manager is useful to update the power curve in the user interface so you can alter the power curve in power.lut the way to like (e.g. Increase amount of torque at high rpm). It might seem a little hard to understand in text form, but once you start playing around with the programs and files engine physics is one of the easiest and more fun things to play around with.

  • @jwork5680
    @jwork5680 5 лет назад +1

    Naisu