Porsche 912 R

Cars Porsche 912 R 1.1

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Stereo updated Porsche 912 R with a new update entry:

1.0 release, extra LOD + Safari version

Changelist for 1.0
- add an LOD
- add cockpit LR LOD
- seatbelts
- double sided glass
- glass is uv mapped
- interior mirrors now single continuous mesh so CSP autoguess won't split it into 3
- odometers added to config
- Fuchs "deep six" wheels added to config
- added skins from 67JTM and Andy-R
- f6 cameras corrected
- ride height display adjusted
- modern tires made more slickery
- engine inertia inspected
- brake power made more powerful to suit tires
- front suspension of a 912
-...

Read the rest of this update entry...
 
197km/h still yes.

If you want to go faster there's always the S1 Safari version -
2rKfFsj.jpg

300 horsepower, top speed nearer 255km/h.
 
Last edited:
Fun fact, just yesterday I've started updating the csp-myself. If you want to use something, be my guest.
Code:
[INCLUDE: common/no_popup_lights.ini]


[INCLUDE: common/materials_glass.ini]
[SHADER_REPLACEMENT_...: Material_Glass]
Materials = EXT_Glass
IOR=1.49 ; plexiglas
ProfileFix=0.05 ;0.006
ThicknessMult = 3.5 ; I don't know why these numbers have to be so high
;MaskPassColor = 0,1,1
;MaskPass = 0
FresnelC = 0.2

[REAL_MIRROR_1]
FOV=8
IS_MONITOR=0
ROTATION=0.19, 0.04

[REAL_MIRROR_2]
FOV=8
ROTATION=-0.1, 0

[REAL_MIRROR_3]
FOV=8
ROTATION=-0.27, 0


[ODOMETER_MAIN]
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999

[ODOMETER_TRIP]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT=3.1
UPPER_BOUND=999.9


[REFRACTING_HEADLIGHT_...]
SURFACE = Headlight_Lens
INSIDE = Headlight_Reflector
RELATIVE_TO = PARENTS_PARENT
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.005
AMBIENT_MULT = 0.87
BASE_EMISSIVE_K = 0.001
BOUNCED_BACK_MULT = 0.87
BULB_BLUR_K = 3.1
BULB_REFLECTION_K = 0.43
CUSTOM_BULB_0 = 0.5, 0.5, 0.039, 0.058
CUSTOM_BULB_1 = 0.5, 0.521, 0, 0
CUSTOM_BULB_2 = 0.5, 0.5, 0, 1
CUSTOM_BULB_3 = 0.5, 0.5, 0, 1
DIFFUSE_MAP_FILTER_MULT = 100
DIFFUSE_MAP_MULT = 0.334
DIRECTION = 0.0209498, 0.999795, 0.0139861
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.99
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 22
F0 = 0.79
GLASS_COLOR = 1, 0.852801, 0
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.00390001
INNER_SPECULAR = 2
INNER_SPECULAR_EXP = 34
IOR = 1.61
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.01866, 3.28291e-08, -5.87301e-08
MIRROR_POS = 0.00116524, -2.68668e-05, 1.99676e-06
NM_SHARE_EXT = 0.1
NM_SHARE_INT = 1
ORIGIN = 0.624071, -1.7502, 0.699987
RADIUS = 0.1
RAYTRACE_STEP_START = 0.07
REFLECTIVENESS_DIFFUSE_MULT = 4.4
REFLECTIVENESS_MULT = 4.4
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.78
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[INCLUDE_...]
INCLUDE=common/gt3_exhaust_glow.ini

[BASIC]
DIESEL_ENGINE = 0         ; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION=0.54, 0.26, -2.01         ; self explanatory
; DIRECTION = 0, 0.3, -1             ; self explanatory
DIRECTION = 0, 0.08, -0.4
; COLOR = 0.75,0.8,1             ; RGB blend - 0,0,0 is black, 1,1,1 is white
COLOR = 0.1, 0.1, 0.1, 1
LIFE = 1, 2                 ; how long particles last in the air before disappearing
SPEED = 0.5, 1                 ; how fast smoke particles fly from the exhaust
SPREAD = 0.25                ; initial spread of particles
STARTING_SIZE = 0.04            ; initial size of particles
SPAWN_OFFSET = 0.02            ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5            ; smoke intensity
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)

EMISSIVE_LOWBEAM_...]
NAME = Interior_asym_SUB1  ; name (one or more) of a mesh to glow
COLOR = 3,2,1          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_...]
NAME = Interior_asym_SUB1  ; name (one or more) of a mesh to glow
COLOR = 3,2,1          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Underside
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 40
PROP_... = extExtraSharpLocalReflections, -0.001
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Glass
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.02
PROP_... = extExtraSharpLocalReflections, -0.001
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Tyre
PROP_... = ksAmbient, 0.08
PROP_... = ksDiffuse, 0.08
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0
PROP_... = ksSpecular, 0.4
PROP_... = ksSpecularEXP, 40

[SHADER_REPLACEMENT_...]
MATERIALS = Wheel
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.8
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 400
PROP_... = isAdditive, 0
PROP_... = extExtraSharpLocalReflections, -0.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Chrome
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.8
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 80
PROP_... = isAdditive, 0
PROP_... = extExtraSharpLocalReflections, -0.2
DOUBLE_FACE_SHADOW_BIASED = 1
 
Fun fact, just yesterday I've started updating the csp-myself. If you want to use something, be my guest.
Code:
[INCLUDE: common/no_popup_lights.ini]


[INCLUDE: common/materials_glass.ini]
[SHADER_REPLACEMENT_...: Material_Glass]
Materials = EXT_Glass
IOR=1.49 ; plexiglas
ProfileFix=0.05 ;0.006
ThicknessMult = 3.5 ; I don't know why these numbers have to be so high
;MaskPassColor = 0,1,1
;MaskPass = 0
FresnelC = 0.2

[REAL_MIRROR_1]
FOV=8
IS_MONITOR=0
ROTATION=0.19, 0.04

[REAL_MIRROR_2]
FOV=8
ROTATION=-0.1, 0

[REAL_MIRROR_3]
FOV=8
ROTATION=-0.27, 0


[ODOMETER_MAIN]
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999

[ODOMETER_TRIP]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT=3.1
UPPER_BOUND=999.9


[REFRACTING_HEADLIGHT_...]
SURFACE = Headlight_Lens
INSIDE = Headlight_Reflector
RELATIVE_TO = PARENTS_PARENT
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.005
AMBIENT_MULT = 0.87
BASE_EMISSIVE_K = 0.001
BOUNCED_BACK_MULT = 0.87
BULB_BLUR_K = 3.1
BULB_REFLECTION_K = 0.43
CUSTOM_BULB_0 = 0.5, 0.5, 0.039, 0.058
CUSTOM_BULB_1 = 0.5, 0.521, 0, 0
CUSTOM_BULB_2 = 0.5, 0.5, 0, 1
CUSTOM_BULB_3 = 0.5, 0.5, 0, 1
DIFFUSE_MAP_FILTER_MULT = 100
DIFFUSE_MAP_MULT = 0.334
DIRECTION = 0.0209498, 0.999795, 0.0139861
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.99
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 22
F0 = 0.79
GLASS_COLOR = 1, 0.852801, 0
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.00390001
INNER_SPECULAR = 2
INNER_SPECULAR_EXP = 34
IOR = 1.61
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.01866, 3.28291e-08, -5.87301e-08
MIRROR_POS = 0.00116524, -2.68668e-05, 1.99676e-06
NM_SHARE_EXT = 0.1
NM_SHARE_INT = 1
ORIGIN = 0.624071, -1.7502, 0.699987
RADIUS = 0.1
RAYTRACE_STEP_START = 0.07
REFLECTIVENESS_DIFFUSE_MULT = 4.4
REFLECTIVENESS_MULT = 4.4
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.78
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[INCLUDE_...]
INCLUDE=common/gt3_exhaust_glow.ini

[BASIC]
DIESEL_ENGINE = 0         ; or 1

[PARTICLES_FX_EXHAUST_1]
POSITION=0.54, 0.26, -2.01         ; self explanatory
; DIRECTION = 0, 0.3, -1             ; self explanatory
DIRECTION = 0, 0.08, -0.4
; COLOR = 0.75,0.8,1             ; RGB blend - 0,0,0 is black, 1,1,1 is white
COLOR = 0.1, 0.1, 0.1, 1
LIFE = 1, 2                 ; how long particles last in the air before disappearing
SPEED = 0.5, 1                 ; how fast smoke particles fly from the exhaust
SPREAD = 0.25                ; initial spread of particles
STARTING_SIZE = 0.04            ; initial size of particles
SPAWN_OFFSET = 0.02            ; initial spawn point offset (length-wise)
INTENSITY = 0.3, 0.5            ; smoke intensity
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)

EMISSIVE_LOWBEAM_...]
NAME = Interior_asym_SUB1  ; name (one or more) of a mesh to glow
COLOR = 3,2,1          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_...]
NAME = Interior_asym_SUB1  ; name (one or more) of a mesh to glow
COLOR = 3,2,1          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Underside
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 40
PROP_... = extExtraSharpLocalReflections, -0.001
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Glass
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.02
PROP_... = extExtraSharpLocalReflections, -0.001
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Tyre
PROP_... = ksAmbient, 0.08
PROP_... = ksDiffuse, 0.08
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0
PROP_... = ksSpecular, 0.4
PROP_... = ksSpecularEXP, 40

[SHADER_REPLACEMENT_...]
MATERIALS = Wheel
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.8
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 400
PROP_... = isAdditive, 0
PROP_... = extExtraSharpLocalReflections, -0.2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Chrome
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.8
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 80
PROP_... = isAdditive, 0
PROP_... = extExtraSharpLocalReflections, -0.2
DOUBLE_FACE_SHADOW_BIASED = 1
that's a lot of lines
have i been doing wrong my configs all this time ?

197km/h still yes.

If you want to go faster there's always the S1 Safari version -
2rKfFsj.jpg

300 horsepower, top speed nearer 255km/h.

so now i need dirt roads on my tiny island as well ?!
 
Last edited:
Fantastic car mod, may be even better than offical cars
But I have problem with Porsche 912 R using VR
- When I use "Reset Camera in VR", view is not well centered face to the wheel, but to the right
- You display the driver, so in VR, I see the "frames" of the driver head. To workaround that I need to move my head back, "Reset Camera in VR" to have my virtual head in front the driver head
Testing with other cars (offical or mods), the driver body is not displayed. This is really a problem for VR users
 
Last edited:
Hello, I have a problem with that mod beacuse in content manager I can't find the safari version (even if I tried installing it both via drag&drop on content manager and the normal installation). I have car only after the installation and it's called "Porsche 912 Safari" but it has the normal car skins and when when click on "drive" it is the normal car. Also I noticed that renaming the file on the assetto "cars" adds the car to the content manager car list... I also tried creating a new folder with the name "oneweek_porsche_912_s1" (which is the one not working) and it just doesnt add itself to the content manager total sum on bottom left corner... As I said before, renaming the file adds it but then the car cant be used due to "Race cancelled" error...

Btw the stock 912 is fantastic as I've tried it when you first released and I really enjoyed driving it. very good work indeed ;)
 
Fantastic car mod, may be even better than offical cars
But I have problem with Porsche 912 R using VR
- When I use "Reset Camera in VR", view is not well centered face to the wheel, but to the right
- You display the driver, so in VR, I see the "frames" of the driver head. To workaround that I need to move my head back, "Reset Camera in VR" to have my virtual head in front the driver head
Testing with other cars (offical or mods), the driver body is not displayed. This is really a problem for VR users
The seat is not directly behind the steering wheel, it's all angling inward (seat farthest out, steering a bit toward the right, pedals a lot towards right), just how the car is.

Not sure what's going on with the driver's head, it's not some thing I intentionally did or didn't do.
 
Are the headlights meant to be green ? I see some custom bulb choices in the config. Although assigning different options didnt appear to change anything
 
Last edited:
This is a bug in latest CSP 0.1.74, you must disable and then re-enable some setting in car instruments tab in CM (I am not on my rig to check which one exactly). If you can provide a screenshot of the CM tab I can tell you which one.
 

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