Not sure, but you can get a decrypted 'zonebind.ymt' in my post here.
For the City dirt map, maybe try playing around & swapping the '<vfxRegion>' lines in it to the same as Sandy Shores uses.
@mrwallace888 It's not about the trainer, it's the timecycle file. If you use a different timecycle for w_xmas.xml , then the fog will gone. Let me know if you find a modded w_xmas.xml with a beautiful volumetric fog like the original vanilla xmas.
@Rstein Well... pshh... obviously. I can Google gear ratios but apparently not final drives. So Google's not gonna help lmao. You can even try googling car final drives and see what I mean. You'll probably get results on how to calculate it using some pinion bullshit but I'm not gonna be able to do that so eh.
It's my own creation, paired with a modified Photovision Reshade/SweetFX/ENB. Thought about releasing it, but it's heavily integrated into my game & probably wouldn't look that good without all the other edits (clouds.xml, cloudkeyframes.xml, vfxlightningsettings.xml, core.ypt, _emitter/_render_drop.xml files, Timecycle modifiers in literally hundreds of '.ymaps' etc etc, I've modded just about everything you can).
Normally runs +60fps (with very occasional slight dips to high 50's, I have Gsync for that) 4K, Very High PostFX, 4xAA, Ultra Shadows, Ultra Reflections, No grass, LOD = 1.0 on an overclocked (2160Mhz) RTX 2080 TI FTW3.
Last time I checked it ran better than vanilla, but I've done a lot of work to get rid of ugly stuff since then, so probably doesn't run as well as that anymore (timecycle '<far_clip>' = 25000 etc, if you want to optimise framerate, lowering '<far_clip>' in certain areas using timecycle modifier boxes in '.ymap's is a good place to start. You want to make sure you can't see the farclip obvs, but you can get away with dropping it quite a bit in certain areas. Depending on the timecycle/area, as low as 2500 can work sometimes )
It should also be noted, I don't have heavy traffic density, that allows me to push the graphics up quite a bit (I like to drift round corners & got sick of running into dumb ai drivers in the same places each time so pushed out the gameconfig keyhole/traffic spacing spacing a bit to make it more random).
Traffic affects framerate a lot. For example, with an empty 'popgroups.ymt' (was testing an issue for someone else, obviously I have traffic normally) I get ~+15fps (you don't get that boost to framerate from turning traffic off in a trainer, only from emptying 'popgroups.ymt', but useful to know if you're just doing ghost lap timing/perfecting the handling of a vehicle & want a little framerate boost/make the game prettier while you're doing it etc
Didn't mean to make my post this big, well I obviously need a new project then , before the real modding withdrawl kicks in, must... mod... something ...now...
... In the end, I modded my cat. He can now do ~50mph on flat terrain. Stairs still a problem tho
No, keep it as '.rel.xml' & then just right-click anywhere in the folder > 'Import XML ...' & select the 'dlcsmuggler_sounds.dat54.rel.xml' you edited, wherever it is in Windows (after import (few secs) the file attributes column will change to indicate it is no longer encrypted)
If you get a popup about having to load the file with openiv from now on accept it
Test to confirm the sounds ingame are muted & let me know
If for some reason it doesn't work, try importing this 'dlcsmuggler_sounds.dat54.rel.xml' (same edits as yours, just confirmed working in my game 100% so useful from a diagnostic point of view etc) using the same 'Import XML ...' process in RPF Explorer.