Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 142,689 comments
  • 39,818,020 views
Anybody knows why this **** happens ?

It's correctly aligned in the suspension.ini, works in CM but not in-game lol

Capture d'écran 2025-02-28 095602.png


Capture d'écran 2025-02-28 095621.png


edit : nvm the discs weren't attached to the rim but the car lol

preview.jpg
 
Last edited:
no need to switch to vanilla, just disable the options checked in Extra Options for AI splines, not yet tested with the latest CSP.
I’m curious about how this ai line creation works, as in what does it reference in order for it to made and how good are they?

I would’ve assumed that it would use a fast lap already made by the player, but I have no idea.
 
Last edited:
Since now we have an option to create a nice looking loading screen with an lua script, I have high hopes that something from a talented pal will approach soon.
 
  • New FFB postprocessing script replacing FFB entirely;
  • New optimizations (experimental, disabled by default):
    • Postpone optional features to prevent freezes;
    • Hyperthreading fix (tries to move physics away from rendering cores);
    • GPU optimization speeding up GPU→CPU data transfer;
  • MoTeC logger: added aero speed and cosmic suspension forces;
  • Drift Challenge updated to 1.1;
  • Physics experiments:
    • New collision-check logic for single-frame collisions lifespan;
    • New option for computing physics collisions in parallel with cars physics;
    • Experiments “Repair wheel joints” and “Fix ground colliders” are upgraded from experiments to finalized always active tweaks, now available online;
  • Graphics Adjustments/LODs:
    • Experimental option to skip LOD A for secondary cars entirely, disabled by default;
    • Experimental option to hide wheels for interior views based on TyresFX’s VISIBLE_IN_INTERIOR_CAM parameter (active for open-wheelers);
  • Smart Shadows:
    • Option to use anisotropic filtering for tree shadows;
    • Option to disable sharp interior shadows for first person view for automatic splits;
  • New loading screen:
    • Options to hide certain components;
    • Option to use a Lua script to replace the look entirely, with a basic script as an example;
  • New Behavior:
    • Option to fix upshift threshold for AIs is active by default now (applies to cars with upshift threshold above limiterThreshold - 100);
    • New option to change downshift threshold for AIs (activates by default if upshift threshold has been altered), takes gear ratios into account;
    • Very experimental AI tweak for some variance and adaptation for AIs trying to get them to be a bit faster when possible;
  • Nice Screenshots:
    • Option to use actual HDR or estimated HDR for accumulation for actually correct results (actual HDR is not available with resolution multiplier);
    • Option for preblur image a bit to improve the results of accumulation DOF;
    • Option for anamorphic DOF (looks like radial blur for bokeh);
    • Option for color aberration for DOF (only for DOF);
    • DOF-related options can be adjusted in photo app, including an ability to quickly enable accumulation DOF;
    • Option to use per-car cubemaps for screenshots for more accurate reflections;
    • Press to stop accumulating screenshots and save the result if it looks good enough;
    • Accumulation DOF without motion blur sorts offsets from smallest to largest leading to DOF increasing with accumulation, but always looking decent;
    • Accumulative shadows: single slider replaced with separate, adjusted live based on number of iterations, default settings match regular angular diameter of the sun;
    • Option to add accumulation AA for reflection cubemaps;
  • Default WeatherFX style: sunrays with LCS fixed, changes of seeing falling stars increased a bit;
  • GUI: option to enable apps in pause menu (it’ll use a fifth in-game desktop for a specialized apps layout);
  • Original AC “Flash Headlights” binding now flashes regular headlights if car doesn’t have dedicated flashing lights;
  • GrassFX shading updated to add more depth and intensity;
  • General: option to explicitly select an internet connection to use for AC (applies to online, web. API and Mumble client);
  • Render Stats app: measurements for three core groups (much closer to total frame CPU and GPU time when summed up), measurements hierarchy has been fixed;
  • Warning for Intel Gen13/14 CPUs without updated motherboard firmware during loading (check is done with ChatGPT, can’t test it on my hardware, but it might work);
  • Custom VR HUD: experimental options to follow headset;
  • WindscreenFX: option to add reflections to windscreens for exterior views (mostly for the way interior part of glass looks with an open door);
  • Option to clear some of CSP caches on CSP version change (enabled by default);
  • Mumble client: volume sliders are now capped at 200% instead of 100%;
  • Android Auto: browser should be blocking some ads now.
Fixes:
  • Cosmic suspension:
    • A regression in 0.2.6 causing issues with cars using …_BODY_B=HUB_R, …_PARITY=1 fixed;
    • Long-standing problem with wheels positions online fixed;
  • MoTeC logger fixes:
    • No longger crashes without cosmic suspension;
    • Brake bias takes into account override value;
    • Encoding of “°” symbol is correct now;
  • GrassFX:
    • Fix for custom textures brightness;
    • Fixes for shading, especially with LCS active
    • Received and casted shadows are adjusted a bit to better handle shadows resolutions below 256;
  • Nice Screenshots:
    • Accumulation DOF is compatible with windscreen reflections;
    • Aperture shift now alters camera position, altering speculars and fixing the longstanding issue with reflections;
    • Accumulation screenshots no longer crash when certain Lua APIs are used (it was that weird crash without a report);
  • WeatherFX:
    • Planets rendering fixed, now visible but dim;
    • Moon shader (v2 version) is sharper;
    • “update sky in reflections less often” fixed, no longer produces lines between cubemap sides;
    • Variable Rate Shading (VRS) malfunctioning with extra effects of WeatherFX style fixed;
  • TreesFX:
    • Improved distant look;
    • Improved billboards generation (now with MSAA);
    • A few small optimizations;
    • Fix for rendering range increase caused by low FOV or when generating screenshots;
    • Wind moves leaves a bit more;
  • AI lanes saving in the original app works again;
  • Smart exterior audio no longer breaks some cars;
  • Reflections getting messed up with cubemap resolution above 512×512 fixed;
  • Digital instruments misbehaving with LCS fixed;
  • ExtraFX TAA sharpening fixed, now no longer should produce any weird artifacts, stronger with LCS;
  • Pit crews and such no longer get messed up by shared materials of new KN5 loader;
  • Configs such as “triple_screen.ini” sometimes failing to save fixed;
  • Car paint look with LCS fixed (both smCarPaint and Stereo shader, there were issues with specular color, clear coat tint and intensity);
  • Reloading config in extension folder which is included in ext_config.ini no longer triggers a full reload;
  • Rain puddles not working on some parts of High Force (or other tracks with great Y variance) fixed;
  • Issue with digital screen shader looking overly blown in some cases fixed;
  • Toe/camber syncing online fixed.
  • Piece particles: change of color syncing on collisions lowered, behavior and spawn logic updated;
  • A2C trees fixed, now no longer mess up ExtraFX or some other things, can change live properly;
  • New spectator crowds hide at 150 meters (adjusted for FOV) instead of hiding one-by-one;
  • Conditions-driven change in number of spectators now can only occur if crowd wasn’t visible for at least 30 frames (fixes some problems with triple-screen view);
  • Edges of sun shadows with LCS are a bit darker to reduce light leaking in distance;
  • Option to hide VR mouse pointer faster actually works now;
  • Headless mode (used for stuff like VAO baking for trees or racing online AI): collisions simplification fixed, new KN5 loader fixed, few other fixes and optimizations;
  • Tornado look without LCS fixed;
  • Fix for an issue with car being drawn first messing up the lights (particularly noticeable for distant lights on Shuto);
  • Custom tonemapping (EXT_OVERRIDE in PP filter) is working again, compatible with YEBIS replacement of default WeatherFX style;
  • Fake shadows stop entirely if car is too far from the ground;
  • TyresFX no longer breaks in a rare case where tyres never touched the ground to begin with;
  • Stars fade towards horizon;
  • Changing AI level live alters driver name if it had AI level in it;
  • Computation of unique machine IDs for AssettoServer fixed;
  • F5 camera with orbit mode disabled should be compatible with multiple monitors;
  • During exiting, Python apps are now unloaded first to prevent some crashes due to some Python apps accessing no longer available APIs (leading to, for example, “acos.ini” not being saved properly);
  • A fix for mirror reprojection freaking out with a free camera outside of the car;
  • Main reflection cubemap force updates all six sides at launch, to prevent some shading glitches;
  • Disabled NeckFX configurations should be a bit faster;
  • Loading with new loading screen disabled fixed;
  • Any memory-mapped files (mechanism CSP uses for reading most files) are unloaded in background now to prevent freezes;
  • Skidmarks color fix (was a bit malfunctioning in some cases);
  • Lua Debug app: crash with overly long log message tooltips fixed;
  • Anti-aliasing of refracting lights is fixed, now a lot less laggy;
  • SurfacesFX: sine noise for grass and sand is back, volume of ice is increased a bit.;
  • IMGUI tab bars: saving of a selected tab fixed;
  • Ideal line: reworked generation to be a bit smoother and consume three times less RAM/VRAM, generation process is skipped entirely for AI splines longer than 54 km (limit from original AC, saves a bit of time during loading);
  • New binary format for storing IMGUI windows positions with garbage collection and background serialization;
  • Custom AI: debug lines are now rendered over everything else, brightness fixed;
  • Disabled textures should also disable dynamic car and track textures and some other visual effects;
  • Traffic mode: a couple of small fixes;
  • Small optimizations and typo fixes.
Configs:
  • Cars:
    • [AUDIO] MIX_EXTERIOR_AUDIO_OUTSIDE=1 for cars that should mix exterior audio with interior audio (defaults to 1 only if car is from Kunos and not a racing one);
    • Override digital instruments colors using ; TODO
    • Hide certain geometry for interior and exterior views using [HIDING_NODES] INTERIOR=… EXTERIOR=…;
    • New DISTANT_GLARE parameter for car lights (defaults to 1, set to 0 to disable new distant glare added in 0.2.6);
    • New RAW_RANGE parameter for car lights stopping CSP range clamping (please only use in exceptional cases like for a helicopter spotlight, if there’ll be too many cars with overly heavy headlights configs I’ll have to start ignoring it);
    • Parameter USE_SATELLITE_VIEW_BY_DEFAULT for navigators fixed;
    • Live editing of tyre patterns fixed;
  • Cars and tracks:
    • New LINK_KS_VALUES = 1 flag for [SHADER_REPLACEMENT_…] syncing together ksAmbient and ksDiffuse (should help a lot with large track surfaces);
  • Online servers:
    • New [EXTRA_TWEAKS] RESET_DISCONNECTED_NAMES=1 forces CSP to clear out names of disconnected drivers on join;
    • New [EXTRA_TWEAKS] RESET_RECONNECTED_LAPTIMES=1 forces CSP to clear out lap times of newly connected drivers if their names differ;
    • New [EXTRA_RULES] SLIPSTREAM_SPEED_FACTOR=… session tweak altering slipstream distance (default value is 0.5);
    • [PHYSICS_EXPERIMENTS] ALT_COLLISIONS_HANDLING/ALT_COLLISIONS_PROCESSING can be used in extended server config if required CSP version is above 3303;
  • Objects Inspector: Nth Alt+Click shows distance between it and (N-1)th click;
  • Positioning helpers (those arrows and circles for moving things) are inactive now if mouse is hovering UI or with F5 camera;
  • Disabled textures should also disable dynamic car and track textures and some other visual effects;
  • AC no longer requires Abarth 500 to be present for trees export when baking track VAO.
Lua & Python:
  • Common:
    • Function ac.setMessage() now can be used to set warning messages as well, like the one about lap invalidation, also got a parameter for a message lifespan;
    • New ac.onMessage() function to listen to system and warning messages;
    • New web.resolveDNS();
    • New .surfaceExtendedType for ac.StateWheel, custom physics and FFB post-processing scripts;
    • New ac.getCarMaxSpeedWithGear() returning top speed of a given car that can be theoretically achieved for a given gear;
    • ac.getSim().timeSinceLastUDPPacket returns -1 if it’s not an online race;
    • ac.getCar().isHidingLabels fixed, now truefor any disconnected cars, works in replays;
    • ac.isKeyPressed()/ac.isKeyReleased() fixed, uses physics steps for scripts running at physics rate;
    • ac.INIConfig.carData(0, 'setup.ini') works even if file is encrypted (going to return a few limited fields only);
    • New argument for ui.setKeyboardButtonDown() to depress a button;
    • ui.ExtraCanvas: mip field for updating specific MIPs, :mip() for accessing individual MIPs as textures;
    • render.createRay() now normalizes direction to be safe;
    • New :setName() for ui.SharedTexture();
    • New ac.flashLights() just in case for activating those special flashing lights;
    • Tyre name functions should work better with tyre model 3 or earlier (before SHORT_NAME was added);
    • ac.getCarName() fixed;
    • ac.INIConfig.load(): expressions fixed;
    • web.loadRemoteModel, web.loadRemoteAnimation, web.loadRemoteAssets and web.encryptKey fixed (regression in 0.2.6);
    • Horn and some other things activated via ac.overrideCarControls() no longer get stuck with a script reload;
    • ac.getCar().hasFlashingLights fixed;
    • ac.getTyresLongName() works the same as it was in 0.2.6 (with postfix with short tyre name, now added in replays or for remote cars as well), got an option to remove that postfix altogether;
    • ui.onExclusiveHUD():
      • Works with results screen and blocks all of AC UI, including system messages;
      • Stops mouse pointer movement with D-pad properly, no longer affects VR mouse pointer;
      • Returning 'apps' shows apps properly in-game, during replays or when paused;
    • render.glVertexTextured() works with LCS;
    • ui.renderQuad() is better compatible with LCS;
    • ac.clearDebug() removes all entries by default (as it was doing some a few versions of CSP ago);
    • Unique machine ID is more reliable now for some exceptional hardware;
    • Handling of shared textures in Lua API slightly improved;
    • A bit of a glitch with Lua files lookups fixed (could cause issues such as default wfx style failing when being selected live after Pure LCS);
  • Physics API:
    • New physics.setAIShiftingThresholds();
    • New physics.setAIAeroHint() and physics.setAITyresHint();
    • physics.RigidBody:setDamping() fixed, set third argument to true to use fixed implementation (for compatibility);
  • Car physics scripts:
    • New ac.setGearboxTimes() (for example, for speeding up gearbox for a sport mode);
    • New ac.setSteeringDamping() for adding some damping effect to FFB;
    • ac.overrideCarState(): changing wheels’ angular velocities now applies to cars without animated suspension as well;
    • New per-wheel fields: .fx, .fy, .dx, .dy, .mz, .abs;
    • Disabling RPM limiter from car physics script no longer messes up per-gear speed estimation in original setup menu;
  • Lua apps:
    • New ac.getPitstopSpinners(), ac.setPitstopSpinnerValue(), ac.setCurrentQuickPitPreset() and ac.getSim().currentQuickPitPreset to alter pitstop settings directly;
    • New ac.disableFrameLimiter() disabling vertical syncronization or FPS limiter temporarily;
    • New ac.overrideCameraClipPlanes() just in case;
    • ac.applyLiveConfigEdit('graphics_adjustments.ini', …) can be used to change render scale live;
    • New ac.setCurrentQuickPitPreset() for Lua apps;
  • FFB post-processing scripts:
    • New ac.getCarPhysicsRate() returning state of car similar to car physics scripts updating at physics rate;
    • New functions ac.setPureFFBMultiplier() and ac.getFFBGain() to be able to replace FFB entirely;
    • Rare issue where car wouldn’t be set is fixed (it was due to two scripts using ac.getCar() from different threads at the same time);
  • WeatherFX: new ac.adjustCubemapReprojectionBrightness() for WeatherFX styles to prevent reflections from flickering on scene brightness change (requires active reflections reprojection);
  • Scriptable filters: ac.onPostProcessing() from WeatherFX API allowing to apply some post-processing before YEBIS/WeatherFX (could be used, for example, to replace DOF implementation), replace post-processing entirely or tweak some values, access to dynamic::Pp::hdr, dynamic::Pp::depth, dynamic::Pp::colorGrading3D;
  • Libraries:
    • shared/ui/browser: new WebBrowser.adsFilter() function;
    • New shared/untested/view-buffer to alter camera matrices;
  • New Python function ac.ext_setExtraSwitch(<switch index>, <state>, [car index]).
 
Detroit Street Circuit 1982 v1.0
Screenshot_ks_alfa_romeo_155_v6_detroit_1982_28-1-125-16-50-52.jpg

Detroit Street Circuit with 1982 layout.
Conversion from F1 Challenge.

-CSP recommended
-36 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Converted from Carrera.4's rF version)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
logo.png and sections file by @Fanapryde
window light textures and config base from detroit1988 by @rainmaker
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Apocalypse211

Enjoy.
 
  • New FFB postprocessing script replacing FFB entirely;
  • New optimizations (experimental, disabled by default):
    • Postpone optional features to prevent freezes;
    • Hyperthreading fix (tries to move physics away from rendering cores);
    • GPU optimization speeding up GPU→CPU data transfer;
  • MoTeC logger: added aero speed and cosmic suspension forces;
  • Drift Challenge updated to 1.1;
  • Physics experiments:
    • New collision-check logic for single-frame collisions lifespan;
    • New option for computing physics collisions in parallel with cars physics;
    • Experiments “Repair wheel joints” and “Fix ground colliders” are upgraded from experiments to finalized always active tweaks, now available online;
  • Graphics Adjustments/LODs:
    • Experimental option to skip LOD A for secondary cars entirely, disabled by default;
    • Experimental option to hide wheels for interior views based on TyresFX’s VISIBLE_IN_INTERIOR_CAM parameter (active for open-wheelers);
  • Smart Shadows:
    • Option to use anisotropic filtering for tree shadows;
    • Option to disable sharp interior shadows for first person view for automatic splits;
  • New loading screen:
    • Options to hide certain components;
    • Option to use a Lua script to replace the look entirely, with a basic script as an example;
  • New Behavior:
    • Option to fix upshift threshold for AIs is active by default now (applies to cars with upshift threshold above limiterThreshold - 100);
    • New option to change downshift threshold for AIs (activates by default if upshift threshold has been altered), takes gear ratios into account;
    • Very experimental AI tweak for some variance and adaptation for AIs trying to get them to be a bit faster when possible;
  • Nice Screenshots:
    • Option to use actual HDR or estimated HDR for accumulation for actually correct results (actual HDR is not available with resolution multiplier);
    • Option for preblur image a bit to improve the results of accumulation DOF;
    • Option for anamorphic DOF (looks like radial blur for bokeh);
    • Option for color aberration for DOF (only for DOF);
    • DOF-related options can be adjusted in photo app, including an ability to quickly enable accumulation DOF;
    • Option to use per-car cubemaps for screenshots for more accurate reflections;
    • Press to stop accumulating screenshots and save the result if it looks good enough;
    • Accumulation DOF without motion blur sorts offsets from smallest to largest leading to DOF increasing with accumulation, but always looking decent;
    • Accumulative shadows: single slider replaced with separate, adjusted live based on number of iterations, default settings match regular angular diameter of the sun;
    • Option to add accumulation AA for reflection cubemaps;
  • Default WeatherFX style: sunrays with LCS fixed, changes of seeing falling stars increased a bit;
  • GUI: option to enable apps in pause menu (it’ll use a fifth in-game desktop for a specialized apps layout);
  • Original AC “Flash Headlights” binding now flashes regular headlights if car doesn’t have dedicated flashing lights;
  • GrassFX shading updated to add more depth and intensity;
  • General: option to explicitly select an internet connection to use for AC (applies to online, web. API and Mumble client);
  • Render Stats app: measurements for three core groups (much closer to total frame CPU and GPU time when summed up), measurements hierarchy has been fixed;
  • Warning for Intel Gen13/14 CPUs without updated motherboard firmware during loading (check is done with ChatGPT, can’t test it on my hardware, but it might work);
  • Custom VR HUD: experimental options to follow headset;
  • WindscreenFX: option to add reflections to windscreens for exterior views (mostly for the way interior part of glass looks with an open door);
  • Option to clear some of CSP caches on CSP version change (enabled by default);
  • Mumble client: volume sliders are now capped at 200% instead of 100%;
  • Android Auto: browser should be blocking some ads now.
Fixes:
  • Cosmic suspension:
    • A regression in 0.2.6 causing issues with cars using …_BODY_B=HUB_R, …_PARITY=1 fixed;
    • Long-standing problem with wheels positions online fixed;
  • MoTeC logger fixes:
    • No longger crashes without cosmic suspension;
    • Brake bias takes into account override value;
    • Encoding of “°” symbol is correct now;
  • GrassFX:
    • Fix for custom textures brightness;
    • Fixes for shading, especially with LCS active
    • Received and casted shadows are adjusted a bit to better handle shadows resolutions below 256;
  • Nice Screenshots:
    • Accumulation DOF is compatible with windscreen reflections;
    • Aperture shift now alters camera position, altering speculars and fixing the longstanding issue with reflections;
    • Accumulation screenshots no longer crash when certain Lua APIs are used (it was that weird crash without a report);
  • WeatherFX:
    • Planets rendering fixed, now visible but dim;
    • Moon shader (v2 version) is sharper;
    • “update sky in reflections less often” fixed, no longer produces lines between cubemap sides;
    • Variable Rate Shading (VRS) malfunctioning with extra effects of WeatherFX style fixed;
  • TreesFX:
    • Improved distant look;
    • Improved billboards generation (now with MSAA);
    • A few small optimizations;
    • Fix for rendering range increase caused by low FOV or when generating screenshots;
    • Wind moves leaves a bit more;
  • AI lanes saving in the original app works again;
  • Smart exterior audio no longer breaks some cars;
  • Reflections getting messed up with cubemap resolution above 512×512 fixed;
  • Digital instruments misbehaving with LCS fixed;
  • ExtraFX TAA sharpening fixed, now no longer should produce any weird artifacts, stronger with LCS;
  • Pit crews and such no longer get messed up by shared materials of new KN5 loader;
  • Configs such as “triple_screen.ini” sometimes failing to save fixed;
  • Car paint look with LCS fixed (both smCarPaint and Stereo shader, there were issues with specular color, clear coat tint and intensity);
  • Reloading config in extension folder which is included in ext_config.ini no longer triggers a full reload;
  • Rain puddles not working on some parts of High Force (or other tracks with great Y variance) fixed;
  • Issue with digital screen shader looking overly blown in some cases fixed;
  • Toe/camber syncing online fixed.
  • Piece particles: change of color syncing on collisions lowered, behavior and spawn logic updated;
  • A2C trees fixed, now no longer mess up ExtraFX or some other things, can change live properly;
  • New spectator crowds hide at 150 meters (adjusted for FOV) instead of hiding one-by-one;
  • Conditions-driven change in number of spectators now can only occur if crowd wasn’t visible for at least 30 frames (fixes some problems with triple-screen view);
  • Edges of sun shadows with LCS are a bit darker to reduce light leaking in distance;
  • Option to hide VR mouse pointer faster actually works now;
  • Headless mode (used for stuff like VAO baking for trees or racing online AI): collisions simplification fixed, new KN5 loader fixed, few other fixes and optimizations;
  • Tornado look without LCS fixed;
  • Fix for an issue with car being drawn first messing up the lights (particularly noticeable for distant lights on Shuto);
  • Custom tonemapping (EXT_OVERRIDE in PP filter) is working again, compatible with YEBIS replacement of default WeatherFX style;
  • Fake shadows stop entirely if car is too far from the ground;
  • TyresFX no longer breaks in a rare case where tyres never touched the ground to begin with;
  • Stars fade towards horizon;
  • Changing AI level live alters driver name if it had AI level in it;
  • Computation of unique machine IDs for AssettoServer fixed;
  • F5 camera with orbit mode disabled should be compatible with multiple monitors;
  • During exiting, Python apps are now unloaded first to prevent some crashes due to some Python apps accessing no longer available APIs (leading to, for example, “acos.ini” not being saved properly);
  • A fix for mirror reprojection freaking out with a free camera outside of the car;
  • Main reflection cubemap force updates all six sides at launch, to prevent some shading glitches;
  • Disabled NeckFX configurations should be a bit faster;
  • Loading with new loading screen disabled fixed;
  • Any memory-mapped files (mechanism CSP uses for reading most files) are unloaded in background now to prevent freezes;
  • Skidmarks color fix (was a bit malfunctioning in some cases);
  • Lua Debug app: crash with overly long log message tooltips fixed;
  • Anti-aliasing of refracting lights is fixed, now a lot less laggy;
  • SurfacesFX: sine noise for grass and sand is back, volume of ice is increased a bit.;
  • IMGUI tab bars: saving of a selected tab fixed;
  • Ideal line: reworked generation to be a bit smoother and consume three times less RAM/VRAM, generation process is skipped entirely for AI splines longer than 54 km (limit from original AC, saves a bit of time during loading);
  • New binary format for storing IMGUI windows positions with garbage collection and background serialization;
  • Custom AI: debug lines are now rendered over everything else, brightness fixed;
  • Disabled textures should also disable dynamic car and track textures and some other visual effects;
  • Traffic mode: a couple of small fixes;
  • Small optimizations and typo fixes.
Configs:
  • Cars:
    • [AUDIO] MIX_EXTERIOR_AUDIO_OUTSIDE=1 for cars that should mix exterior audio with interior audio (defaults to 1 only if car is from Kunos and not a racing one);
    • Override digital instruments colors using ; TODO
    • Hide certain geometry for interior and exterior views using [HIDING_NODES] INTERIOR=… EXTERIOR=…;
    • New DISTANT_GLARE parameter for car lights (defaults to 1, set to 0 to disable new distant glare added in 0.2.6);
    • New RAW_RANGE parameter for car lights stopping CSP range clamping (please only use in exceptional cases like for a helicopter spotlight, if there’ll be too many cars with overly heavy headlights configs I’ll have to start ignoring it);
    • Parameter USE_SATELLITE_VIEW_BY_DEFAULT for navigators fixed;
    • Live editing of tyre patterns fixed;
  • Cars and tracks:
    • New LINK_KS_VALUES = 1 flag for [SHADER_REPLACEMENT_…] syncing together ksAmbient and ksDiffuse (should help a lot with large track surfaces);
  • Online servers:
    • New [EXTRA_TWEAKS] RESET_DISCONNECTED_NAMES=1 forces CSP to clear out names of disconnected drivers on join;
    • New [EXTRA_TWEAKS] RESET_RECONNECTED_LAPTIMES=1 forces CSP to clear out lap times of newly connected drivers if their names differ;
    • New [EXTRA_RULES] SLIPSTREAM_SPEED_FACTOR=… session tweak altering slipstream distance (default value is 0.5);
    • [PHYSICS_EXPERIMENTS] ALT_COLLISIONS_HANDLING/ALT_COLLISIONS_PROCESSING can be used in extended server config if required CSP version is above 3303;
  • Objects Inspector: Nth Alt+Click shows distance between it and (N-1)th click;
  • Positioning helpers (those arrows and circles for moving things) are inactive now if mouse is hovering UI or with F5 camera;
  • Disabled textures should also disable dynamic car and track textures and some other visual effects;
  • AC no longer requires Abarth 500 to be present for trees export when baking track VAO.
Lua & Python:
  • Common:
    • Function ac.setMessage() now can be used to set warning messages as well, like the one about lap invalidation, also got a parameter for a message lifespan;
    • New ac.onMessage() function to listen to system and warning messages;
    • New web.resolveDNS();
    • New .surfaceExtendedType for ac.StateWheel, custom physics and FFB post-processing scripts;
    • New ac.getCarMaxSpeedWithGear() returning top speed of a given car that can be theoretically achieved for a given gear;
    • ac.getSim().timeSinceLastUDPPacket returns -1 if it’s not an online race;
    • ac.getCar().isHidingLabels fixed, now truefor any disconnected cars, works in replays;
    • ac.isKeyPressed()/ac.isKeyReleased() fixed, uses physics steps for scripts running at physics rate;
    • ac.INIConfig.carData(0, 'setup.ini') works even if file is encrypted (going to return a few limited fields only);
    • New argument for ui.setKeyboardButtonDown() to depress a button;
    • ui.ExtraCanvas: mip field for updating specific MIPs, :mip() for accessing individual MIPs as textures;
    • render.createRay() now normalizes direction to be safe;
    • New :setName() for ui.SharedTexture();
    • New ac.flashLights() just in case for activating those special flashing lights;
    • Tyre name functions should work better with tyre model 3 or earlier (before SHORT_NAME was added);
    • ac.getCarName() fixed;
    • ac.INIConfig.load(): expressions fixed;
    • web.loadRemoteModel, web.loadRemoteAnimation, web.loadRemoteAssets and web.encryptKey fixed (regression in 0.2.6);
    • Horn and some other things activated via ac.overrideCarControls() no longer get stuck with a script reload;
    • ac.getCar().hasFlashingLights fixed;
    • ac.getTyresLongName() works the same as it was in 0.2.6 (with postfix with short tyre name, now added in replays or for remote cars as well), got an option to remove that postfix altogether;
    • ui.onExclusiveHUD():
      • Works with results screen and blocks all of AC UI, including system messages;
      • Stops mouse pointer movement with D-pad properly, no longer affects VR mouse pointer;
      • Returning 'apps' shows apps properly in-game, during replays or when paused;
    • render.glVertexTextured() works with LCS;
    • ui.renderQuad() is better compatible with LCS;
    • ac.clearDebug() removes all entries by default (as it was doing some a few versions of CSP ago);
    • Unique machine ID is more reliable now for some exceptional hardware;
    • Handling of shared textures in Lua API slightly improved;
    • A bit of a glitch with Lua files lookups fixed (could cause issues such as default wfx style failing when being selected live after Pure LCS);
  • Physics API:
    • New physics.setAIShiftingThresholds();
    • New physics.setAIAeroHint() and physics.setAITyresHint();
    • physics.RigidBody:setDamping() fixed, set third argument to true to use fixed implementation (for compatibility);
  • Car physics scripts:
    • New ac.setGearboxTimes() (for example, for speeding up gearbox for a sport mode);
    • New ac.setSteeringDamping() for adding some damping effect to FFB;
    • ac.overrideCarState(): changing wheels’ angular velocities now applies to cars without animated suspension as well;
    • New per-wheel fields: .fx, .fy, .dx, .dy, .mz, .abs;
    • Disabling RPM limiter from car physics script no longer messes up per-gear speed estimation in original setup menu;
  • Lua apps:
    • New ac.getPitstopSpinners(), ac.setPitstopSpinnerValue(), ac.setCurrentQuickPitPreset() and ac.getSim().currentQuickPitPreset to alter pitstop settings directly;
    • New ac.disableFrameLimiter() disabling vertical syncronization or FPS limiter temporarily;
    • New ac.overrideCameraClipPlanes() just in case;
    • ac.applyLiveConfigEdit('graphics_adjustments.ini', …) can be used to change render scale live;
    • New ac.setCurrentQuickPitPreset() for Lua apps;
  • FFB post-processing scripts:
    • New ac.getCarPhysicsRate() returning state of car similar to car physics scripts updating at physics rate;
    • New functions ac.setPureFFBMultiplier() and ac.getFFBGain() to be able to replace FFB entirely;
    • Rare issue where car wouldn’t be set is fixed (it was due to two scripts using ac.getCar() from different threads at the same time);
  • WeatherFX: new ac.adjustCubemapReprojectionBrightness() for WeatherFX styles to prevent reflections from flickering on scene brightness change (requires active reflections reprojection);
  • Scriptable filters: ac.onPostProcessing() from WeatherFX API allowing to apply some post-processing before YEBIS/WeatherFX (could be used, for example, to replace DOF implementation), replace post-processing entirely or tweak some values, access to dynamic::Pp::hdr, dynamic::Pp::depth, dynamic::Pp::colorGrading3D;
  • Libraries:
    • shared/ui/browser: new WebBrowser.adsFilter() function;
    • New shared/untested/view-buffer to alter camera matrices;
  • New Python function ac.ext_setExtraSwitch(<switch index>, <state>, [car index]).
I tried the FFB script, nice detail here and there but overall the wheel feels wayyyy lighter and wobbly on my DD.
Maybe it mainly for non-dd?
 
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