Assetto Corsa PC Mods General DiscussionPC 

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  • 154,837 comments
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View attachment 1516977
Like the Reiter Diablo GT2

View attachment 1516979
like the imsa Version
View attachment 1516980
TVR T400R FIA GT
View attachment 1516982
Mosler MT 900R
---------------------------------------------------------------------
another Project Audi RS2 Touring Car
View attachment 1516983View attachment 1516984View attachment 1516985View attachment 1516986View attachment 1516987

Models from PMR and The Crew2
Well, The Diablo was just an standard Diablo GTR
1772404656232.webp

Although the Bugatti never raced in ALMS, Only did IMSA and your aero isn't really correct for it.
1772404692736.webp
 
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Is there a way to allow certain surfaces to be clippable for ai only? I'm trying to make street circuits less of an issue for ai.
 
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Hi friends,

I made a small update of DumbAI, adding a small race engineer in the main window of the app and refining pit stop strategies.

Here is a summary of the different bot strategies you may expect once you have set a default tyre compound (provided the car has enough different compounds :-) )

View attachment 1516328

Hope you'll enjoy the app :) Now I really really want to play AC more and test it on my custom championships so I'll take a rest for new features for a while, only check for debug etc...:cheers:
Does this only work with csp v0.3.0p212 ?
 
Does this only work with csp v0.3.0p212 ?
Unfortunately, yes

There was a bug in the way some lua functions for pitstop and fuel management were applied to native AC behavior, hence x4fab kindly modified some and added new ones in csp v0.3.0p212. To my knowledge, they are the only solutions to make sure that the lua app is really overiding native AC behavior when it comes to pit stop decision & fuel management.

I'm new to AC modding but know it is really annoying to always have to update CSP so I'll try my best to ensure the app will remain compatible with all CSP future versions from this csp v0.3.0p212
 
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Well, The Diablo was just an standard Diablo GTR
View attachment 1517017
Although the Bugatti never raced in ALMS, Only did IMSA and your aero isn't really correct for it.
View attachment 1517018
About that Diablo. It's true it was a "standard" GTR but it's an FIA GT version BoP'd for FIA GT standards for 2000 & 2001 and was fitted with LM offset BBS wheels and an entirely new Reiter body kit - front to back for better downforce.

Standard GTR
2000-lamborghini-diablo-gtr-10_0.webp

gallery-1494344304-793900515-1.webp


Reiter's Diablo GT
lamborghini-diablo-gt2-3.webp

lamborghini-diablo-gt2-10.webp

Ignore the second splitter and supports at the rear. Reiter didn't have those at the time which it was later converted to road-legal use. Considering this diablo is located in Japan, there could be a chance that Playground games might bring it into FH6 and make a model for it? Bets are on the table.

Side note: Found this image and I like that Reiter put their Gallardo GT3 wing on the Diablo. I swear this wing looks good on any Lamborghini you throw at it.
1eb3ff08-0503-493a-9563-ea7d5223089a.webp


As for that EB110 that's the closest IMSA EB110 that we're gonna get, ignoring the LM variant. I accept that model so someone can modify it to the correct kit.
 
View attachment 1516977
Like the Reiter Diablo GT2

View attachment 1516979
like the imsa Version
View attachment 1516980
TVR T400R FIA GT
View attachment 1516982
Mosler MT 900R
---------------------------------------------------------------------
another Project Audi RS2 Touring Car
View attachment 1516983View attachment 1516984View attachment 1516985View attachment 1516986View attachment 1516987

Models from PMR and The Crew2
I hope that these cars will be released 👀
 
About that Diablo. It's true it was a "standard" GTR but it's an FIA GT version BoP'd for FIA GT standards for 2000 & 2001 and was fitted with LM offset BBS wheels and an entirely new Reiter body kit - front to back for better downforce.

Standard GTR
View attachment 1517059
View attachment 1517060

Reiter's Diablo GT
View attachment 1517061
View attachment 1517062
Ignore the second splitter and supports at the rear. Reiter didn't have those at the time which it was later converted to road-legal use. Considering this diablo is located in Japan, there could be a chance that Playground games might bring it into FH6 and make a model for it? Bets are on the table.

Side note: Found this image and I like that Reiter put their Gallardo GT3 wing on the Diablo. I swear this wing looks good on any Lamborghini you throw at it.
View attachment 1517063

As for that EB110 that's the closest IMSA EB110 that we're gonna get, ignoring the LM variant. I accept that model so someone can modify it to the correct kit.
Right, But the Diablo in ALMS never raced, The image i sent is the only image of it that i can find and...well it's just an standard GTR. Which my whole original post was about :P

I'm aware it was modified, hand new body kits and aero pieces and more stuff done to them. But the one specifically meant to be used in ALMS was just and standard GTR. It didn't have any new aero from the image i can find.
 
Since we are talking about encryption, in the GTC60 pack, there is a GTC60 Alfa Romeo Giulia TZ2, author: GADU Boyz & Team WSC Legends, it is encrypted and will not load in my game without the blue crystals.
What should I do to make it work with the rest of the GTC60 pack grid, which are not encrypted?
Also bear in mind you can't do anything to that car, it's totally locked down. I tried editing the FFB strength on it and then went into the game and had the same thing that happened to you happen to me. Blue crystal car. I was quite surprised you couldn't do something as mundane as that, but hey ho! Great car otherwise.
 
Please help me. The flames coming out of some cars are like flamethrowers. What settings can I change and how can I fix this? By the way, this does not happen when I watch replays.
View attachment 1517079View attachment 1517080

↓This is the flame in case of replay.

View attachment 1517081
Code:
[EXHAUST_FLAMES]
ANTILAG=0.60
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=7
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=0.4
DAMAGE=1
DAMAGE_DURATION=0.90
DAMAGE_INTENSITY=1.7
DAMAGE_PROBABILITY=5
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.9
DISCHARGE_DELAY=0.02
DISCHARGE_DURATION=1.1
DISCHARGE_INTENSITY=4
DISCHARGE_PROBABILITY=1
DISCHARGE_RPM_THRESHOLD_MAX=8950
DISCHARGE_RPM_THRESHOLD_MIN=3650
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=0.4
FLAT_SHIFT_RPM_THRESHOLD=8950
LIMITER=8940
LIMITER_DELAY=0.0
LIMITER_INTENSITY=3
LIMITER_RPM_THRESHOLD=8940
The code responsible for this flame is in your car's ext_config.ini.The values given here may differ from yours.If you don't want to see such fire, you can simply delete this code from the ini
 
Code:
[EXHAUST_FLAMES]
ANTILAG=0.60
ANTILAG_DELAY=0.02
ANTILAG_INTENSITY=7
ANTILAG_INTERVAL_MAX=10.0
ANTILAG_INTERVAL_MIN=0.0
ANTILAG_TURBO_THRESHOLD=0.4
DAMAGE=1
DAMAGE_DURATION=0.90
DAMAGE_INTENSITY=1.7
DAMAGE_PROBABILITY=5
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.9
DISCHARGE_DELAY=0.02
DISCHARGE_DURATION=1.1
DISCHARGE_INTENSITY=4
DISCHARGE_PROBABILITY=1
DISCHARGE_RPM_THRESHOLD_MAX=8950
DISCHARGE_RPM_THRESHOLD_MIN=3650
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=0.4
FLAT_SHIFT_RPM_THRESHOLD=8950
LIMITER=8940
LIMITER_DELAY=0.0
LIMITER_INTENSITY=3
LIMITER_RPM_THRESHOLD=8940
The code responsible for this flame is in your car's ext_config.ini.The values given here may differ from yours.If you don't want to see such fire, you can simply delete this code from the ini
Thank you so much for your kindness! It really helped.
 
Hi, I installed csp 0.3.0p212 but...how do I turn off the headlights? I turned off everything in "lighting FX" but the light still shows. 😅
 
Well, it has been no surprise how broken the CSP Previews seem to be on the latest preview. Recently it seems it only throws an error when a car has a certain amount of skins.

It seems to work out great when a car has fewer skins, fails 100% of the time when a car has a lot of them. If I were to go one by one, I'd wager I could do it with no errors. I didn't work out a "limit" of skins, but it sure seems to be that way.

Does this information help in any way to think of a possible workaround?
 
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2025 Ajith Kumar Racing by BKR #901

2025 24H Series​

GUERILLA Mods

Download
View attachment 1517104

2026 Unitronic JDC-Miller MotorSports #17

2026 Michelin Pilot Challenge​

GUERILLA Mods

gt4_porsche_cayman_718 V1

Download
View attachment 1517105
The 2026 Michelin Pilot Challenge skins don't fit the last version :Final release GT4 Pack V1.0 of October 2024 . Where can I find the correct version ? I've done some search on a older version but can't find it anywhere.
 
Well, it has been no surprise how broken the CSP Previews seem to be on the latest preview. Recently it seems it only throws an error when a car has a certain amount of skins.

It seems to work out great when a car has fewer skins, fails 100% of the time when a car has a lot of them. If I were to go one by one, I'd wager I could do it with no errors. I didn't work out a "limit" of skins, but it sure seems to be that way.

Does this information help in any way to think of a possible workaround?
Hit Skins

1772491429280.webp


Select ALL the skins (left click the first one, scroll down to the last one and Shift+left click), Look, Update previews and then Update xx skins.

1772491556304.webp

This also work with RSS/VRC car that wont update otherwise.
 
Hit Skins

View attachment 1517163


Select ALL the skins (left click the first one, scroll down to the last one and Shift+left click), Look, Update previews and then Update xx skins.

View attachment 1517164

This also work with RSS/VRC car that wont update otherwise.
Well I'll be dam%$d. This actually works, although a bit slower than what I was used to. What's the logic behind this?

TY!
 
Well I'll be dam%$d. This actually works, although a bit slower than what I was used to. What's the logic behind this?

TY!
Not sure exactly, but it seem to process it separetly instead of doing them in batch, which seem to be more "stable"


1772496465452.webp




- New functions:
- New P2P 1v1 race mode: race with a friend without having to set a server using a peer-to-peer connection;
- Experimental support for servers with client-specified cars and for changing car skins live (some features wouldn’t work for now, update for CM is coming soon).

- Major fixes:
- Linear color space: speculars fixed;
- Some track physics objects missing on any collisions fixed;
- The crash caused by missing cache subfolder “meshes_metadata” is fixed;
- IMGUI: fallback fonts fixed, rare characters should work in titles and such;
- Shadows computing now takes base surface normal into account as well, fixing an issue with the main building on Spa;
- A few issues causing GPU to crash (related to navigators, particles, filters, car swap and more) have been fixed;
- Some of NaN rendering glitches with refracting headlights fixed;
- Fixed some crashes with cars with encrypted colliders;
- Visual tyre wetness and AI alterations getting stuck on rain deactivation fixed;
- Surfaces FX audio fixed.

- Physics:
- “Extra contact points” experiment is back and enabled by default, no longer moves contact point laterally so it won’t affect FFB;
- New physics experiment optimizing colliders for track physics objects;
- New physics experiment tweaking track physics objects without explicit configuration (CoG fix, a bit of damping, a bit of friction);
- New physics experiment equalizing pits check thresholds across Assetto Corsa (available online as [PHYSICS_EXPERIMENTS] EQUALIZE_PITS_CHECK=1);
- New options in general disabling lap invalidation by AI or Physics API;
- Automatic Sine→Perlin upgrade (affecting invalid surfaces only) now upgrades to Simplex instead;
- Procedural surface noise better handles multiple tyre rays;
- A few other improvements for surfaces with procedural noise (better car placement, better ground plane computation);
- Cars occasionally exploding on certain surfaces fixed.

- AI:
- Steering is smoother (physically) at speeds below 7 km/h;
- Trajectories fixed (“cautious steering” tweak was messing things up);
- AI debug app now shows actual AI inputs instead of smoothed ones;
- If the “Tweak autopilot switching” option is disabled, AI inputs smoothing, as well as some other tweaks, will work properly anyway;
- “RACK_TRAVEL_LUT” stops working with autopilot as well (previously, it would stop for AIs to keep them safer, but not for the autopilot making testing more difficult).

- Extended track physics:
- New COG_OFFSET=AUTO for track object physics parameters applying CoG fix;
- COLLIDER_DEBUG from custom track object collider parameters removed, replaced with a checkbox in CSP Debug app;
- New _EXT_PERLIN_NOISE=SIMPLEX for track surfaces to use Simplex noise (basically Perlin but a bit better).

- Audio:
- New audio tweak: using traction control intensity for its audio volume (enabled by default);
- Collision audio for hits no longer cuts off, instead, new events are created live;
- CSP no longer plays hit audio for overwhelmingly scraping collisions, or scrape audio for hitting collisions;
- CSP ambience audio is no longer affected by doppler shift at all;
- Mumble voice chat: audio volume fading when talking or listening is disabled.

- New main menu:
- Better setup titles (let me know if I missed any abbreviations);
- If any setup tab title has a lower-case letter, CSP won’t adjust case;
- Leaderboard uses custom driver icons, if set;
- Look and behavior of disabled setup items improved;
- Scrolling of setup tabs has been fixed;
- EXT_VISIBLE_WITH works from the start, not waiting for something to change;
- Hidden tabs are fixed, no longer can be selected;
- Tab reset works for more types of tabs;
- Hold Shift and click on car preview in the main menu to change color in a single-player session.

- Other UI changes:
- Position of warning icons (the ones in the top left corner) and race flags fixed;
- Options to disable warning icons and hide racing flags, by default icons hide with Ctrl+H;
- “Center UI” option got an extra variant centering apps bar (and tasks switcher) as well;
- New pause menu: buttons don’t get clipped with photo mode anymore, buttons shift down if the menu has been moved to the bottom half of the screen;
- Recently added assists editor is optional, with a setting to turn it off;
- Starting lights shift upwards when the main menu is opened.

- Default Weather FX style:
- Brightness adjusted;
- White reference point accounts for post-processing exposure, ensuring the same brightness in different conditions (LCS only);
- Fog is a bit less bluish;
- Glare in the virtual mirror is reduced.

- Particles:
- Piece and spark particles: collisions with track improved, sparks use local heightmap, issue with sparks-car collisions misbehaving fixed;
- Fireworks use additive blending;
- Smoke behavior adjusted, positional variance no longer applies to most smoke types;
- Velocity of flame particles in track configs with flame intensity above 1 fixed;
- Particle sizes adjusted: pieces have a small chance of being large, flames are larger if fast.

- Grass FX:
- Localized randomization no longer jumps with origin shift;
- Shading improved;
- Grass disappearing for a frame with origin shift in OpenVR mode fixed.

- CSP Debug app:
- A checkbox showing outlines for track physics objects fixed;
- Dragging improved: forces are critically dampened to prevent oscillations, multiple cars can be dragged at once, track physics objects can be dragged as well;
- Click-to-teleport is merged with dragging, allows to orient car;
- Dragging tool allows to push or pull the car as well.

- Hotlap with multiple ghosts:
- Laps done with AI (with AI lap invalidation disabled using the new option) are marked;
- Copying of the best record to the place where AC would originally store a ghost is fixed, now includes layout ID.

- Miscellaneous:
- VR tweaks: options “Custom VR HUD” and “Skip post-processing” are enabled by default (it just looks so much better this way, and it’s compatible with LCS too);
- AC no longer raises an error with empty “aero.ini”;
- Other fatal AC errors are shown properly;
- Blown tyres of remote cars affect wheels positioning with custom motion enabled;
- Remote cars: angle of front wheels got a tiny bit of smoothing, fix for steering wheel angles range improved;
- CSP shows a warning if a Lua script takes more than a second to do something;
- If country name is missing, tooltip for its flag in chat will be hidden;
- Nice Screenshots: accumulate HDR summation is marked as not compatible with scriptable filters, will be paused when filters are active;
- Snow/ice definitions for “ek_akina_snow”;
- Timezone for “rt_lime_rock_park” fixed, added heading angle;
- AC timing with fewer than four cores, or with multithreading disabled, improved;
- Vintage scriptable filter: small update reducing dithering;
- “Show important steering wheels” tweak improved;
- Old tweak getting dynamic object balloons to move with wind has been fixed and improved;
- Slightly improved taskbar closing behavior;
- “Disable Steam interface” option renamed and reset, in case somebody enabled it by mistake (now, CSP won’t offer to activate it anymore);
- Neck FX temporarily pauses photo app FOV slider when changing FOV, for both to work better together and fix some issues with other components;
- Hotkey to toggle virtual mirror can be changed (CM update allowing to bind F… keys is coming soon);
- Active Steam overlay stops mouse hovering effects of IMGUI;
- With CSP flames enabled, original flames no longer waste time looking for textures;
- Rendering debug: new option forcing informative crashes on D3D11 errors;
- Crash reports are detailed by default, compact ones are pretty useless.

- Other fixes:
- Issue with wheels increasing in size online without custom motion in long races fixed (I would highly recommend to enable custom motion though);
- Analog odometers no longer break some textures with HDR enabled;
- Car LODs acting strange with 20+ cars in a frame are fixed;
- Decoding of animated GIFs fixed;
- Misaligned colliders of some track physics objects on Barcelona fixed;
- Walking Out: pause is working correctly when walking around;
- Synchronization of dynamic objects across clients online fixed;
- Borderless AC window saves its size and position properly;
- A couple of core fixes to prevent memory corruption happening in some rare cases;
- A few crucial fixes for memory profiler;
- Headless mode disables all the input (keyboard, gamepad and wheel), few other fixes;
- Fallback LOD no longer takes a frame to appear if other LODs are available;
- Flashing for jumped cars, or from ac.highlightCar(), fixed, shouldn’t affect grass anymore;
- Resetting extrapolation of remote cars on teleports slightly improved.

# Configs

- Car & track configs:
- New [TYRES_FX] RADIUS_OFFSET parameter allowing to alter visual radius of tyres;
- Glass materials: new NormalMapUVMult parameter;
- Brake Disc FX: compute of default value for CERAMIC adjusted to make them less frequent;
- A few improvements for live car config reloads;
- BLIND_SPOT car input and ac.getCarBlindSpot() fixed, now returns distances to the cars in front (as Z) and behind (as W) as well;
- [DATA] DI_…_… modifiers for digital instruments can use “BASE” instead of an index to affect all of them;
- [DATA] DI_…_ALPHA affects first version of text nodes as well;
- Track conditions tool shows input values as well;
- New [BASIC] SEASONS_DEACTIVATION_AWARE=0 to fix tracks that don’t expect YEAR_PROGRESS to be -1 when season changes are disabled, on by default for all but “dousojin_touge” and “dousojin_touge_1990”;
- Box guessing for track object colliders (trying to replace a mesh with a box with custom track physics) improved.

- Extended configs for online servers:
- Use [CUSTOM_PHYSICS] EXTRAPOLATE_STATE=1, 1, RAW to try a new approach to avoid shaking;
- Use [CUSTOM_PHYSICS] SMOOTHING_FACTOR=100 to make movement of remote cars more snappy and less smoothed (lower value for smoother movement, default value is 250);
- Add [EXTRA_DATA] VR=1 to sync the state of drivers using VR (requires AssettoServer);
- Use [EXTRA_RULES] ALLOW_PITS_JUMP=1 to allow jumping in pits by holding Ctrl and clicking on car preview;
- Set [PHYSICS_EXPERIMENTS] EQUALIZE_PITS_CHECK=1 to equalize thresholds of AC checking if car is in pits or not (experimental);
- Jump limit slightly improved, more sensitive to jumps side-to-side, default time reduced from 5 to 2 seconds, flashing is only present if the car intersects another car, cars no longer flash if collisions are disabled via Physics API.

# Scripting

- Common API:
- New properties for ac.StateSim: .isTrackOpen, .isTimeOffsetIgnored, .timePostOffset, .timePhotoModeOffset, .isAltOnlineRace;
- New ac.checksumCRC32();
- New string.urlDecode(), string.urlParse() and string.xor();
- New mat4x4:getEuler() returning Euler vectors from a matrix as a counterpart to mat4x4.euler() creating a matrix from Euler vectors;
- ac.INIConfig.parse(): use @car:N as include folder for “read()” expressions to work as well;
- New ac.getAssists();
- New ac.onCarSwap();
- Function ac.areShapesColliding() fixed: debug outlines for cylinders and capsules are aligned correctly, car colliders account for graphics offset, new physics.Collider.Track() allowing to check for collisions with the track;
- New ac.getCollidingShapesContacts() returning actual contact points;
- New argument for coroutine.create() for flags: raise errors, start coroutine immediately;
- New insideCar:yes, actsAsLED:yes and actsAsAnalogInstrument:yes queries Scene API;
- Functions raycasting physics geometry got an argument for taking procedural noise into account;
- New coroutine.sleep();
- Coroutines support improved (please report any malfunctioning functions).

- Shared libraries:
- New shared/promise with a custom fast JS-like Promises implementation;
- New shared/utils/ntp library for querying precise time using NTP protocol (can help with syncing for alternative online modes);
- New shared/utils/luasteam for full access to Steam API available to all scripts with I/O access (forked version of luasteam with a few more functions and a bunch of small fixes);
- New shared/utils/parcel for exchanging small bits of data;
- New surfaces.raycastDetailed() in shared/sim/surfaces;
- shared/utils/signing: new signing.check(), new {CSPVersion}, {CSPVersionCode} and {UniqueMachineKeyBase64Trimmed} for signing format string, queries to quickly and easily verify integrity of cars and tracks, as well as AC’s “surfaces.ini”, verify function can handle absolute paths, other fixes;
- shared/sim/fireworks library is more responsive.

- Render API:
- New main.smoke render event for render.on();
- render.circle() and others: argument for white reference point brightness correction.

- I/O API:
- New io.compress() and field compress for io.extractFromZipAsync() for applying NTFS compression, remote_assets files are compressed by default;
- io. functions accessing file times (such as io.lastAccessTime()) can be used to change file times as well now.

- UI API:
- Horizontal thin scrollbars (new argument for the function, or, you can use bit.bor(ui.WindowFlags.HorizontalScrollbar, ui.WindowFlags.ThinScrollbar) for a window with horizontal scrollbar);
- ui.progressBar(): pass math.nan for progress for indeterminate progress bar;
- :linkToSimulationSpeed() of GIF players fixed;
- Using ui.unloadImage() now lets CSP unload “dynamic::hud::redirected::N” buffers if unused.

- Gameplay API (available to apps, online scripts and more):
- New ac.resetDynamicTrackObjects() in Gameplay API allowing to reset dynamic track objects;
- New :redirectLayer2() returning duplicate flag as well, :redirectLayer() is deprecated;
- ui.registerOnlineExtra(): argument to set a tooltip message.

- Game API (available to apps and New Mode scripts only):
- New ac.setTrackCoordinatesDeg2() (ac.setTrackCoordinatesDeg() is mixing up X and Y of coordinates);
- New ac.debugTrackColliders().

- Lua apps:
- New ac.sendKeyboardButtonEvent();
- ac.getSetupSpinners(): new visible field;
- New ac.getSetupTabs().

- New Modes:
- New experimental ac.overrideSession();
- New [TWEAKS] ALT_ONLINE_CARS=<number> adding extra “remote” cars that can be driven by the script, with a new shared/sim/altonline library to control them, as well as other values allowing to create proper custom online modes and more, see “p2p-1v1” for an example;
- New [TWEAKS] DYNAMIC_TRACK_OBJECTS_SEED overriding random seed used for arranging track objects;
- Add [TWEAKS] VERIFY_STEAM_API=1 for CSP to check if Steam is actually available at the launch;
- Manifests of New Mode scripts can use INIpp features, allowing to do things like activating tweaks based on “race.ini” or “settings.ini”;
- Scripts can access ac.startBackgroundWorker().

- Physics API:
- New physics.setPenalties(), physics.setWrongWayPenalty() and corresponding state fields in ac.getSim() (also, .allowedTyresOut updates live properly);
- New physics.setAssists() and ac.onAssistsChanged(), physics.setAssists() can also be used to block out assists editing;
- physics.RigidBody(): alignment of debug outlines for cylinders and capsules is fixed as well;
- physics.overrideRacingFlag() works better if called every frame;
- New physics.getTrackObjectStatus(), physics.getTrackObjectPointVelocity() and physics.addTrackObjectForce() for physics workers;
- Enabling AI for cars online fixed;
- Logic for laps invalidation caused by usage of these functions slightly improved, invalidating less often, no longer invalidating when applying to AIs in offline races.

- Car physics scripts:
- New ac.addCosmicForce() and ac.addCosmicTorque() for adding forces to cosmic suspension;
- Physics debug lines: brightness fixed, .mult of rgbm is taken into account, option to draw a dashed line.

- Other script-related changes:
- Lua profiler updated, cleaner and more informative, no longer freezes AC;
- Lua Debug app: texture viewer no longer conflicts with Objects Inspector, graphs for ac.debug() with number adjusted;
- Calling script.asyncUpdate() is temporarily disabled until I figure out why it explodes at the start once in a dozen of runs;
- Docs for states fixed, 0-based arrays use custom tables instead of array syntax to improve compatibility with Lua Language Server plugin;
- Some of LuaJIT functions, especially the ones returning complex entities like INI files, should be faster;
- New Python function ac.ext_isLapInvalidated().
 
Well, it has been no surprise how broken the CSP Previews seem to be on the latest preview. Recently it seems it only throws an error when a car has a certain amount of skins.

It seems to work out great when a car has fewer skins, fails 100% of the time when a car has a lot of them. If I were to go one by one, I'd wager I could do it with no errors. I didn't work out a "limit" of skins, but it sure seems to be that way.

Does this information help in any way to think of a possible workaround?
do you have an example for this to test?
 
New P2P 1v1 race mode: race with a friend without having to set a server using a peer-to-peer connection;
not a direct response to ilja but to all new games devs,
i dont understand why developers dont care anymore about allows players to combine AI opponents with people to create grids.i know ams2 and a few old games do that but ... of course i am "grateful" that new games spend at least 5 min and give us skillful ai/bots ...
 
shi
Kleine Nordschleife v1.1

View attachment 1207459
Fictional circuit in Germany.
Conversion from Grand Prix 4.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by drt01 and jcaranti
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI, sidelines and ai_hints.ini by @IMEAN
Advice about clocks by @leBluem , @gunnar333
RainFX and texture edit by @twobegreen
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @twobegreen , @Fanapryde, Temp0_T0rped0

Enjoy.
Converted upon request by Patreon member Temp0_T0rped0.
Patreon-only track requests are now being accepted.

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v1.1 changelog;
New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Changed crowd textures by Kniker97. (Thanks)
Fixed a wall with no judgment. (Thanks IMEAN for the report.)
Updated flags.

v1.2 changelog;
Updated tree textures.
Updated Adboards textures and mapping.
Increased the flag size.
Recreated the skidmarks.
Fixed floating trees.
Fixed holes.
Updated ext_config.ini and VAO-patch.
Other minor fixes.

Kleine Nordschleife v1.2

v1.2 changelog;
Updated tree textures.
Updated Adboards textures and mapping.
Increased the flag size.
Recreated the skidmarks.
Fixed floating trees.
Fixed holes.
Updated ext_config.ini and VAO-patch.
Other minor fixes.

Screenshot_ks_abarth500_assetto_corse_kleine_nordschleife_3-2-126-16-49-36.webp


shi
The Edge v1.02

View attachment 1401890
Fictional circuit.
Conversion from GTR2.

-CSP recommended
-38 pit/ start
-AI, cam
-Included Original Logos skin

Credits & Thanks;
Original rFactor Track by Madcowie
-Thank you for giving me permission
GTR2 converted by khan1670

AC converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
Bliiboard textures base by @Masscot
Crowds texture by @Kniker97
marshall, cameraman and some textures by kunos
Test and Feedback by @Masscot

Enjoy.

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v1.01 changelog;
Fixed pit area. (Thanks to Jannik Rasmussen for the report.)

v1.02 changelog;
Fixed pit position.

The Edge v1.02

v1.02 changelog;
Fixed pit position.
Screenshot_ag_mercedes_clk_dtm_2001_the_edge_3-2-126-16-41-33.webp
 
Well, it has been no surprise how broken the CSP Previews seem to be on the latest preview. Recently it seems it only throws an error when a car has a certain amount of skins.

It seems to work out great when a car has fewer skins, fails 100% of the time when a car has a lot of them. If I were to go one by one, I'd wager I could do it with no errors. I didn't work out a "limit" of skins, but it sure seems to be that way.

Does this information help in any way to think of a possible workaround?
I roll back to 1.79 and then do my previews and then roll back to 2.12. For me that's the best work around quality wise and only takes a matter of seconds.
 
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