Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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@Pfalzdriver : This constant updating of your magnificent M1 Procar will make it better each time and beloved in this community. Little corrections make for sublime mod. Whether it finally be v3.99 in the end, I (and all other for that matter, I'm sure) are very thankful for your dedicated and hard work!
I join in thanking @Pfalzdriver (and the rest of the illustrious people involved in the BMW M1) and also want to extend my thanks to @Pilot3331 and his improvements to the two Alfa Turbo 75 Evoluzione; these cars have finally stopped producing the strange behavior when loading the session and now don't absorb PC resources like Monica Bellucci sucks souls in "Beetlejuice Beetlejuice".

Hats off for modders who care about improving their mods over time, instead of abandoning them to their fate.
... i changed the spring rate to a little lower on the back and a bit higher on the front, it stopped the car rotating to easily, i also added negative camber to the rear as default is 0...
Would you be so kind as to share the exact settings you used? The IMSA is still untamable for me with the stock setup, which also seems to have an unbalanced setting: the compression on the left front shock reads 2900, and on the right, 2406, although the rest of the measurements are the same on both sides.

And one last detail: if anyone find that the IMSA version's windshield banner reflects annoying the road markings, can add these lines to the end of ext_config.ini...

[SHADER_REPLACEMENT_...]
MATERIALS = gls_windsheild_#19191966.002
SHADER= ksPerPixel
 
I join in thanking @Pfalzdriver (and the rest of the illustrious people involved in the BMW M1) and also want to extend my thanks to @Pilot3331 and his improvements to the two Alfa Turbo 75 Evoluzione; these cars have finally stopped producing the strange behavior when loading the session and now don't absorb PC resources like Monica Bellucci sucks souls in "Beetlejuice Beetlejuice".

Hats off for modders who care about improving their mods over time, instead of abandoning them to their fate.

Would you be so kind as to share the exact settings you used? The IMSA is still untamable for me with the stock setup, which also seems to have an unbalanced setting: the compression on the left front shock reads 2900, and on the right, 2406, although the rest of the measurements are the same on both sides.

And one last detail: if anyone find that the IMSA version's windshield banner reflects annoying the road markings, can add these lines to the end of ext_config.ini...

[SHADER_REPLACEMENT_...]
MATERIALS = gls_windsheild_#19191966.002
SHADER= ksPerPixel
Hi.
Appreciate Your sense of humor and fix You made for banner.
Well spotted damper inequality. It was missed issue in setup.
New link updated with Your banner fix and damper setup fix.
Hopefully this will help to tame this monster. :D
Alfa 75 IMSA
 
Last edited:
Hi.
Appreciate Your sense of humor and fix You made for banner.
Well spotted damper inequality. It was missed issue in setup.
New link updated with Your banner fix and damper setup fix.
Hopefully this will help to tame this monster. :D
Alfa 75 IMSA
If you don't want to see the driver's helmet while looking at the Alfa 74 IMSA in the interior view, add this line to the data, driver3d file:

[HIDE_OBJECT_2]
NAME=model

I also suggest setting the low front grille in Alpha blending

also a temporary solution, darken the underside of the car to make those tie rods hanging in the air less noticeable, the ideal would be to attach them to something:

__custom_showroom_1780518930.webp
 
Last edited:
If you don't want to see the driver's helmet while looking at the Alfa 74 IMSA in the interior view, add this line to the data, driver3d file:

[HIDE_OBJECT_2]
NAME=model

I also suggest setting the low front grille in Alpha blending

also a temporary solution, darken the underside of the car to make those tie rods hanging in the air less noticeable, the ideal would be to attach them to something:

View attachment 1542056
Hi.
All thing mentioned are now fixed. Link updated with all fixes made by @Kwara and @Perico Lospa . And as a bonus car now has correct amount of wipers.
 
Last edited:
shi
Montreal 1994 - 1995 v1.4

View attachment 1419707
Circuit Gilles Villeneuve with 1994 - 1995 layout.
Conversion from F1 Challenge.

-CSP recommended
-2 layouts (Only change billboards)
-38 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

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)
Pit tent from F1-S-R's 1994 Track Pack
AI and sidelines by IMEAN
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
cone and some textures by kunos
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Removed broken trees.
The billboard logo is now closer to the video of the time. (Both layouts)
Updated ext_config.ini. (video screen)
some minor fixes.

v1.2 changelog;
Added Penalty to Chicane. (Suggestion by Apocalypse211. Thanks.)
Fixed missing pit building meshes.
Updated ai_hints.ini, semaphore.ini, groove.ini. and cameras.ini.
Updated ext_config.ini.

v1.3 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.

v1.4 changelog;
Updated the road sign and background textures. (Using AI)
Fixed adboard uv mapping.
Fixed pit position.
Fixed the floating objects.
Other minor fixes.

Montreal 1994 - 1995 v1.4
https://www.patreon.com/posts/montreal-1994-119708283
v1.4 changelog;
Updated the road sign and background textures. (Using AI)
Fixed adboard uv mapping.
Fixed pit position.
Fixed the floating objects.
Other minor fixes.
shi
Montreal 1996 v1.2
View attachment 1469153
Circuit Gilles Villeneuve with 1996 layout.
Conversion from F1 Challenge.

-CSP recommended
-38 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

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)
AI line and sidelines by @IMEAN
Pit tent from F1-S-R's 1994 Track Pack (rF1)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed a one-sided object on the stand.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)

v1.1 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.

v1.2 changelog;
Updated the road sign and background textures. (Using AI)
Fixed pit position.
Fixed pit building meshes.
Fixed the floating objects.
Other minor fixes.

Montreal 1996 v1.2
https://www.patreon.com/posts/montreal-1996-135460117
v1.2 changelog;
Updated the road sign and background textures. (Using AI)
Fixed pit position.
Fixed pit building meshes.
Fixed the floating objects.
Other minor fixes.
Screenshot_ask_baleno99_montreal_1996_7-4-126-19-4-11.webp
Screenshot_ask_baleno99_montreal_1996_7-4-126-19-3-45.webp
 
New CSP Version lights-patch-v0.3.0-preview440-full

    • CSP physics:
      • Maxwell hysteresis for tires;
      • Some ABS code updates;
      • Revised engine delays (now functional);
      • Fixed bug with engine air density sensitivity;
      • Asymmetrical setup options for cosmic;
      • Aero/ride height lookups fixed;
      • CSP logger updates.
    • “Revenant” mode (pretty much rewritten from scratch by @Neoned):
      • Alt-tab drift compensator: replaced per-tick threshold with a running-balance accumulator; persists across recording, idle, and playback phases;
      • Mid-playback alt-tab no longer truncates the ghost;
      • Ghost resumes at the exact paused frame after exiting AC's built-in replay (was teleporting to recording start);
      • Fixed “Recording lost due to rewind” after replay-exit cycle;
      • Added replay-exit grace window for car teleports and a post-replay settle window for the compensator to filter AC’s transient session-clock snaps;
      • KO threshold in breakable mode now uses horizontal magnitude of relative velocity — kerb-bounce vertical spikes can no longer false-trigger KOs;
      • Removed directional bias on angled contacts, clipping the rear corner now KOs at the same closing speed as a head-on hit.
    • Upscalers:
      • DLSS updated to 310.6.0, better support for user-provided DLLs;
      • OptiScaler updated to 0.9.2, should work better with CSP approach;
      • DLSS, XeSS and SGSR2: option to use FFX CAS for sharpening instead of NIS;
      • New driver tags are compatible with DLSS and other advanced upscalers.
    • Audio:
      • Bodywork audio logic rewritten, takes wheels load into account, works in replays (can be switched off in “dev.ini”);
      • Skids and surface audio slowly fades in after the loading, to prevent audio glitches;
      • Collision audio mixup fixed;
      • Issue with skid audio playing for a frame when rain starts with default Weather FX style fixed.
    • New AI Behavior:
      • A small issue with how AIs are using turbo in qualify sessions on some tracks fixed;
      • Tweak for custom lateral grip estimation, enabled by default, with an option to account for brake-related weight distribution shift;
      • Tweak for AI grip multiplier smoothing things out and cutting multiplier off if it seems like the car is at a risk of tipping over;
      • Tweak disabling stability assist unless car is sliding;
      • “Adjust shifting for slow sectors” tweak applies in pitlane at all times;
      • AI Flood: fix for car trajectories after teleporting;
      • Custom AI: a named pipe allowing to evaluate lateral grip live.
    • Controls:
      • New tweak “Monitor connected devices” allowing AC to detect controllers connected live;
      • That old bug where sometimes some random buttons would change camera is finally fixed;
      • A bug with Gamepad FX and mouse steering scripts fixed (recent regression);
      • Extra input axis __EXT_CLUTCH_ALT fixed, new __EXT_LOOK_AXIS for looking around (CM support is coming soon);
      • New LUT_LINEAR flag for axes in “controls.ini” switching LUTs to linear interpolation mode (good for setting up deadzones);
      • Mobile script of Gamepad FX fixed.
    • Experiments:
      • New non-physics experiment: adaptive smoothing for remote cars, alters remote factor live to adapt to packets rate;
      • New “Direct media access” non-physics experiment accessing currenly playing audio from CSP directly, faster and with more details;
      • New “Custom FFB initialization” non-physics experiment (disabled by default);
      • “Clamp car mesh colliders” experiment is enabled by default;
      • “Repair wheel joints” has been updated and is moved back to experiments, disabled by default to be tested properly.
    • New main menu:
      • Option to load last setup automatically;
      • Change spawn set in an offline practice mode;
      • A bit of extra details about selected car;
      • Support for setup items sharing the same place with only one visible and others hidden.
    • Compatibility with Suspension Test Track:
      • Cars are floating in the air on teleporting to pits and no longer keep teleporting in main menu;
      • Tyres FX no longer malfunctions.
    • Showroom mode:
      • Run showroom on regular tracks by adding [__SHOWROOM_MODE] ACTIVE=1 to “race.ini” (some support for CM is coming soon);
      • Press Page Up/Page Down in CSP showroom to switch car skins, Alt+~ to switch the car;
      • Driver tags no longer show up in the showroom mode.
    • CSP Debug:
      • Sliders to adjust temperature (.debugAware() from shared/sim/weather has been updated as well);
      • App no longer unloads automatically when closed;
      • Wind speed slider got a label.
    • Miscellaneous:
      • With sun shadows disabled, CSP will use VAO for fallback shadows;
      • Sparks updated, brighter and with tweaked motion, few sparks from overheating brakes;
      • DWrite fonts rendering (used by UI API and original AC) is optimized a bit more;
      • “Accelerate mesh-ray checks” option updated, optimized and enabled by default if there is enough memory;
      • Tasks switcher (Ctrl+Tab): windows previews updated to be a bit more efficient, better handle windows changing sizes;
      • CSP better communicates if a window user tries to open is being redirected away;
      • “Redirect media players audio through FMOD” is fixed and back, still disabled by default for now.
    • Rendering fixes:
      • Small improvements to trees billboards, shading of trees without LCS fixed;
      • TAA is adjusted to be a bit less flickery, especially around flags;
      • Grass FX: COLOR_SHIFT_… no longer messes up grass color nearby;
      • Volumetric fog (and other effects using render.fullscreenPass() with low depth) work better with super-low FOV views;
      • Brake Disc FX: glow is applied to a mesh in LOD B, if any, as well;
      • Cables AA improved, better supporting different meshes, cables are slogging a bit based on ambient temperature;
      • Ash particles shading adjusted;
      • Space look: full eclipse projection is fixed;
      • When drawing stars, CSP takes atmospheric refraction into account;
      • Fake car shadows are better positioned for cars with only three wheels, with one wheel in the front;
      • Simplified YEBIS step (used for virtual mirrors with some upscalers, for example) is improved, now syncing with autoexposure and supporting all built-in tonemap functions;
      • Fake cars shadows: frustum culling adjusted.
    • Other fixes:
      • “Awake physics in pits” no longer applies outside of pits (previously, it was active as long as setup menu was opened);
      • Non-finite ride height estimation in pits with cosmic suspension fixed;
      • Original chase camera no longer jumps around when car flips;
      • Saving and loading of opened apps updated, should be more reliable;
      • Saving changes in PP Filters Editor multiple times per session fixed;
      • A bunch of fixes for drivers heads movement;
      • Removal of old autosaved replays rewritten to prevent removing unnecessary files, remove files based on creation date;
      • Small fixes for graphs of Render Stats app;
      • CSP is once again compatible with cars with “'” and alike in their folder names (regression happened somewhere in late 0.2 or 0.3);
      • Zeroing shared memory files should be more reliable;
      • A rare replay-related crash should be fixed;
      • Car ground plane computation improved to better handle uneven surfaces;
      • Cars data caching improved;
      • [DEV] EXTRACT_RESOURCES option fixed, previously would only work on CSP version change (or with “cfg/extension/state/version.ini” removed);
      • AC logo and help apps are always hidden, even if they’re visible in “acos.ini”;
      • When checking if AC window is covered, CSP takes into account if it’s partially outside of working space;
      • CSP warns about badly saved DDS textures with “[TextureLoader]” prefix in logs;
      • New DDS loader now supports incorrect block-compressed textures (BC6/BC7 with sizes not divisible by 4), adds some padding (only way for it to work).
    [*]

    Configs​


    • Cars:
      • New [BASIC] REMOVE_STATIC_STEER_ANIMATION_SETS=1 stopping AC from shifting static nodes with “steer.ksanim” (fix for some older mods);
      • New [FRONT/REAR] IGNITION_TEMPERATURE=… parameter for car configs for tuning visual tyre flames effect (default temperature is 350 °C), particles adjusted;
      • New LDR_OUTPUT=1 for [RENDERING_CAMERA_…] for drawing the scene in LDR color space, allowing to bind results to a texture or drawing via Lua directly;
      • GENERATE_MIPS of [TEXTURE_PREPROCESSING_…] should be working now;
      • CSP no longer wastes time updating unused [TEXTURE_PREPROCESSING_…] (turns out, that’s a thing with some mods);
      • [MESH_SPLIT_…]: new LOOK_AT_NORMALS mode (the same parameters as LOOK_AT);
      • Nodes from [REFLECTIONS_FX] INTERIOR_NODES are included into interior masking;
      • Default value for lights’ DISTANT_GLARE is 0 for open wheelers, should solve some problems with some mods;
      • Guessing for default brake disks type adjusted to include more ceramic brakes;
      • Crashes when editing car configs with dynamic textures fixed.
    • Tracks:
      • New [SURFACE_WAV_OVERRIDE_…] KEY=… WAV=… allowing to override track surface audio with a CSP track config;
      • [GRASS_FX_ADJUSTMENT_…] failing to load TEXTURE fixed, new ASYNC=1 option for loading texture only when needed;
      • New DYNAMIC_CABLES_WIND_MULT to set wind intensity on cables.
    [*]

    Lua​


    • Common API:
      • ac.loadSoundbank() can load “GUIDs.txt” from a string;
      • New ac.getCarExtraSwitchState();
      • New ac.getCarPhysics().wheels[].driveTorque field storing torque post-drivetrain;
      • New require('shared/sim/cars').getTyreType() to get the type of a tyres set;
      • New function require('shared/utils/oswindow').monitors() returning list of available monitors;
      • Some setup-related functions, such as ac.getSetupSpinners() are available to all types of scripts now;
      • Issues with web. API failing to handle redirects fixed (recent regression);
      • ac.CarAudioTweak.setVolume()/.setPitch()/.setDistanceMin()/.setDistanceMax()/.setTransform() now blocks values set via car config;
      • ac.storage now can handle binary data (strings with zeroes) as well;
      • shared/utils/playing: new functions to control playback in detail, such as .seek() or .setShuffle() (require that new experiment with direct media control);
      • ac.mediaPlayPause() and other two use direct media control if available (also with that new option);
      • New .surfaceOriginIndex field in wheels of ac.getCar(), require('shared/sim/surfaces').raycastDetailed() got a surface.originFilename field (I realized section name of a surface definition is not unique).
    • UI:
      • New ui.html() function for rendering some basic HTML (doesn’t support most of the features, uses optimized version of litehtml library);
      • New ui.markdown() function for rendering Markdown text;
      • Calling ui.addSettings() from car scripts of secondary car won’t have an effect anymore;
      • UI API, DWrite fonts: measuring no longer ignores trailing spaces;
      • Layout with ui.setNextItemIcon(ui.Icons.File) used in front of items without a label fixed;
      • New flags parameter for ui.addSettings();
      • Methods :memoryFootprint() for extra canvas and geometry shot;
      • Library shared/ui/virtualizing: scroll snapping no longer overrides mouse wheel.
    • Scene API:
      • New ac.SceneReference:assignMaterialFrom() method for copying existing materials;
      • New ac.GeometryShot:overrideReflectionCubemap() method for recreating the style of car previews in the main menu;
      • ac.SceneReference:raycast(): UV and normal compute for non-default culling fixed;
      • :loadKN5() (with other three) and physics.RigidBody can load binary KN5 data instead of KN5 filename;
      • Generally, things should be a bit more stable if scripts are creating and deleting geometry;
      • :resetSkin() called for scene references of parent nodes rather than individual meshes fixed;
      • Conflict between emissives and applying live shader replacements fixed;
      • New render.AntialiasingMode.SimplifiedYEBIS using the same pass as virtual mirror.
    • I/O:
      • New os.hostNamedPipe() for creating a named pipe as an alternative method of IPC;
      • New os.openSerialPort() and os.listSerialPortsAsync() to talk to Arduinos and other COM-connected devices.
    • Gameplay API:
      • Freer Camera settings can be adjusted live with ac.applyLiveConfigEdit();
      • Behavior of ac.grabCamera() improved, now it can be used to get a camera to follow a car;
      • :setRedirectLayer(): arguments for clipping the region or using MIPs.
    • Physics API:
      • physics.raycastTrack(), physics.forceUser… and overriding steering functions are available to background and physics workers, new parameters, updated docs;
      • physics.addTrackSurface(): rendering of debug outline fixed;
      • Physics workers spawned by online scripts can use physics API.
    • Car physics scripts:
      • New ac.loadRenderThreadModule() for car physics scripts allowing to load a render car script from car data (unlike other scripts, it can create new setup tabs and set setup items);
      • New .pressureDynamic, .pressureStatic, .surfaceGrip, .surfacePitlane and .surfaceValidTrack fields for wheels of ac.accessCarPhysics();
      • New values to override live:
        • ac.CarPhysicsValueID.BrakeTorque;
        • ac.CarPhysicsValueID.HandbrakeTorque;
        • ac.CarPhysicsValueID.BrakeFrontBias;
        • ac.CarPhysicsValueID.SteerRatio;
        • ac.CarPhysicsValueID.LinearSteerRodRatio;
        • ac.CarPhysicsValueID.EngineLimiterCycles;
        • ac.CarPhysicsValueID.BlockOriginalTC;
        • ac.CarPhysicsValueID.TyresVirtualKm;
        • ac.CarPhysicsValueID.TyresDirtLevel;
        • ac.CarPhysicsValueID.TyresSlipRatio;
      • ac.CarPhysicsValueID.TCThrottleOverride fixed, now actually enables TC if 1;
      • New ac.computeEngineStep() computing engine torque for given inputs;
      • CUSTOM_SCRIPT_ITEM: use DEFAULT = ini_file_name.ini/SECTION/VALUE[/DEFAULT] to refer to a value from a different INI file instead of hardcoding a default value, or DEFAULT = SETUP_INI_SECTION[/DEFAULT] to borrow a default value from a different section of “setup.ini”;
      • ac.accessCarPhysics().brake reporting 0 in pits fixed;
      • New gasForAudio key for ac.overrideCarState();
      • New functions ac.configureSetupItems() and ac.configureSetupTabs() for car physics and data render scripts.
    • Scriptable post-processing filters:
      • Custom pixel density works with upscaling disabled;
      • New ac.getSubpixelOffset() returning subpixel offset from TAA or advanced upscalers;
      • New dynamic::efx::normals, dynamic::efx::motion and dynamic::efx::stencil.
    • Weather FX:
      • New ac.doYEBISPostProcessing() for running YEBIS in ac.onPostProcessing(), allowing to do extra postprocessing at LDR stage (for now, without VR support);
      • Third argument for ac.setHDRToLDRConversionHints() guiding simplified post-processing step (used for virtual mirrors, for example).
    • Miscellaneous:
      • New ac.getDesiredLookDirection() for chase camera scripts;
      • ac.loadCarState() should be available to online scripts;
      • Regular car scripts are loading in background to prevent freezes;
      • A flag DISALLOW_AI_FLOOD for New Modes;
      • New [CORE] PRELOAD_SQLITE=1 flag for Lua apps for preloading SQLite module early;
      • Lua Debug app: button to copy last error, better support for binary data;
      • shared/sim/altonline: a couple of fixes for documentation.
    [*]
 
Last edited:
Fps drops were present because of some tweak that made refraction texture resolution for each light multiplied by 4. Visual improvement is minimal with this tweak, but performance hog is noticeable.
Links:
Alfa 75 IMSA
Alfa 75 Evo
I overlooked that. Refractions are resource heavy from the get go. This make that even worse.

Other than that when you lower
Code:
RESOLUTION_MULT =
you need to lower aswell
Code:
SIDE_FALLOFF =
It creates too strong shadows on edges.

Screenshot_kp_alfa_romeo_75_turbo_evo_ddm_gts_tsukuba_4-5-126-14-37-19.webp

Screenshot_kp_alfa_romeo_75_turbo_evo_ddm_gts_tsukuba_4-5-126-14-37-30.webp

I updated my mod with that changes aswell.

 
Last edited:
New CSP Version lights-patch-v0.3.0-preview440-full

    • CSP physics:
      • Maxwell hysteresis for tires;
      • Some ABS code updates;
      • Revised engine delays (now functional);
      • Fixed bug with engine air density sensitivity;
      • Asymmetrical setup options for cosmic;
      • Aero/ride height lookups fixed;
      • CSP logger updates.
    • “Revenant” mode (pretty much rewritten from scratch by @Neoned):
      • Alt-tab drift compensator: replaced per-tick threshold with a running-balance accumulator; persists across recording, idle, and playback phases;
      • Mid-playback alt-tab no longer truncates the ghost;
      • Ghost resumes at the exact paused frame after exiting AC's built-in replay (was teleporting to recording start);
      • Fixed “Recording lost due to rewind” after replay-exit cycle;
      • Added replay-exit grace window for car teleports and a post-replay settle window for the compensator to filter AC’s transient session-clock snaps;
      • KO threshold in breakable mode now uses horizontal magnitude of relative velocity — kerb-bounce vertical spikes can no longer false-trigger KOs;
      • Removed directional bias on angled contacts, clipping the rear corner now KOs at the same closing speed as a head-on hit.
    • Upscalers:
      • DLSS updated to 310.6.0, better support for user-provided DLLs;
      • OptiScaler updated to 0.9.2, should work better with CSP approach;
      • DLSS, XeSS and SGSR2: option to use FFX CAS for sharpening instead of NIS;
      • New driver tags are compatible with DLSS and other advanced upscalers.
    • Audio:
      • Bodywork audio logic rewritten, takes wheels load into account, works in replays (can be switched off in “dev.ini”);
      • Skids and surface audio slowly fades in after the loading, to prevent audio glitches;
      • Collision audio mixup fixed;
      • Issue with skid audio playing for a frame when rain starts with default Weather FX style fixed.
    • New AI Behavior:
      • A small issue with how AIs are using turbo in qualify sessions on some tracks fixed;
      • Tweak for custom lateral grip estimation, enabled by default, with an option to account for brake-related weight distribution shift;
      • Tweak for AI grip multiplier smoothing things out and cutting multiplier off if it seems like the car is at a risk of tipping over;
      • Tweak disabling stability assist unless car is sliding;
      • “Adjust shifting for slow sectors” tweak applies in pitlane at all times;
      • AI Flood: fix for car trajectories after teleporting;
      • Custom AI: a named pipe allowing to evaluate lateral grip live.
    • Controls:
      • New tweak “Monitor connected devices” allowing AC to detect controllers connected live;
      • That old bug where sometimes some random buttons would change camera is finally fixed;
      • A bug with Gamepad FX and mouse steering scripts fixed (recent regression);
      • Extra input axis __EXT_CLUTCH_ALT fixed, new __EXT_LOOK_AXIS for looking around (CM support is coming soon);
      • New LUT_LINEAR flag for axes in “controls.ini” switching LUTs to linear interpolation mode (good for setting up deadzones);
      • Mobile script of Gamepad FX fixed.
    • Experiments:
      • New non-physics experiment: adaptive smoothing for remote cars, alters remote factor live to adapt to packets rate;
      • New “Direct media access” non-physics experiment accessing currenly playing audio from CSP directly, faster and with more details;
      • New “Custom FFB initialization” non-physics experiment (disabled by default);
      • “Clamp car mesh colliders” experiment is enabled by default;
      • “Repair wheel joints” has been updated and is moved back to experiments, disabled by default to be tested properly.
    • New main menu:
      • Option to load last setup automatically;
      • Change spawn set in an offline practice mode;
      • A bit of extra details about selected car;
      • Support for setup items sharing the same place with only one visible and others hidden.
    • Compatibility with Suspension Test Track:
      • Cars are floating in the air on teleporting to pits and no longer keep teleporting in main menu;
      • Tyres FX no longer malfunctions.
    • Showroom mode:
      • Run showroom on regular tracks by adding [__SHOWROOM_MODE] ACTIVE=1 to “race.ini” (some support for CM is coming soon);
      • Press Page Up/Page Down in CSP showroom to switch car skins, Alt+~ to switch the car;
      • Driver tags no longer show up in the showroom mode.
    • CSP Debug:
      • Sliders to adjust temperature (.debugAware() from shared/sim/weather has been updated as well);
      • App no longer unloads automatically when closed;
      • Wind speed slider got a label.
    • Miscellaneous:
      • With sun shadows disabled, CSP will use VAO for fallback shadows;
      • Sparks updated, brighter and with tweaked motion, few sparks from overheating brakes;
      • DWrite fonts rendering (used by UI API and original AC) is optimized a bit more;
      • “Accelerate mesh-ray checks” option updated, optimized and enabled by default if there is enough memory;
      • Tasks switcher (Ctrl+Tab): windows previews updated to be a bit more efficient, better handle windows changing sizes;
      • CSP better communicates if a window user tries to open is being redirected away;
      • “Redirect media players audio through FMOD” is fixed and back, still disabled by default for now.
    • Rendering fixes:
      • Small improvements to trees billboards, shading of trees without LCS fixed;
      • TAA is adjusted to be a bit less flickery, especially around flags;
      • Grass FX: COLOR_SHIFT_… no longer messes up grass color nearby;
      • Volumetric fog (and other effects using render.fullscreenPass() with low depth) work better with super-low FOV views;
      • Brake Disc FX: glow is applied to a mesh in LOD B, if any, as well;
      • Cables AA improved, better supporting different meshes, cables are slogging a bit based on ambient temperature;
      • Ash particles shading adjusted;
      • Space look: full eclipse projection is fixed;
      • When drawing stars, CSP takes atmospheric refraction into account;
      • Fake car shadows are better positioned for cars with only three wheels, with one wheel in the front;
      • Simplified YEBIS step (used for virtual mirrors with some upscalers, for example) is improved, now syncing with autoexposure and supporting all built-in tonemap functions;
      • Fake cars shadows: frustum culling adjusted.
    • Other fixes:
      • “Awake physics in pits” no longer applies outside of pits (previously, it was active as long as setup menu was opened);
      • Non-finite ride height estimation in pits with cosmic suspension fixed;
      • Original chase camera no longer jumps around when car flips;
      • Saving and loading of opened apps updated, should be more reliable;
      • Saving changes in PP Filters Editor multiple times per session fixed;
      • A bunch of fixes for drivers heads movement;
      • Removal of old autosaved replays rewritten to prevent removing unnecessary files, remove files based on creation date;
      • Small fixes for graphs of Render Stats app;
      • CSP is once again compatible with cars with “'” and alike in their folder names (regression happened somewhere in late 0.2 or 0.3);
      • Zeroing shared memory files should be more reliable;
      • A rare replay-related crash should be fixed;
      • Car ground plane computation improved to better handle uneven surfaces;
      • Cars data caching improved;
      • [DEV] EXTRACT_RESOURCES option fixed, previously would only work on CSP version change (or with “cfg/extension/state/version.ini” removed);
      • AC logo and help apps are always hidden, even if they’re visible in “acos.ini”;
      • When checking if AC window is covered, CSP takes into account if it’s partially outside of working space;
      • CSP warns about badly saved DDS textures with “[TextureLoader]” prefix in logs;
      • New DDS loader now supports incorrect block-compressed textures (BC6/BC7 with sizes not divisible by 4), adds some padding (only way for it to work).
    [*]

    Configs​


    • Cars:
      • New [BASIC] REMOVE_STATIC_STEER_ANIMATION_SETS=1 stopping AC from shifting static nodes with “steer.ksanim” (fix for some older mods);
      • New [FRONT/REAR] IGNITION_TEMPERATURE=… parameter for car configs for tuning visual tyre flames effect (default temperature is 350 °C), particles adjusted;
      • New LDR_OUTPUT=1 for [RENDERING_CAMERA_…] for drawing the scene in LDR color space, allowing to bind results to a texture or drawing via Lua directly;
      • GENERATE_MIPS of [TEXTURE_PREPROCESSING_…] should be working now;
      • CSP no longer wastes time updating unused [TEXTURE_PREPROCESSING_…] (turns out, that’s a thing with some mods);
      • [MESH_SPLIT_…]: new LOOK_AT_NORMALS mode (the same parameters as LOOK_AT);
      • Nodes from [REFLECTIONS_FX] INTERIOR_NODES are included into interior masking;
      • Default value for lights’ DISTANT_GLARE is 0 for open wheelers, should solve some problems with some mods;
      • Guessing for default brake disks type adjusted to include more ceramic brakes;
      • Crashes when editing car configs with dynamic textures fixed.
    • Tracks:
      • New [SURFACE_WAV_OVERRIDE_…] KEY=… WAV=… allowing to override track surface audio with a CSP track config;
      • [GRASS_FX_ADJUSTMENT_…] failing to load TEXTURE fixed, new ASYNC=1 option for loading texture only when needed;
      • New DYNAMIC_CABLES_WIND_MULT to set wind intensity on cables.
    [*]

    Lua​


    • Common API:
      • ac.loadSoundbank() can load “GUIDs.txt” from a string;
      • New ac.getCarExtraSwitchState();
      • New ac.getCarPhysics().wheels[].driveTorque field storing torque post-drivetrain;
      • New require('shared/sim/cars').getTyreType() to get the type of a tyres set;
      • New function require('shared/utils/oswindow').monitors() returning list of available monitors;
      • Some setup-related functions, such as ac.getSetupSpinners() are available to all types of scripts now;
      • Issues with web. API failing to handle redirects fixed (recent regression);
      • ac.CarAudioTweak.setVolume()/.setPitch()/.setDistanceMin()/.setDistanceMax()/.setTransform() now blocks values set via car config;
      • ac.storage now can handle binary data (strings with zeroes) as well;
      • shared/utils/playing: new functions to control playback in detail, such as .seek() or .setShuffle() (require that new experiment with direct media control);
      • ac.mediaPlayPause() and other two use direct media control if available (also with that new option);
      • New .surfaceOriginIndex field in wheels of ac.getCar(), require('shared/sim/surfaces').raycastDetailed() got a surface.originFilename field (I realized section name of a surface definition is not unique).
    • UI:
      • New ui.html() function for rendering some basic HTML (doesn’t support most of the features, uses optimized version of litehtml library);
      • New ui.markdown() function for rendering Markdown text;
      • Calling ui.addSettings() from car scripts of secondary car won’t have an effect anymore;
      • UI API, DWrite fonts: measuring no longer ignores trailing spaces;
      • Layout with ui.setNextItemIcon(ui.Icons.File) used in front of items without a label fixed;
      • New flags parameter for ui.addSettings();
      • Methods :memoryFootprint() for extra canvas and geometry shot;
      • Library shared/ui/virtualizing: scroll snapping no longer overrides mouse wheel.
    • Scene API:
      • New ac.SceneReference:assignMaterialFrom() method for copying existing materials;
      • New ac.GeometryShot:overrideReflectionCubemap() method for recreating the style of car previews in the main menu;
      • ac.SceneReference:raycast(): UV and normal compute for non-default culling fixed;
      • :loadKN5() (with other three) and physics.RigidBody can load binary KN5 data instead of KN5 filename;
      • Generally, things should be a bit more stable if scripts are creating and deleting geometry;
      • :resetSkin() called for scene references of parent nodes rather than individual meshes fixed;
      • Conflict between emissives and applying live shader replacements fixed;
      • New render.AntialiasingMode.SimplifiedYEBIS using the same pass as virtual mirror.
    • I/O:
      • New os.hostNamedPipe() for creating a named pipe as an alternative method of IPC;
      • New os.openSerialPort() and os.listSerialPortsAsync() to talk to Arduinos and other COM-connected devices.
    • Gameplay API:
      • Freer Camera settings can be adjusted live with ac.applyLiveConfigEdit();
      • Behavior of ac.grabCamera() improved, now it can be used to get a camera to follow a car;
      • :setRedirectLayer(): arguments for clipping the region or using MIPs.
    • Physics API:
      • physics.raycastTrack(), physics.forceUser… and overriding steering functions are available to background and physics workers, new parameters, updated docs;
      • physics.addTrackSurface(): rendering of debug outline fixed;
      • Physics workers spawned by online scripts can use physics API.
    • Car physics scripts:
      • New ac.loadRenderThreadModule() for car physics scripts allowing to load a render car script from car data (unlike other scripts, it can create new setup tabs and set setup items);
      • New .pressureDynamic, .pressureStatic, .surfaceGrip, .surfacePitlane and .surfaceValidTrack fields for wheels of ac.accessCarPhysics();
      • New values to override live:
        • ac.CarPhysicsValueID.BrakeTorque;
        • ac.CarPhysicsValueID.HandbrakeTorque;
        • ac.CarPhysicsValueID.BrakeFrontBias;
        • ac.CarPhysicsValueID.SteerRatio;
        • ac.CarPhysicsValueID.LinearSteerRodRatio;
        • ac.CarPhysicsValueID.EngineLimiterCycles;
        • ac.CarPhysicsValueID.BlockOriginalTC;
        • ac.CarPhysicsValueID.TyresVirtualKm;
        • ac.CarPhysicsValueID.TyresDirtLevel;
        • ac.CarPhysicsValueID.TyresSlipRatio;
      • ac.CarPhysicsValueID.TCThrottleOverride fixed, now actually enables TC if 1;
      • New ac.computeEngineStep() computing engine torque for given inputs;
      • CUSTOM_SCRIPT_ITEM: use DEFAULT = ini_file_name.ini/SECTION/VALUE[/DEFAULT] to refer to a value from a different INI file instead of hardcoding a default value, or DEFAULT = SETUP_INI_SECTION[/DEFAULT] to borrow a default value from a different section of “setup.ini”;
      • ac.accessCarPhysics().brake reporting 0 in pits fixed;
      • New gasForAudio key for ac.overrideCarState();
      • New functions ac.configureSetupItems() and ac.configureSetupTabs() for car physics and data render scripts.
    • Scriptable post-processing filters:
      • Custom pixel density works with upscaling disabled;
      • New ac.getSubpixelOffset() returning subpixel offset from TAA or advanced upscalers;
      • New dynamic::efx::normals, dynamic::efx::motion and dynamic::efx::stencil.
    • Weather FX:
      • New ac.doYEBISPostProcessing() for running YEBIS in ac.onPostProcessing(), allowing to do extra postprocessing at LDR stage (for now, without VR support);
      • Third argument for ac.setHDRToLDRConversionHints() guiding simplified post-processing step (used for virtual mirrors, for example).
    • Miscellaneous:
      • New ac.getDesiredLookDirection() for chase camera scripts;
      • ac.loadCarState() should be available to online scripts;
      • Regular car scripts are loading in background to prevent freezes;
      • A flag DISALLOW_AI_FLOOD for New Modes;
      • New [CORE] PRELOAD_SQLITE=1 flag for Lua apps for preloading SQLite module early;
      • Lua Debug app: button to copy last error, better support for binary data;
      • shared/sim/altonline: a couple of fixes for documentation.
    [*]
No direct mention, so I assume the godawful crackling audio in some spec races is still a problem?
 
Does anyone have a better AI path for the Sochi Autodrom by SMP? The AI frequently crash out on the Fakel corner. I'm on lap 9, and literally only 4 cars are still running.
Hey sorry to bump such an old post, but did you manage to find a solution for this? Cars are crashing out for me too, and they are also super slow. I managed to outlap them in a short race and I had same car as AI.
 
Hello Guys
Maybe a silly question, but can anybody help me understand why on some tracks I see these extremely overly-strong skidmarks/groves? This example is from the rt_oultonpark but I also had it at the Hungaroring; there I just excluded the meshes but I would like to understand why this happens in the first time...
Is it a CSP setting that conflicts with some track, or is it a modding thing from certain track mods?
Would highly appreciate some help from you experienced guys! :)
 

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Revisiting an oldie but a goodie, the cursed Fiat Multipla GT3.

I thought it would be fun to make a Garage 56 livery for this thing but the normal means of me extracting the AO don't seem to work. The below is all I was able to pull from it. I think it's a weird, mirrored thing.

Any ideas on getting a proper template for this thing? Or is it just not possible?

Here is the link if you need it http://srsmotorsport.bounceme.net:8772/car/fiat_multipla_gt3?server=6

1780599941519.webp


1780599951195.webp
 
shi
Montreal 1994 - 1995 v1.4
https://www.patreon.com/posts/montreal-1994-119708283
v1.4 changelog;
Updated the road sign and background textures. (Using AI)
Fixed adboard uv mapping.
Fixed pit position.
Fixed the floating objects.
Other minor fixes.

Montreal 1996 v1.2
https://www.patreon.com/posts/montreal-1996-135460117
v1.2 changelog;
Updated the road sign and background textures. (Using AI)
Fixed pit position.
Fixed pit building meshes.
Fixed the floating objects.
Other minor fixes.
View attachment 1542118View attachment 1542117
is thera a plan to combine then as a megapack like u did with some other tracks?
 
Warning : already 2 people react on patreon they lost their FFB with this update!?

So I am refraining from updating till that is resolved or debunked...
No direct mention, so I assume the godawful crackling audio in some spec races is still a problem?
in you audio_engine.ini (in \assettocorsa\system\cfg )
try increasing MAX_CHANNELS
I lowered mine a while back when I was tinkering to get lowest possible latency (I believe I had it set to 64) and I started noticing crackling... increased it back to 256 and the crackling stopped!

Here my full content of audio_engine.ini for reference (change/add a setting and then test to see if that improves things, if not remove/change it back):

[SETTINGS]
ENABLE_AUDIO=1
MAX_CHANNELS=256
UPDATE_INTERVAL=0
LATENCY=0 ;was not there, default ?
ENABLE_PERFORMANCE_SPEW=0
LIVE_UPDATE=0
DSP_BUFFER_LENGTH=512 ;was not there, default ?
DSP_NUM_BUFFERS=2 ;was not there, default ?

[CORE]
# Set to 1 to ensure audio doesn't get throttled by background tasks
EXCLUSIVE_MODE=0

[VR]
# This is key for the Quest 3 Link audio
# 0 = Default, 1 = Force internal
FORCE_INTERNAL_VR_AUDIO=0 ; Leave at 0 so VD handles the routing
 
Hey sorry to bump such an old post, but did you manage to find a solution for this? Cars are crashing out for me too, and they are also super slow. I managed to outlap them in a short race and I had same car as AI.
Did you delete all the payloads and grid ai files? How about making your own ai? It's not rocket science if I can manage to pull it off from time to time. If you can drive a fast lap, you can create a decent ai line. The inclusion of an ai_hints.ini file can also work wonders. I don't mean to sound like an expert because I'm far from it, but I find it fun to tackle new things that aren't that complex.
 
Did you delete all the payloads and grid ai files? How about making your own ai? It's not rocket science if I can manage to pull it off from time to time. If you can drive a fast lap, you can create a decent ai line. The inclusion of an ai_hints.ini file can also work wonders. I don't mean to sound like an expert because I'm far from it, but I find it fun to tackle new things that aren't that complex.
i actually did a test
i drove a lap on first gear ,no correct brake points ,no 100% throttle but after i save it to my suprise the ai not only was actually faster than original lines but there was no issues with braking or speed.
when i tested ai with different mods i notice that some (gt4/gt3)needed to brake to take a turn and some didnt(GT500/dtm)
i might be wrong but ... does the game actually record the braking , speed ...please let me know if you have any knowledge
 
Morning,

Maybe someone has an idea or already had this problem and solved it.

A couple of weeks ago I remembered the OBS-plugin for AC by Ilja, to directly capture a TV cam while recording or streaming a race, trackday, whatever.

Works like a charm for every track I raced since that, with one exception: Nordschleife, Bridge to Gantry!

Whenever I start BTG with an already running OBS, Race canceled. Whenever I start OBS with an already active session at BTG, Race canceled. Worst part, there isnt anything in the logs.

Nords Tourists works tho, but I want to stay with BTG.

I've already installed a plain Nordschleife by Kunos, added only the BTG layout, no extension, no skins, none of my personal updates ... Race canceled.

There is smtg with this mod (every layout) which isnt liked by this. Any ideas?
 
What do our modders luminaries think of the recently released mod SDK for ACE.
Can we expect some of the AC mods in Evo in near future?
I've been reading the guide, because I don't have ACE, but it seems like the car process is quite a lot different. A lot more controlled naming conventions and stuff. I think once people get their heads around that mods will start to come out, but its a lot more complex.

there is no open/import function... but I am old and stupid so that might be a thing
Not sure you saw this link -

Quite a detailed explanation, but there is a ton of things to change on the model of the cars before you can import, nothing from the original AC is going to work straight away.
 
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Morning,

Maybe someone has an idea or already had this problem and solved it.

A couple of weeks ago I remembered the OBS-plugin for AC by Ilja, to directly capture a TV cam while recording or streaming a race, trackday, whatever.

Works like a charm for every track I raced since that, with one exception: Nordschleife, Bridge to Gantry!

Whenever I start BTG with an already running OBS, Race canceled. Whenever I start OBS with an already active session at BTG, Race canceled. Worst part, there isnt anything in the logs.

Nords Tourists works tho, but I want to stay with BTG.

I've already installed a plain Nordschleife by Kunos, added only the BTG layout, no extension, no skins, none of my personal updates ... Race canceled.

There is smtg with this mod (every layout) which isnt liked by this. Any ideas?
Could be related to node changes or replacements. I guess the OBS pugin uses a scene capture and this must go through the track nodes and if there is a missing node, but the reference is still in the list then it tries to access a freed memory and so it crashes.

So in the mod there is probably a replacement which causes this.

So in the track config you could bypass such replacements and see which is the cause.
 
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I've been reading the guide, because I don't have ACE, but it seems like the car process is quite a lot different. A lot more controlled naming conventions and stuff. I think once people get their heads around that mods will start to come out, but its a lot more complex.


Not sure you saw this link -

Quite a detailed explanation, but there is a ton of things to change on the model of the cars before you can import, nothing from the original AC is going to work straight away.

Actually i think they just want to have a bunch of certified modders, which are already heavy in the mod creating business, so big modding groups. So they release the SDK and can now say: "We released it and so we don't break our promise that modding is possible for everybody". But actually modding for everybody would need a support by Kunos and like the past showed they can't handle this. And now with an even more complex base they will never be possible to have like a team that advice hobby builders.

And the advanced people don't have any interest to train someone and loose time by doing that, because they are going to make money then. So Kunos is interested to control the whole process and try to avoid the situation with AC1.

There is a threshold with modding, the more complicated the base is they more you need to do to get the people understanding it and the modders need more time to learn it. And AI would be the worsest tool here because then you just have bad or just average output and nobody learns somehting.

So i guess in AC EVO there will be only high quality mods for money, if advanced modders jump onto this train and then there is still the question how this mods are really get into the AC EVO eco system.
 
Actually i think they just want to have a bunch of certified modders, which are already heavy in the mod creating business, so big modding groups. So they release the SDK and can now say: "We released it and so we don't break our promise that modding is possible for everybody". But actually modding for everybody would need a support by Kunos and like the past showed they can't handle this. And now with an even more complex base they will never be possible to have like a team that advice hobby builders.

And the advanced people don't have any interest to train someone and loose time by doing that, because they are going to make money then. So Kunos is interested to control the whole process and try to avoid the situation with AC1.

There is a threshold with modding, the more complicated the base is they more you need to do to get the people understanding it and the modders need more time to learn it. And AI would be the worsest tool here because then you just have bad or just average output and nobody learns somehting.

So i guess in AC EVO there will be only high quality mods for money, if advanced modders jump onto this train and then there is still the question how this mods are really get into the AC EVO eco system.
Well its not really that much more complicated, just naming rules and a bit different to AC1. There was nothing in there that even a amateur modder like myself was thinking is beyond me. Animated suspension might take a bit more figuring out. Physics looked actually like a nicer tool to use. You have to split models up a lot more than you could get away with on AC1, but its not impossible, just follow their guide rules.

I agree, teams will get stuff out much faster but they'll have people who can focus on learning their particular role and build the mod up from there.

It'll be interesting to see what quality comes out of people and how fast.

One thing I did note, you don't export the car into the main car folder anymore, they have a dedicated mod folder. That could hint at some sort of future control system.
 
I've been reading the guide, because I don't have ACE, but it seems like the car process is quite a lot different. A lot more controlled naming conventions and stuff. I think once people get their heads around that mods will start to come out, but its a lot more complex.


Not sure you saw this link -

Quite a detailed explanation, but there is a ton of things to change on the model of the cars before you can import, nothing from the original AC is going to work straight away.

uuuuggggghhhhh (opinion omitted)
 
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