- 26
- Portugal
Just a quick suggestion: please consider adding links to the original mod (even if it's just a google search away).Good car for exploring new tracks or just relaxed drive at steady pace. Here.
Just a quick suggestion: please consider adding links to the original mod (even if it's just a google search away).Good car for exploring new tracks or just relaxed drive at steady pace. Here.
Wait what!??i found out that, cars with a not-proper car.ini and suspension.ini files, most of them having too low or too high chase cam positions. but if you edit those files to get the proper chase cam position, physics may get broken or get excessive body roll. but little adjustments may get you there. In car.ini file, if you adjust the car position to be lower (middle value), and then suspension.ini file play with basey values to get the car high again to get a higher chase cam position. but play with those values carefully to not broke the cars physics. a quallity mod car doesnt need this adjustments (kunos cars are good too). but if you get a crappy converted mod car, you will likely get this chase cam problems. i resolved mine this way adjusting the car.ini and suspensions.ini to get proper chase cam position.
Thing is most of those mods are quite old and popular, so they are already in many peoples collections. Second thing they are easy to google. But if You have a hard time finding it feel free to ask for a link here or in private message.Just a quick suggestion: please consider adding links to the original mod (even if it's just a google search away).
Spyker C8 Laviolette GT2 V2link is dead
please release it . i love alfasud and giuliettaAnother Alfa into the stable.
View attachment 1450000
Just off the top of my head, something like this should help:The 1991 Phoenix track is a cool addition to AC - in theory. I have one question : WHY ARE THE BLOODY TREES SO BRIGHT ?
It's the ONLY track which has this problem, and it looks like ****.
(not that the other stuff wasn't overly bright, uh)
View attachment 1450202
Sweet baby jeebus.
Fixedlink is dead
I haven't yet had the time to wrap my head around what the potential is for this app, but it seems it might be a dream come true, especially with additional contributions from the skilled creators in this comunity.I have a pack of about 50 tso things buildings, tents, vehicles etc. Now that we have most of the bugs out (and my addition of the AC cubes) maybe I will drop it here soon-ish. ( I will look for some marshals and 3d spectators to put in it)
No luck lolJust off the top of my head, something like this should help:
Add this to the ext_config.ini
[ALTER_NORMALS_...]
MESHES =
MATERIALS = shader:ksTree
OFFSET = 0, 1e9, 0
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Trees
MATERIALS = shader:ksTree
KEY_0 = ksAmbient
VALUE_0 = 0.2
KEY_1 = ksDiffuse
VALUE_1 = 0.1
KEY_2 = ksSpecular
VALUE_2 = 0
If they are still bright, esp in sunlight you can lower the ksDiffuse value even further, and if they are too dark raise it slightly.
Seeing track side marshalls wearing hi-vis vests in a 1960s track is a real immersion-breaker. In their place at the edge of the track, there should be photographers, some crouched, with their trustworthy Leica or Nikon F 35mm 📷 .
Wait what!??
You do not need to touch suspension.ini to adjust the chase cam...![]()
You'll still need to do some work for the missings, but here's what @NivekBS put together for us:
pm3dm_bmw_320i_stw ballast":0,"restrictor":0
pm3dm_volvo_s40_btcc ballast":145,"restrictor":3
pm3dm_nissan_primera_btcc ballast":135,"restrictor":3
f302_renault_laguna_touringcar ballast":15,"restrictor":3
f302_alfa_romeo_155_ts ballast":20,"restrictor":3
f302_audi_a4_stw ballast":25,"restrictor":3
vrc_erc_1999_fortix ballast":35,"restrictor":3
vrc_erc_1999_vorax ballast":35,"restrictor":3
vrc_erc_1999_gojira ballast":35,"restrictor":3
bem_peugeot_406_stw_gen2 ballast":20,"restrictor"
Maybe something related to the collider? I often thought about this issue as well.anyone knows why some cars are not centered while creating skin previews?
maybe it´s a problem with the 3d models?
Jaguar XKR GT2 updated lmk if link dont work.Here is an direct link from TomSim's discord for all the cars he's updated and posted so no one goes over to ACTK's website and gives him revenue farming. @ me if any of the links are down.
Daytona Prototype
- Ford Riley 2014 DP
Link
--------------
LMP1
- Audi R15+ Tdi LM and LMS/ALMS spec
Link
- Aston Martin AMR ONE LMP1
Link
- Lola B10/60 LM and LMS
Link
- Lola Drayson Racing LM & LMS
Link
- Oreca 01 LMP1 LM & LMS
Link
- Peugeot 908 HDI ALMS-LMS-Pescarolo-LM
Link
- Aston Martin DBR1-2
Link
- Audi R18 TDI 2011
Link
------------
GT2
- Jaguar XKR GT2 2010 V3 | Updated: 05/13/2025
Link
- Ferrari F430 GT2
Link
- Chevy Corvette C6-R GT2 (Based on URD's old mod)
Link
- BMW E92 M3 GT2 2010 LM V2 Spec | Updated: 11/05/2025: New Textures, CSP addition
Link
- Porsche 997 RSR GT2
Link
- Spyker C8 Laviolette GT2 V2 | Update: 12/05/2025: complete new interior mapping, new textures, new interior and exterior lighting
Link
- Aston Martin Vantage GT2
Link
-----------------
GT1
- Ford Matech GT1 2010 LM V2.1 | Updated: 02/05/2025: Corrected Data with new camera settings.
Link
- Chevy Corvette C6.R GT1
Link
Update info:
Ford Matech GT1 V2: 02/05/2025
New engine bay with a real engine inside, new rims and brake systems, new mapping, new objects, 3d model fully revised, new front and rear lights, new textures, animated shifter, complete new data (aero, tyres, suspension, power, AI, cameras...), new CSP configs and additions, LMS skins created and added, actual skins revised, new lods, new sound by NekoTaisen // DON'T FORGET TO DELETE THE OLD CAR AND MAKE A CLEAN INSTALL! (Link has been updated in the original post to reflect this) Note: Disable ABS in the tuning menu. Car did not have it irl so having it enabled causes the brakes to not work.
BMW E92 M3 GT2 V2: 11/05/2025
A few additions that make the car look better, new textures, CSP additions, new glowing exhaust, updated exterior lights, kn5 lighter, revised fuel consumption (all of the actual GT2 will have a bigger consumption now), new driver model, new glasses textures, new sound
Spyker C8 GT2 V2: 12/05/2025
Cockpit LR added, complete new interior mapping, new textures, new interior and exterior lighting, glasses reflections fixed, new CSP additions (glasses, mirrors,lights...), aero, tyres and suspension revised, new fuel consumption, new LODS, kn5 lighter ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!
Jaguar XKR GT2 2010 V3: 13/05/2025
New objects and little meshes, new seat with belts, corrected transparency on windows, fuel consumption increased, fuel capacity decreased, few adjustments on the setup, Cockpit_LR added, exterior lights modified, New CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL
I’m having trouble getting the Ferrari gt2 to work, game crashes back to main menu when loading.Jaguar XKR GT2 updated lmk if link dont work.
Hm, I am not suffering from that issue. Try removing it and re-installing it manually.I’m having trouble getting the Ferrari gt2 to work, game crashes back to main menu when loading.
Is it the car or my pc being maxed out?
it is a extensive list of changes2.9p1 is out.
- New main menu is finally finished:
- Layout and logic are similar to original menu to keep things familiar;
- Access to settings allowing to style in-game UI or, for example, reset “do not show again” checkboxes;
- A couple of tabs are still missing and will be added later;
- Reset car setup to default on per-tab basis;
- Press Ctrl+1/2/3 to quickly select a tab;
- Click on a car preview in setup for a small jump (in offline sessions only);
- New non-physical experiments (available online; once tested enough, won’t be optional anymore):
- Improved modifiers keys processing (releasing a modifier before the main button no longer triggers a binding with that button without a modifier);
- High beams activating without low beams when switch is held, or for AC lights flash button for cars without flashing lights;
- Alt+Enter with DXGI flip model disabled restores old window position and style (disabled by default);
- Ghost:
- Support for A/B tracks;
- Look improved, especially look with LCS;
- Refraction limit increased to 200%;
- Web-browser engine updated to v132:
- Scripts with I/O access can allow websites to access webcams, microphones, etc (permissions API);
- Geolocation data can be spoofed;
- New more efficient CEF backend loop implementation, unnecessary options are hidden, software rendering option is fully functional and can help for browsers to work in edge cases;
- New adblock logic with support for hosts lists and more, should be a bit more decent at blocking ads on YouTube for a test;
- WebBrowser app updated (should still be compatible with old CSP);
- Android Auto:
- YouTube app updated, from now on should be fixable without updating entire CSP;
- Browser spoofs GPS (for coordinates to be aligned, new app from App Shelf can help to configure coordinates, heading angle and timezone with ≈1 m precision);
- Default Weather FX style:
- Blue nights option replaced with “Mood boost” option (try “Colorful” for vibrant sunsets);
- Grass look changes with humidity;
- Overcast weather fixed;
- Scene brightness and adaptation rewritten to be smoother and more consistent;
- Rain audio updated, works better for open wheelers or overly intense rain;
- YEBIS replacement: sun rays updated, bloom no longer skips last steps with lower-than-the-best quality (looked horrible and wasn’t saving much time at all);
- Few fixes for sun rays with LCS to make sun glare a bit more intense;
- LCS is no longer available without enabled post-processing;
- New trees:
- Billboards generation reworked;
- Diffuse textures get their MIPs recreated to be more A2C-friendly;
- Edges dithering is disabled unless A2C option in track adjustments is active;
- New option to disable crossfade dithering when switching between LODs;
- Track adjustments:
- Option to hide pit crews entirely;
- Option to hide pit crews for AIs;
- Option to add variance to lollipop guys of pit crews, to break the sameness up a little;
- CSP Debug app:
- Dragging, teleporting and such are applied to the selected car instead of the first one;
- A line showing if FFB Tweaks module is altering FFB at all or not;
- Option to show outlines for Cosmic suspension bodies;
- Option to show wheel dimensions;
- VR Tweaks:
- Option to keep start camera in VR (works a bit differently, 1.65 m off the ground (can be adjusted), ignores custom camera trajectories);
- Option to use horizon lock for exterior cameras;
- Audio:
- Option to use the actual throttle value for audio is enabled by default;
- On servers requiring this update or newer, gas cutoff (used by “Use actual throttle” option) is synced as well;
- Handbrake audio (applies to very few cars by default, can be controlled with car config);
- Turn signals audio (applies to cars with turn signals only by default);
- New super experimental audio tweak adding spacial reverb (based on depth of reflections cubemap), disabled by default;
- New (temporary) option in “general.ini” force-disabling any CSP interaction with second reverb channel at the core level (just in case, to track down some strange audio issues);
- Another option fully disabling original AC reverb;
- Render stats app measures time updating cars audio takes (per-car);
- Small Tweaks:
- Option to choose a custom KN5 to be displayed instead of steering wheel (for this);
- OpenRGB integration (experimental, might not work);
- New bindings:
- 10 more car switches;
- Cancel out turn signals;
- Engine cutoff (for something like those buttons on sequential shifters, requires a car supporting manual cutoff);
- Voting;
- Voting state shows up in the new chat, option to hide messages on top;
- A new menu item in drivers’ context menus in online races to start a vote to kick them out;
- Alternate FFB script is fixed, with a new parameter to adjust behavior on wheels with gears if needed;
- DXGI flip model is enabled by default, “allow tearing” option renamed and is enabled by default, but no longer available with “vertical syncronization” in AC video settings enabled;
- If HDR is not available, CSP won’t try to use it, but will show a warning (can be disabled in DXGI Tweaks);
- Freer camera: option to disable DOF for free camera unless photo app is opened (enabled by default);
- Neck FX “show helmet” option: configs are moved to a separate file, a bunch more models are added (thanks to Alessandro from ASR Formula);
- Physics API is accessible in offline sessions with AIs as well (excluding special sessions and new modes);
- Grass FX: shading updated, backlit and saturation are adjustable by Weather FX style;
- Sharp interior shadows are a slider, not a checkbox, so a middle ground can be chosen;
- OBS integration: a view for every F3 camera set;
- Physics experiment EXTRA_CONTACT_POINTS adding extra lateral contant rays temporary removed because it was breaking some cars, causing them to wobble side-to-side;
- The physics experiment fixing surface types have been tested enough, so it has been promoted to always active;
- It’s no longer possible to disable Fake Shadows FX or Reflections FX (fixes issues with Extra FX, rain, PBR, etc.);
- New option in Graphics Adjustments disabling per-frame cars limit;
- Driver tooltips: ballast and restrictor, server entry slot index, mark if car is in pits, in pitlane, or finished the race;
- “Use interior audio everywhere” option takes priority over exterior audio;
- Generic flag is used if nationality flag is missing;
- When storing changed AC window position and size, CSP also stores window’s maximized state;
- Ghost shadows are optional and disabled by default;
- If car moves too far from pits with main menu open, it’ll be teleported back, just in case;
- New pause menu: confirmation dialog for restarts.
Physics
- Added cphys ABS (similar to cphys TC in features but more complex and flexible, docs are coming soon);
- CSP Logger:
- Added gear ratio channel;
- Brake torque and pressure channels now include ABS intervention;
- Added brake line pressures pre-ABS (front and rear);
- Added ERS and KERS state of charge (SoC) channels;
- Added electric torque (per wheel) channels;
- Added lap progression channel (shows percentage of the way through lap based on AI line);
- Added ABS Setting channel;
- Added many ABS debug channels (cphys ABS only);
- Slip Ratio channels are clamped to −1000–1000 range to avoid data precision losses when values approach infinity after dividing by zero velocity;
- Removed test channels left over from initial development;
- Axle torque channels have correct indices and also more appropriately show axle torque vs. previously showing something more along the lines of feedback torque;
- First lap in hotlap mode logs correctly;
- Fixed units of rev limiter channel;
- G-force channels all clamped to avoid bit precision issues with teleports or huge crashes;
- Added brake balance bar position channel for cars using MCs;
- Tightened up channels displayed for encrypted cars;
- Added damper lengths (kinematic, don’t include installation stiffness effects);
- Reduced default log rates and added another log rate category to help with file size;
- Added brake master cylinder pressure computation and setup options (evolution of realfeel implementation);
- Rewrote automatic cutoff logic for shifting (no longer cuts via “gas”, is a full electronic cut instead);
- Cphys turbo added functionality, allows for exhaust flow to be present (to maintain boost pressure) even if throttle is being cut by TC, shift cut, or limiter (very different from vanilla, now can use more realistic lag times);
- Rewrote TORQUE_MODE_EX=2 to be more accurate under combined engine and brake torque cases (includes ABS effect as well, so may be more noticeable via the FFB with how violently vanilla ABS responds);
- Cosmic suspension: CARPOS works for ball joints, distance joints, steer joint, and hinges;
- New physics experiment awakening car in pits for easier setup (with alternative option for disabling tyre grip entirely and instead holding the car in place using a specialized prismatic+universal joint);
- “Disable autobraking” experiment replaced with a new one (compatible with old one), with more modes;
- Wheels repair thing updated to be more conservative (and can be disabled in car data);
- A couple of small bugs in original AWD1 code are fixed if custom physics is enabled (axle torques should no longer oscillate when differential is locking, while average torque should remain the same);
- New [_EXTENSION] SUPPORTS_MANUAL_CUTOFF=1 for “drivetrain.ini”;
- Add [_EXTENSION] REPAIR_WHEELS=0 to “suspensions.ini” to stop CSP from fixing flipped suspensions entirely;
- New [_EXTENSION] MESH_OFFSET=X, Y, Z in “colliders.ini” for cars with extended physics just in case;
- New [_EXTENSION] RIM_SPRING_RATE=8000000 RIM_DAMPING_RATE=80000 in “tyres.ini” to configure rim-ground collisions;
- Add [_EXTENSION] DISALLOW_SURFACESFX=1 to “tyres.ini” to disable Surfaces FX for the car entirely (not recommended);
- CSP can recognize “None” as an empty setup hint item value as well;
- If “disable autobraking” is disabled, cars will wait for 250 frames to fall asleep instead of 50 frames in original AC (750 ms instead of 150 ms).
Fixes
- Illegal tyres online no longer mess up custom physics or automatic wet tyres selection;
- Issue with base track reverb fixed (a regression in 0.2.5);
- Car collisions audio fixed (a regression in 0.2.6);
- Default value for cars audio limit increased from 6 to 20;
- Crashes on CPUs without AVX support are fixed (were caused by malfunctioning FMOD limiter working with 8 channels output);
- A bug from original AC inverting Y component of G-forces in replays fixed;
- CSP waits for Embree to finish building up the scene before completing loading (should help with a crazy bug with a crash due to ODE raycasting);
- Detail normal maps are visible in mirrors and reflections (fixes issue with leather in mirrors being overly shiny);
- Deforming hoods and trunks are fixed;
- Intel CPUs warning is optional from now on, can be disabled in Small Tweaks (but still, please make sure your BIOS is up-to-date);
- Lags shortly after loading fixed (were caused by CSP purging cache too much);
- UI occasionally turning black and white (could be triggered by custom shader draws, such as the ones used by radar app) fixed;
- Issue with buttons sometimes getting pressed for a single frame after being released fixed;
- If locale is not configured, “en” is used so that hints in pit setup would work;
- D-pad bindings no longer get triggered before AC has finished loading;
- Grass FX:
- Look without LCS fixed;
- Blades smoothly hide at distance (now moving down instead of shrinking);
- VAO dims reflections as well (helps a lot with grass looking insane in shadowed areas);
- Piece particles:
- Glare artifacts with MSAA are fixed;
- Collisions with cars improved, shouldn’t get easily scooped up when spawned in front arches anymore;
- Particles no longer collide with local heightmap if it’s too tilted (to stop them from getting stuck mid-air around walls);
- Surfaces FX:
- Grass physics disabled for now;
- Acts less upon extremely lightweight cars (like RC cars);
- Tyres FX:
- Occasional flicker in tyre flexing for stationary cars fixed;
- Sideways flex shape improved a bit, custom normals (such as rain tyre normals) follow the flex;
- Default multiplier for profile thickness changed from 0.45 to 1;
- Tyres materials are double-sided to hide possible glitches;
- Visual tire flex with extended physics fixed;
- Surface shadowing for tyres touching the ground has a bit of a lag to it to prevent flicker;
- Fake Shadows FX:
- Generation during loading is improved (fixes issue with shadow missing for some cars sometimes);
- Realignment improved (reference points are moved a bit closer to the center of the car to stop flicker if driving too close to a wall);
- Rain FX:
- Racing line is enabled offline by default, with settings tweaked;
- Racing line takes into account wet wheels dragging water out of puddles onto dry surface;
- Windscreen drops UV generation improved, applies a bit of a welding so fix strange meshes;
- Rain occlusion baking updated, supports cars larger than 10 m in diameter;
- Tyres water spray no longer adds to on-screen rain drops for chase cameras, as it was getting too messy;
- Puddles look improved a bit, deep puddles absorb a bit of light;
- Puddle waves (for puddles on tilted surfaces) are fixed and more pronounced, no longer linked to rain intensity;
- Rain drops are much less shiny without LCS;
- Wet skidmarks fixed, no longer disappear in a second and continue to function if there is no rain, but only puddles;
- Windscreen flicker fixed;
- Tyre grooves (smTyreMarks meshes) use puddle shaders variant, so tyre marks disappear in puddles;
- Default filter for rain occluders adjusted in an attempt to exclude shadows, grass, bushes and trees;
- Glass shader (“smGlass”) look in mirrors fixed;
- Mirror reprojection (for mirrors skipping frames) fixed;
- Reflections prefiltering fixed;
- Extra FX emissives: fix for LCS, support for UV flow shader, support for semi-transparent materials;
- Third shadows cascade updates from time to time in exterior views, fixing issue with shadows from animated objects;
- Interior reflections masking: few fixes to better account for extra VAO samples and dark envinroments;
- Real Mirrors: dashboard camera no longer takes camera position into account, so reflections are usable;
- Forces from cars acting on smoke altered, spawning smoke from a car should work better;
- Sparks on collisions no longer spawn for stationary cars;
- Sparks no longer phase through the windshield;
- “nePBR…” shaders no longer use VAO for dynamic lights, shading of dynamic lights with LCS fixed;
- Bounced light from car headlights (old one, before Extra FX) doesn’t change intensity with low beams (low beams light is a bit more intense up close anyway);
- Neck FX helmet: extra VAO samples are taken into account, shadows fixed;
- Track culling of scaled dynamic geometry fixed;
- New skidmarks take local heightmap into account only if it’s within ±10 cm, skip heightmap if it’s too tilted;
- New spectators fixed (there was some weird doubling for the ones nearby);
- Parallelized contacts search rewritten, now stable and actually does search in background;
- Contacts search improved, rim collisions fixed;
- Collision audio samples keep playing for a bit instead of instantly resetting for subsequent collisions (regression in 0.2.7), pitch alters slightly to make things a tiny bit less boring until better samples are found;
- Proview option is fixed, no longer hides geometry for extra or OBS views, no longer affects mirrors or shadows;
- Guessing for track heighmap fixed, especially for the case with ? for bounced light surfaces filter, fixes skidmarks and particles on tracks such as Ascari;
- General UI:
- Car shots within UI (new main menu, car color change online) should look better with LCS;
- IMGUI glow no longer gets stops with any popup;
- Toasts (those popup messages in the bottom left corner) closing (by dragging them aside) improved;
- In VR, toasts are shown it the bottom middle of the screen rather than in the bottom left corner;
- Dragging damage indicators and quick pits menu with a mouse improved;
- F5 camera no longer rotates if mouse is hovering a non-pinned AC/Python app;
- Disabled IMGUI controls no longer get mouse moved with D-pad snapping on them;
- Tasks viewer (Ctrl+Tab) wraps at a better point;
- Chat:
- AC no longer crashes when more than 256 characters are entered;
- Overly long words are broken up, doing some wrapping;
- Button “send” no longer flickers;
- Unread notification includes welcome message when app is closed, not only when it gets opened;
- Tags in chat work better for reconnected drivers;
- Mentioning drivers by clicking their tags is fixed (sometimes it wasn’t working correctly);
- Setups sharing: layout updated, scanning is more stable and faster, track IDs are used instead of names (can be changed in the new main menu);
- Loading screen:
- Occasionally messed up track logos fixed;
- Unpleasant rendering glitch happening when resizing AC during loading fixed;
- A rare crash with scripted loading screen fixed;
- Mouse steering:
- Temporary deactivated with popup dialogs or in replays;
- Cursor should always show up when mouse steering is paused;
- Photo app:
- Motion mode outline works after taking a screenshot;
- Damage override fixed (10 km/h for medium, 100 km/h for maximum damage);
- Car color change online: restore button fixed, layout improved;
- Option hiding wheels for interior cameras no longer affects additional shots (such as car preview when changing colors), wheels no longer skip a frame when switching, for example, from F1 to F5 camera;
- Generating previews for encrypted cars with uppercase letters in folder names no longer fails;
- Activating AI driver disengages reverse gear;
- Speed factor for slipstream set in extended server config properly works online;
- Mumble client: fix for crashes on PCs with some special regions;
- Occasional crash related to custom Yebis post-processing fixed;
- CSP animated wipers: the same mesh can no longer be used twice by different animation configs (fixes some rare crashes);
- Skipping LOD A for non-player cars is compatible with encrypted LOD B and digital instruments;
- Showroom mode reads Weather FX controller from [LIGHTING] __SHOWROOM_WEATHER_CONTROLLER of “race.ini” (CM update is coming soon);
- CSP fuel evaluator registers speeds above 50 km/h only (before, the threshold was 5 km/h);
- New driver name tags in mirrors should work better if semi-transparent or transparent;
- Cursor movement with D-pad won’t move cursor outside of AC window;
- D-pad bindings stop when D-pads are moving mouse;
- Setup hints from extended setup items trim quotes and spaces;
- CSP can read battery state of a DualSense and DualShock gamepads properly (also, there should be a warning icon if it’s close to losing its charge);
- Warnings about missing KN5 track models are removed;
- KN5s with meshes with huge names no longer crash AC;
- Track parameters “data_track_params.ini” now take priority over track CSP configs and moved inside “dwrite.dll” to secure regular online servers (if you’re working on a new track, please store them in “surfaces.ini” instead, it doesn’t require extended track physics and ensures syncronization online);
- CSP teleports online no longer block destinations with other cars nearby if those are in pitlane and pitlane collisions are disabled;
- Snowflakes no longer phase through roofs (such as roofs on Skidpad) if seen from below;
- Geo coordinates, heading andle and timezones for Kunos tracks fixed (biggest errors were around ±1…2° in heading angles, but still);
- An old issue with INI parser causing Radar app to look a bit old fixed;f
- Referencing meshes in components such as custom emissives keeps them from being disposed, preventing some crashes;
- Access to currently playing album cover from Lua is fixed;
- Car emissives with constant intensity are compatible with refracting headlights;
- A bug causing CSP to fail to parse some driver tag colors from CM fixed.
Configs
- Server:
- New [EXTRA_DATA] CAMBER_TOE_STATE=2 value to sync offsets as well (helps with wheels positioning for adjustable Cosmic suspensions);
- Use [PHYSICS_EXPERIMENTS] AWAKE_IN_PITS=1/2 in server config to enable pits awakening experiment;
- [EXTRA_RULES] DISABLE_AUTOBRAKING supports new options, mirroring updated offline experiment;
- Cars CSP configs:
- 10 more car switches (K…T), syncing online if server requires this build or newer;
- New DSP format for car configs allowing to set several DSPs at once;
- New [BASIC] DISABLE_NEW_FLAMES_ENTIRELY=1 for cars that don’t want to see new flames at all;
- Default value of [BASIC] ENGINE_STALLED_RPM_THRESHOLD in car configs changed from 1 to 50 (configures when CSP considers car engine to be stalled);
- New [AUDIO] DISABLE_FALLBACK_HANDBRAKE=0/1 to specify if default handbrake should be used at all or not;
- New [AUDIO] DISABLE_FALLBACK_TURN_SIGNAL=0/1 to specify if default turn signal audio should be used at all or not (also, CSP sets state when playing specialized turn sign audio from car soundbank, 0.1 for switching on, 0.6 for switching off);
- A second value to BIND_TO_HEADLIGHTS to explicitly specify if light should be active or not if it’s headlights flashing without low beams: BIND_TO_HEADLIGHTS=1, INCLUDING_HIGHBEAMS_FLASH or EXCLUDING_HIGHBEAMS_FLASH;
- New [ANIMATION] EXTERIOR_AUDIO_MIX=… for animations to mix in some exterior audio;
- New CHANCE_MULT for extra heat shimmer entries in cars configs;
- New __EXT_CLIP_NEAR property for “cameras.ini”;
- Tracks:
- New CAMERAS_SET=… for track displays using F3 cameras;
- New option for track animations (windmills, clock and weathervanes): set CONSIDER_ORIGINAL_TRANSFORM=1 to preserve rotation from [MODEL_REPLACEMENT_…];
- AC:
- LUT options for axis inputs in “controls.ini”;
- New [DEV] SHADERS_DIR= parameter for custom shader compilations;
- [SHADER_REPLACEMENT_…] from car and track configs reloaded live no longer affects geometry created with Lua;
- Custom AI: apply time multiplier to the entire simulation to speed things up;
- [SHADER_REPLACEMENT_…] is no longer allowed to change dynamic car textures (such as navigator or odometer);
- Support for updated v7 KN5 encryption (pretty much the same, but no longer compresses textures to speed up loading);
- Objects Inspector shows path to the KN5 if known.
Lua
- Common API:
- New ac.getCar().highBeams field (only true with headlights with high beams, or with high beams without headlights);
- New ac.getCar().isDriftCar field;
- ac.onSetupsListRefresh() is available to all scripts, just in case;
- New function ac.onSetupFile() to listen to setup files loading and saving, as well as to load the INI file (see ac.INIConfig.currentSetup()), allowing to add extra payload to car setups and such;
- New ac.getSim().hideSteeringWheel and ac.getSim().hideArmsInCockpit fields;
- ac.getTrackCoordinatesDeg() takes an optional argument for in-game world coordinates;
- display.mirror() fixed (there were some issues with alpha-channel causing strange outlines for trees and more);
- Library shared/utils/binary, as well as OpenSSL libraries, are available to all scripts;
- Issue with ac.INIConfig.load() occasionally crashing AC fixed;
- New ac.onCarCollision() function to monitor car contacts;
- New ray:carCollider() function for quickly raycasting car colliders;
- New ac.areTyresLegal() function;
- New ac.getCarSetupState() returning setup state and reason;
- ac.getCar().isRaceFinished no longer mark cars as finished in non-race sessions;
- ac.isVisibleInMainCamera() fixed, new parameters for both it and render.isVisible(), docs updated;
- UI API:
- New icons: ui.Icons.Dice, ui.Icons.Pitlane;
- New ui.windowTitle() function;
- ui.addSettings(): new parameters parent, tags;
- ui.mouseCursor() returns .None when cursor is hidden;
- ui.mouseBusy() ignores pinned AC/Python apps;
- ac.getUI().wantsCaptureMouse takes AC/Python apps into account (now the same as ui.mouseBusy());
- New ui.StyleVar.SliderTextAlign style adjustment;
- New ui.forceSimplifiedComposition() for Lua apps to disable complex UI blending (including that frosting effect);
- New WebBrowser:control() method to easily draw an interactive browser control;
- ui.invisibleButton(): optional argument for button flags (such as .Repeat);
- New ui.passthroughIMGUI() function;
- Scene and Audio API:
- New methods: :isActive(), :isTransparent(), :isVisible() and more to get mesh and material properties;
- Dumping shader replacements returns LODs distances if they’re not zeroes
- Alter vertices of encrypted meshes if their names are starting with luaallow or ending with luaallow (previously, it was only starting variant);
- New :setVirtualCarFlag(true) method allowing nodes added to carsRoot:yes to be treated more like extra cars (with it, CSP traffic gets recognized by BLIND_SPOT input);
- Created meshes have their VAO values reset to 100%;
- Created meshes no longer run through mesh optimization step, allowing to easily re-apply the same vertices with slight changes later for dynamic geometry;
- Calls to :applyShaderReplacements() force custom emissives to reapply their values next frame;
- New KN5 loader should be better compatible with loading extra KN5s via Scene API (fixing issue with textures);
- Including sky in car shots no longer includes trees or fireworks, those are included with particles;
- New AudioEvent({ event = '', dsp = {} }) contructor for creating audio events from soundbanks and adding extras DSPs (in most cases though, please consider adding DSPs in FMOD Studio instead);
- ac.AudioEvent():setVolumeChannel(ac.AudioChannel.Main) no longer would lead to master volume being applied twice;
- ac.AudioEvent():linkTo() links to nodes, not to scene references, fixing many crashes;
- Pass car index to ac.AudioEvent():linkTo() to link audio to a car directly;
- Scene API and audio are moved to a separate sub-library to improve performance and memory usage of scripts that don’t use it (usage is still the same, library is loaded automatically when required);
- Weather FX style:
- ac.setReflectionsSaturation() and other reflection tweaks are working again;
- New ac.setReflectedSkyTweaks() altering sky in reflections;
- Car physics scripts:
- ac.reportIncompatibleSetup() fixed, reason is used by new main menu;
- ac.overrideCarState(): override loaded radius, live radius and Tyres FX flex values;
- New .engineAirConditionMultiplier field;
- New ac.drawDebugCross(), ac.drawDebugText() functions;
- New ac.getSuspensionJointPointTo();
- Car physics scripts can create ac.ReplayStream() for render car scripts to access, so that data transferred from physics to rendering is automatically stored in replays, car ID and index will be added to the key automatically;
- Hub index argument for ac.addTorque();
- Car physics scripts: use ac.overrideSpecificValue(ac.CarPhysicsValueID.ForcelessTyres, true, …) to stop any forces from a tyre;
- Gameplay API:
- New ac.applyContentConfig() for reloading cars and track config live even if live reloads are disabled;
- New ac.highlightCar() function adding extra glow to a car model;
- Lua apps:
- Use ac.applyLiveConfigEdit('general.ini', '[DEV] NANORT_SCENE_RAYCAST=1') to spend a bunch of RAM, but increase scene raycasting speed a lot (first raycast might be slow due to building of accelerating structures);
- New parameter for ac.setTrackCoordinatesDeg() allowing to override heading angle as well;
- ac.setPhysicsDebugLines(): a flag for cosmic bodies;
- ac.ReplayStream():
- Fix for special types such as half and unorm8;
- If several scripts use the same ac.ReplaySteam(), it’ll act as ac.connect() (sharing frame directly);
- Optional argument for reduced record rate;
- New [CORE] LIVE_RELOAD to specify mask for files which trigger app reload (for example, LIVE_RELOAD='{ ( ?.lua|?.fx|?.hlsl|?manifest.ini ) & ! plugins/? }' will exlude plugins folder from reloading the app);
- New SETUP_INLINE flag windows allowing them to integrate into the new main menu;
- New functions for dealing with voting: ac.castVote(), ac.canCastVote(), ac.getCurrentVoteDetails(), ac.timeToNextVote();
- New ac.ScriptResumeCondition.Collision for car scripts (both physics and regular);
- physics.disableCarCollisions() got an argument to alter collisions of remote cars online;
- New physics.setTyresCompound() for some very special cases;
- Lua apps: editing repair pits settings has been fixed;
- Changing nothing but mirror position or direction using ac.setRealMirrorParams() should work now;
- New parameter for ac.setRealMirrorParams() allowing for car scripts to stop apps such as Mirror Configurator and fully override mirror params (use it if you want your monitor rear view mirror to change FOV, position or direction);
- Changing monitor brightness using ac.setRealMirrorParams() should work;
- Real mirrors functions, as well as a few other car-controlling functions, can function during replays;
- A rare issue with Lua event listeners getting cancelled a couple of seconds after a script reload fixed;
- ac.flashLight() fixed;
- Issue with car scripts failing to reload if script.update() is not present fixed;
- A small tweak to get IMGUI to use main font (with CJK characters) as a fallbac if selected font doesn’t have a required glyph (not that nice, but better than nothing);
- Removing windscreen meshes using Lua Scene API shouldn’t crash AC anymore;
- Lua Debug app: used memory is measured for all apps, main tab layout updated;
- Docs for io.load() fixed.
Beta testers.. get ready to work!it is a extensive list of changes
when I try to start the race, it always crashes, because the car.ini is missing for all cars according to content manager error message. its not my first mod I´ve installed and kinda confused what I did wrong. unless this technical problems I would really like to test it out.RELEASED 2000s GT1 Pack
Maserati MC12 GT1
Matech GT GT1
Reiter Murcielago LP670 R-SV GT1
View attachment 1450009
No, these are not from Assetto Garage mod that i improve & repack.
I also convert MC12 GT1 for those people who does not have Assetto DLC
Download Link
2000s GT1 Pack 1
2000s GT1 Pack 1 Maserati MC12 GT1 Matech GT GT1 Reiter Murcielago LP670 R-SVwww.gtplanet.net
Just gave them a quick try and they all load ok. Also checked, the car.ini is defo there.when I try to start the race, it always crashes, because the car.ini is missing for all cars according to content manager error message. its not my first mod I´ve installed and kinda confused what I did wrong. unless this technical problems I would really like to test it out.
no DLAA/DLSS4 implementation2.9p1 is out.
- New main menu is finally finished:
- Layout and logic are similar to original menu to keep things familiar;
- Access to settings allowing to style in-game UI or, for example, reset “do not show again” checkboxes;
- A couple of tabs are still missing and will be added later;
- Reset car setup to default on per-tab basis;
- Press Ctrl+1/2/3 to quickly select a tab;
- Click on a car preview in setup for a small jump (in offline sessions only);
- New non-physical experiments (available online; once tested enough, won’t be optional anymore):
- Improved modifiers keys processing (releasing a modifier before the main button no longer triggers a binding with that button without a modifier);
- High beams activating without low beams when switch is held, or for AC lights flash button for cars without flashing lights;
- Alt+Enter with DXGI flip model disabled restores old window position and style (disabled by default);
- Ghost:
- Support for A/B tracks;
- Look improved, especially look with LCS;
- Refraction limit increased to 200%;
- Web-browser engine updated to v132:
- Scripts with I/O access can allow websites to access webcams, microphones, etc (permissions API);
- Geolocation data can be spoofed;
- New more efficient CEF backend loop implementation, unnecessary options are hidden, software rendering option is fully functional and can help for browsers to work in edge cases;
- New adblock logic with support for hosts lists and more, should be a bit more decent at blocking ads on YouTube for a test;
- WebBrowser app updated (should still be compatible with old CSP);
- Android Auto:
- YouTube app updated, from now on should be fixable without updating entire CSP;
- Browser spoofs GPS (for coordinates to be aligned, new app from App Shelf can help to configure coordinates, heading angle and timezone with ≈1 m precision);
- Default Weather FX style:
- Blue nights option replaced with “Mood boost” option (try “Colorful” for vibrant sunsets);
- Grass look changes with humidity;
- Overcast weather fixed;
- Scene brightness and adaptation rewritten to be smoother and more consistent;
- Rain audio updated, works better for open wheelers or overly intense rain;
- YEBIS replacement: sun rays updated, bloom no longer skips last steps with lower-than-the-best quality (looked horrible and wasn’t saving much time at all);
- Few fixes for sun rays with LCS to make sun glare a bit more intense;
- LCS is no longer available without enabled post-processing;
- New trees:
- Billboards generation reworked;
- Diffuse textures get their MIPs recreated to be more A2C-friendly;
- Edges dithering is disabled unless A2C option in track adjustments is active;
- New option to disable crossfade dithering when switching between LODs;
- Track adjustments:
- Option to hide pit crews entirely;
- Option to hide pit crews for AIs;
- Option to add variance to lollipop guys of pit crews, to break the sameness up a little;
- CSP Debug app:
- Dragging, teleporting and such are applied to the selected car instead of the first one;
- A line showing if FFB Tweaks module is altering FFB at all or not;
- Option to show outlines for Cosmic suspension bodies;
- Option to show wheel dimensions;
- VR Tweaks:
- Option to keep start camera in VR (works a bit differently, 1.65 m off the ground (can be adjusted), ignores custom camera trajectories);
- Option to use horizon lock for exterior cameras;
- Audio:
- Option to use the actual throttle value for audio is enabled by default;
- On servers requiring this update or newer, gas cutoff (used by “Use actual throttle” option) is synced as well;
- Handbrake audio (applies to very few cars by default, can be controlled with car config);
- Turn signals audio (applies to cars with turn signals only by default);
- New super experimental audio tweak adding spacial reverb (based on depth of reflections cubemap), disabled by default;
- New (temporary) option in “general.ini” force-disabling any CSP interaction with second reverb channel at the core level (just in case, to track down some strange audio issues);
- Another option fully disabling original AC reverb;
- Render stats app measures time updating cars audio takes (per-car);
- Small Tweaks:
- Option to choose a custom KN5 to be displayed instead of steering wheel (for this);
- OpenRGB integration (experimental, might not work);
- New bindings:
- 10 more car switches;
- Cancel out turn signals;
- Engine cutoff (for something like those buttons on sequential shifters, requires a car supporting manual cutoff);
- Voting;
- Voting state shows up in the new chat, option to hide messages on top;
- A new menu item in drivers’ context menus in online races to start a vote to kick them out;
- Alternate FFB script is fixed, with a new parameter to adjust behavior on wheels with gears if needed;
- DXGI flip model is enabled by default, “allow tearing” option renamed and is enabled by default, but no longer available with “vertical syncronization” in AC video settings enabled;
- If HDR is not available, CSP won’t try to use it, but will show a warning (can be disabled in DXGI Tweaks);
- Freer camera: option to disable DOF for free camera unless photo app is opened (enabled by default);
- Neck FX “show helmet” option: configs are moved to a separate file, a bunch more models are added (thanks to Alessandro from ASR Formula);
- Physics API is accessible in offline sessions with AIs as well (excluding special sessions and new modes);
- Grass FX: shading updated, backlit and saturation are adjustable by Weather FX style;
- Sharp interior shadows are a slider, not a checkbox, so a middle ground can be chosen;
- OBS integration: a view for every F3 camera set;
- Physics experiment EXTRA_CONTACT_POINTS adding extra lateral contant rays temporary removed because it was breaking some cars, causing them to wobble side-to-side;
- The physics experiment fixing surface types have been tested enough, so it has been promoted to always active;
- It’s no longer possible to disable Fake Shadows FX or Reflections FX (fixes issues with Extra FX, rain, PBR, etc.);
- New option in Graphics Adjustments disabling per-frame cars limit;
- Driver tooltips: ballast and restrictor, server entry slot index, mark if car is in pits, in pitlane, or finished the race;
- “Use interior audio everywhere” option takes priority over exterior audio;
- Generic flag is used if nationality flag is missing;
- When storing changed AC window position and size, CSP also stores window’s maximized state;
- Ghost shadows are optional and disabled by default;
- If car moves too far from pits with main menu open, it’ll be teleported back, just in case;
- New pause menu: confirmation dialog for restarts.
Physics
- Added cphys ABS (similar to cphys TC in features but more complex and flexible, docs are coming soon);
- CSP Logger:
- Added gear ratio channel;
- Brake torque and pressure channels now include ABS intervention;
- Added brake line pressures pre-ABS (front and rear);
- Added ERS and KERS state of charge (SoC) channels;
- Added electric torque (per wheel) channels;
- Added lap progression channel (shows percentage of the way through lap based on AI line);
- Added ABS Setting channel;
- Added many ABS debug channels (cphys ABS only);
- Slip Ratio channels are clamped to −1000–1000 range to avoid data precision losses when values approach infinity after dividing by zero velocity;
- Removed test channels left over from initial development;
- Axle torque channels have correct indices and also more appropriately show axle torque vs. previously showing something more along the lines of feedback torque;
- First lap in hotlap mode logs correctly;
- Fixed units of rev limiter channel;
- G-force channels all clamped to avoid bit precision issues with teleports or huge crashes;
- Added brake balance bar position channel for cars using MCs;
- Tightened up channels displayed for encrypted cars;
- Added damper lengths (kinematic, don’t include installation stiffness effects);
- Reduced default log rates and added another log rate category to help with file size;
- Added brake master cylinder pressure computation and setup options (evolution of realfeel implementation);
- Rewrote automatic cutoff logic for shifting (no longer cuts via “gas”, is a full electronic cut instead);
- Cphys turbo added functionality, allows for exhaust flow to be present (to maintain boost pressure) even if throttle is being cut by TC, shift cut, or limiter (very different from vanilla, now can use more realistic lag times);
- Rewrote TORQUE_MODE_EX=2 to be more accurate under combined engine and brake torque cases (includes ABS effect as well, so may be more noticeable via the FFB with how violently vanilla ABS responds);
- Cosmic suspension: CARPOS works for ball joints, distance joints, steer joint, and hinges;
- New physics experiment awakening car in pits for easier setup (with alternative option for disabling tyre grip entirely and instead holding the car in place using a specialized prismatic+universal joint);
- “Disable autobraking” experiment replaced with a new one (compatible with old one), with more modes;
- Wheels repair thing updated to be more conservative (and can be disabled in car data);
- A couple of small bugs in original AWD1 code are fixed if custom physics is enabled (axle torques should no longer oscillate when differential is locking, while average torque should remain the same);
- New [_EXTENSION] SUPPORTS_MANUAL_CUTOFF=1 for “drivetrain.ini”;
- Add [_EXTENSION] REPAIR_WHEELS=0 to “suspensions.ini” to stop CSP from fixing flipped suspensions entirely;
- New [_EXTENSION] MESH_OFFSET=X, Y, Z in “colliders.ini” for cars with extended physics just in case;
- New [_EXTENSION] RIM_SPRING_RATE=8000000 RIM_DAMPING_RATE=80000 in “tyres.ini” to configure rim-ground collisions;
- Add [_EXTENSION] DISALLOW_SURFACESFX=1 to “tyres.ini” to disable Surfaces FX for the car entirely (not recommended);
- CSP can recognize “None” as an empty setup hint item value as well;
- If “disable autobraking” is disabled, cars will wait for 250 frames to fall asleep instead of 50 frames in original AC (750 ms instead of 150 ms).
Fixes
- Illegal tyres online no longer mess up custom physics or automatic wet tyres selection;
- Issue with base track reverb fixed (a regression in 0.2.5);
- Car collisions audio fixed (a regression in 0.2.6);
- Default value for cars audio limit increased from 6 to 20;
- Crashes on CPUs without AVX support are fixed (were caused by malfunctioning FMOD limiter working with 8 channels output);
- A bug from original AC inverting Y component of G-forces in replays fixed;
- CSP waits for Embree to finish building up the scene before completing loading (should help with a crazy bug with a crash due to ODE raycasting);
- Detail normal maps are visible in mirrors and reflections (fixes issue with leather in mirrors being overly shiny);
- Deforming hoods and trunks are fixed;
- Intel CPUs warning is optional from now on, can be disabled in Small Tweaks (but still, please make sure your BIOS is up-to-date);
- Lags shortly after loading fixed (were caused by CSP purging cache too much);
- UI occasionally turning black and white (could be triggered by custom shader draws, such as the ones used by radar app) fixed;
- Issue with buttons sometimes getting pressed for a single frame after being released fixed;
- If locale is not configured, “en” is used so that hints in pit setup would work;
- D-pad bindings no longer get triggered before AC has finished loading;
- Grass FX:
- Look without LCS fixed;
- Blades smoothly hide at distance (now moving down instead of shrinking);
- VAO dims reflections as well (helps a lot with grass looking insane in shadowed areas);
- Piece particles:
- Glare artifacts with MSAA are fixed;
- Collisions with cars improved, shouldn’t get easily scooped up when spawned in front arches anymore;
- Particles no longer collide with local heightmap if it’s too tilted (to stop them from getting stuck mid-air around walls);
- Surfaces FX:
- Grass physics disabled for now;
- Acts less upon extremely lightweight cars (like RC cars);
- Tyres FX:
- Occasional flicker in tyre flexing for stationary cars fixed;
- Sideways flex shape improved a bit, custom normals (such as rain tyre normals) follow the flex;
- Default multiplier for profile thickness changed from 0.45 to 1;
- Tyres materials are double-sided to hide possible glitches;
- Visual tire flex with extended physics fixed;
- Surface shadowing for tyres touching the ground has a bit of a lag to it to prevent flicker;
- Fake Shadows FX:
- Generation during loading is improved (fixes issue with shadow missing for some cars sometimes);
- Realignment improved (reference points are moved a bit closer to the center of the car to stop flicker if driving too close to a wall);
- Rain FX:
- Racing line is enabled offline by default, with settings tweaked;
- Racing line takes into account wet wheels dragging water out of puddles onto dry surface;
- Windscreen drops UV generation improved, applies a bit of a welding so fix strange meshes;
- Rain occlusion baking updated, supports cars larger than 10 m in diameter;
- Tyres water spray no longer adds to on-screen rain drops for chase cameras, as it was getting too messy;
- Puddles look improved a bit, deep puddles absorb a bit of light;
- Puddle waves (for puddles on tilted surfaces) are fixed and more pronounced, no longer linked to rain intensity;
- Rain drops are much less shiny without LCS;
- Wet skidmarks fixed, no longer disappear in a second and continue to function if there is no rain, but only puddles;
- Windscreen flicker fixed;
- Tyre grooves (smTyreMarks meshes) use puddle shaders variant, so tyre marks disappear in puddles;
- Default filter for rain occluders adjusted in an attempt to exclude shadows, grass, bushes and trees;
- Glass shader (“smGlass”) look in mirrors fixed;
- Mirror reprojection (for mirrors skipping frames) fixed;
- Reflections prefiltering fixed;
- Extra FX emissives: fix for LCS, support for UV flow shader, support for semi-transparent materials;
- Third shadows cascade updates from time to time in exterior views, fixing issue with shadows from animated objects;
- Interior reflections masking: few fixes to better account for extra VAO samples and dark envinroments;
- Real Mirrors: dashboard camera no longer takes camera position into account, so reflections are usable;
- Forces from cars acting on smoke altered, spawning smoke from a car should work better;
- Sparks on collisions no longer spawn for stationary cars;
- Sparks no longer phase through the windshield;
- “nePBR…” shaders no longer use VAO for dynamic lights, shading of dynamic lights with LCS fixed;
- Bounced light from car headlights (old one, before Extra FX) doesn’t change intensity with low beams (low beams light is a bit more intense up close anyway);
- Neck FX helmet: extra VAO samples are taken into account, shadows fixed;
- Track culling of scaled dynamic geometry fixed;
- New skidmarks take local heightmap into account only if it’s within ±10 cm, skip heightmap if it’s too tilted;
- New spectators fixed (there was some weird doubling for the ones nearby);
- Parallelized contacts search rewritten, now stable and actually does search in background;
- Contacts search improved, rim collisions fixed;
- Collision audio samples keep playing for a bit instead of instantly resetting for subsequent collisions (regression in 0.2.7), pitch alters slightly to make things a tiny bit less boring until better samples are found;
- Proview option is fixed, no longer hides geometry for extra or OBS views, no longer affects mirrors or shadows;
- Guessing for track heighmap fixed, especially for the case with ? for bounced light surfaces filter, fixes skidmarks and particles on tracks such as Ascari;
- General UI:
- Car shots within UI (new main menu, car color change online) should look better with LCS;
- IMGUI glow no longer gets stops with any popup;
- Toasts (those popup messages in the bottom left corner) closing (by dragging them aside) improved;
- In VR, toasts are shown it the bottom middle of the screen rather than in the bottom left corner;
- Dragging damage indicators and quick pits menu with a mouse improved;
- F5 camera no longer rotates if mouse is hovering a non-pinned AC/Python app;
- Disabled IMGUI controls no longer get mouse moved with D-pad snapping on them;
- Tasks viewer (Ctrl+Tab) wraps at a better point;
- Chat:
- AC no longer crashes when more than 256 characters are entered;
- Overly long words are broken up, doing some wrapping;
- Button “send” no longer flickers;
- Unread notification includes welcome message when app is closed, not only when it gets opened;
- Tags in chat work better for reconnected drivers;
- Mentioning drivers by clicking their tags is fixed (sometimes it wasn’t working correctly);
- Setups sharing: layout updated, scanning is more stable and faster, track IDs are used instead of names (can be changed in the new main menu);
- Loading screen:
- Occasionally messed up track logos fixed;
- Unpleasant rendering glitch happening when resizing AC during loading fixed;
- A rare crash with scripted loading screen fixed;
- Mouse steering:
- Temporary deactivated with popup dialogs or in replays;
- Cursor should always show up when mouse steering is paused;
- Photo app:
- Motion mode outline works after taking a screenshot;
- Damage override fixed (10 km/h for medium, 100 km/h for maximum damage);
- Car color change online: restore button fixed, layout improved;
- Option hiding wheels for interior cameras no longer affects additional shots (such as car preview when changing colors), wheels no longer skip a frame when switching, for example, from F1 to F5 camera;
- Generating previews for encrypted cars with uppercase letters in folder names no longer fails;
- Activating AI driver disengages reverse gear;
- Speed factor for slipstream set in extended server config properly works online;
- Mumble client: fix for crashes on PCs with some special regions;
- Occasional crash related to custom Yebis post-processing fixed;
- CSP animated wipers: the same mesh can no longer be used twice by different animation configs (fixes some rare crashes);
- Skipping LOD A for non-player cars is compatible with encrypted LOD B and digital instruments;
- Showroom mode reads Weather FX controller from [LIGHTING] __SHOWROOM_WEATHER_CONTROLLER of “race.ini” (CM update is coming soon);
- CSP fuel evaluator registers speeds above 50 km/h only (before, the threshold was 5 km/h);
- New driver name tags in mirrors should work better if semi-transparent or transparent;
- Cursor movement with D-pad won’t move cursor outside of AC window;
- D-pad bindings stop when D-pads are moving mouse;
- Setup hints from extended setup items trim quotes and spaces;
- CSP can read battery state of a DualSense and DualShock gamepads properly (also, there should be a warning icon if it’s close to losing its charge);
- Warnings about missing KN5 track models are removed;
- KN5s with meshes with huge names no longer crash AC;
- Track parameters “data_track_params.ini” now take priority over track CSP configs and moved inside “dwrite.dll” to secure regular online servers (if you’re working on a new track, please store them in “surfaces.ini” instead, it doesn’t require extended track physics and ensures syncronization online);
- CSP teleports online no longer block destinations with other cars nearby if those are in pitlane and pitlane collisions are disabled;
- Snowflakes no longer phase through roofs (such as roofs on Skidpad) if seen from below;
- Geo coordinates, heading andle and timezones for Kunos tracks fixed (biggest errors were around ±1…2° in heading angles, but still);
- An old issue with INI parser causing Radar app to look a bit old fixed;f
- Referencing meshes in components such as custom emissives keeps them from being disposed, preventing some crashes;
- Access to currently playing album cover from Lua is fixed;
- Car emissives with constant intensity are compatible with refracting headlights;
- A bug causing CSP to fail to parse some driver tag colors from CM fixed.
Configs
- Server:
- New [EXTRA_DATA] CAMBER_TOE_STATE=2 value to sync offsets as well (helps with wheels positioning for adjustable Cosmic suspensions);
- Use [PHYSICS_EXPERIMENTS] AWAKE_IN_PITS=1/2 in server config to enable pits awakening experiment;
- [EXTRA_RULES] DISABLE_AUTOBRAKING supports new options, mirroring updated offline experiment;
- Cars CSP configs:
- 10 more car switches (K…T), syncing online if server requires this build or newer;
- New DSP format for car configs allowing to set several DSPs at once;
- New [BASIC] DISABLE_NEW_FLAMES_ENTIRELY=1 for cars that don’t want to see new flames at all;
- Default value of [BASIC] ENGINE_STALLED_RPM_THRESHOLD in car configs changed from 1 to 50 (configures when CSP considers car engine to be stalled);
- New [AUDIO] DISABLE_FALLBACK_HANDBRAKE=0/1 to specify if default handbrake should be used at all or not;
- New [AUDIO] DISABLE_FALLBACK_TURN_SIGNAL=0/1 to specify if default turn signal audio should be used at all or not (also, CSP sets state when playing specialized turn sign audio from car soundbank, 0.1 for switching on, 0.6 for switching off);
- A second value to BIND_TO_HEADLIGHTS to explicitly specify if light should be active or not if it’s headlights flashing without low beams: BIND_TO_HEADLIGHTS=1, INCLUDING_HIGHBEAMS_FLASH or EXCLUDING_HIGHBEAMS_FLASH;
- New [ANIMATION] EXTERIOR_AUDIO_MIX=… for animations to mix in some exterior audio;
- New CHANCE_MULT for extra heat shimmer entries in cars configs;
- New __EXT_CLIP_NEAR property for “cameras.ini”;
- Tracks:
- New CAMERAS_SET=… for track displays using F3 cameras;
- New option for track animations (windmills, clock and weathervanes): set CONSIDER_ORIGINAL_TRANSFORM=1 to preserve rotation from [MODEL_REPLACEMENT_…];
- AC:
- LUT options for axis inputs in “controls.ini”;
- New [DEV] SHADERS_DIR= parameter for custom shader compilations;
- [SHADER_REPLACEMENT_…] from car and track configs reloaded live no longer affects geometry created with Lua;
- Custom AI: apply time multiplier to the entire simulation to speed things up;
- [SHADER_REPLACEMENT_…] is no longer allowed to change dynamic car textures (such as navigator or odometer);
- Support for updated v7 KN5 encryption (pretty much the same, but no longer compresses textures to speed up loading);
- Objects Inspector shows path to the KN5 if known.
Lua
- Common API:
- New ac.getCar().highBeams field (only true with headlights with high beams, or with high beams without headlights);
- New ac.getCar().isDriftCar field;
- ac.onSetupsListRefresh() is available to all scripts, just in case;
- New function ac.onSetupFile() to listen to setup files loading and saving, as well as to load the INI file (see ac.INIConfig.currentSetup()), allowing to add extra payload to car setups and such;
- New ac.getSim().hideSteeringWheel and ac.getSim().hideArmsInCockpit fields;
- ac.getTrackCoordinatesDeg() takes an optional argument for in-game world coordinates;
- display.mirror() fixed (there were some issues with alpha-channel causing strange outlines for trees and more);
- Library shared/utils/binary, as well as OpenSSL libraries, are available to all scripts;
- Issue with ac.INIConfig.load() occasionally crashing AC fixed;
- New ac.onCarCollision() function to monitor car contacts;
- New ray:carCollider() function for quickly raycasting car colliders;
- New ac.areTyresLegal() function;
- New ac.getCarSetupState() returning setup state and reason;
- ac.getCar().isRaceFinished no longer mark cars as finished in non-race sessions;
- ac.isVisibleInMainCamera() fixed, new parameters for both it and render.isVisible(), docs updated;
- UI API:
- New icons: ui.Icons.Dice, ui.Icons.Pitlane;
- New ui.windowTitle() function;
- ui.addSettings(): new parameters parent, tags;
- ui.mouseCursor() returns .None when cursor is hidden;
- ui.mouseBusy() ignores pinned AC/Python apps;
- ac.getUI().wantsCaptureMouse takes AC/Python apps into account (now the same as ui.mouseBusy());
- New ui.StyleVar.SliderTextAlign style adjustment;
- New ui.forceSimplifiedComposition() for Lua apps to disable complex UI blending (including that frosting effect);
- New WebBrowser:control() method to easily draw an interactive browser control;
- ui.invisibleButton(): optional argument for button flags (such as .Repeat);
- New ui.passthroughIMGUI() function;
- Scene and Audio API:
- New methods: :isActive(), :isTransparent(), :isVisible() and more to get mesh and material properties;
- Dumping shader replacements returns LODs distances if they’re not zeroes
- Alter vertices of encrypted meshes if their names are starting with luaallow or ending with luaallow (previously, it was only starting variant);
- New :setVirtualCarFlag(true) method allowing nodes added to carsRoot:yes to be treated more like extra cars (with it, CSP traffic gets recognized by BLIND_SPOT input);
- Created meshes have their VAO values reset to 100%;
- Created meshes no longer run through mesh optimization step, allowing to easily re-apply the same vertices with slight changes later for dynamic geometry;
- Calls to :applyShaderReplacements() force custom emissives to reapply their values next frame;
- New KN5 loader should be better compatible with loading extra KN5s via Scene API (fixing issue with textures);
- Including sky in car shots no longer includes trees or fireworks, those are included with particles;
- New AudioEvent({ event = '', dsp = {} }) contructor for creating audio events from soundbanks and adding extras DSPs (in most cases though, please consider adding DSPs in FMOD Studio instead);
- ac.AudioEvent():setVolumeChannel(ac.AudioChannel.Main) no longer would lead to master volume being applied twice;
- ac.AudioEvent():linkTo() links to nodes, not to scene references, fixing many crashes;
- Pass car index to ac.AudioEvent():linkTo() to link audio to a car directly;
- Scene API and audio are moved to a separate sub-library to improve performance and memory usage of scripts that don’t use it (usage is still the same, library is loaded automatically when required);
- Weather FX style:
- ac.setReflectionsSaturation() and other reflection tweaks are working again;
- New ac.setReflectedSkyTweaks() altering sky in reflections;
- Car physics scripts:
- ac.reportIncompatibleSetup() fixed, reason is used by new main menu;
- ac.overrideCarState(): override loaded radius, live radius and Tyres FX flex values;
- New .engineAirConditionMultiplier field;
- New ac.drawDebugCross(), ac.drawDebugText() functions;
- New ac.getSuspensionJointPointTo();
- Car physics scripts can create ac.ReplayStream() for render car scripts to access, so that data transferred from physics to rendering is automatically stored in replays, car ID and index will be added to the key automatically;
- Hub index argument for ac.addTorque();
- Car physics scripts: use ac.overrideSpecificValue(ac.CarPhysicsValueID.ForcelessTyres, true, …) to stop any forces from a tyre;
- Gameplay API:
- New ac.applyContentConfig() for reloading cars and track config live even if live reloads are disabled;
- New ac.highlightCar() function adding extra glow to a car model;
- Lua apps:
- Use ac.applyLiveConfigEdit('general.ini', '[DEV] NANORT_SCENE_RAYCAST=1') to spend a bunch of RAM, but increase scene raycasting speed a lot (first raycast might be slow due to building of accelerating structures);
- New parameter for ac.setTrackCoordinatesDeg() allowing to override heading angle as well;
- ac.setPhysicsDebugLines(): a flag for cosmic bodies;
- ac.ReplayStream():
- Fix for special types such as half and unorm8;
- If several scripts use the same ac.ReplaySteam(), it’ll act as ac.connect() (sharing frame directly);
- Optional argument for reduced record rate;
- New [CORE] LIVE_RELOAD to specify mask for files which trigger app reload (for example, LIVE_RELOAD='{ ( ?.lua|?.fx|?.hlsl|?manifest.ini ) & ! plugins/? }' will exlude plugins folder from reloading the app);
- New SETUP_INLINE flag windows allowing them to integrate into the new main menu;
- New functions for dealing with voting: ac.castVote(), ac.canCastVote(), ac.getCurrentVoteDetails(), ac.timeToNextVote();
- New ac.ScriptResumeCondition.Collision for car scripts (both physics and regular);
- physics.disableCarCollisions() got an argument to alter collisions of remote cars online;
- New physics.setTyresCompound() for some very special cases;
- Lua apps: editing repair pits settings has been fixed;
- Changing nothing but mirror position or direction using ac.setRealMirrorParams() should work now;
- New parameter for ac.setRealMirrorParams() allowing for car scripts to stop apps such as Mirror Configurator and fully override mirror params (use it if you want your monitor rear view mirror to change FOV, position or direction);
- Changing monitor brightness using ac.setRealMirrorParams() should work;
- Real mirrors functions, as well as a few other car-controlling functions, can function during replays;
- A rare issue with Lua event listeners getting cancelled a couple of seconds after a script reload fixed;
- ac.flashLight() fixed;
- Issue with car scripts failing to reload if script.update() is not present fixed;
- A small tweak to get IMGUI to use main font (with CJK characters) as a fallbac if selected font doesn’t have a required glyph (not that nice, but better than nothing);
- Removing windscreen meshes using Lua Scene API shouldn’t crash AC anymore;
- Lua Debug app: used memory is measured for all apps, main tab layout updated;
- Docs for io.load() fixed.
Well… looks like I gonna need to use 1.28… this thing shows up in some cars.Beta testers.. get ready to work!
did you drag the zip directly into content manager?Just gave them a quick try and they all load ok. Also checked, the car.ini is defo there.
Perhaps a bad download?
Maybe you could program that into the game for us? seems easy enough right? just be thankful for what you get from CSPno DLAA/DLSS4 implementation![]()
Yep, same problem here:Well… looks like I gonna need to use 1.28… this thing shows up in some cars. View attachment 1450561
i have the crash log but i dont know to read it to find out what is causing it.Yep, same problem here:View attachment 1450567
Only happens with modded, non-Kunos cars, no problems with other circuits.