Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 154,858 comments
  • 48,731,882 views
Ah, that makes sense! I was honestly a bit confused because I’ve never seen an AGU SLS mod either.
From what I have in my archives for AGU, it's just:
  • AMG GT3 (2018/2020 extensions)
  • Audi R8 2015
  • 911 RSR 2010
No worries though, glad to help anyway!
Did the R8 and 911 ever release? I have their 2013 GT3-R Evo unsure if that is the same car.
 
KymiRing 0.9
View attachment 1501742

It is a FREE not commercial mod for the Assetto corsa game with custom shader patch.
The track was worked on by: RMi, macko68, vernoonfs
Included 2 layouts - fictional and 2025 version.

The KymiRing is a motor racing circuit in Kausala of the Iitti municipality, Päijät-Häme, Finland, bordering the Kymenlaakso's regional capital Kouvola, and located 110-kilometre (68 mi) north-east of the capital Helsinki. It was planned that it would be the first circuit in Finland to hold an FIA Grade 1 license. While the circuit itself was built to meet both Formula 1 and MotoGP specifications, hosting a Formula 1 Grand Prix would require substantial investment in both the track's facilities and in race hosting fees.

It looks good and is so much better than easy's version (as always lol)

What's the source ? Scratch made ? Finally cracked a MotoGP game ?
 
sounds good, is there any chance u could port the clk dtm street from project gotham to ac?


are the listed changes for both cars?
The car model isn't from PGR, just the sound with editing to make certain aspects of it pop out as it has some unique characteristics that other car sounds do not have; but if the sound is what you're asking for yes I can do that, but I like to port sounds for which there's a similar or the same car available and as far as I can tell there isn't a CLK DTM Street version mod available, though I may still do it at some point.
 
Last edited:
Its the day that keeps on giving!! 🧑‍🎄

1766693102157.webp

- Major fixes:
- Triple screen-related issue with CSP not picking up regular AC configs fixed;
- Timing of rendering and physics threads rewritten, fixing some occasional problems with performance;
- Refraction headlights messing up certain meshes, especially LOD meshes, fixed;
- Graphics adjustments: grooves fix has been reworked to stop breaking things;
- V-sync not working correctly on some configurations fixed.

- CSP physics:
- Torque reaction edge case fixed;
- More channels in CSP Logger and now variable precision to avoid some channels hitting data type limits;
- Wings app & CSP logger downforce/drag levels corrected (fins were being included due to incorrectly set flag in code, did not affect physics);
- New power steering max torque setup options;
- Fixed blanket temperatures and overrides;
- New GRIP_MULT_Y in “tyres.ini”;
- Rewritten rev limiter to play more nicely with axle flex;
- CSP controller inputs: inputs for missing extras G…T are added, new DRL input for daytime running lights;
- New EXT_LOOK = CHECKBOX for “setup.ini” changing look of an item into a checkbox (switches between MIN and MAX);
- Hide and disable setup items based on the state of other setup items using EXT_VISIBLE_WITH and EXT_ENABLED_WITH;
- Hide setup tabs by adding [EXT_TAB_TWEAKS_0] TAB=ALIGNMENT EXT_VISIBLE_WITH=… (examples of queries: EXT_VISIBLE_WITH=WING_1 shows a thing if WING_1 is non-zero, EXT_VISIBLE_WITH=WING_1:5 is if it equals 5, WING_1≠5 is if it’s not, WING_1>5 if it’s above 5, WING_1≥5 if equals or above 5, complex queries such as EXT_ENABLED_WITH='{ WING_1:5 & ( ! WING_2<3 | SPRING_RATE_LF>10 ) }' are supported as well).

- Inputs:
- Some keyboard bindings failing entirely with high FPS fixed;
- New binding to toggle high/low means/lights off;
- New binding for toggling DRL;
- New binding to remove smoke;
- Direct input devices initialize with keyboard or gamepad input modes again, in background so loading speed wouldn’t be affected.

- Audio:
- Gear change events mixup fixed;
- Surface audio not working if WAV is in uppercase fixed;
- Surfaces volume slider is fixed;
- New “Alter wind audio” tweak replacing broken audio sample used for slipstreaming with a DSP effect;
- New audio tweak playing wind audio from cars nearby;
- Wind volume fades out without atmosphere (for races in outer space);
- “Silence audio”: default value changed to new “When idling in background” for better compatibility with idle-in-background from DXGI tweaks.

- DXGI tweaks:
- New tweak activating Win11 efficiency mode when AC is in background, enabled by default;
- New “Consider DXGI’s occluded state” tweak (previously, with 0.3 it was always on, now it can be disabled to debug issues if AC suddenly stops rendering sometimes);
- “Smooth resize” option in DXGI tweaks is enabled by default and improved a bit;
- New experimental background idle option pausing rendering instead of limiting FPS (might help with some glitches on certain systems where AC would sometimes refuse to wake up after being Alt+Tab’ed back into);
- New “Adaptive V-sync” option temporarily pausing V-sync if FPS dips below 90% of display refresh rate, to prevent FPS halving;
- Options confining cursor to AC window, forcing AC to be a topmost window and forcing focus that can be enabled based on conditions (fullscreen and/or VR, or always);
- Borderless window option (it can still be dragged and resized, even without a visible frame);
- Alternative V-sync implementations in case Windows 11 with its “Variable refresh rate” option blocks regular V-sync from working.

- Rain FX:
- Rain drops missing on opaque materials with black alpha-channel fixed;
- Baked rain occlusion not applying correctly to skinned meshes fixed;
- Issue with rain puddles generation on low-detailed meshes using actual mesh fixed (now uses noise map again, like it was before, look for “Collecting puddle meshes” in logs for more details);
- Rain hits and splashes are slightly readjusted to reduce aliasing and better react to rain conditions;
- Rain hits fade nearby to be less distracting with open wheelers;
- Windscreen drops caused by actual water (falling off edges, or from other cars) are smaller;
- Rain splashes adjusted to fix issues with brightness, especially with LCS, now with a bit of a rainbow on a sunny day;
- Rain occlusion misbehaving with water surfaces and trees fixed.

- Smart Shadows:
- First split reduction when camera is close to a car adjusted, should work smoother and have a more pronounced effect, also affects other splits;
- Shadow biases adjusted to reduce self-shadowing issues with double-sided shadows;
- When the sun is low, sun shadows trajectories update every frame (shadows moving unsmoothly look like crap, so I’m ok with a bit of a performance hit in exchange for that lovely smoothness);
- Shadows with custom shadow matrices disabled no longer break if origin shift is enabled.

- Grass FX:
- Some local variance for grass shade;
- Scriptable filters that alter FOV no longer mess up grass culling;
- TEXTURE_BASE_CHANCE = 0 works properly, stops spawning basic grass nearby if normalized chance of basic grass is below 5%;
- Customly colorized pieces (if color has red or blue component disabling surface color sync) don’t fade to green with distance.

- Particles FX:
- Smoke from locked wheels is visible again;
- Smoke particles rendering improved to make things more lively;
- Screen smoke (effect filling screen with smoky effect if camera is within smoke particles) conditions for activation have been fixed;
- Flame and smoke particles from track configs no longer act strange for a first frame after spawning in;
- Fireworks: new behavior option, spawn only if scripts are using fireworks.

- Skidmarks FX:
- A lot more responsive, can visualize ABS in action;
- Shape for newly spawned piece adjusted;
- Other small improvements.

- Weather FX:
- Custom MSAA resolve handles LCS properly;
- New ac.setCameraExposureMultiplier() for Weather FX styles just in case;
- BC7 compression for cached clouds texture dropped, instead, number of slices has been lowered from 128 to 32 (simpler animation, but much better static quality, and still only using 45 MB of VRAM);
- “Increased cloud shadows resolution” option is enabled by default;
- Missing moon, earth and stars textures used by default Weather FX style fixed;
- Default Weather FX style: cloud map parameters adjusted, Extra FX emissives are 3 times brighter with LCS, to closer match the look without LCS, or the way Pure looks.

- Online extensions:
- Using AI (with [EXTRA_RULES] ALLOW_AI = 1) automatically activates net-aware AI tweak, which now should work a lot better;
- New [EXTRA_TWEAKS] LOWER_SEND_RATE_FOR_STATIONARY_CARS = 1 lowering packets rate for stationary cars (experimental).

- Adjustable car color (used in online, AI flood):
- Alter secondary color, interior color and more (for some of compatible cars);
- Loading of previously selected color fixed;
- Complex textures (above 16×16 px) are colorized instead of filled;
- Lua event ac.onCarColorChanged() is raised properly.

- New behavior:
- New tweak replacing AI smoothing with critically damped springs (purely visual, enabled by default);
- “Fix downshift” option fixed;
- New tweak lowering shifting thresholds on sectors with max speed hint around 120 km/h to stop calm traffic from redlining.

- Small Tweaks:
- Dark suit tweak reworked to use actual proper skins;
- New tweak disabling shifting preload animation for drift or all cars (by default, disables animation for drift cars).

- UI:
- IMGUI windows show icons next to titles to make things more distinctive;
- IMGUI windows now should store collapsed and pinned flag across desktops as well;
- Reworked forms saving (“acos.ini”), should be compatible but a bit faster and a bit more compact;
- Closing modal dialogs when clicking off improved, now ensures to not close it from the same click that opened the dialog.

- New main menu & pause:
- Car preview in setup menu: a bunch of fixes and shading improvements, LOD A is used at all times;
- Menu movement with a mouse updated, now a lot less restrictive;
- New pause menu can be moved as well, photo mode button animations adjusted;
- Pause menu is always behind other windows (with an option to show apps in pause menu);
- Photo mode in pause menu hides pause menu apps;
- Look for cooldown timer and such updated;
- Sessions selector when viewing lap times and such fixed;
- Other tracks are present in the list of setup categories even if “Skip creating setup folders” option is enabled;
- Mouse wheel scrolling setup tabs is optional, disabled by default;
- Driver model flickering for a frame when leaving setup section fixed;
- Clicking on saved setup brings its name into “Save setup” name input, but only if it’s empty or has an autofilled name already;
- Slider malfunctioning on some of setup items with “%” units fixed.

- Photo mode app:
- Layout updated to be a bit more compact;
- Edit names of saved points, preview camera positions;
- CPL implementation rewritten to be more accurate and affect lights and digital screens as well (I finally got proper polarizing sunglasses).

- Advanced chunkenization:
- The algorithm updated to save a bit of memory and run things a bit more efficiency, better handle low FOVs;
- Case with a node in track root storing static meshes (questionable KN5s) now will be chunked properly;
- Meshes with ignorable order now ordered by distant lights layer before being sorted by material;
- Small objects should no longer disappear in close distances.

- Multiple ghosts:
- Ghost of the first lap should be recorded correctly now;
- The best ghost is mirrored to where AC stored ghosts originally, with extra data stripped, so that existing tools could still see the ghost (optional, enabled by default).

- Showroom mode:
- Lap time on car digital instruments is stopped;
- Driving camera is no longer loaded or saved;
- Starting camera starts properly;
- Initial lag with car with setup restrictions is fixed;
- Brightness with default Weather FX style fixed.

- Miscellaneous:
- New experimental KN5 streaming implementation;
- In-game assists editor available online in both old and new menu;
- Options to hide main menu and start the race automatically are visible;
- “Hyperthreading fix” tweak has been disabled by default;
- Nice Screenshots: option for LDR samples summation (disables bokeh entirely, not accurate, but just in case);
- Rewinding replay clears out particles;
- Extra FX: volumetric lights should look better with LCS;
- Render Stats: target FPS selector should be working;
- Autopilot (Ctrl+C) shows an icon in the top left corner;
- Shaking gear shifter (SHIFT_HD) takes pause and slow motion into account;
- Windscreen guessing (added to fix strange mods) updated, now uses total mesh area to stop some false positives (if you ever saw a car which would have a mesh inexplicably get “ksWindscreen” shader, this thing is to blame, by the way);
- New physics experiment allowing CSP to keep loading and not waiting for wall physics meshes to initialize;
- Few physics experiments upgraded to completed;
- Render Stats app pauses when AC is in background;
- CSP should be able to handle displays of varying DPI better;
- Method of detecting display refresh rate updated, now should work more reliably;
- FPS limiter below 5 keeps AC responsive (while waiting for the next frame, AC will keep processing window messages);
- More informative loading screens when loading replays;
- VR tweaks: “Confine cursor to window area” option moved to DXGI tweaks, moved one no longer active by default;
- CSP trees: fake shadows are compatible with origin shift again, billboards switch to higher resolution LOD for accumulation screenshots;
- Flicker of dynamic objects with origin shift fixed;
- Groove meshes (AC making grooves darker as the race goes on): new custom implementation (pretty much the same, but a bit faster and a bit smoother, and should allow to get things compatible with streaming);
- Activating replay online no longer trims final replay recording;
- “Debug rain occlusion” button in CSP debug app now affects skinned geometry as well;
- Crash handler now checks if crash originated in a different DLL, and warns about it early;
- Fix for some crashes related to autopilot and such, might fix other AI-related issues too;
- Handling of AC_CFG_PROGRAM_NAME environmental variable fixed;
- New tweak for replays shifting car inputs for remote cars online based on their ping;
- Brake Disk FX: carved effect is more noticeable, width increased by 50%;
- Navigators: map rendering should be a bit faster, better compatible with origin shift;
- Occasional crash happening at the start of a race with multiple AI cars fixed;
- License plate generator fixed (last glyph was missing);
- Slightly increased AC process priority to try and outcompete Discord;
- Bounding sphere compute for non-renderable meshes uses a simpler rougher route (they don’t need precise bounding sphere anyway);
- Saving of caching CSP data should be a bit more reliable, fewer chances to end up with useless “.new” files;
- Alt handling to stop beeps with Alt-containing shortcuts redone in a way to keep regular Alt shortcuts working better;
- HTTP flags (used for Lua web API and other web requests from CSP) updated, should speed things up, especially on Windows 10+;
- “Flatten nodes” option removed;
- Size of custom gear label in the gear app fixed;
- Rare crash (that looks like another compiler error) related to track lines API fixed;
- Developer option to produce detailed crash reports (taking more space);
- Timezone database updated to 2025 (notable changes: DST in Brazil and Mexico have abolished);
- Additional car icons in the top left corner fixed;
- Threadpools garbage collector should be a bit less intense;
- “Foreground check” option hidden, checks area coverage by default;
- Logging for CSP attempts of detecting optimal display frequency;
- Saving should be a bit more resilient;
- Some instabilities related to GPU processing fixed.

- Car & track configs:
- New [SHADER_REPLACEMENT_…] STICKERS_FIX=1 for stickers mesh to overlay any mesh below it (should work the best with DEPTH_MODE = LESSEQUAL);
- Track audio: RELATIVE accounts for the entire transform, not just for the local offset relative to parent;
- New AVERAGE_NORMAL_MIX parameter for Extra FX emissives that might help in some extra difficult cases;
- New INPUT = DRL for car instruments, BIND_TO_DRL for car lights, FALLBACK_DRL_COLOR for custom emissives (by default, OFF_COLOR works only if daytime running lights are active, but if FALLBACK_DRL_COLOR is set, OFF_COLOR is applied at all times), keyboard binding to toggle DRL manually;
- New flag for extra car animations ([ANIMATION_…]): set AB_ANIMATION = 1 and animation will go from 0% to 50% on activation, from 50% to 100% on deactivation, and then loop back to 0%;
- New [DATA] DI_0_ALPHA = <0.5>, [DIRECT] for adjusting alpha of digital instruments (for now, only v2 texts);
- New [BASIC] DISABLE_SHIFTING_ANIMATIONS_WITH_AUTOSHIFTER = 1 for cars that use automatic shifter as a form of automated gearbox (not recommended, proper way of doing automatic gearbox is also available now);
- CSP animated wipers are loaded last-to-first, fixing compatibility with old broken mods animating the same mesh multiple times (at around 0.2.8 times, a mesh would actually be animated twice at once causing some problems, later it was fixed so that already used meshes would be excluded, but it broke some mods, now it should work and not have a conflict);
- Animated wipers tool: better support for UI scale;
- Car settings ALLOW_INTERIOR_SSAO and ALLOW_INTERIOR_SSGI have been removed (they weren’t affecting HBAO+ and ASSAO anyway, and fixing that would surely annoy a lot of people);
- Track configs: [VAO] FORCE_APPLY=1 to apply VAO tweaks to newer VAO patches (v4 and above);
- New [SPECTATORS] ALLOW_DYNAMIC=0/1 parameter for track configs overriding “Dynamic spectators amount” option in track adjustments;
- New ownMaterial:y and inserted:y (for nodes and meshes from [MODEL_REPLACEMENT_…]) properties for scene queries;
- Material adjustments change actual material values, not just the ones mirrored to GPU (solves some issues with them not applying correctly in some cases);
- Default light pollution tint for tracks is no longer zeroes (intensity is still 0 though, this just simplifies configuration a bit);
- New DISTANT_LAYER_FADE_AT and DISTANT_LAYER_FADE_SMOOTH for track lights used when distant layer is active;
- Updating track distant lights config no longer triggers full reload;
- Track shader replacements are loaded only once at the start (previously, they were loaded for each KN5 again and again);
- Trees surface alignment is forced to recompute if one of tree meshes doesn’t have data cached (and not if cache contains data for a mesh that isn’t present like it was before);
- Objects Inspector shows static status of track meshes (static meshes are faster to draw).

# Lua

- Common API:
- New car state fields: .isAIUsingRainTyres (fix for now hidden .aiRainTyres with a wrong type), .isAIGoingToPits, .aiLapsLeft;
- ac.uniqueMachineKey() is de-deprecated (now, CSP computes the key at launch, so there is no need to wait for it);
- A bug with some of car and sim states not being filled in correctly at the start of the game fixed;
- math.isnan() shouldn’t misbehave anymore;
- ac.ControlButton:setDisabled() should be compatible with the hold mode flag;
- New global variable __monitored available to all scripts: if true, script tab in Lua Debug app is opened.

- UI API:
- New ui.windowTitleWidth() function;
- Unbinding all of ac.ControlButton():control() inputs removes the section entirely (shouldn’t affect regular AC bindings, only the custom ones);
- ui.modalPopup(), ui.modalPrompt(): proper arguments for automatic closing, default to false fixing recent regression;
- Extra car icons (ui.drawCarIcon()): size with UI scale and positioning with fuel icon are fixed.

- I/O:
- New os.loadDLL() function just in case;
- io.scanDir(): missing file attributes, such as .isArchive, are fixed.

- ui.GIFPlayer():
- Animated GIFs: better support for certain types of loops;
- New methods for ui.GIFPlayer() for rewinding, pausing and resuming playback;
- WEBP support improved;
- State sharing between scripts (use :rewind() to detach a player from others);
- If a player is assigned as a texture using Scene API, it keeps working after being GC-ed;
- GIFs no longer flicker if game FPS is low;
- Animated textures (GIF and WEBP) can be used naively in both UI API and with skins/shader replacements (could be a faster alternative to using ui.MediaPlayer for everything).

- Gameplay API:
- New ac.setDriverShiftAnimationPreloadThreshold() in Gameplay API;
- ac.applyContentConfig(): option to set a key for localized config updates, more track features can be altered.

- Scene API:
- New :blendAnimation() for Scene API allowing to mix few animations together (plus, AC animation compute has been rewritten to smooth and streamline things);
- Geometry shots of sceneRoot:yes called frequently keep nearby geometry and cars from being unloaded or switched to lower LODs (now, OBS cameras can render things far away more reliably);
- New :setGrass() for geometry shots to include grass from Grass FX.

- Physics API:
- physics.addTrackSurface() no longer uses Embree, instead live track surfaces are handled by ODE to improve editing performance in exchange for tyres raycasting performance (as long as new surfaces are somewhat low-poly, it should be fast enough, and if they’re not low-poly, it’s not going to work all that well regardless), should help with instability as well;
- Function physics.setAIPitStopRequest stops AC from telling AIs to go to pits for about 100 ms if called with false;
- New physics.setAILapsToComplete() allowing to override internal counter AC AIs have telling them when to stop racing and go back to pits.

- Car scripts:
- ac.setGearLabel() got a parameter disabling shifting animations and audio;
- ac.AudioEvent() now can use syntax like cars/:own/engine_int to create an audio event without specifying car ID explicitly (so [AUDIO_REDIRECT] could work).

- Car physics scripts:
- New ac.extendCarState() allowing to save and load extra data from car states (used by apps such as TimeShift);
- ac.readDataFile() in car physics scripts can actually access car data with relative paths if car data is packed (with the previous fix, it would only work if path is absolute);
- New ac.showNotification() allowing to show warnings similar to downshift warning (more types are coming soon, let me know if there is something you need);
- New ac.setGearsGrinding(): option to add gearbox damage;
- New ac.replaceClutch() allowing to define a custom clutch implementation;
- ac.setExtraMass(): arguments to specify damping, stiffness and key (allows to move the mass around);
- New ac.CarPhysicsValueID.ForcedAutoclutch allowing to fully disable autoclutch, even if selected input method tries to keep it enabled;
- New ac.accessCarPhysics().targetGear allowing to track shifting process;
- New ac.CarPhysicsValueID.DrivetrainOpenThreshold, ac.CarPhysicsValueID.DrivetrainClutchOverride, ac.CarPhysicsValueID.DrivetrainDriveVelocityMult, ac.CarPhysicsValueID.DrivetrainEngagedGear;
- __dirname of car physics scripts from packed data now points to ”/data” folder, matching behavior of unpacked scripts (I hope nobody was using it to check if car data is packed, because that was a bug).

- Libraries:
- New shared/physics/automatic-transmission and three more to simplify setting up automatic and automated manual transmissions;
- New shared/ui/replay library to simplify building a custom replay UI;
- New shared/sim/di library for altering some properties of digital_instruments.ini live;
- New shared/sim/events library for rare events (currently, allows Weather FX styles to listen to light pollution configuration changes);
- New shared/utils/steamvr library for some Steam VR extras;
- New ghost.stripRecordMetadata() for getting rid of extra 0.3.0+ ghost data;
- shared/ui/components: functions for the new assists editor;
- Libraries “shared/” are loaded from internal storage to ensure integrity of scripts using them, actual files on a disk are now for documentation purposes only.

- Other changes and fixes:
- New experimental ac.getSteerJointFeedback() for FFB scripts;
- Precomputed Lua bytecode uses unique machine key for validation, cache files generated on one PC won’t work on another anymore;
- Some crashes related to Lua resource management, causing, for example, crashes on restarts for some apps using ui.GIFPlayer to play static GIFs, fixed.
 
I see RSS is no longer supporting older CSP versions. They used to provide an alternative data.acd file for non-CSP users that would allow the car to work., Their new cars no longer have this. Guess it's the end for me for RSS cars. Too bad because I did enjoy their mods.
Or the start of a new era where you update to the last compatible CSP version :lol:
 
Last edited:
Or the start of a new era where you update to the last compatible CSP version :lol:
Never going to happen until the latest versions don't break things I like. And please, spare me the 'they work for me comment'. The new CSP versions work for me as well but make changes to certain things that I just don't care for.

Thankfully (as I just discovered) RSS doesn't encrypt their data files like some other mod studios do so I can edit the files to make the car work for me.
 
Never going to happen until the latest versions don't break things I like. And please, spare me the 'they work for me comment'. The new CSP versions work for me as well but make changes to certain things that I just don't care for.

Thankfully (as I just discovered) RSS doesn't encrypt their data files like some other mod studios do so I can edit the files to make the car work for me.
For many years, I insisted on the bleeding edge of CSP, but this past year has completely turned me 180 degrees. I have had so many problems with preview versions this year, including what is fast turning into the death my AI work due to huge problems in my workflow and busted results, numerous crashes from CSP CPU and GPU mismanagement (including one at the start of a league endurance race), broken track textures, broken collider physics, stupid lighting problems with "CSP Bounce Lighting" and lighting draw distances in night races, and on and on.

I've likely sworn off "untested" CSP previews for good and will stick with the latest Recommended one in the CSP Menu - and I may refrain from even upgrading from that. I'm on the decently solid 0.2.11, strangely becoming the minimum requirement for the hotshot (read: GT3 slop) mods nowadays, and to be frank I really just could not give a **** anymore.

Maybe I'm just getting old, maybe I've decided to turn inwards to what I have and value working cars I've never sunk my teeth into. I am far, far more interested in Tetri and Ancient's AI work than anything CSP will add at the moment, given that it will imminently break itself and many other features to forever spin the development hamster wheel.

It is foolish to ever scoff at anyone using old CSP versions that do what you need them to. As in all software, "only update if you need what's new on offer". Wise words to live by.
 
First of all, Merry Christmas to everyone.

Regarding Le Mans cars, I decided to make some new adaptations that I will later test on the track (with other cars from the season), in this case the "24 Hours of Le Mans 1978".
I decided to adapt it based on the Mirage GR8 (1975/1977) and with some additional "parts".

I believe it ended up looking more like the original models (even with adjustment problems between the parts) that I don't know how to solve.

The 1978 model (uses practically the same physics as the Alpine-Renault) and the 1979 model (almost my data from the Mirage-Ford 1975/1976).
 

Attachments

  • livery.webp
    livery.webp
    10.9 KB · Views: 7
  • preview.webp
    preview.webp
    16.1 KB · Views: 8
  • preview.webp
    preview.webp
    19.9 KB · Views: 8
  • preview2.webp
    preview2.webp
    53.3 KB · Views: 9
  • preview3.webp
    preview3.webp
    65.4 KB · Views: 9
  • livery.webp
    livery.webp
    9.4 KB · Views: 9
  • preview.webp
    preview.webp
    15.9 KB · Views: 9
  • preview.webp
    preview.webp
    20.2 KB · Views: 8
  • preview2.webp
    preview2.webp
    70.9 KB · Views: 9
  • livery.webp
    livery.webp
    4.8 KB · Views: 7
  • preview.webp
    preview.webp
    15.2 KB · Views: 10
  • preview.webp
    preview.webp
    19.7 KB · Views: 10
  • preview2.webp
    preview2.webp
    31.9 KB · Views: 8
  • livery.webp
    livery.webp
    3.8 KB · Views: 9
  • preview.webp
    preview.webp
    15.2 KB · Views: 10
  • preview.webp
    preview.webp
    19.8 KB · Views: 8
  • preview3.webp
    preview3.webp
    27.9 KB · Views: 10
  • preview5.webp
    preview5.webp
    127.9 KB · Views: 8
umb

Two best looking sports cars ever made (imho). F355 and 993. Picked this up from another forum. I wish they were mine.

Honorable mentions to Ferrari Daytona, Mercedes Pagoda and Jag E-Type mk1. Any others?

I don't particularly like new car designs. AMG GT was pretty good, Jag F-Type too. But do you think new Ferraris and Porsches look this good? I don't think so.

gMA2V3O.jpeg
 
Last edited:
View attachment 1501828

Saleen is now officially launched. Wrote an whole bunch of mumbo jumbo over on the Overtake page.

Enjoy it, Have started to gather references for the Porsche 911 GT2 variant that i'd like to commision next.

Please lmk of any issues you find with the car, Physics, Shaders, Textures, anything. we'll try and fix it as fast as possible.

If you feel like it and that it's deserved we got one of those paypal.me links if you want to. Not needed. But any donations will go towards the Porsche.
Thanks, it's a great drive.
You asked for issue reports? There's a big black square on the digital dash and the large separate gear LED doesn't work. Fonts might be missing?
1766702084567.webp
What's rather ruining things for me though is the tiny steering wheel and driver. The steering wheel looks like a kart wheel in VR, it's really small, and the driver seems to have been scaled down to child-like proportions so that his grip fits the rim. I think for anyone that drives in cockpit view with the wheel and driver visible, especially VR drivers, both the steering wheel and the driver really need scaling up to something much closer to the correct sizes, otherwise it feels quite weird. Is this a possibility for a future update?
Cheers, and Merry Christmas all.
 
I have this problem with the new RSS Mclaren GT3 where if the camera is at a certain angle or elevation, everything will go black like this. This is the only car that does this and it happens no matter what version of csp I am on.
Screenshot_rss_gtm_macca_72_evo_v8_rt_bathurst_25-11-125-17-11-47.webp
 
Last edited:
View attachment 1501828

Saleen is now officially launched. Wrote an whole bunch of mumbo jumbo over on the Overtake page.

Enjoy it, Have started to gather references for the Porsche 911 GT2 variant that i'd like to commision next.

Please lmk of any issues you find with the car, Physics, Shaders, Textures, anything. we'll try and fix it as fast as possible.

If you feel like it and that it's deserved we got one of those paypal.me links if you want to. Not needed. But any donations will go towards the Porsche.
Big big thank you for that work. It was highly expected by all of us. I immediately made the second 1997 24h unit skin to fill that grid.
__custom_showroom_1766707200.webp
 
Last edited:
Did the R8 and 911 ever release? I have their 2013 GT3-R Evo unsure if that is the same car.
My bad, I should have clarified regarding the Audi.

The R8 I was referring to is the 2015 version that is hosted on OverTake (RaceDepartment). I believe the Evo version was cancelled a long time ago.

As for the Porsche (997 GT3 R), it is actually still available on their Discord. If you go to the #release-beta channel and scroll all the way up to the very first post, you should find it there. [997 GT3 R Link]
 
Thanks, it's a great drive.
You asked for issue reports? There's a big black square on the digital dash and the large separate gear LED doesn't work. Fonts might be missing?
View attachment 1501848
What's rather ruining things for me though is the tiny steering wheel and driver. The steering wheel looks like a kart wheel in VR, it's really small, and the driver seems to have been scaled down to child-like proportions so that his grip fits the rim. I think for anyone that drives in cockpit view with the wheel and driver visible, especially VR drivers, both the steering wheel and the driver really need scaling up to something much closer to the correct sizes, otherwise it feels quite weird. Is this a possibility for a future update?
Cheers, and Merry Christmas all.
1766703976717.webp

1766703986237.webp

Believe it or not, The wheel is actually pretty small on the real car weirdly. I don't know if it's an placeholder wheel that we have copied or. As for the black box, We could not find any images of the thing actually being active, I checked any and all interior videos of the car that i could find (might have missed one) and it was never lit up so we didn't bother putting anything in there other than the box.


As for the black square, I got no idea what possibly could be the error there. It's fine on my end, We might have used an custom font that i'm not aware off. I'll check when i get back home tomorrow / later today!!!
 
View attachment 1501857
View attachment 1501858
Believe it or not, The wheel is actually pretty small on the real car weirdly. I don't know if it's an placeholder wheel that we have copied or. As for the black box, We could not find any images of the thing actually being active, I checked any and all interior videos of the car that i could find (might have missed one) and it was never lit up so we didn't bother putting anything in there other than the box.


As for the black square, I got no idea what possibly could be the error there. It's fine on my end, We might have used an custom font that i'm not aware off. I'll check when i get back home tomorrow / later today!!!
Thanks for the quick reply. If the rim size is correct (I just went back and checked and it does seem extremely small, smaller even than in your images above) then a different steer.ksanim really needs finding (or making) so that he's a full-sized adult driver. The problem might be finding one with an upright posture that has a narrow enough hand span to fit the rim, which is why I suspect the current driver has been scaled down so much. There are plenty of formula cars with similar hand spans, but they all have recumbent postures to suit formula cockpit ergonomics.
 
Last edited:
Thanks for the quick reply. If the rim size is correct (I just went back and checked and it does seem extremely small, smaller even than in your images above) then a different steer.ksanim really needs finding (or making) so that he's a full-sized adult driver. The problem might be finding one with an upright posture that has a narrow enough hand span to fit the rim, which is why I suspect the current driver has been scaled down so much. There are plenty of formula cars with similar hand spans, but they all have recumbent postures to suit formula cockpit ergonomics.
I'll let Nuvo know about that, See if there is another ksanim to re-use, Nuvo is using Blender for everything and iirc making animations work in blender without going banana's in Assetto Corsa is an right pain.
 
New CSP (v0.3.0-Preview210) Changelog:

Changes from preview210 to preview211:​

  • Timezones fixed (update went wrong);
  • Photo mode: lens shift is compatible with Extra FX and its motion blur.

Changes from preview140 to preview210:​

  • Major fixes:
    • Triple screen-related issue with CSP not picking up regular AC configs fixed;
    • Timing of rendering and physics threads rewritten, fixing some occasional problems with performance;
    • Refraction headlights messing up certain meshes, especially LOD meshes, fixed;
    • Graphics adjustments: grooves fix has been reworked to stop breaking things;
    • V-sync not working correctly on some configurations fixed.
  • CSP physics:
    • Torque reaction edge case fixed;
    • More channels in CSP Logger and now variable precision to avoid some channels hitting data type limits;
    • Wings app & CSP logger downforce/drag levels corrected (fins were being included due to incorrectly set flag in code, did not affect physics);
    • New power steering max torque setup options;
    • Fixed blanket temperatures and overrides;
    • New GRIP_MULT_Y in “tyres.ini”;
    • Rewritten rev limiter to play more nicely with axle flex;
    • CSP controller inputs: inputs for missing extras G…T are added, new DRL input for daytime running lights;
    • New EXT_LOOK = CHECKBOX for “setup.ini” changing look of an item into a checkbox (switches between MIN and MAX);
    • Hide and disable setup items based on the state of other setup items using EXT_VISIBLE_WITH and EXT_ENABLED_WITH;
    • Hide setup tabs by adding [EXT_TAB_TWEAKS_0] TAB=ALIGNMENT EXT_VISIBLE_WITH=… (examples of queries: EXT_VISIBLE_WITH=WING_1 shows a thing if WING_1 is non-zero, EXT_VISIBLE_WITH=WING_1:5 is if it equals 5, WING_1≠5 is if it’s not, WING_1&gt;5 if it’s above 5, WING_1≥5 if equals or above 5, complex queries such as EXT_ENABLED_WITH='{ WING_1:5 &amp; ( ! WING_2&lt;3 | SPRING_RATE_LF&gt;10 ) }' are supported as well).
  • Inputs:
    • Some keyboard bindings failing entirely with high FPS fixed;
    • New binding to toggle high/low means/lights off;
    • New binding for toggling DRL;
    • New binding to remove smoke;
    • Direct input devices initialize with keyboard or gamepad input modes again, in background so loading speed wouldn’t be affected.
  • Audio:
    • Gear change events mixup fixed;
    • Surface audio not working if WAV is in uppercase fixed;
    • Surfaces volume slider is fixed;
    • New “Alter wind audio” tweak replacing broken audio sample used for slipstreaming with a DSP effect;
    • New audio tweak playing wind audio from cars nearby;
    • Wind volume fades out without atmosphere (for races in outer space);
    • “Silence audio”: default value changed to new “When idling in background” for better compatibility with idle-in-background from DXGI tweaks.
  • DXGI tweaks:
    • New tweak activating Win11 efficiency mode when AC is in background, enabled by default;
    • New “Consider DXGI’s occluded state” tweak (previously, with 0.3 it was always on, now it can be disabled to debug issues if AC suddenly stops rendering sometimes);
    • “Smooth resize” option in DXGI tweaks is enabled by default and improved a bit;
    • New experimental background idle option pausing rendering instead of limiting FPS (might help with some glitches on certain systems where AC would sometimes refuse to wake up after being Alt+Tab’ed back into);
    • New “Adaptive V-sync” option temporarily pausing V-sync if FPS dips below 90% of display refresh rate, to prevent FPS halving;
    • Options confining cursor to AC window, forcing AC to be a topmost window and forcing focus that can be enabled based on conditions (fullscreen and/or VR, or always);
    • Borderless window option (it can still be dragged and resized, even without a visible frame);
    • Alternative V-sync implementations in case Windows 11 with its “Variable refresh rate” option blocks regular V-sync from working.
  • Rain FX:
    • Rain drops missing on opaque materials with black alpha-channel fixed;
    • Baked rain occlusion not applying correctly to skinned meshes fixed;
    • Issue with rain puddles generation on low-detailed meshes using actual mesh fixed (now uses noise map again, like it was before, look for “Collecting puddle meshes” in logs for more details);
    • Rain hits and splashes are slightly readjusted to reduce aliasing and better react to rain conditions;
    • Rain hits fade nearby to be less distracting with open wheelers;
    • Windscreen drops caused by actual water (falling off edges, or from other cars) are smaller;
    • Rain splashes adjusted to fix issues with brightness, especially with LCS, now with a bit of a rainbow on a sunny day;
    • Rain occlusion misbehaving with water surfaces and trees fixed.
  • Smart Shadows:
    • First split reduction when camera is close to a car adjusted, should work smoother and have a more pronounced effect, also affects other splits;
    • Shadow biases adjusted to reduce self-shadowing issues with double-sided shadows;
    • When the sun is low, sun shadows trajectories update every frame (shadows moving unsmoothly look like crap, so I’m ok with a bit of a performance hit in exchange for that lovely smoothness);
    • Shadows with custom shadow matrices disabled no longer break if origin shift is enabled.
  • Grass FX:
    • Some local variance for grass shade;
    • Scriptable filters that alter FOV no longer mess up grass culling;
    • TEXTURE_BASE_CHANCE = 0 works properly, stops spawning basic grass nearby if normalized chance of basic grass is below 5%;
    • Customly colorized pieces (if color has red or blue component disabling surface color sync) don’t fade to green with distance.
  • Particles FX:
    • Smoke from locked wheels is visible again;
    • Smoke particles rendering improved to make things more lively;
    • Screen smoke (effect filling screen with smoky effect if camera is within smoke particles) conditions for activation have been fixed;
    • Flame and smoke particles from track configs no longer act strange for a first frame after spawning in;
    • Fireworks: new behavior option, spawn only if scripts are using fireworks.
  • Skidmarks FX:
    • A lot more responsive, can visualize ABS in action;
    • Shape for newly spawned piece adjusted;
    • Other small improvements.
  • Weather FX:
    • Custom MSAA resolve handles LCS properly;
    • New ac.setCameraExposureMultiplier() for Weather FX styles just in case;
    • BC7 compression for cached clouds texture dropped, instead, number of slices has been lowered from 128 to 32 (simpler animation, but much better static quality, and still only using 45 MB of VRAM);
    • “Increased cloud shadows resolution” option is enabled by default;
    • Missing moon, earth and stars textures used by default Weather FX style fixed;
    • Default Weather FX style: cloud map parameters adjusted, Extra FX emissives are 3 times brighter with LCS, to closer match the look without LCS, or the way Pure looks.
  • Online extensions:
    • Using AI (with [EXTRA_RULES] ALLOW_AI = 1) automatically activates net-aware AI tweak, which now should work a lot better;
    • New [EXTRA_TWEAKS] LOWER_SEND_RATE_FOR_STATIONARY_CARS = 1 lowering packets rate for stationary cars (experimental).
  • Adjustable car color (used in online, AI flood):
    • Alter secondary color, interior color and more (for some of compatible cars);
    • Loading of previously selected color fixed;
    • Complex textures (above 16×16 px) are colorized instead of filled;
    • Lua event ac.onCarColorChanged() is raised properly.
  • New behavior:
    • New tweak replacing AI smoothing with critically damped springs (purely visual, enabled by default);
    • “Fix downshift” option fixed;
    • New tweak lowering shifting thresholds on sectors with max speed hint around 120 km/h to stop calm traffic from redlining.
  • Small Tweaks:
    • Dark suit tweak reworked to use actual proper skins;
    • New tweak disabling shifting preload animation for drift or all cars (by default, disables animation for drift cars).
  • UI:
    • IMGUI windows show icons next to titles to make things more distinctive;
    • IMGUI windows now should store collapsed and pinned flag across desktops as well;
    • Reworked forms saving (“acos.ini”), should be compatible but a bit faster and a bit more compact;
    • Closing modal dialogs when clicking off improved, now ensures to not close it from the same click that opened the dialog.
  • New main menu & pause:
    • Car preview in setup menu: a bunch of fixes and shading improvements, LOD A is used at all times;
    • Menu movement with a mouse updated, now a lot less restrictive;
    • New pause menu can be moved as well, photo mode button animations adjusted;
    • Pause menu is always behind other windows (with an option to show apps in pause menu);
    • Photo mode in pause menu hides pause menu apps;
    • Look for cooldown timer and such updated;
    • Sessions selector when viewing lap times and such fixed;
    • Other tracks are present in the list of setup categories even if “Skip creating setup folders” option is enabled;
    • Mouse wheel scrolling setup tabs is optional, disabled by default;
    • Driver model flickering for a frame when leaving setup section fixed;
    • Clicking on saved setup brings its name into “Save setup” name input, but only if it’s empty or has an autofilled name already;
    • Slider malfunctioning on some of setup items with “%” units fixed.
  • Photo mode app:
    • Layout updated to be a bit more compact;
    • Edit names of saved points, preview camera positions;
    • CPL implementation rewritten to be more accurate and affect lights and digital screens as well (I finally got proper polarizing sunglasses).
  • Advanced chunkenization:
    • The algorithm updated to save a bit of memory and run things a bit more efficiency, better handle low FOVs;
    • Case with a node in track root storing static meshes (questionable KN5s) now will be chunked properly;
    • Meshes with ignorable order now ordered by distant lights layer before being sorted by material;
    • Small objects should no longer disappear in close distances.
  • Multiple ghosts:
    • Ghost of the first lap should be recorded correctly now;
    • The best ghost is mirrored to where AC stored ghosts originally, with extra data stripped, so that existing tools could still see the ghost (optional, enabled by default).
  • Showroom mode:
    • Lap time on car digital instruments is stopped;
    • Driving camera is no longer loaded or saved;
    • Starting camera starts properly;
    • Initial lag with car with setup restrictions is fixed;
    • Brightness with default Weather FX style fixed.
  • Miscellaneous:
    • New experimental KN5 streaming implementation;
    • In-game assists editor available online in both old and new menu;
    • Options to hide main menu and start the race automatically are visible;
    • “Hyperthreading fix” tweak has been disabled by default;
    • Nice Screenshots: option for LDR samples summation (disables bokeh entirely, not accurate, but just in case);
    • Rewinding replay clears out particles;
    • Extra FX: volumetric lights should look better with LCS;
    • Render Stats: target FPS selector should be working;
    • Autopilot (Ctrl+C) shows an icon in the top left corner;
    • Shaking gear shifter (SHIFT_HD) takes pause and slow motion into account;
    • Windscreen guessing (added to fix strange mods) updated, now uses total mesh area to stop some false positives (if you ever saw a car which would have a mesh inexplicably get “ksWindscreen” shader, this thing is to blame, by the way);
    • New physics experiment allowing CSP to keep loading and not waiting for wall physics meshes to initialize;
    • Few physics experiments upgraded to completed;
    • Render Stats app pauses when AC is in background;
    • CSP should be able to handle displays of varying DPI better;
    • Method of detecting display refresh rate updated, now should work more reliably;
    • FPS limiter below 5 keeps AC responsive (while waiting for the next frame, AC will keep processing window messages);
    • More informative loading screens when loading replays;
    • VR tweaks: “Confine cursor to window area” option moved to DXGI tweaks, moved one no longer active by default;
    • CSP trees: fake shadows are compatible with origin shift again, billboards switch to higher resolution LOD for accumulation screenshots;
    • Flicker of dynamic objects with origin shift fixed;
    • Groove meshes (AC making grooves darker as the race goes on): new custom implementation (pretty much the same, but a bit faster and a bit smoother, and should allow to get things compatible with streaming);
    • Activating replay online no longer trims final replay recording;
    • “Debug rain occlusion” button in CSP debug app now affects skinned geometry as well;
    • Crash handler now checks if crash originated in a different DLL, and warns about it early;
    • Fix for some crashes related to autopilot and such, might fix other AI-related issues too;
    • Handling of AC_CFG_PROGRAM_NAME environmental variable fixed;
    • New tweak for replays shifting car inputs for remote cars online based on their ping;
    • Brake Disk FX: carved effect is more noticeable, width increased by 50%;
    • Navigators: map rendering should be a bit faster, better compatible with origin shift;
    • Occasional crash happening at the start of a race with multiple AI cars fixed;
    • License plate generator fixed (last glyph was missing);
    • Slightly increased AC process priority to try and outcompete Discord;
    • Bounding sphere compute for non-renderable meshes uses a simpler rougher route (they don’t need precise bounding sphere anyway);
    • Saving of caching CSP data should be a bit more reliable, fewer chances to end up with useless “.new” files;
    • Alt handling to stop beeps with Alt-containing shortcuts redone in a way to keep regular Alt shortcuts working better;
    • HTTP flags (used for Lua web API and other web requests from CSP) updated, should speed things up, especially on Windows 10+;
    • “Flatten nodes” option removed;
    • Size of custom gear label in the gear app fixed;
    • Rare crash (that looks like another compiler error) related to track lines API fixed;
    • Developer option to produce detailed crash reports (taking more space);
    • Timezone database updated to 2025 (notable changes: DST in Brazil and Mexico have abolished);
    • Additional car icons in the top left corner fixed;
    • Threadpools garbage collector should be a bit less intense;
    • “Foreground check” option hidden, checks area coverage by default;
    • Logging for CSP attempts of detecting optimal display frequency;
    • Saving should be a bit more resilient;
    • Some instabilities related to GPU processing fixed.
  • Car & track configs:
    • New [SHADER_REPLACEMENT_…] STICKERS_FIX=1 for stickers mesh to overlay any mesh below it (should work the best with DEPTH_MODE = LESSEQUAL);
    • Track audio: RELATIVE accounts for the entire transform, not just for the local offset relative to parent;
    • New AVERAGE_NORMAL_MIX parameter for Extra FX emissives that might help in some extra difficult cases;
    • New INPUT = DRL for car instruments, BIND_TO_DRL for car lights, FALLBACK_DRL_COLOR for custom emissives (by default, OFF_COLOR works only if daytime running lights are active, but if FALLBACK_DRL_COLOR is set, OFF_COLOR is applied at all times), keyboard binding to toggle DRL manually;
    • New flag for extra car animations ([ANIMATION_…]): set AB_ANIMATION = 1 and animation will go from 0% to 50% on activation, from 50% to 100% on deactivation, and then loop back to 0%;
    • New [DATA] DI_0_ALPHA = &lt;0.5&gt;, [DIRECT] for adjusting alpha of digital instruments (for now, only v2 texts);
    • New [BASIC] DISABLE_SHIFTING_ANIMATIONS_WITH_AUTOSHIFTER = 1 for cars that use automatic shifter as a form of automated gearbox (not recommended, proper way of doing automatic gearbox is also available now);
    • CSP animated wipers are loaded last-to-first, fixing compatibility with old broken mods animating the same mesh multiple times (at around 0.2.8 times, a mesh would actually be animated twice at once causing some problems, later it was fixed so that already used meshes would be excluded, but it broke some mods, now it should work and not have a conflict);
    • Animated wipers tool: better support for UI scale;
    • Car settings ALLOW_INTERIOR_SSAO and ALLOW_INTERIOR_SSGI have been removed (they weren’t affecting HBAO+ and ASSAO anyway, and fixing that would surely annoy a lot of people);
    • Track configs: [VAO] FORCE_APPLY=1 to apply VAO tweaks to newer VAO patches (v4 and above);
    • New [SPECTATORS] ALLOW_DYNAMIC=0/1 parameter for track configs overriding “Dynamic spectators amount” option in track adjustments;
    • New ownMaterial:y and inserted:y (for nodes and meshes from [MODEL_REPLACEMENT_…]) properties for scene queries;
    • Material adjustments change actual material values, not just the ones mirrored to GPU (solves some issues with them not applying correctly in some cases);
    • Default light pollution tint for tracks is no longer zeroes (intensity is still 0 though, this just simplifies configuration a bit);
    • New DISTANT_LAYER_FADE_AT and DISTANT_LAYER_FADE_SMOOTH for track lights used when distant layer is active;
    • Updating track distant lights config no longer triggers full reload;
    • Track shader replacements are loaded only once at the start (previously, they were loaded for each KN5 again and again);
    • Trees surface alignment is forced to recompute if one of tree meshes doesn’t have data cached (and not if cache contains data for a mesh that isn’t present like it was before);
    • Objects Inspector shows static status of track meshes (static meshes are faster to draw).

Lua​

  • Common API:
    • New car state fields: .isAIUsingRainTyres (fix for now hidden .aiRainTyres with a wrong type), .isAIGoingToPits, .aiLapsLeft;
    • ac.uniqueMachineKey() is de-deprecated (now, CSP computes the key at launch, so there is no need to wait for it);
    • A bug with some of car and sim states not being filled in correctly at the start of the game fixed;
    • math.isnan() shouldn’t misbehave anymore;
    • ac.ControlButton:setDisabled() should be compatible with the hold mode flag;
    • New global variable __monitored available to all scripts: if true, script tab in Lua Debug app is opened.
  • UI API:
    • New ui.windowTitleWidth() function;
    • Unbinding all of ac.ControlButton():control() inputs removes the section entirely (shouldn’t affect regular AC bindings, only the custom ones);
    • ui.modalPopup(), ui.modalPrompt(): proper arguments for automatic closing, default to false fixing recent regression;
    • Extra car icons (ui.drawCarIcon()): size with UI scale and positioning with fuel icon are fixed.
  • I/O:
    • New os.loadDLL() function just in case;
    • io.scanDir(): missing file attributes, such as .isArchive, are fixed.
  • ui.GIFPlayer():
    • Animated GIFs: better support for certain types of loops;
    • New methods for ui.GIFPlayer() for rewinding, pausing and resuming playback;
    • WEBP support improved;
    • State sharing between scripts (use :rewind() to detach a player from others);
    • If a player is assigned as a texture using Scene API, it keeps working after being GC-ed;
    • GIFs no longer flicker if game FPS is low;
    • Animated textures (GIF and WEBP) can be used naively in both UI API and with skins/shader replacements (could be a faster alternative to using ui.MediaPlayer for everything).
  • Gameplay API:
    • New ac.setDriverShiftAnimationPreloadThreshold() in Gameplay API;
    • ac.applyContentConfig(): option to set a key for localized config updates, more track features can be altered.
  • Scene API:
    • New :blendAnimation() for Scene API allowing to mix few animations together (plus, AC animation compute has been rewritten to smooth and streamline things);
    • Geometry shots of sceneRoot:yes called frequently keep nearby geometry and cars from being unloaded or switched to lower LODs (now, OBS cameras can render things far away more reliably);
    • New :setGrass() for geometry shots to include grass from Grass FX.
  • Physics API:
    • physics.addTrackSurface() no longer uses Embree, instead live track surfaces are handled by ODE to improve editing performance in exchange for tyres raycasting performance (as long as new surfaces are somewhat low-poly, it should be fast enough, and if they’re not low-poly, it’s not going to work all that well regardless), should help with instability as well;
    • Function physics.setAIPitStopRequest stops AC from telling AIs to go to pits for about 100 ms if called with false;
    • New physics.setAILapsToComplete() allowing to override internal counter AC AIs have telling them when to stop racing and go back to pits.
  • Car scripts:
    • ac.setGearLabel() got a parameter disabling shifting animations and audio;
    • ac.AudioEvent() now can use syntax like cars/:own/engine_int to create an audio event without specifying car ID explicitly (so [AUDIO_REDIRECT] could work).
  • Car physics scripts:
    • New ac.extendCarState() allowing to save and load extra data from car states (used by apps such as TimeShift);
    • ac.readDataFile() in car physics scripts can actually access car data with relative paths if car data is packed (with the previous fix, it would only work if path is absolute);
    • New ac.showNotification() allowing to show warnings similar to downshift warning (more types are coming soon, let me know if there is something you need);
    • New ac.setGearsGrinding(): option to add gearbox damage;
    • New ac.replaceClutch() allowing to define a custom clutch implementation;
    • ac.setExtraMass(): arguments to specify damping, stiffness and key (allows to move the mass around);
    • New ac.CarPhysicsValueID.ForcedAutoclutch allowing to fully disable autoclutch, even if selected input method tries to keep it enabled;
    • New ac.accessCarPhysics().targetGear allowing to track shifting process;
    • New ac.CarPhysicsValueID.DrivetrainOpenThreshold, ac.CarPhysicsValueID.DrivetrainClutchOverride, ac.CarPhysicsValueID.DrivetrainDriveVelocityMult, ac.CarPhysicsValueID.DrivetrainEngagedGear;
    • __dirname of car physics scripts from packed data now points to ”/data” folder, matching behavior of unpacked scripts (I hope nobody was using it to check if car data is packed, because that was a bug).
  • Libraries:
    • New shared/physics/automatic-transmission and three more to simplify setting up automatic and automated manual transmissions;
    • New shared/ui/replay library to simplify building a custom replay UI;
    • New shared/sim/di library for altering some properties of digital_instruments.ini live;
    • New shared/sim/events library for rare events (currently, allows Weather FX styles to listen to light pollution configuration changes);
    • New shared/utils/steamvr library for some Steam VR extras;
    • New ghost.stripRecordMetadata() for getting rid of extra 0.3.0+ ghost data;
    • shared/ui/components: functions for the new assists editor;
    • Libraries “shared/” are loaded from internal storage to ensure integrity of scripts using them, actual files on a disk are now for documentation purposes only.
  • Other changes and fixes:
    • New experimental ac.getSteerJointFeedback() for FFB scripts;
    • Precomputed Lua bytecode uses unique machine key for validation, cache files generated on one PC won’t work on another anymore;
    • Some crashes related to Lua resource management, causing, for example, crashes on restarts for some apps using ui.GIFPlayer to play static GIFs, fixed.
 
Last edited:
Hi guys, didn't find it in search here, but does anyone know if it was ever tried for Monza '66 to smooth out a bit the road mesh of the full circuit (the parts after Parabolica, straight besides the pits and the two ovals-banked turns)? I'd like us to race more often there but it was never friendly with FFB, in which ever car you drive it in, and that kinda kills any enthusiasm to get back to it.
 
Over the past little while I've had the time to update and make a bunch of new skins for the scirocco_gc10_v8 mod, making the total just over 60, so there's lots of different grid fillers to choose from, and so I thought I would share them for anyone interested. They are complete with pit crew to give some color to pit lane as well.
https://mega.nz/file/XtwD2LBK#9U6uxOF5klh9k8sHdOsrnApfUVDq0D2dATIDvylPono
scirocco skins v4.webp

scirocco skins v4_2.webp

scirocco skins v4_1.webp
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back