Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 156,642 comments
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Hello. Does anyone know what the problem is? I want to make overly light white skin a little darker. Created a file called ext_config.ini in the skins/skinname folder. The file contains:

[SHADER_REPLACEMENT_0]
MATERIALS = Body
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.25

But for some reason, it doesnt work.

Screenshot_7.webp
 
OUT NOW!

Custom Shaders Patch preview:
• Version: v0.3.0-preview520
• Build: 4053
CSP Patreon

- AC & CSP physics:
- The old AC bug where subsequent hits override suspension damage fixed;
- Thermal model v4 is compatible with AIs;
- Speed limiter ([SPEED_LIMITER] in electronics.ini) rewritten to be more accurate and prevent oscillations;
- New parameters for [_EXTENSION_FLEX]: VERTICAL_BENDING, LATERAL_BENDING, LATERAL_SHEAR, VERTICAL_SHEAR, LONGITUDINAL (now everything works accurately);
- Add EXT_DAMAGE_GAIN=<amount> parameter to [FRONT]/[REAR] to damage suspension when travel exceeds EXT_DAMAGE_THRESHOLD from the same section;
- Add [_EXTENSION] WATER_THERMAL_MASS=20 WATER_COOL_SPEED_K=0.002 to “engine.ini” to tweak water temperature calculation;
- Surface noise reworked: a lot of fixes, now applies to all the contact points independently;
- Finished physics experiments can no longer be disabled online to ensure the same conditions for everybody;
- Editing custom physics setup sliders triggers ride height reevaluation as well;
- With minimal ride height, cosmic suspensions continue to be tested as long as ride height changes;
- Physics engine uses GIMPACT for detecting collisions, instead of OPCODE.

- New taskbar:
- An option to change the edge of the screen the taskbar is on;
- An option to configure icon alignment;
- Smaller fixes.

- New menu:
- If lap splits are empty, lap splits from the previous lap will be shown, matching original behavior;
- Split times are rounded the same way they are in the original menu;
- Race info: click on sessions on top to quickly switch between them (stepping back is not available online);
- Time table: times from previous sessions, times for different cars, printing fixed.

- Rain FX:
- Freezes when rain starts should be reduced;
- Small fixes for windscreens;
- Wiper showing up for a frame in wrong position fixed;
- Thresholds for splash particles adjusted;
- Rain is compatible with accurate mirror projection;
- A bug with rain occlusion failing to reuse cached variant fixed.

- CSP Debug app:
- A new checkbox to show the actual track surface relief (affected by track surface noise and such);
- A new button to break and fix suspension;
- A new button to view “tyres.ini” of cars with automatically generated tyre sets;
- An outline of a saved car state and the distance to it;
- LOD selector shows LOD distance multiplier for the car selected.

- Car state saving rewritten:
- Jumps with strut suspension fixed;
- Saving more data: state of turbos, controllers, ERS/KERS, cosmic damage, extra cosmic bodies, custom setup items;
- Issues with CSP body flex, shifting driver or ballast fixed;
- Interpolation between several states and state precision improved;
- Functions for state transformation are fixed and now work even if the car isn’t present.

- Visuals:
- Light bouncing off cars fixed;
- Dynamic shadows: car headlight edges are fixed, other small improvements;
- Trees receiving shadows adjusted;
- Large Grass FX pieces look better when close to an edge;
- Fake wheel shadows are better compatible with surface noise;
- Depth-based particles collision fixed, now sparks and pieces can be present under bridges;
- Rear mirrors use clamping sampler, fixing occasional rendering artifacts;
- Brake sparks disabled entirely until I’ll find a better way of tuning it.

- New and changed options:
- New option in DXGI Tweaks, “VRR / uncapped FPS”: automatic (default) uncaps FPS only if G-Sync or FreeSync is on in Windows or GPU settings; otherwise FPS stays capped to the display refresh rate to avoid tearing;
- New weather controller switching between a few weathers: Schedule;
- Using mouse wheel for zooming with free camera can be disabled now;
- New experimental option to use FFmpeg instead of Microsoft Media Foundation.

- Default Weather FX style:
- Puddles audio is working with rain and wetness at zero;
- Lightning illuminates the scene more.

- Showroom and CSP previews:
- Crashes and rendering issues when generating previews fixed, body flex is paused;
- Gaussian splats for showrooms.

- Neck FX:
- “Fix cursor in place” disabled by default (it was conflicting with some apps);
- Old motion method no longer glitches on overlapping AI spline;
- Helmet definition for “vrc_rhp_helmet_b_fa” model.

- DualSense haptic feedback:
- Available with Wheel input mode;
- Operates in stereo (for wheels);
- Adjusts to master audio volume (still doesn’t work with master volume set to 0% though);
- A few fixes.

- Music monitoring:
- New implementation, more efficient, responsive and informative;
- Direct audio capture from music process alone, allowing to track peaks and audio spectrum precisely;
- Experimental option for tracking peaks and spectrum from internal music players, disabled by default;
- AIMP integration updated and disabled by default.

- Miscellaneous:
- A simple turbo boost estimation for remote cars online;
- “Flash lights” button now uses logic similar to flashing high beams (with the new option [BASIC] FLASH_HIGH_BEAMS=1, which is default);
- A couple of small fixes for Surfaces FX physics, improved compatibility with Rain FX;
- New experimental controller tweaks for extrapolating steering (disabled by default);
- Car Debug app: new “Dynamic & aero controllers” section showing detailed controllers state;
- Bounding sphere calculation for cars rewritten, now uses lowest LOD if possible (the same as AABB), fixing issues with questionable mods;
- CSP now uses WIC to save regular PNG screenshots, no longer includes alpha-channel (previously, it could mess up screenshots if accumulation AA was disabled);
- Radiance (“.hdr”) and TGA textures support;
- Shaders cache purging reworked, might help with long initializations;
- Default timing modes are switched to high resolution timers, “Sleep” mode adjusted to improve responsiveness;
- Freezes profiling can be enabled in Render Stats app, without that setting in developer section, small fixes;
- “Check Intel CPUs” option is re-enabled (according to all the checks I’ve made, it should work correctly now);
- HBAO+ is initializing in background;
- A lot of improvements for background shaders loading to reduce stutters;
- Hyperthreading fix has been reworked for better compatibility with Windows 11 and those fancy new CPUs;
- Extreme FPS limit values work better with mouse and keyboard events (basically, any such event pushes a frame to happen sooner);
- More values in “assetto_corsa.ini” can be changed live: “LOW_SPEED_FF”, “FORCE_FEEDBACK”, “FF_EXPERIMENTAL”, “OVER_TIME_MULT”, screenshot format, dirt multiplier and glass damage threshold;
- If accumulation screenshots are disabled for some reason, photo app features (flashlight, preview, etc.) should be available regardless;
- New hidden OVERRIDE_SPLIT setting for Smart Shadows, for exceptional cases, allowing to override shadow distances entirely;
- CEF updated to v150.0.11.0;
- “meshoptimizer” library updated from 0.25 to 1.1.

- Fixes:
- SFP should be compatible with altonline (and P2P mode);
- The issue with disabled assists shown as enabled fixed;
- Leaderboard in replays fixed;
- Fixes for some crashes related to custom physics;
- Fixes for occasional crashes with P2P and custom physics that could happen when another user connects;
- Occasional crash linked to disabling original flames fixed;
- Small performance improvements, CSP no longer uses MMCCS for physics;
- Skipping to a race session from the main menu no longer leaves cars’ tyres in a messed up state;
- An issue with disappearing cars with a single LOD fixed;
- Test Pad track no longer breaks with “Do not wait for walls to be ready” experiment;
- “Account for ping online”: occasional crash should be fixed now;
- Occasional GPU crashes should be fixed;
- Extra FX doesn’t drop everything when resolution changes, fixing issue with accumulation screenshots and DLSS (or simply a different resolution scale);
- Session names in online sessions are fixed (in Lua API and the new menu);
- An old bug with disabled controls in chat settings fixed;
- Exporting skidmarks as OBJ is compatible with DLSS and similar extensions;
- Nice Screenshots: resolution multiplier fixed;
- New KN5 loader: bounding sphere cache not being reset cleanly fixed;
- Improved compatibility with non-linear (gamma) Weather FX styles;
- IMGUI: optional scrollbars no longer lead to flicker with components that have their width and height linked (such as color picker);
- Full reload no longer breaks custom lights (such as the light from Light Maker app);
- Bounding spheres recompute updated to be a bit faster and handle exceptional cases better;
- Crash reports include information about Lua scripts running on other threads;
- Crashes caused by resizing when loading fixed;
- Walking Out helper fixed, now loads car facing the correct way;
- Small fixes for multiple monitors;
- Loading process is a bit smoother.

# Configs

- Cars:
- Racing cars get low beams as well (previously, [BASIC] IS_LOW_BEAM_AVAILABLE for racing cars by default was 0, now it’s only 0 for open wheelers);
- New [AUDIO_PROPERTIES] WHEEL_BRAKE_TEMPERATURE=1 parameter for car configs for passing brake_temperature parameter to wheel audio events;
- New SKIP_FRAMES parameter for car stereos (defaults to 3);
- Fixes for car stereos: better characters lookup, frames skipping is now based on time and not on frames, refresh rate is boosted when real spectrum is available;
- Car headlights cast shadows even if DIFFUSE_CONCENTRATION is below 0.7 (it doesn’t have any other effect on car headlights anyway);
- CORNERINGLAMP_… car inputs: new MAX_SPEED_KMH parameter, defaults to 40 km/h;
- Issue with ride height detection with rear cosmic suspension in pits fixed;
- DISABLE_NEW_FLAMES_ENTIRELY option is working as intended now;
- New hidden [DEV] EXPORT_RAIN_TYRES=… option in “general.ini” allowing to export generated rain tyre textures;
- Car cloth flags physics rewritten (still needs a bit more work).

- Tracks:
- New [GRASS_FX] COLOR_SAMPLE_MIP_LEVEL=… parameter (defaults to 0, increase to make grass color smoother);
- New DELAY_BETWEEN_RUNS for ksanim-based track animations;
- Edits of included track configs no longer constantly trigger full reload.

- Both cars & tracks:
- New RECOMPUTE_TANGENTS = 1/INVERT option for [MESH_ADJUSTMENT_…];
- make-rgba:: and make-script:: textures are fixed;
- Objects Inspector: click and drag 1D values to temporarily change them;
- New depth mode: WRITE_ONLY (for exceptional cases).

- Session:
- New session tweak (for both offline and online): [EXTRA_RULES] BACK_TO_PITS_PRESERVES_DAMAGE=1 stopping cars from having their damage reset on teleporting to pits;
- New [EXTRA_RULES] CHANGE_TYRES_PER_AXIS=1 parameter for offline races, allowing changing tyres for front or rear axle only using Quick Pits menu (for online races, next CM update will have a checkbox; if set and user chooses to change tyres on both axles at once, time to change is doubled).

# Lua & Python

- Common API:
- New ac.SimState fields: .renderSize, .upscaleConfiguredFactor, .upscaleAppliedFactor and .upscaleSharpen;
- New ac.StateCar.suspensionDamage;
- ac.StateCar.collidedWith works in online races;
- ac.onCarCollision() works in replays;
- ac.encodeTexture() is available to scripts without I/O access once again;
- Pass an array of values to shaders using ac.StructItem.array(ac.StructItem.vec4(), …) (vec4 only);
- New require('shared/utils/playing').spectrum(), .fftMagnitudes() and .fftRawData() (relies on new music monitoring options);
- New ac.INIConfig.systemSurfacesData();
- New ac.SurfaceExtendedType.Wall, updates for shared/sim/surfaces, fix for surfaces.propertyAccessor();
- .raycastDetailed() of shared/sim/surfaces: argument to skip walls (or everything but walls), argument for backface culling;
- New ac.getReplayFilename() function returning full filename of the loaded replay;
- ac.stringifyCurrentSetup() fixed, got a new “modifiedOnly” argument;
- More details about loading FMOD audio events from Lua API in CSP log, prefixed with “[LuaFMOD]”;
- debug.traceback() function is available to sandboxed scripts as well;
- mat4x4:mul() and such no longer crash AC when receiving nil values;
- 2D perlin noise with large inputs fixed;
- Fix for a rare crash related to Lua callbacks.

- UI:
- New ui.nextRow();
- New ui.pathSetColor() allowing to draw multi-colored lines and shapes;
- New ui.drawRectMultiColor();
- Repeated calls to ui.pushDWriteFont() no longer lead to a crash;
- ui.MediaPlayer() with rawOutput = false now redirects audio through FMOD, allowing to position it in 3D;
- ui.GIFPlayer(): argument to specify format when pushing data manually, docs updated (if you need to pass a large array to a shader, this is the best option);
- A glitch caused when issuing too many “ui.” draw commands into a secondary render canvas fixed;
- Redirecting IMGUI windows no longer breaks canvas updates within.

- Web API:
- Improved certificate pinning (checking the entire chain, intermediate or final requests, public key, compare against multiple fingerprints, collect extended details);
- Option to ignore specific HTTPS errors;
- Errors should be more meaningful;
- Performance and security improvements.

- Scene API:
- New :createMeshAsync() function (uploads the asset to GPU in background);
- New :applyShaderReplacementsAsync() function (parses in background, applies changes a few at a time to prevent a freeze);
- :findByClass(ac.ObjectClass.Renderable, …) and such should work now;
- Small stability improvements and a couple of fixes for Scene API leading to occasional crashes;
- render.AntialiasingMode.SimplifiedYEBIS no longer follows auto-exposure of the main camera;
- Geometry shots use best sky shader if best quality is requested, culling with custom projection matrices fixed;
- New option to ignore renderable flag and load everything when loading KN5s;
- :getLocalAABB() takes an argument for extra transform, docs updated;
- Exclusive grass or shadows for geometry shots no longer mess up geometry culling.

- I/O API:
- os.runConsoleProcess() better handles environment variables, logging is more detailed;
- Fixes for os.listSerialPortsAsync() and os.openSerialPort();
- If AC is running elevated (as admin; please don’t do that), child processes now start from shell process, fixing some compatibility issues.

- Car physics scripts:
- New ac.StateCphysCar.suspensionDamage field, ac.addSuspensionDamage() for car physics scripts;
- ac.setGearsGrinding() respects damageK parameter as a multiplier;
- ac.addSetupTab(): default pitstop presets tab has an index of 2000, so passing 1000 for a custom tab will place it above;
- Additional tabs by default are sorted alphanumerically;
- ac.configureSetupTabs() affects dynamically added tabs as well;
- Hidden setup tabs no longer stay visible if they’ve been selected while tabs menu wasn’t shown, hiding is better compatible with horizontal tabs;
- Functions ac.setCurrentQuickPitPreset(), ac.setPitstopSpinnerValue() and ac.disableQuickMenuPitstop() are available to car physics render modules;
- Crash when reloading car physics scripts with automatic gearbox (and similar) fixed.

- Physics API:
- New physics.offsetFinalFFB();
- New physics.setSuspensionDamage();
- ac.tryToTeleportToPits() and physics.teleportCarTo(): argument to specify if damage should be preserved;
- physics.raycastTrack() and ray:physics(): argument for backface culling.

- Apps API:
- New NO_ICON_IN_WINDOW flag hiding icons from windows of Lua apps, or apps created via ui.addSettings();
- New ac.getPowerState() and ac.onPowerStateUpdate();
- New ac.applyRenderingLimits() for temporarily limiting FPS, game scale, shadows resolution, or disabling Extra FX (more fields will be added later);
- ac.setAudioVolume(): changes are saved, pass false as fourth parameter to disable.

- Lua Debug app:
- Better at showing large numbers;
- Column for garbage per second;
- Small improvements for summary tab.

- Miscellaneous:
- New require('shared/vr/vrmisc').rawDeviceTransform() function;
- require('shared/sim/weather').estimateRainIntensity(): adjusted values for drizzle;
- display.text(): alignment no longer mutates pos vector;
- Animated GIFs are working in loading screen scripts;
- New ac.preloadRainFX() for Weather FX controllers (Pure and Sol controllers are preloading rain automatically);
- GameNetworkingSockets: if signalling service is not configured, the default one will be used instead.

- Python:
- Warnings about Python apps causing freezes;
- ac.ext_setAudioVolume(): changes are saved, pass false as second parameter to disable;
- New ac.ext_setMessage() for Python apps, the same arguments as in ac.setMessage() in Lua scripts;
- CamTool_2 and other Python apps setting system-wide keyboard and mouse hooks no longer cause everything to lag when FPS is low (for example, when Assetto Corsa window is in background), hooks are no longer active when apps are paused as hidden.
 
OUT NOW!

Custom Shaders Patch preview:
• Version: v0.3.0-preview520
• Build: 4053
CSP Patreon

- AC & CSP physics:
- The old AC bug where subsequent hits override suspension damage fixed;
- Thermal model v4 is compatible with AIs;
- Speed limiter ([SPEED_LIMITER] in electronics.ini) rewritten to be more accurate and prevent oscillations;
- New parameters for [_EXTENSION_FLEX]: VERTICAL_BENDING, LATERAL_BENDING, LATERAL_SHEAR, VERTICAL_SHEAR, LONGITUDINAL (now everything works accurately);
- Add EXT_DAMAGE_GAIN=<amount> parameter to [FRONT]/[REAR] to damage suspension when travel exceeds EXT_DAMAGE_THRESHOLD from the same section;
- Add [_EXTENSION] WATER_THERMAL_MASS=20 WATER_COOL_SPEED_K=0.002 to “engine.ini” to tweak water temperature calculation;
- Surface noise reworked: a lot of fixes, now applies to all the contact points independently;
- Finished physics experiments can no longer be disabled online to ensure the same conditions for everybody;
- Editing custom physics setup sliders triggers ride height reevaluation as well;
- With minimal ride height, cosmic suspensions continue to be tested as long as ride height changes;
- Physics engine uses GIMPACT for detecting collisions, instead of OPCODE.

- New taskbar:
- An option to change the edge of the screen the taskbar is on;
- An option to configure icon alignment;
- Smaller fixes.

- New menu:
- If lap splits are empty, lap splits from the previous lap will be shown, matching original behavior;
- Split times are rounded the same way they are in the original menu;
- Race info: click on sessions on top to quickly switch between them (stepping back is not available online);
- Time table: times from previous sessions, times for different cars, printing fixed.

- Rain FX:
- Freezes when rain starts should be reduced;
- Small fixes for windscreens;
- Wiper showing up for a frame in wrong position fixed;
- Thresholds for splash particles adjusted;
- Rain is compatible with accurate mirror projection;
- A bug with rain occlusion failing to reuse cached variant fixed.

- CSP Debug app:
- A new checkbox to show the actual track surface relief (affected by track surface noise and such);
- A new button to break and fix suspension;
- A new button to view “tyres.ini” of cars with automatically generated tyre sets;
- An outline of a saved car state and the distance to it;
- LOD selector shows LOD distance multiplier for the car selected.

- Car state saving rewritten:
- Jumps with strut suspension fixed;
- Saving more data: state of turbos, controllers, ERS/KERS, cosmic damage, extra cosmic bodies, custom setup items;
- Issues with CSP body flex, shifting driver or ballast fixed;
- Interpolation between several states and state precision improved;
- Functions for state transformation are fixed and now work even if the car isn’t present.

- Visuals:
- Light bouncing off cars fixed;
- Dynamic shadows: car headlight edges are fixed, other small improvements;
- Trees receiving shadows adjusted;
- Large Grass FX pieces look better when close to an edge;
- Fake wheel shadows are better compatible with surface noise;
- Depth-based particles collision fixed, now sparks and pieces can be present under bridges;
- Rear mirrors use clamping sampler, fixing occasional rendering artifacts;
- Brake sparks disabled entirely until I’ll find a better way of tuning it.

- New and changed options:
- New option in DXGI Tweaks, “VRR / uncapped FPS”: automatic (default) uncaps FPS only if G-Sync or FreeSync is on in Windows or GPU settings; otherwise FPS stays capped to the display refresh rate to avoid tearing;
- New weather controller switching between a few weathers: Schedule;
- Using mouse wheel for zooming with free camera can be disabled now;
- New experimental option to use FFmpeg instead of Microsoft Media Foundation.

- Default Weather FX style:
- Puddles audio is working with rain and wetness at zero;
- Lightning illuminates the scene more.

- Showroom and CSP previews:
- Crashes and rendering issues when generating previews fixed, body flex is paused;
- Gaussian splats for showrooms.

- Neck FX:
- “Fix cursor in place” disabled by default (it was conflicting with some apps);
- Old motion method no longer glitches on overlapping AI spline;
- Helmet definition for “vrc_rhp_helmet_b_fa” model.

- DualSense haptic feedback:
- Available with Wheel input mode;
- Operates in stereo (for wheels);
- Adjusts to master audio volume (still doesn’t work with master volume set to 0% though);
- A few fixes.

- Music monitoring:
- New implementation, more efficient, responsive and informative;
- Direct audio capture from music process alone, allowing to track peaks and audio spectrum precisely;
- Experimental option for tracking peaks and spectrum from internal music players, disabled by default;
- AIMP integration updated and disabled by default.

- Miscellaneous:
- A simple turbo boost estimation for remote cars online;
- “Flash lights” button now uses logic similar to flashing high beams (with the new option [BASIC] FLASH_HIGH_BEAMS=1, which is default);
- A couple of small fixes for Surfaces FX physics, improved compatibility with Rain FX;
- New experimental controller tweaks for extrapolating steering (disabled by default);
- Car Debug app: new “Dynamic & aero controllers” section showing detailed controllers state;
- Bounding sphere calculation for cars rewritten, now uses lowest LOD if possible (the same as AABB), fixing issues with questionable mods;
- CSP now uses WIC to save regular PNG screenshots, no longer includes alpha-channel (previously, it could mess up screenshots if accumulation AA was disabled);
- Radiance (“.hdr”) and TGA textures support;
- Shaders cache purging reworked, might help with long initializations;
- Default timing modes are switched to high resolution timers, “Sleep” mode adjusted to improve responsiveness;
- Freezes profiling can be enabled in Render Stats app, without that setting in developer section, small fixes;
- “Check Intel CPUs” option is re-enabled (according to all the checks I’ve made, it should work correctly now);
- HBAO+ is initializing in background;
- A lot of improvements for background shaders loading to reduce stutters;
- Hyperthreading fix has been reworked for better compatibility with Windows 11 and those fancy new CPUs;
- Extreme FPS limit values work better with mouse and keyboard events (basically, any such event pushes a frame to happen sooner);
- More values in “assetto_corsa.ini” can be changed live: “LOW_SPEED_FF”, “FORCE_FEEDBACK”, “FF_EXPERIMENTAL”, “OVER_TIME_MULT”, screenshot format, dirt multiplier and glass damage threshold;
- If accumulation screenshots are disabled for some reason, photo app features (flashlight, preview, etc.) should be available regardless;
- New hidden OVERRIDE_SPLIT setting for Smart Shadows, for exceptional cases, allowing to override shadow distances entirely;
- CEF updated to v150.0.11.0;
- “meshoptimizer” library updated from 0.25 to 1.1.

- Fixes:
- SFP should be compatible with altonline (and P2P mode);
- The issue with disabled assists shown as enabled fixed;
- Leaderboard in replays fixed;
- Fixes for some crashes related to custom physics;
- Fixes for occasional crashes with P2P and custom physics that could happen when another user connects;
- Occasional crash linked to disabling original flames fixed;
- Small performance improvements, CSP no longer uses MMCCS for physics;
- Skipping to a race session from the main menu no longer leaves cars’ tyres in a messed up state;
- An issue with disappearing cars with a single LOD fixed;
- Test Pad track no longer breaks with “Do not wait for walls to be ready” experiment;
- “Account for ping online”: occasional crash should be fixed now;
- Occasional GPU crashes should be fixed;
- Extra FX doesn’t drop everything when resolution changes, fixing issue with accumulation screenshots and DLSS (or simply a different resolution scale);
- Session names in online sessions are fixed (in Lua API and the new menu);
- An old bug with disabled controls in chat settings fixed;
- Exporting skidmarks as OBJ is compatible with DLSS and similar extensions;
- Nice Screenshots: resolution multiplier fixed;
- New KN5 loader: bounding sphere cache not being reset cleanly fixed;
- Improved compatibility with non-linear (gamma) Weather FX styles;
- IMGUI: optional scrollbars no longer lead to flicker with components that have their width and height linked (such as color picker);
- Full reload no longer breaks custom lights (such as the light from Light Maker app);
- Bounding spheres recompute updated to be a bit faster and handle exceptional cases better;
- Crash reports include information about Lua scripts running on other threads;
- Crashes caused by resizing when loading fixed;
- Walking Out helper fixed, now loads car facing the correct way;
- Small fixes for multiple monitors;
- Loading process is a bit smoother.

# Configs

- Cars:
- Racing cars get low beams as well (previously, [BASIC] IS_LOW_BEAM_AVAILABLE for racing cars by default was 0, now it’s only 0 for open wheelers);
- New [AUDIO_PROPERTIES] WHEEL_BRAKE_TEMPERATURE=1 parameter for car configs for passing brake_temperature parameter to wheel audio events;
- New SKIP_FRAMES parameter for car stereos (defaults to 3);
- Fixes for car stereos: better characters lookup, frames skipping is now based on time and not on frames, refresh rate is boosted when real spectrum is available;
- Car headlights cast shadows even if DIFFUSE_CONCENTRATION is below 0.7 (it doesn’t have any other effect on car headlights anyway);
- CORNERINGLAMP_… car inputs: new MAX_SPEED_KMH parameter, defaults to 40 km/h;
- Issue with ride height detection with rear cosmic suspension in pits fixed;
- DISABLE_NEW_FLAMES_ENTIRELY option is working as intended now;
- New hidden [DEV] EXPORT_RAIN_TYRES=… option in “general.ini” allowing to export generated rain tyre textures;
- Car cloth flags physics rewritten (still needs a bit more work).

- Tracks:
- New [GRASS_FX] COLOR_SAMPLE_MIP_LEVEL=… parameter (defaults to 0, increase to make grass color smoother);
- New DELAY_BETWEEN_RUNS for ksanim-based track animations;
- Edits of included track configs no longer constantly trigger full reload.

- Both cars & tracks:
- New RECOMPUTE_TANGENTS = 1/INVERT option for [MESH_ADJUSTMENT_…];
- make-rgba:: and make-script:: textures are fixed;
- Objects Inspector: click and drag 1D values to temporarily change them;
- New depth mode: WRITE_ONLY (for exceptional cases).

- Session:
- New session tweak (for both offline and online): [EXTRA_RULES] BACK_TO_PITS_PRESERVES_DAMAGE=1 stopping cars from having their damage reset on teleporting to pits;
- New [EXTRA_RULES] CHANGE_TYRES_PER_AXIS=1 parameter for offline races, allowing changing tyres for front or rear axle only using Quick Pits menu (for online races, next CM update will have a checkbox; if set and user chooses to change tyres on both axles at once, time to change is doubled).

# Lua & Python

- Common API:
- New ac.SimState fields: .renderSize, .upscaleConfiguredFactor, .upscaleAppliedFactor and .upscaleSharpen;
- New ac.StateCar.suspensionDamage;
- ac.StateCar.collidedWith works in online races;
- ac.onCarCollision() works in replays;
- ac.encodeTexture() is available to scripts without I/O access once again;
- Pass an array of values to shaders using ac.StructItem.array(ac.StructItem.vec4(), …) (vec4 only);
- New require('shared/utils/playing').spectrum(), .fftMagnitudes() and .fftRawData() (relies on new music monitoring options);
- New ac.INIConfig.systemSurfacesData();
- New ac.SurfaceExtendedType.Wall, updates for shared/sim/surfaces, fix for surfaces.propertyAccessor();
- .raycastDetailed() of shared/sim/surfaces: argument to skip walls (or everything but walls), argument for backface culling;
- New ac.getReplayFilename() function returning full filename of the loaded replay;
- ac.stringifyCurrentSetup() fixed, got a new “modifiedOnly” argument;
- More details about loading FMOD audio events from Lua API in CSP log, prefixed with “[LuaFMOD]”;
- debug.traceback() function is available to sandboxed scripts as well;
- mat4x4:mul() and such no longer crash AC when receiving nil values;
- 2D perlin noise with large inputs fixed;
- Fix for a rare crash related to Lua callbacks.

- UI:
- New ui.nextRow();
- New ui.pathSetColor() allowing to draw multi-colored lines and shapes;
- New ui.drawRectMultiColor();
- Repeated calls to ui.pushDWriteFont() no longer lead to a crash;
- ui.MediaPlayer() with rawOutput = false now redirects audio through FMOD, allowing to position it in 3D;
- ui.GIFPlayer(): argument to specify format when pushing data manually, docs updated (if you need to pass a large array to a shader, this is the best option);
- A glitch caused when issuing too many “ui.” draw commands into a secondary render canvas fixed;
- Redirecting IMGUI windows no longer breaks canvas updates within.

- Web API:
- Improved certificate pinning (checking the entire chain, intermediate or final requests, public key, compare against multiple fingerprints, collect extended details);
- Option to ignore specific HTTPS errors;
- Errors should be more meaningful;
- Performance and security improvements.

- Scene API:
- New :createMeshAsync() function (uploads the asset to GPU in background);
- New :applyShaderReplacementsAsync() function (parses in background, applies changes a few at a time to prevent a freeze);
- :findByClass(ac.ObjectClass.Renderable, …) and such should work now;
- Small stability improvements and a couple of fixes for Scene API leading to occasional crashes;
- render.AntialiasingMode.SimplifiedYEBIS no longer follows auto-exposure of the main camera;
- Geometry shots use best sky shader if best quality is requested, culling with custom projection matrices fixed;
- New option to ignore renderable flag and load everything when loading KN5s;
- :getLocalAABB() takes an argument for extra transform, docs updated;
- Exclusive grass or shadows for geometry shots no longer mess up geometry culling.

- I/O API:
- os.runConsoleProcess() better handles environment variables, logging is more detailed;
- Fixes for os.listSerialPortsAsync() and os.openSerialPort();
- If AC is running elevated (as admin; please don’t do that), child processes now start from shell process, fixing some compatibility issues.

- Car physics scripts:
- New ac.StateCphysCar.suspensionDamage field, ac.addSuspensionDamage() for car physics scripts;
- ac.setGearsGrinding() respects damageK parameter as a multiplier;
- ac.addSetupTab(): default pitstop presets tab has an index of 2000, so passing 1000 for a custom tab will place it above;
- Additional tabs by default are sorted alphanumerically;
- ac.configureSetupTabs() affects dynamically added tabs as well;
- Hidden setup tabs no longer stay visible if they’ve been selected while tabs menu wasn’t shown, hiding is better compatible with horizontal tabs;
- Functions ac.setCurrentQuickPitPreset(), ac.setPitstopSpinnerValue() and ac.disableQuickMenuPitstop() are available to car physics render modules;
- Crash when reloading car physics scripts with automatic gearbox (and similar) fixed.

- Physics API:
- New physics.offsetFinalFFB();
- New physics.setSuspensionDamage();
- ac.tryToTeleportToPits() and physics.teleportCarTo(): argument to specify if damage should be preserved;
- physics.raycastTrack() and ray:physics(): argument for backface culling.

- Apps API:
- New NO_ICON_IN_WINDOW flag hiding icons from windows of Lua apps, or apps created via ui.addSettings();
- New ac.getPowerState() and ac.onPowerStateUpdate();
- New ac.applyRenderingLimits() for temporarily limiting FPS, game scale, shadows resolution, or disabling Extra FX (more fields will be added later);
- ac.setAudioVolume(): changes are saved, pass false as fourth parameter to disable.

- Lua Debug app:
- Better at showing large numbers;
- Column for garbage per second;
- Small improvements for summary tab.

- Miscellaneous:
- New require('shared/vr/vrmisc').rawDeviceTransform() function;
- require('shared/sim/weather').estimateRainIntensity(): adjusted values for drizzle;
- display.text(): alignment no longer mutates pos vector;
- Animated GIFs are working in loading screen scripts;
- New ac.preloadRainFX() for Weather FX controllers (Pure and Sol controllers are preloading rain automatically);
- GameNetworkingSockets: if signalling service is not configured, the default one will be used instead.

- Python:
- Warnings about Python apps causing freezes;
- ac.ext_setAudioVolume(): changes are saved, pass false as second parameter to disable;
- New ac.ext_setMessage() for Python apps, the same arguments as in ac.setMessage() in Lua scripts;
- CamTool_2 and other Python apps setting system-wide keyboard and mouse hooks no longer cause everything to lag when FPS is low (for example, when Assetto Corsa window is in background), hooks are no longer active when apps are paused as hidden.
No mention at all about the crackling audio being fixed, and I instantly get a >99% CPU occupancy warning.
Hard pass.
 
OUT NOW!

Custom Shaders Patch preview:
• Version: v0.3.0-preview520
• Build: 4053
CSP Patreon

- AC & CSP physics:
- The old AC bug where subsequent hits override suspension damage fixed;
- Thermal model v4 is compatible with AIs;
- Speed limiter ([SPEED_LIMITER] in electronics.ini) rewritten to be more accurate and prevent oscillations;
- New parameters for [_EXTENSION_FLEX]: VERTICAL_BENDING, LATERAL_BENDING, LATERAL_SHEAR, VERTICAL_SHEAR, LONGITUDINAL (now everything works accurately);
- Add EXT_DAMAGE_GAIN=<amount> parameter to [FRONT]/[REAR] to damage suspension when travel exceeds EXT_DAMAGE_THRESHOLD from the same section;
- Add [_EXTENSION] WATER_THERMAL_MASS=20 WATER_COOL_SPEED_K=0.002 to “engine.ini” to tweak water temperature calculation;
- Surface noise reworked: a lot of fixes, now applies to all the contact points independently;
- Finished physics experiments can no longer be disabled online to ensure the same conditions for everybody;
- Editing custom physics setup sliders triggers ride height reevaluation as well;
- With minimal ride height, cosmic suspensions continue to be tested as long as ride height changes;
- Physics engine uses GIMPACT for detecting collisions, instead of OPCODE.

- New taskbar:
- An option to change the edge of the screen the taskbar is on;
- An option to configure icon alignment;
- Smaller fixes.

- New menu:
- If lap splits are empty, lap splits from the previous lap will be shown, matching original behavior;
- Split times are rounded the same way they are in the original menu;
- Race info: click on sessions on top to quickly switch between them (stepping back is not available online);
- Time table: times from previous sessions, times for different cars, printing fixed.

- Rain FX:
- Freezes when rain starts should be reduced;
- Small fixes for windscreens;
- Wiper showing up for a frame in wrong position fixed;
- Thresholds for splash particles adjusted;
- Rain is compatible with accurate mirror projection;
- A bug with rain occlusion failing to reuse cached variant fixed.

- CSP Debug app:
- A new checkbox to show the actual track surface relief (affected by track surface noise and such);
- A new button to break and fix suspension;
- A new button to view “tyres.ini” of cars with automatically generated tyre sets;
- An outline of a saved car state and the distance to it;
- LOD selector shows LOD distance multiplier for the car selected.

- Car state saving rewritten:
- Jumps with strut suspension fixed;
- Saving more data: state of turbos, controllers, ERS/KERS, cosmic damage, extra cosmic bodies, custom setup items;
- Issues with CSP body flex, shifting driver or ballast fixed;
- Interpolation between several states and state precision improved;
- Functions for state transformation are fixed and now work even if the car isn’t present.

- Visuals:
- Light bouncing off cars fixed;
- Dynamic shadows: car headlight edges are fixed, other small improvements;
- Trees receiving shadows adjusted;
- Large Grass FX pieces look better when close to an edge;
- Fake wheel shadows are better compatible with surface noise;
- Depth-based particles collision fixed, now sparks and pieces can be present under bridges;
- Rear mirrors use clamping sampler, fixing occasional rendering artifacts;
- Brake sparks disabled entirely until I’ll find a better way of tuning it.

- New and changed options:
- New option in DXGI Tweaks, “VRR / uncapped FPS”: automatic (default) uncaps FPS only if G-Sync or FreeSync is on in Windows or GPU settings; otherwise FPS stays capped to the display refresh rate to avoid tearing;
- New weather controller switching between a few weathers: Schedule;
- Using mouse wheel for zooming with free camera can be disabled now;
- New experimental option to use FFmpeg instead of Microsoft Media Foundation.

- Default Weather FX style:
- Puddles audio is working with rain and wetness at zero;
- Lightning illuminates the scene more.

- Showroom and CSP previews:
- Crashes and rendering issues when generating previews fixed, body flex is paused;
- Gaussian splats for showrooms.

- Neck FX:
- “Fix cursor in place” disabled by default (it was conflicting with some apps);
- Old motion method no longer glitches on overlapping AI spline;
- Helmet definition for “vrc_rhp_helmet_b_fa” model.

- DualSense haptic feedback:
- Available with Wheel input mode;
- Operates in stereo (for wheels);
- Adjusts to master audio volume (still doesn’t work with master volume set to 0% though);
- A few fixes.

- Music monitoring:
- New implementation, more efficient, responsive and informative;
- Direct audio capture from music process alone, allowing to track peaks and audio spectrum precisely;
- Experimental option for tracking peaks and spectrum from internal music players, disabled by default;
- AIMP integration updated and disabled by default.

- Miscellaneous:
- A simple turbo boost estimation for remote cars online;
- “Flash lights” button now uses logic similar to flashing high beams (with the new option [BASIC] FLASH_HIGH_BEAMS=1, which is default);
- A couple of small fixes for Surfaces FX physics, improved compatibility with Rain FX;
- New experimental controller tweaks for extrapolating steering (disabled by default);
- Car Debug app: new “Dynamic & aero controllers” section showing detailed controllers state;
- Bounding sphere calculation for cars rewritten, now uses lowest LOD if possible (the same as AABB), fixing issues with questionable mods;
- CSP now uses WIC to save regular PNG screenshots, no longer includes alpha-channel (previously, it could mess up screenshots if accumulation AA was disabled);
- Radiance (“.hdr”) and TGA textures support;
- Shaders cache purging reworked, might help with long initializations;
- Default timing modes are switched to high resolution timers, “Sleep” mode adjusted to improve responsiveness;
- Freezes profiling can be enabled in Render Stats app, without that setting in developer section, small fixes;
- “Check Intel CPUs” option is re-enabled (according to all the checks I’ve made, it should work correctly now);
- HBAO+ is initializing in background;
- A lot of improvements for background shaders loading to reduce stutters;
- Hyperthreading fix has been reworked for better compatibility with Windows 11 and those fancy new CPUs;
- Extreme FPS limit values work better with mouse and keyboard events (basically, any such event pushes a frame to happen sooner);
- More values in “assetto_corsa.ini” can be changed live: “LOW_SPEED_FF”, “FORCE_FEEDBACK”, “FF_EXPERIMENTAL”, “OVER_TIME_MULT”, screenshot format, dirt multiplier and glass damage threshold;
- If accumulation screenshots are disabled for some reason, photo app features (flashlight, preview, etc.) should be available regardless;
- New hidden OVERRIDE_SPLIT setting for Smart Shadows, for exceptional cases, allowing to override shadow distances entirely;
- CEF updated to v150.0.11.0;
- “meshoptimizer” library updated from 0.25 to 1.1.

- Fixes:
- SFP should be compatible with altonline (and P2P mode);
- The issue with disabled assists shown as enabled fixed;
- Leaderboard in replays fixed;
- Fixes for some crashes related to custom physics;
- Fixes for occasional crashes with P2P and custom physics that could happen when another user connects;
- Occasional crash linked to disabling original flames fixed;
- Small performance improvements, CSP no longer uses MMCCS for physics;
- Skipping to a race session from the main menu no longer leaves cars’ tyres in a messed up state;
- An issue with disappearing cars with a single LOD fixed;
- Test Pad track no longer breaks with “Do not wait for walls to be ready” experiment;
- “Account for ping online”: occasional crash should be fixed now;
- Occasional GPU crashes should be fixed;
- Extra FX doesn’t drop everything when resolution changes, fixing issue with accumulation screenshots and DLSS (or simply a different resolution scale);
- Session names in online sessions are fixed (in Lua API and the new menu);
- An old bug with disabled controls in chat settings fixed;
- Exporting skidmarks as OBJ is compatible with DLSS and similar extensions;
- Nice Screenshots: resolution multiplier fixed;
- New KN5 loader: bounding sphere cache not being reset cleanly fixed;
- Improved compatibility with non-linear (gamma) Weather FX styles;
- IMGUI: optional scrollbars no longer lead to flicker with components that have their width and height linked (such as color picker);
- Full reload no longer breaks custom lights (such as the light from Light Maker app);
- Bounding spheres recompute updated to be a bit faster and handle exceptional cases better;
- Crash reports include information about Lua scripts running on other threads;
- Crashes caused by resizing when loading fixed;
- Walking Out helper fixed, now loads car facing the correct way;
- Small fixes for multiple monitors;
- Loading process is a bit smoother.

# Configs

- Cars:
- Racing cars get low beams as well (previously, [BASIC] IS_LOW_BEAM_AVAILABLE for racing cars by default was 0, now it’s only 0 for open wheelers);
- New [AUDIO_PROPERTIES] WHEEL_BRAKE_TEMPERATURE=1 parameter for car configs for passing brake_temperature parameter to wheel audio events;
- New SKIP_FRAMES parameter for car stereos (defaults to 3);
- Fixes for car stereos: better characters lookup, frames skipping is now based on time and not on frames, refresh rate is boosted when real spectrum is available;
- Car headlights cast shadows even if DIFFUSE_CONCENTRATION is below 0.7 (it doesn’t have any other effect on car headlights anyway);
- CORNERINGLAMP_… car inputs: new MAX_SPEED_KMH parameter, defaults to 40 km/h;
- Issue with ride height detection with rear cosmic suspension in pits fixed;
- DISABLE_NEW_FLAMES_ENTIRELY option is working as intended now;
- New hidden [DEV] EXPORT_RAIN_TYRES=… option in “general.ini” allowing to export generated rain tyre textures;
- Car cloth flags physics rewritten (still needs a bit more work).

- Tracks:
- New [GRASS_FX] COLOR_SAMPLE_MIP_LEVEL=… parameter (defaults to 0, increase to make grass color smoother);
- New DELAY_BETWEEN_RUNS for ksanim-based track animations;
- Edits of included track configs no longer constantly trigger full reload.

- Both cars & tracks:
- New RECOMPUTE_TANGENTS = 1/INVERT option for [MESH_ADJUSTMENT_…];
- make-rgba:: and make-script:: textures are fixed;
- Objects Inspector: click and drag 1D values to temporarily change them;
- New depth mode: WRITE_ONLY (for exceptional cases).

- Session:
- New session tweak (for both offline and online): [EXTRA_RULES] BACK_TO_PITS_PRESERVES_DAMAGE=1 stopping cars from having their damage reset on teleporting to pits;
- New [EXTRA_RULES] CHANGE_TYRES_PER_AXIS=1 parameter for offline races, allowing changing tyres for front or rear axle only using Quick Pits menu (for online races, next CM update will have a checkbox; if set and user chooses to change tyres on both axles at once, time to change is doubled).

# Lua & Python

- Common API:
- New ac.SimState fields: .renderSize, .upscaleConfiguredFactor, .upscaleAppliedFactor and .upscaleSharpen;
- New ac.StateCar.suspensionDamage;
- ac.StateCar.collidedWith works in online races;
- ac.onCarCollision() works in replays;
- ac.encodeTexture() is available to scripts without I/O access once again;
- Pass an array of values to shaders using ac.StructItem.array(ac.StructItem.vec4(), …) (vec4 only);
- New require('shared/utils/playing').spectrum(), .fftMagnitudes() and .fftRawData() (relies on new music monitoring options);
- New ac.INIConfig.systemSurfacesData();
- New ac.SurfaceExtendedType.Wall, updates for shared/sim/surfaces, fix for surfaces.propertyAccessor();
- .raycastDetailed() of shared/sim/surfaces: argument to skip walls (or everything but walls), argument for backface culling;
- New ac.getReplayFilename() function returning full filename of the loaded replay;
- ac.stringifyCurrentSetup() fixed, got a new “modifiedOnly” argument;
- More details about loading FMOD audio events from Lua API in CSP log, prefixed with “[LuaFMOD]”;
- debug.traceback() function is available to sandboxed scripts as well;
- mat4x4:mul() and such no longer crash AC when receiving nil values;
- 2D perlin noise with large inputs fixed;
- Fix for a rare crash related to Lua callbacks.

- UI:
- New ui.nextRow();
- New ui.pathSetColor() allowing to draw multi-colored lines and shapes;
- New ui.drawRectMultiColor();
- Repeated calls to ui.pushDWriteFont() no longer lead to a crash;
- ui.MediaPlayer() with rawOutput = false now redirects audio through FMOD, allowing to position it in 3D;
- ui.GIFPlayer(): argument to specify format when pushing data manually, docs updated (if you need to pass a large array to a shader, this is the best option);
- A glitch caused when issuing too many “ui.” draw commands into a secondary render canvas fixed;
- Redirecting IMGUI windows no longer breaks canvas updates within.

- Web API:
- Improved certificate pinning (checking the entire chain, intermediate or final requests, public key, compare against multiple fingerprints, collect extended details);
- Option to ignore specific HTTPS errors;
- Errors should be more meaningful;
- Performance and security improvements.

- Scene API:
- New :createMeshAsync() function (uploads the asset to GPU in background);
- New :applyShaderReplacementsAsync() function (parses in background, applies changes a few at a time to prevent a freeze);
- :findByClass(ac.ObjectClass.Renderable, …) and such should work now;
- Small stability improvements and a couple of fixes for Scene API leading to occasional crashes;
- render.AntialiasingMode.SimplifiedYEBIS no longer follows auto-exposure of the main camera;
- Geometry shots use best sky shader if best quality is requested, culling with custom projection matrices fixed;
- New option to ignore renderable flag and load everything when loading KN5s;
- :getLocalAABB() takes an argument for extra transform, docs updated;
- Exclusive grass or shadows for geometry shots no longer mess up geometry culling.

- I/O API:
- os.runConsoleProcess() better handles environment variables, logging is more detailed;
- Fixes for os.listSerialPortsAsync() and os.openSerialPort();
- If AC is running elevated (as admin; please don’t do that), child processes now start from shell process, fixing some compatibility issues.

- Car physics scripts:
- New ac.StateCphysCar.suspensionDamage field, ac.addSuspensionDamage() for car physics scripts;
- ac.setGearsGrinding() respects damageK parameter as a multiplier;
- ac.addSetupTab(): default pitstop presets tab has an index of 2000, so passing 1000 for a custom tab will place it above;
- Additional tabs by default are sorted alphanumerically;
- ac.configureSetupTabs() affects dynamically added tabs as well;
- Hidden setup tabs no longer stay visible if they’ve been selected while tabs menu wasn’t shown, hiding is better compatible with horizontal tabs;
- Functions ac.setCurrentQuickPitPreset(), ac.setPitstopSpinnerValue() and ac.disableQuickMenuPitstop() are available to car physics render modules;
- Crash when reloading car physics scripts with automatic gearbox (and similar) fixed.

- Physics API:
- New physics.offsetFinalFFB();
- New physics.setSuspensionDamage();
- ac.tryToTeleportToPits() and physics.teleportCarTo(): argument to specify if damage should be preserved;
- physics.raycastTrack() and ray:physics(): argument for backface culling.

- Apps API:
- New NO_ICON_IN_WINDOW flag hiding icons from windows of Lua apps, or apps created via ui.addSettings();
- New ac.getPowerState() and ac.onPowerStateUpdate();
- New ac.applyRenderingLimits() for temporarily limiting FPS, game scale, shadows resolution, or disabling Extra FX (more fields will be added later);
- ac.setAudioVolume(): changes are saved, pass false as fourth parameter to disable.

- Lua Debug app:
- Better at showing large numbers;
- Column for garbage per second;
- Small improvements for summary tab.

- Miscellaneous:
- New require('shared/vr/vrmisc').rawDeviceTransform() function;
- require('shared/sim/weather').estimateRainIntensity(): adjusted values for drizzle;
- display.text(): alignment no longer mutates pos vector;
- Animated GIFs are working in loading screen scripts;
- New ac.preloadRainFX() for Weather FX controllers (Pure and Sol controllers are preloading rain automatically);
- GameNetworkingSockets: if signalling service is not configured, the default one will be used instead.

- Python:
- Warnings about Python apps causing freezes;
- ac.ext_setAudioVolume(): changes are saved, pass false as second parameter to disable;
- New ac.ext_setMessage() for Python apps, the same arguments as in ac.setMessage() in Lua scripts;
- CamTool_2 and other Python apps setting system-wide keyboard and mouse hooks no longer cause everything to lag when FPS is low (for example, when Assetto Corsa window is in background), hooks are no longer active when apps are paused as hidden.
No mention of AI fixes, but hey! You can play music more reliably while you nohesi around online. No thanks.
 
Hi.
Something in the works. Hint: it may be interesting for IMSA fans.View attachment 1551932
Well, would be nice to get Corvette DP Car from 2016...we only have awful FM6 conversion by
I'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes :)

I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.

Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.

Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)

View attachment 1554877



Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880

Yours Chem
Ehhh, time to bop your inaccurate cars
 
Well, would be nice to get Corvette DP Car from 2016...we only have awful FM6 conversion by

Ehhh, time to bop your inaccurate cars
Inaccurate?
Which cars are inaccurate in your opinion?
Of couse they can't match the real counterparts, because not all data is accessable.
But my GT3s should be pretty close to the real thing. Yes they are too fast, but no restrictors or ballast is added to them.

I'm open for new input and to change things to make the cars more realistic

Hi.
There will be more imsa cars updated in future, but Corvette DP is not on this list. What about IER made version of mentioned car? It is very solid. Link.
You are right, guess no one can build a better car than IER because of their history in real world racing
 
Inaccurate?
Which cars are inaccurate in your opinion?
Of couse they can't match the real counterparts, because not all data is accessable.
But my GT3s should be pretty close to the real thing. Yes they are too fast, but no restrictors or ballast is added to them.

I'm open for new input and to change things to make the cars more realistic
Your mods are fantastic, but they really need to be balanced—at least against the Kunos ones—especially the GT3s, which turn out to be much faster.
 
You are right, guess no one can build a better car than IER because of their history in real world racing
I did not say no one can, plenty talents and full studios out there are capable of that, You included in this list :). To be honest mentioned car has solid physics, but after it was made some csp enhancement were made which could improve its feel. Plus its a bit dated visually on material side.
 
I'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes :)

I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.

Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.

Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)

View attachment 1554877



Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880

Yours Chem
Welcome back pal
 
For anyone interested (in having some fun with a slightly different car), I adapted this Rover-BRM Turbine version by combining the car by Legion (as a base) with data from the Lotus Turbine (for the DATA folder setup).

It seemed to perform reasonably well in the tests I ran.

Perhaps in the future, more experienced modders will develop something even better. For now, it guarantees plenty of fun. Separate skin folders are included for both drivers who raced it at Le Mans (Graham Hill or Richie Ginther)—the choice is yours.

I’ve also included a link to the 3D driver model I used.

 

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No mention at all about the crackling audio being fixed, and I instantly get a >99% CPU occupancy warning.
Hard pass.
I had the same. 9800X3D, 99% Occupancy Warning at starts, on tracks I've never seen it happen before. Some tracks it doesn't do it, some tracks it does. Mostly at 6PM in-game time (Pure) or later.

Reverted to my previous version (361) and everything is fine again.


The overwhelming majority of the comments on the Patreon post are people who have the exact same problem. I expect a hotfix in the next few days, considering this major issue - but I didn't get a chance to test further with regards to AI etc.


We are the testers. It's why I only pay in a few times a year on principle.
 
Last edited:
Hello. Does anyone know what the problem is? I want to make overly light white skin a little darker. Created a file called ext_config.ini in the skins/skinname folder. The file contains:

[SHADER_REPLACEMENT_0]
MATERIALS = Body
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.25

But for some reason, it doesnt work.

Try this

Code:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = Body
PROP_...=ksAmbient,0.45
PROP_...=ksDiffuse,0.25

And this might be useful
 
X90
I had the same. 9800X3D, 99% Occupancy Warning at starts, on tracks I've never seen it happen before. Some tracks it doesn't do it, some tracks it does. Mostly at 6PM in-game time (Pure) or later.

Reverted to my previous version (361) and everything is fine again.


The overwhelming majority of the comments on the Patreon post are people who have the exact same problem. I expect a hotfix in the next few days, considering this major issue - but I didn't get a chance to test further with regards to AI etc.


We are the testers. It's why I only pay in a few times a year on principle.
It's often been the case that CSP builds get released with immediate game-breaking issues. One can only assume that they don't manifest for the test team due to different hardware configurations or display properties. That's assuming they're tested thoroughly in the first place, of course.
 
shi
Detroit Street Circuit 1982 v1.2
View attachment 1432274
Detroit Street Circuit with 1982 layout.
Conversion from F1 Challenge.

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

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

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

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

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Updated ext_config.ini. (tunnel light)
Added led display animation.

v1.02 changelog;
Updated ext_config.ini. (lights performance)
Fixed fence mapping.

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

v1.2 changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.


shi
Detroit Street Circuit 1983 v1.2

View attachment 1446548
Detroit Street Circuit with 1983 layout.
Conversion from F1 Challenge.

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

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

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

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

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Updated tree textures.
Fixed Crowds texture.

v1.2 changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.


shi
Detroit Street Circuit 1984 v1.2

View attachment 1451112
Detroit Street Circuit with 1984 layout.
Conversion from F1 Challenge.

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

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

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

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

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Updated tree textures.
Fixed Crowds texture.

v1.2 changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.


shi
Detroit Street Circuit 1985 v1.2

View attachment 1459103
Detroit Street Circuit with 1985 layout.
Conversion from F1 Challenge.

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

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

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

AC converted by @shi (shin956)
AI line, window light textures and config base from detroit1988 by Rainmaker
cam by @Gregz0r
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Updated tree textures.
Fixed Crowds texture.

v1.2 changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.


shi
Detroit Street Circuit 1991 v1.1

View attachment 1516087
Detroit Street Circuit with 1989 - 1991 layout.
Conversion from F1 Challenge and rFactor.

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

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

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

1989-91 CART Layout by Gulag_Express (Modified from Carrera.4's rF version)
- Removed Chicane and straightened pit entry

AC converted by shin956
Finding some logos by M1GHTYM4VS
Created logo_uaw_gm.dds by Loomis3
AI line, window light textures and config base from detroit1988 by Rainmaker
cam by Gregz0r, edited by shin956
logo.png and sections file (base) by Fanapryde
Crowds texture by Kniker97
marshall and some textures by kunos

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.

Detroit Street Circuit 1982, 1983, 1984, 1885 v1.2
Detroit Street Circuit 1991 v1.1


The link is in the quote.
Screenshot_ks_porsche_962c_shorttail_detroit_1985_4-7-126-19-6-8.webp

changelog;
Fixed an issue where the FPS dropped significantly under tunnel lights. (ext_config.ini)
Updated VAO-patch.
 
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