- 350

- France
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I made a simple try and nothing has crashed so I suppose it may work without extended physics activated. The app has grown to a lot of code, it is hard to be sure of everything without extensive testing. The best thing is to try it and report it there if you see a crash in the log, I'd have a look.![]()
I think the apis are unrelated because you can't access physics apis thru an lua app and cannot access lua apis thru a physics lua (a sentence that needs to be read multiple times😅).
I discovered that while trying to force turbo values on cars via aiwhisp - which couldn't be done, whereas integrating a script directly in the car data worked flawlessly.
It makes sense to separate both - preventing cheating or exploiting physics thru a third party soft. And it allows cars on a server to have 100% match on their physics.
Hence why i 'm confident "extended physics" has absolutly no parts/conflicts in your lua app. The lua Apis are working fully with them on or off.
Therefore should be exclusively reserved for cars developped with extended physics.
And apart from the AI being slower - probably due to some tyre contact improvment - the player is usually barely noticing them on cars developped without.