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  • Version ID: 2144
  • Size: 80.74 MB
  • Published: 2022-10-20

Changelog

New features, options and improvements

  • ExtraFX update:
    • SSLR: various fixes and tweaks, lower resolution tracing improved, new quality levels including Hi-Z tracing (expensive, but produces best results);
    • SSAO (poor implementation) removed until further improvement;
    • SSGI removed for good;
    • Instead, added a new view-independent effect for cars to reflect intense light on the ground around them;
    • Emissive meshes can cast light on surrounding geometry (currently needs a car or track config);
  • Brake Disc FX:
    • Rim silhouette is used for more accurate reflection and occlusion;
    • Few fixes to improve compatibility with various cars;
  • New system for adding hundreds of thousands of trees and smaller bushes to tracks:
    • So far it’s not procedural and requires track creators to provide tree models in a new format (docs are coming soon);
    • Trees can be 3D or billboards;
    • With heavy use of instancing and other optimization techniques tens or hundreds of trees can be added without an issue;
    • VAO integration is fully supported: new trees both cast shadows and receive ambient shadows from scene and other trees;
  • Original AC heat shimmer updated (optional):
    • Taking into account wind and temperature;
    • Spawning more with flames and overheated brakes;
    • Configurable per car;
    • Tracks can add similar effect to bonfires and such (already included in particles_track.ini);
  • New AI behaviour: optional rubberbanding (makes cars in front of you slower and cars behind faster);
  • Scenery lighting hack for old shaders: now sunsets should keep the track brighter, with more PBR-like look (set by WeatherFX script);
  • Reflections in car rims are occluded using shadowed wheels module;
  • Default weather: improved lighting, adjustments for fog;
  • Option to stop Escape button from exiting replays;
  • Experimental option to improve loading speed;
  • Improved shaders loading (should reduce microstutters);
  • New controls button for pausing the race compatible with steering wheels and gamepads (uses Start button by default if nothing else has been selected);
  • PS5 DualSense support (light bar, LEDs, pad, new API for Gamepad FX allowing to access acceleration, gyroscope and apply resistance to triggers);
  • Control Tweaks app can change gamepad buttons live (useful with DualSense controllers);
  • Car Mirrors Configurator app now allows for a more precise adjustment;
  • New CSP apps now store their position and size across different desktops;
  • Real Mirrors: VR lock option is compatible with Alter FOV now;
  • Option for adding MIPs to rear view mirrors to reduce aliasing (enabled by default);
  • Small Tweaks: option to turn driver head with free and orbit cameras;
  • Some protection from cheating online;
  • Improved errors handling.

Fixes

  • Fake Shadows FX making wheel shadows offset from the wheels fixed;
  • Neck FX: better behaviour for large drifting angles;
  • New spectators causing shadows flickering in distance fixed;
  • A few issues with AC Pro compatibility fixed;
  • A lot of fixes for wind speed and direction (now properly aligned in the world, correct speed shown in session details, etc.);
  • Chat shortcuts no longer stop working in some conditions;
  • Android Auto: radio app fixed;
  • Advanced culling braking blurred rims should be fixed now;
  • CSP render stats remain opened across sessions;
  • AC would no longer crash if cameras.ini in car data is missing or malformed;
  • Few bugs causing issues with Paintshop app fixed;
  • Skidmarks FX unload properly when disabled;
  • Exhaust flames are much more shortlived for most part now;
  • A couple of fixes for custom physics related to AI and overall stability;
  • Better support for custom online servers;
  • AC motion blur is better compatible with FSR now;
  • Mesh splitting crashes fixed;
  • Optimized reflections rendering fixed;
  • Slight freezes related to Skidmarks FX at the start of the race fixed;
  • Live conditions online now wouldn’t break physics despite values given by server;
  • Smaller fixes and improvements.

Configs and such:

  • New server options:
    • A Mumble link for an optional automatic connection (also, optionally closing Mumble when exiting AC);
    • Slipstream effectiveness multiplier;
  • Car configs now can override position and orientation of car audio sources as well;
  • Car data can have alternative entries for CSP;
  • Update for the new PBR shader: UV1 scaling, option to use unscaled UV1 as UV2, micro shadow and AO fresnel, multilayer version acting the same as classic shader;
  • WeatherFX: option for setting distant ambient lighting shift;
  • Car configs: wobbling nodes now can affect several objects with a single section, especially helpful with LODs;
  • Car skins now can include extra UV2 patches;
  • New headless mode for only running AC physics part with few extra tweaks;
  • Override the name of AC data folder in documents or name of race configuration file (race.ini) with environment variables;
  • Skidmarks FX: option to dump skidmarks in a OBJ file;
  • New AABB_RANGE parameter for track lights for a small performance improvement;
  • Car data: override grip multiplier for AI;
  • Track meshes split with [SPLIT_MESHES_...] are selectable now;
  • Some crashes happening with configs like mesh splitting fixed;
  • Car and track lights, if configured for this, can be disabled if Extra FX bounced light is active properly;
  • CSP looks for car config in car data as well (data/csp_config.ini);
  • CAR_ACTIVE_… track conditions and garage doors work online properly now;
  • Custom AI: access to data if car wheels are on the valid track surface or not, teleportation direction fixed.

Lua

  • Access car headlights color and turning lights active phase in car state, sky, sun and fog color in sim state;
  • String splitting function fixed for a case where delimiter is longer than a single symbol;
  • Use TTS with a shared library;
  • New shared UI library for simplified creation of large virtualized lists;
  • Lua modes and online scripts can change audio reverb value;
  • Lua apps: add notification counter, check if window is collapsed, control mouse position, simulate clicks and mouse wheel, alter timezone and geo coordinates live;
  • Physics API (for example, available to online scripts): limit use of DRS, toggle DRS, disable car collisions, changing driver name fixed;
  • Custom physics scripts: change final gear ratio, change or replace turbos with custom implementation, access dynamic controllers, create custom setup menu items and more;
  • Standard library: load and use regular LUTs with optional cubic interpolation;
  • Extended car state: access to gear ratios and values shown by default developer Wings app;
  • Audio: play regular files (WAV, MP3, FLAC, etc.) in 3D space with FMOD (also, now you can start audio events not waiting for audio engine to load);
  • Refresh state of sim.isAdmin flag;
  • Bug with lua apps getting unloaded without LAZY = FULL option fixed;
  • Online servers now have an option to require Lua scripts to load, shutting down AC if for some reason they aren’t available;
  • Optional periodic live refresh for online servers (clients would re-download scripts every N seconds and refresh their state if scripts have changed);
  • API function for changing driver names live fixed;
  • Crash with several online scripts drawing HUD at once fixed;
  • Bug with extra car audio sources lagging behind car fixed;
  • ERS/KERS values fixed, also a new shared library for accessing config tyre values more easily;
  • Loading LUT from INI config is now working for AC packed data.