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  • Version ID: 3436
  • Size: 133.34 MB
  • Published: 2025-05-21

Changelog

  • New FFB tweak: clean FFB (disables ABS post-processing effect for cars with custom physics, enabled by dfault);
  • VR tweaks: hidden option to shift controllers position and rotation, for better compatibility with edge cases (look for [CONTROLLERS_INTEGRATION] SHIFT_… in vr_tweaks.ini);
  • Live reload for gameplay.ini’s USE_MPH, PIT_INDICATOR/ONLY_IN_PITLINE, GUI/ALLOW_OVERLAPPING_FORMS;
  • CSP logging rewritten to be more efficient, compact and informative;
  • New altered logging experiment:
    • AC logging is handled by CSP as well;
    • Also, if enabled, both CSP and AC logging will be done in background, without blocking;
    • Also, adds a limit to AC log, just in case;
  • New menu:
    • Session countdown and wait time timers;
    • Session info updated, new window with server info including CSP tweaks;
    • Custom popup for a welcome message (unless popup is disabled in chat settings);
    • Setup items with Y below -2 are hidden;
    • Support for extra items in Gears tab;
    • A case where left and right setup items are overlapped is handled better, adjusting labels and hints;
    • Pressing gas pedal to start the race is working;
    • Setup in pits works properly, mirroring original behavior;
    • data_credits.txt is used for credits;
    • Few smaller layout fixes and improvements.

Fixes

  • Checking if ABS is active has been fixed (regression in 0.2.8);
  • Vanilla ABS with TORQUE_MODE_EX=2 is even smoother, just in case;
  • Torque reaction with welded/spool diff cars fixed;
  • Issue with tyres raycasting without extended physics hitting walls above the car is fixed;
  • Modifiers handling improved, fixing compatibility with Steam Deck;
  • Issue with data_manifest.ini causing some bindings to not show up at all fixed;
  • Occasional crash during loading with large tracks caused by ODE misconfiguration fixed;
  • Delay optional stuff option no longer allows for Grass FX to skip two frames in a row (should fix that disappeared grass report, hopefully);
  • Windscreen FX: extra reflections for exterior views option has been fixed;
  • Low beams and high beams flashing online fixed;
  • Rain FX: wet skidmark particles fade faster;
  • Rain FX racing line: drying applies faster on semi-wet surfaces, puddle spreading added in 0.2.8 is a bit more short-lived;
  • Braking torque clamping applies to torque affecting the hub as well, preventing issues with cars using huge handbrake torque and such;
  • New menu, drivers tooltips: support for imperial units (if set in AC settings);
  • The feature of main menu teleporting the player back to pits if race is online and main menu is opened 5 seconds or less before the start now works with new menu or any menu replacement;
  • Wet flags and tents are darker;
  • Stars texture sampling fixed, solving issues with aliasing, performance and weird lines;
  • When DirectX reports HDR as unavailable, CSP now goes and checks HDR setting in Windows as a fallback (turns out, DirectX is not very reliable at all when it comes to this);
  • Walking Out is compatible with Gamepad FX again;
  • Original welcome popup message blocks IMGUI mouse input;
  • OpenRGB integration fixed;

Configs

  • Excluding meshes from interior masking with [REFLECTIONS_FX] MASK_CUBEMAP_SKIP=… fixed;
  • Tyres FX: default value of FLEX_PROFILE_MULT changed from 1 to safer 0.8 (it was 0.45 before 0.2.8, but ideally it should’ve been 1), fixing some small clipping issues with some cars;
  • Mask pass with desaturated smGlass shader fixed;
  • Case-independent filtering (<?I> prefix) is working (how long was it broken for?); this also fixes few CSP defaults: not setting wind for fences and such, even if they use ksGrass/ksTree, using meshes with asphalt and similar in them as defaults for heating mask (as long as shader is ksMultilayer_fresnel_nm), finding out balloon track models, occluding interior refraction in rain drops of the windscreen with displays and LEDs;
  • New keyword: property for filtering nodes, meshes and materials: with keyword:abc+def any meshes that have abc or def in names or material names will match (case-independent);
  • Car lights: RELATIVE_TO supports CSP filters ({…} stuff, still loads a single node though), also CSP now should be able to handle the case where RELATIVE_TO node is missing in active LOD;
  • Functions for raycast got an option for backface culling (default, disable or invert);

Lua

  • ac.getSim().isVirtualMirrorActive fixed;
  • New physics.preventAIFromRetiring() function to stop AIs from retiring;
  • New fields ac.getSim().windowSize, ac.getUI().useImperialUnits;
  • New physics.addTrackSurface() function for creating new track physics surfaces live (not so good at the moment, lags a lot because of Embree rebuild; old __tmp_addPhysicsMesh thing has been removed);
  • A few more new icons;
  • physics.RigidBody() moved to an on-demand loading module, docs improved;
  • New ac.onOpenMainMenu() for custom main menus to react to Setup in pits shortcut and similar things;
  • Scene API: new :getIndices() method for meshes.
  • New ui.itemUnderline() function;
  • New ac.exportLapTimesToCSV() for Lua apps doing the same thing as the print button in the original menu;
  • A rare crash with Scene API meshes removal causing animated wipers to crash on reload fixed.