- Version ID: 2745
- Size: ??.?? MB
- Published: 2023-12-22
Changelog
New features, options and improvements
- New bindings for sequential gear shifts (should be a lot more reliable than secondary CM bindings);
- Collider-based LODs updated: shading and shape are a lot closer to actual models;
- New splitscreen race mode (moved from Custom Rendering Modes module, with a bunch of fixes too);
- New option for hiding distant drivers;
- Traffic mode got a top speed multiplier option, as well as a bunch of fixes and performance improvements;
- Delaying system bindings works in fullscreen mode.
Fixes
- Lua audio fixed;
- AI drivers no longer leave pits all at once;
- OpenVR postponed swap doesn’t affect FFB anymore;
- Real Feel Braking sensitivity with cars using LUT lookup and non-100% max in settings fixed
- Collider-based LODs are compatible with LODless cars limit;
- New audio app: transmission volume can be linked to engine volume;
- Loading custom transmission volume setting fixed;
- Bindings for car switches G/H/I/J added to the list;
- Setup tabs order for cars with custom physics fixed again;
- New Modes and Custom Rendering Modes modules are always active (they won’t waste any resources unless activated);
- VAO patch is correctly applied to driver LOD B;
- Shadowed wheels and driver apply to more than just the few nearest cars;
- Plank wear should be included when saving car state;
- Custom driver modes load faster, issues with LOD B are fixed;
- AI payloads cache refreshes if KN5s have been changed;
- Rare crash with extra replay streams (like with brakes with temperature) fixed;
- Windscreen raindrops friction increased;
- Issue with controls conflict message when binding POVs should be fixed;
- Some crashes when trying to load some super broken DDS textures fixed;
- Few smaller bugfixes and stability improvements.
Car, track & server configs
- Helper springs added to cosmic suspension, see docs for info;
- Full reload reloads lights properly;
- Most of custom physics no longer reloads live to keep things more stable;
- Applying skinned to non-skinned shader replacement (or vice versa) won’t work;
ALLOWED_TYRES_OUT
inrace.ini
is respected in offline races (unless value is negative).
Lua & Python scripting
- New
ac.blockSystemMessages()
to filter out some of the messages; - New
ac.StateCar.isDriverSeatbeltOn
flag; - New
ac.GeometryShot():setOpaqueAlphaFix()
for drawing objects with transparent background properly; ac.applyLiveConfigEdit()
works withcustom_rendering_modes.ini
;- New
ac.loadCarControlsConfiguration()
for Lua apps for some very special cases; - New
physics.setAllowedTyresOut()
(available for new modes even if the rest of physics API is not); - New
ac.StateCphysCar.fuelConsumption
andac.setFuelConsumption()
for car physics scripts; - Finite check in physics and custom physics script API changed, should be more informative and less crashy;
- Releasing named Lua textures fixed;
- Disposing Lua textures should clear them too, just in case;
- System messages no longer show for scripts attached to AI driven cars;
- Memory leak and performance issues of
ac.SceneReference:loadKN5LOD()
fixed; - A few new Python functions.
These features might need an updated Content Manager. Sadly, it is not quite ready at the moment, but if you want to give it a test, here it is in its current state.