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  • 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 in race.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 with custom_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 and ac.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.