Skip to content 0.2.4
- Version ID: 3116
- Size: 110.58 MB
- Published: 2024-07-27
- New Surfaces FX module for off-road physics (documentation on how to prepare a car or a track coming soon);
- New Rally Stage mode for Quick Drive;
- New Rally Copilot app on App Shelf for rally modes or just learning an unfamiliar track;
- New Dynamic Return app on App Shelf for perfecting driving through custom track sectors;
- New options:
- Center UI for wide screens with single screen mode;
- Prevent replays from interpolating car teleports (enabled by default);
- Save size and position of Assetto Corsa window between sessions;
- New physics experiment to use pit positions for spawning if other spawn points are not set properly;
- New optimization for virtual memory allocation for replays;
- Show white flag on the last race lap (and optionally hide
leader on last lap message);
- Stop camera switch on replay activation;
- New Behavior: tweak to stop AIs from teleporting when stuck;
- Automatically flip AI spline on up/downhill tracks where creator forgot to do so;
- Force reverb for audio active at all times;
- Hide missing driver model instead of using default one (in case there are some issues with rig compatibility);
- Temporary tweak stopping replays from recording state of track objects if there are too many of them, to save on VRAM;
- Grass FX:
- New wind implementation;
fuPBR_… and ksMultilayer_objsp_nm4 shaders are compatible with grass;
- Issue with grass missing on edges of the screen with camera rotation fixed;
- Better compatibility with LCS;
- Tyres FX:
- Normals and color are fading with wear;
- Flex uses actual data with extended physics active;
- Photo app:
- Button to reset exposure;
- Option to use focal length units for zoom;
- Removing stored points saves changes now;
- Triple tweaks:
- New method for uneven sides actually matching scene;
- Options to redefine triple behavior for different types of cameras;
- Android Auto:
- New web browser app (replacing car info app);
- Cars can add extra apps (requires signing for now);
- Hover mouse over virtual keyboard to use actual keyboard for typing;
- Handbrake syncs online (using a single bit for now);
- Tracks surface type detection improved, no longer thrown off by an uppercase (improves Surfaces FX);
- Search in taskbar treats spaces better (query for
renderstats will find Render Stats app);
- CSP Debug app: colliders are shown for three nearest cars, for easier investigation of online collisions;
- Chaser Camera: different scripts for first and second camera;
- Default WeatherFX style: a bit of extra chromatic aberration for glare;
- Walking Out: gamepad controls, a lot of fixes, main car now can be teleported;
- CSP verifies its version number against
data_manifest.ini to try and detect corrupted installations;
- Servers can send a certain packet to update admin state of a player explicitly;
- Missing
driver_base_pos.knh no longer leads to a crash;
- Rain FX racing line is affected differently by different types of tyres (a very rough estimate for now);
- CSP-generated car previews are sharper now;
- New Modes can disable yellow and blue flags, also disabled with track day mode;
- Hidden config line to specify list of textures affected by color changes in chat online.
- Cosmic suspension:
- Improved calculation efficiencies for coilovers;
- Fixed position setup adjustments for joints using asymmetrical geometry;
- Fixed bug with torsion bar preload angle;
- Extended physics brakes:
- Added compatibility for vanilla ERS;
- Vanilla steerbrake should now be compatible;
- Improved accuracy of air density effect on cooling (v2 thermal model only);
- Extended physics tires:
- Improved accuracy of air density effect on cooling (v2 thermal model only);
- Extended physics ERS:
- New (WIP) ERS model added, documentation will be available on the wiki soon;
- Extended car physics stores more data in the car state.
- New pause menu fixed;
- Turbo adjustment stopping to work fixed;
- IME support (such as virtual keyboards, Windows Emoji selector or something more complex) improved, but just in case it can be disabled now in GUI section;
- Odometer loading should be fixed (and for cases without CM used, CSP will keep its own track of total driven distance);
- Extra FX TAA works a bit better with LCS enabled (sharpening with it active is reduced now), no longer makes sun black;
- Extra FX SSLR should work better with LCS enabled;
- Ctrl+Shift+A/T selects previous mode (some other bindings from that group need more fixing, working on it);
- Ctrl+Shift+U switches to a previous desktop;
- CSP integration of system keybindings fixed, now MGU ones support controllers again, engine brake works properly including held down Shift button;
- Automatic shadow splits no longer take FOV into account for interior shots, splits are shown in LightingFX app;
[CUSTOM_PHYSICS] EXTRAPOLATE_STATE = 1 for online servers is removed (please set to 0 anyway if your servers require CSP newer than 2784, to fix issues with 0.2.3);
- Dust particles keep their colors for longer;
- Radio no longer keeps playing after restarting AC if it was paused, or in replays;
fuPBR… shaders with parallax reduce its contribution at grazing angles, preventing some visual glitches;
- Surface colors synchronization for smoke, particles and skidmarks better handles broken materials with widely different
ksAmbient and ksDiffuse;
- CSP showroom no longer crashes with a certain tonemapping function;
- Cars with tyres with insane dimensions no longer break skidmarks, GrassFX and such;
- Using track camera for extra shots no longer affects audio (also, Lua scripts can specify cameras set to use);
- Origin shift activates sooner to prevent wobbling on some tracks;
- Objects Inspector shows state of integer values properly (for example, flags);
- Loading original car textures with
kn5:: works much better with encrypted models;
- HUD toasts (popup messages in the bottom left corner) no longer steal focus on appearing;
- Web Browser with its Ctrl+Tab no longer conflicts with Apps Switcher;
- Taskbar icons are positioned in a more stable way to prevent flickering;
- A bunch of fixes for random crashes when editing configs and such;
- Distant headlights glare is removed for now until I’ll redo it in a way that doesn’t rely on cars having accurate headlight light source placement;
- Matte glass taking distance into account to adjust blurriness (introduced in 0.2.3) fixed;
- Visual part for deforming track walls fixed;
- Surfaces FX:
- AIs no longer break when driving off-track;
- AIs will try and select gravel tyres where appropriate;
- Rain FX:
- AI tyre selection fixed;
- Water splashes from wheels fixed, now spawn in the right place and look correctly as well;
- Few other small visual improvements;
- Whitish fake shadows outline with ExtraFX should be fixed;
- Tyres FX: rain tyre patterns are better compatible with grass and damage, color has been fixed as well;
- Domain zone finally fixed;
- Mesh raycasting missing some flat static meshes fixed;
- Crashes with extended physics setup items happening if − or + buttons were held are fixed (also, the whole thing should be a bit more stable overall);
- Track sections set in
sections.ini going through starting line should work now;
- Gamepad and keyboard keyboard bindings ignore presses if keyboard modifiers are pressed (apart from gear up/down and handbrake for keyboard controls, in case somebody would use Ctrl, Alt or Shift for - gas or brakes); wheel keyboard bindings should already filter out those presses;
- Toggling replay mode or seeking its time bar marks cars as jumped preventing some issues with animated entities;
- New trees use track occlusion planes (both distant billboards and closer 3D trees), shading slightly improved;
- Advanced chunks optimization no longer messes up TAA and motion blur on some tracks;
- Yellow and blue flags shouldn’t flicker in obscure cases anymore;
- Trees are drawn in mirrors with high quality reflections (with shadows);
- Camera app restores DOF settings to previous when closed (for free and F5 cameras);
- WindscreenFX forcefully adds transparent flag to windscreen meshes to help some poorly made mods;
- A fix for looped lanes without intersections for traffic planner and mode;
- Origin Shift is triggered less often, no longer messes up reflections or flexing cars on shift;
- 60s driver model helmet drawn with NeckFX is fixed;
- Skin driver model overrides are ignored if skin driver model is missing;
- Meshes with premultiplied blending should be better compatible with ExtraFX;
- Mesh deduplication got some stability improvements, but also disabled by default for now;
- Android Auto: YouTube fixed (ytp-dl updated);
- Few smaller stability improvements.
- Animated car mud flaps;
- New modifier for flag shader to act as a tent roof (wobbling with wind, soaking up with rain);
nePBR… and nePerPixelMultiMap_bending now support UV2-mapped stickers;
- Default settings for driver model extra shadowing adjusted for better visuals;
- New
GEAR_RAW format type for CSP digital instruments (regular GEAR now shows the custom gear label if set);
- Specify car to take audio from if car audio is missing (also, missing car audio no longer causes a crash);
- Car configs can use
[AUDIO_VOLUME_EXT] to set alternative volume multipliers for exterior views only;
- New
[PITSTOP_CAMERA] THETA=, PHI=, RADIUS=, FOV= parameters for track configs altering camera used for tyre changes animation;
- New
[START_CAMERA] BLOCK_TRAJECTORIES=, POSITION_OFFSET= parameters for track configs altering starting camera;
ksPerPixelMultiMap_AT_NMDetail should support seasonal changes better;
- New
ksTree_bush shader, acts just like ksTree (including A2C support), but receives per-pixel shadows;
[SHADER_REPLACEMENT_…] entries load SHADER value as a list now, using the last entry that is available;
- New parameter for UV-based mesh splitting, UV_REGIONS_USE_SIZE, for simpler configuration;
- New
BLEND_MODE = PREMULTIPLIED value for shader replacements;
ksWindscreen: new alphaGamma parameter for quickly adjusting transparency;
- Shaders
ksPerPixelMultiMap, ksPerPixelMultiMap_NMDetail and ksPerPixelMultiMap_damage_dirt now can receive traces from wipers as well;
- Tracks load dirt, dust and grass color properly (generic config stops working if sections are present), also loading colors from
[DIRT] section if [TYRES_FX] section is missing.
- Common API:
tyreRadius in car state updates with changes in selected tyres;
- Shared signing library for some advanced trickery using RSA;
- Shared library for raycasting track physics geometry with extra details;
- Shared library for storing data using SQLite as backend;
- Capturing starting camera is safer;
ac.takeAStepBack() takes a distance argument;
ac.markLapAsSpoiled() got an option to hide the spoiled lap message;
ac.isControllerGear<Up/Down>Pressed() should be triggered by apps such as Unbound as well;
ac.getCarGearLabel() for getting the label of currently engaged gear;
ac.<log/warn/error/debug>() have been moved to C++ side for better performance, now can be deactivated AC-wide (see developer settings in general group);
- Load tables from car, track or online script configs;
- Leaderboard in Lua state works properly in races with multiple sessions;
- Audio:
- Group events have volume multipliers set to 100% by default;
- A certain DSP entry to access volume peaks live;
- Scene API:
- Loading extra KN5s with skinned meshes should work now;
- Loading different KN5s from the same folder no longer causes issues if they share a texture name;
- Extra human models can be loaded to car root much more reliably, applying human surface materials and more;
- UI API:
ui.onChat() is fixed;
ui.onDriverNameTag() force activates new tags for the current session;
- Web browser engine: few stability improvements, new
:onCrash() method, new :texture() method for accessing raw texture directly;
- Premultiplied UI modifier works much better;
- New functions:
ui.<begin/end>MIPBias();
- New icons: redo, reset, up (alt.);
ui.onDriverTags(): smoother fading nearby, optional table to override tag settings;
ui.DWriteFont() supports font variations, such as slant, with new :axis() method;
- Gameplay API:
ac.setAILevel() upper limit has been raised from 1 to 2;
- Define new audio volume levels to be shown in Audio Volumes app (see Rally Copilot volume);
- Car physics scripts:
- Override ABS behavior;
- Values in
ac.accessCarPhysics() are no longer zero at the start of the script;
ac.setExtraMass() no longer messes up car resets or pushes player car when AIs teleport;
- New Modes:
- Few fixes for general look and feel;
- Extended physics is now available;
- Option to fallback to pit positions if start positions are missing;
- Specify Lua apps to open automatically if not (won’t be saved as opened at the end of the session);
- Reload on restart now happens after the user car has been teleported;
- Finish fade time is customizable;
- Mouse shouldn’t get stuck on session results anymore (might also apply to other AC modes such as drift or time attack);
- Lua apps:
- New
ac.setWindowIcon() (if icon updates rarely, works much better than a live icon);
- Ability to run a bit of code in semi-background (used by updated Setup Exchange app to show number of available setups on its icon);
- Windows can be registered as Object Inspector tools instead;
- WeatherFX:
- New
ac.setExtraAmbientDistance() function for WeatherFX styles;
- Graphics Adjustments FFX CAS should pass HDR values above 1 through (without applying sharpening to them), for targeting HDR displays;
- Car instrument scripts can override letter used for current gear, allowing to create proper automatic gearboxes;
- Online scripts can use
ac.storageSetPath() to share settings between different servers.