1. Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved. The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory. Do not post "I have the same issue" in an existing thread with a game crash, always open your own thread. Do not PM developers and staff members for personal troubleshooting and support.
  2. As part of our continuous maintenance and improvements to Assetto Corsa Competizione we will be releasing small updates on a regular basis during the esports season which might not go through the usual announcement process detailing the changes until a later version update where these changes will be listed retrospectively.
  3. If ACC doesn't start with an error or the executable is missing, please add your entire Steam directory to the exceptions in your antivirus software, run a Steam integrity check or reinstall the game altogether. Make sure you add the User/Documents/Assetto Corsa Competizione folder to your antivirus/Defender exceptions and exclude it from any file sharing app (GDrive, OneDrive or Dropbox)! The Corsair iCue software is also known to conflict with Input Device initialization, if the game does not start up and you have such devices, please try disabling the iCue software and try again. [file:unknown] [line: 95] secure crt: invalid error is a sign of antivirus interference, while [Pak chunk signing mismatch on chunk] indicates a corrupted installation that requires game file verification.
  4. When reporting an issue with saved games, please always zip and attach your entire User/Documents/Assetto Corsa Competizione/Savegame folder, along with the logs and the crash folder (when reporting related to a crash).

Mod that seems to make night racing in AC possible? (Working headlights)

Discussion in 'Chit Chat Room' started by ShredatorFIN, Jun 3, 2018.

  1. peter boese

    peter boese Hardcore Simmer

    A little view on a special side effect, when integrating solar system functions. The clip is way dramatic and actual the effect is now done much more realistic, but here is the video of the first implementation attempt:
     
  2. TDS

    TDS Alien

    :eek::eek::eek: holy ****!
     
  3. Nick Moxley

    Nick Moxley Alien

    Peter, Ilja the The whole crew working on this, You Have NO idea how much we appreciate what your doing.

    Thank you Thank you Thank you from the bottom of our hearts. :)
     
    ShredatorFIN, DaveS78, Blamer and 6 others like this.
  4. peter boese

    peter boese Hardcore Simmer

    After optimizing weatherFX and Sol in the last days it was time to do benchmarks!

    The first one is with the vanilla kunos graphic engine - Clear/no clouds:
    [​IMG]

    Second one is with activated weatherFX + Sol (no clouds/performance weather, but all features like 24h cycle, moon, stars, temperature dependent graphics are active)
    [​IMG]

    Third one is weatherFX + Sol, while a weather change - this is the worst case happens in Sol. A huge dataset is interpolated, all other features are still active:
    [​IMG]
    The picture is much darker, because the weather changed to "heavy thunderstorm"
     
  5. Andrew_WOT

    Andrew_WOT Alien

    Superb optimization results. I assume shader mod was on in all 3 runs.
    Man, even my new 9900k have troubles keeping up with its load in VR. :(
    Neck FX is the worst, but even without it, it's struggling to keep up with 90fps on full grid.

    BTW, why full screen is off?
     
  6. Cote Dazur

    Cote Dazur Alien

    Are you taking advantage from the latest CPU optimization and GPU optimization in CM/Settings/Custom shader patch/general patch settings?
    @henter did a hell of job there to make the patch almost totally transparent for performance, it does great for me in VR.:)
     
  7. Andrew_WOT

    Andrew_WOT Alien

    Yes, I do, and yes, it's tons better than before, still you can't expect miracles from single rendering thread bottlenecked AC engine even with 9900K, thought I could crank everything up and just relax. Right? Will try some OCing today.
    Are you having issues with Neck FX, it seems to be finally working with WMR but just eats CPU alive, went back to RHM.

    EDIT: From my shallow observations the new optimization options are mostly for unoptimized tracks, the shaders themselves even with optimization off, perform much better than before.
     
  8. Cote Dazur

    Cote Dazur Alien

    No, I am not using the Neck FX, I am in VR
     
  9. Andrew_WOT

    Andrew_WOT Alien

    Like right now? :)
    It works in VR, same as RHM, not "look to apex" which is useless when you can just turn your head, but for camera bumps smoothing. Pretty neat as you don't have to use 3rd party app, but still rough around edges and performance needs a lot of work.
     
  10. peter boese

    peter boese Hardcore Simmer

    I have a gsync monitor. So I set it up to do gsync only with full screen and no sync with window. Very nice when you switch between developing, testing and enjoy driving.
     
  11. Cote Dazur

    Cote Dazur Alien

    I am perfectly fine with LTH. :)
     
  12. Jakal

    Jakal Racer

  13. liakjim

    liakjim Alien

    Mindblown

    Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
     
  14. Nick Moxley

    Nick Moxley Alien


    I Concur.
     
  15. TDS

    TDS Alien

    Change Log from v0.1.18 to 0.1.25
    This team is badass, look how much has been done already! :)



    v0.1.18-preview

    • Light fading is fixed;
    • Light on cars is dimmed by several times, to avoid that blinding reflection of own headlighs;
    • Speculars are now dimmed a lot, since for most of the tracks, it looked really strange;
    • Double spots are fixed;
    • Light from heated brake discs;
    • Settings set for 911 Carrera S (customization is coming)

    v0.1.18-preview2

    • Now lights regain their range with distance, to light up the track;
    • Light from brake discs is limited in number and brightness;
    • Fixes for flames and interior dimming from FPV

    v0.1.18

    • More optimization: now, lights in a rear view mirror are simplified;
    • Replays should work faster;
    • Flames are visible in a rear view mirror;
    • Interior is lit a bit more.

    v0.1.19-dwrite

    • Very first build without Reshade, everything else should be the same as in v0.1.18.

    Please, try it to check if it’ll work faster, slower, or won’t work at all. Don’t forget to remove dxgi.dll or d3d11.dll from the previous version, and feel free to bring back any other injector you might had before, now it should work.

    UPD: It appears that CM can’t properly update this mod, and dxgi.dll remains. Please, if this is the case, remove it manually

    v0.1.19

    • Sudden crash with some cars is fixed now.(edited)

    v0.1.20

    • Configs for cars, plus main config with some general settings;
    • Tyres damage and deformation (doesn’t work in replays);
    • Default light range in increased to 240 meters;
    • Set AC to work on a secondary monitor if needed;
    • Small fixes and optimizations.

    v0.1.21/v0.1.22

    If you modified any config files, please make sure you have a backup before updating! Also, now, please, consider moving your files to Documents\Assetto Corsa\cfg\extension — I’ve prepared a special readme file about that.

    • Includes for car configs fixed;
    • Override configs in Documents folder to keep them safe;
    • Subfolders for configs/cars are supported;
    • File lighting.ini now renamed to lighting_fx.ini, with comments;
    • Enable/disable dynamic lights and tyres FX during the race with flags in those INI-files;
    • To analyze performance, try to disable File System watching in general.ini — maybe it slows everything down?
    For that flag, you need to restart AC.
    • New options for lighting: adjust transition ranges and specular multipliers;
    • A lot of configs disabling lights for F1 cars thanks to @Silent
    Immediate fix for replays or, possibly, online cars (non-flexible tyres are better than no tyres, if you ask me).
    • New option to only have full range for first person view, enabled by default;
    • Setup bounding sphere or interior range per car;
    • Settings per car for how much car is lit, or settings for interior shadows;
    Honda NSX looks better now.
    • I found a way to switch between shaders in real-time, so now performance with tyres might improve, and that bug in replays should be solved.
    • Lights flickering in cockpit fixed.]
    • Crashes fixed, especially the one consuming all the RAM;
    • Light range fixed;
    • Configs improved.
    • A lot of fixes for Tyres FX;
    • Different tyres textures for different tyres;
    Doesn’t work in online yet.
    • Flexing and damages in replays;
    There are still some bugs though, plus, it’s not saving at the moment.
    • All new screenshots are made in PNG format;
    Setting will be added a bit later.
    • No more lights without cars in online, hopefully;
    • Other bugfixes.
    • A lot of internals were reworked, bug hunting season is open;
    • Auto-guessing parameters for lights based on car’s data, mesh and UI data;
    • Extra lights for car (plus it attempts to guess dashboard dials light for a bit of a backlight);
    • Small optimizations here and there, nothing big, but might help;
    • Some adjustments for lights;
    • Brake discs lights were replaced by spot lights to give them proper shape;
    • Time is in sync with CM now, although it’s not moving yet.
    • Lights parameters generation fixed in a couple of places;
    • All guessed or default values for cars are stored in Documents\Assetto Corsa\cfg\extension\cars_guessed if that folder exists.
    • Light parameters guessing is improved, now it works with cars like Quadrifoglio;
    • Now CM detects front parking lights as well, check 911 Carrera S;
    • Fix for Tyres FX for cars with rim radius exceeding wheel radius.• Performance and lights detection fixes;
    • Different textures for different tyre materials
    • Light position guessing now works better with ports;
    • INI-parser fixed.
    • Secondary spot from first person view fixed;
    • Brightness for guessed parking lights increased.
    • Guessing fixed, especially for older cars.
    • Textures color is considered while guessing light parameters;
    • Popup headlights;
    For now, only regular ones, no tricky stuff like Miura’s, those I’ll prepare later by linking lights to nodes rather than analytically.
    • Some very primitive emulation of bounced light;
    • Overall, guessing is improved, more cars work without adjustments.
    • Texture color detection fixed, thanks to @JPG_18 for such a quick report.
    • Lights guessing improved;
    • Brightness adjusted.
    • Thresholds for lights.ini lowered, now it works with DRM cars and more.
    • Flashing lights support;
    • Lights are getting brighter if they’re facing the camera;
    • Smooth switching on and off;
    • Support for wet track mod and, possibly, other unusual tracks as well;
    • A bit less saturated headlights light.
    • Whole thing with linking lights to emissive meshes recreated in a different way, not sure if it’s good, testing through all the cars with blinking and pits lights, but it should be better than before;
    • Lights guessing fixed, for some cars.
    • Tyres FX: damages fixed, damages are accumulating in replay, custom textures work properly with LOD B and change properly with distance;
    • Small generic fixes for configs and such.
    • General multiplier now works for parking lights;
    • Tyres flex is zero if tyres aren’t moving;
    • Screenshots are no more in PNG by default, now it checks assetto_corsa.ini (update for CM is coming);
    • Replay for last session, cr, is now saved without extension;
    • Fake bounced light brightness is customizable;
    • Mirrors are more mirror-ish now.
    • Smart mirror fixed in VR.

    v0.1.23

    • Added dynamic ambient
    • Fixed dynamic ambient performance.
    • More performance-related tweaks;
    • Options for dynamic ambient’s brightness, saturation and gamma.
    • Fix for dynamic ambient blacking everything out on some tracks;
    • Configs adjusted, new car configs;
    • Tyres textures now can be packed in ZIP-files.
    • Track lights support;
    • Shadows filtering reworked;
    • New smart shadows feature, custom splits, plus dynamic splits for external camera;
    • Set how much darker ambient lighting should be for surfaces facing down;
    • Dynamic ambient fixed, smoothing added;
    • Overall lights brightness now considers ambient lighting properly;
    • Dynamic and smooth emissive values are back, although for now disabled by default (look for DEV section in lighting_fx.ini), and a bit improved as well;
    • Optional post-processing for virtual mirror.
    • Black areas fixed (hopefully);
    • Configs adjusted;
    • Track lights:
    • Clusterization fixed;
    Please, set SPOT_SHARPNESS to 1 to test if it’s not too low, and lights are not getting doubled.
    • New value for DIRECTION for LIGHT_SERIES: NORMAL, to use averaged normals (look at forliring.ini for example).
    • A couple of new configs by @Atrip3 and @RealAKP, slightly altered for updated patch.
    • New BVH sorting for lights, should improve performance;
    • No more lights merging apart from very distant ones;
    • Speculars for all lights;
    • Dashboard light detection should be more reliable;
    • Extra bounced light;
    • Dynamic bounced light color;
    • Option to hide and replace meshes in tracks, with lights for Brands Hatch as an example;
    • Option to filter out vertices for track lights using UV coordinates (again, for example, check Brands Hatch config);
    • Making a track or a patch adding lights and want lights to increase in brightness when facing camera? Use ksPerPixel shader and set ksAlphaRef to -193.
    • Have a lot of trees on your custom track? Set ksEmissive for ksTree to negative value (like, -0.001), and it won’t get extra lights;
    • Brightness with post-processing for virtual mirror fixed;
    • Smart mirror now works only in first person view (that was silly).
    • Now it works properly during the day;
    • Settings readjusted a bit;
    • Mirror fixed;
    • Option to disable dashboard light;
    • Options to set how much light’s range and track lights are changed during the day;
    • A bit of extra API for Python apps;
    • New Python app for shaders patch, to see how many lights are being drawn at the moment.
    • Shader optimizations;
    • Speculars for tyres, brake discs and grass are fixed;
    • Bounding boxes for lights fixed;
    • Set per-track shadow splits if needed;
    • Small adjustments for guessing.
    • SSE-acceleration disabled, to get rid of crashes on some PCs.
    • Introducing conditions: bind your lights to activate only for a specific time of day, with LUTs;
    • Conditions might also have LAG and SIMULATE_HEATING properties, allowing for lights to turn on and off smoothly, with a bit of a gradient in the process;
    • Alter material properties! On per-material or per-object basis, either in a static manner, or bound to conditions. For examples, look at Brands Hatch config;
    • New properties to alter DIRECTION=NORMAL value:
     • DIRECTION_ALTER allows to set a vector in normal basis, so, for example, DIRECTION_ALTER=0,0,1 would mean no adjustment at all, DIRECTION_ALTER=1,0,0 would mean vector is turned 90° to the left (or right, don’t remember right now), and DIRECTION_ALTER=0,0,-1 would invert the vector;
     • DIRECTION_OFFSET would be added to usual normal, for all vectors, so, for example, DIRECTION_OFFSET=0,-1,0 would skew everything down;
    • Upper fake shadow for track lights;
    • Small fixes.
    • Quite a few of bugfixes for rear view mirrors and such;
    • New DIFFUSE_CONCENTRATION parameter for track lights (see pinned message in #config-chat);
    • Options to adjust positioning of flame lights for given car;
    • Small optimizations.
    • Conditions fixed;
    • Material adjustments fixed;
    • New line light for things like neon lights;
    • Custom car lights: turn indicators, reverse gear, handbrake, hazards;
    • License plate lights, with guessing;
    • KN5 extensions for cars, similar to the ones for tracks;
    • Lights turn off with damage;
    Only if you set DISABLE_BINDING_TO_EMISSIVE and DISABLE_CUSTOM_EMISSIVE_MANAGEMENT in lighting_fx.ini to 0.
    • Change virtual mirror location;
    • Dynamic virtual mirror location considering current car and camera, disabled by default;
    • Some CPU optimizations for tracks full of lights;
    • Small bugfixes.
    • Custom emissive management now enabled by default;
    • New car_instruments.ini, everything related to extra lights and that is moved to a separate optional module;
    • Breakable lights reworked, now they flick rarely, and for a very limited time;
    • Dynamic odometers (optional; at the moment, with configs just for E30 and Yellowbird; for now, total distance is loaded from Stereo Odometer app);
    • Option for correct speedometer (with speed taken from the gearbox);
    • Bugfixes and small improvements.
    • New Python functions;
    • Analog clocks support;
    • Also, now it works with more than one car, which is nice.
    • Adaptive virtual mirror fixed, now disabled by default;
    • Digital instruments now can display driven distance;
    • Added proper config for Gallardo, odometer for AE86 and Ford Transit;
    • New types of emissive meshes: ABS, traction control (both state and if they’re working at the moment);
    • Hazards fixed.
    • Issue with lights dissapearing and/or flickering on heavy lit tracks fixed;
    • New options for track conditions, allowing to specify the exact time for a light to turn on (and it accounts time multiplier as well).
    New indicators: brakes, battery, tyres, turn signals (one indicator for both lights);
    • Hazards triggered by sudden braking (look in Gallardo’s config, for HAZARDS_G_THRESHOLD);
    • Full config for Ferrari F40;
    • Extra dashboard indicators and odometer thanks to @Just Kauser;
    • Various bugfixes;
    • Custom emissive management fixed;
    • Lights binding to emissives fixed in cases like with pit lights;
    • Odometers: maximum value (UPPER_BOUND, to nicely wrap to 0 for analog and stick with 999… for digital), format option to digital (look in Transit’s config, DIGITAL_ITEM_NUMBER_FORMAT), loading value from Sidekick database;
    • Python function to reset car to the track or go 300 meters back (only works offline in single car sessions, invalidates laps);
    • Option to hide wrong way indicator and resetting (offline, in track day or practice sessions, optional);
    • Track Day improvements (optional): AI flood feature to make tracks more full, force bots to use street tyres if available (list of priorities is configurable). Doesn’t work property with traffic mods yet
    • Flashing lights fixed;
    • Constantly active lights (usually, those stripes of LEDs in front) improved, now, they affect emitted light brightness more accurately, and don’t get brighter as camera moves.
    • Small fixes and performance improvements;
    • Vertex AO support.
    • Now, those three buttons to switch vertex AO on and off (in that app) work.
    • Multilayer shaders fixed;
    • Now, vertex AO patches can be stored in Documents\Assetto Corsa\cfg\extension\vao-patches as well.
    Tyres FX: custom tyres textures now work online, thanks to @paul12451 for great help with testing!
    • Lighting FX: point lights for tracks now support DIFFUSE_CONCENTRATION;
    • Vertex AO:
    • Multilayer shader fixed;
    • New option for AO brightness multiplier, to fix dark tracks;
    • Support for Config.ini within “.vao-patch” files, allowing to adjust opacity and brightness multiplier without rebaking whole track;
    • Support for single patch for several KN5s.
    • Custom tyre textures fixed, now they work for offline cars as well! :sweat_smile:
    • New option for track lights, SINGLE_FREQUENCY=1 for single-frequency light (for example, for sodium lights);
    • Vertex AO: per-layout patches support;
    • Small shader improvements and fixes.
    • Flashing lights, hopefully, fixed;
    • Vertex AO: support for layouts, defined by models.ini;
    • Vertex AO: AO for ksMultilayer_objsp now works;
    • First small changes to particles shader, in attempt to make smoke darker at nights;
    • Customize location and size of the fuel light (on HUD).
    • Shaders fixed;
    • New ksMultiMap_emissive shader.
    • Smoke fixed (as in, changes are rolled back);
    • VAO patches now apply more reliably.
    • Lighting fixed.
    • Vertex AO: ksMultilayer_objsp shader fixed, black surfaces should be gone now.
    • Saving for guessed cars configs is fixed;
    • New Nice Screenshots extension (config: nice_screenshots.ini), adds accumulation anti-aliasing.
    • No more accumulation AA screenshots for VR and triple-screen mode (would require more trickery, I’ll add that later);
    • Screenshots saving in JPG format fixed;
    • Specific changes in grass and trees shader, to adapt their lighting, rolled back, since it appears that sometimes those shaders are getting used for other purposes (I’ll find a better approach later).
    • Reflections fixed, thanks to @SunBro for the report!
    • Real Mirror fixes and improvements;
    • Flashes fixed;
    • Virtual mirror fixed;
    • New graphics adjustment extension, allowing to increase motion blur amount (later, there might be more);
    • Separate TRACK_AMBIENT_GROUND_MULT_VAO parameter for tracks with baked vertex AO, plus option to re-define it in tracks’ configs;
    • Accumulation AA for screenshots:
    • Windows Imaging Component for encoding, to improve JPEG quality;
    • Option to set JPEG quality;
    • Three monitors support;
    • Option to disable FXAA to keep screenshots sharp;
    • Motion blur support, plus option to make it smoother;
    • DOF fix (pretty bad, but it’s better than nothing);
    • Saving time decreased.
    • Wobbling mirror reflection (without rear mirrors) fixed;
    • Saving screenshots in PNG format fixed nope, not yet;
    • Ambient lighting fixed;
    • Introducing shader sets, to improve performance a bit;
    • Now, Lighting FX can be deactivated, again.
    • PNG screenshots fixed (this time, for real);
    • Skidmarks in rear view mirror fixed.
    • Rear view mirror (occasional lags and more) fixed;
    • Sync with Sidekick odometer fixed;
    • Crash with specific cars on some systems fixed;
    • Lights merging in replays fixed;
    • Extended instruments fixed;
    • Lights distance in replays, with few cars, increased (optionally);
    • Option to replace FXAA by SMAA, three different quality presets (see graphics_adjustments.ini);
    • Smoke freezes in photo mode;
    • Flames freeze when replay is paused, or in photo mode;
    • All reflections in shaders reworked;
    • Reflections of sky in rear view mirrors added;
    • Nice Screenshots extension: option to alter MIP LOD bias, anisotropic filtration binds to 16 for a shot;
    • New OUTPUT_MULT option for odometers;
    • Maximum amount of lights increased by 25%;
    • New ac.ext_isVaoPatchLoaded function for Python.
    • Reflections and semi-transparent surfaces in rear view mirror fixed;
    • Speculars in rear view mirror fixed (as in, properly removed);
    • Custom textures in Tyres FX fixed (they won’t affect track anymore);
    • Real Mirrors: option to only render visible mirrors, virtual mirror fixed (apart from adaptive mirrors);
    • Starting lights cast light;
    • New INPUT for conditions, for race flags;
    • New common conditions, ALWAYS_ON and RACING_FLAG;
    • Option with −193 for emissive parts of projected lights now works for ksPerPixelAT shader too;
    • Logarithmic addition for dynamic lights (kind of), to decrease over-lit areas.
    • Reflections in car paint in rear view mirrors fixed;
    • Fog (in shaders) fixed;
    • Single frequency lights fixed;
    • Black artefacts on some tracks fixed;
    • LIGHT_SWITCH_SPEED_… options replaced by LIGHT_SWITCH_DELAY_…, now working;
    • Guessing for lights delay fixed;
    • MODEL_REPLACEMENT_… now supports KN5 v6;
    • New VR_STEREO option for real mirrors;
    • New Fake Shadows FX extension, slightly improves cars shadows and reduces clipping.
    • Reflections in cars in rear view mirror fixed once more, now they consider fog color too;
    • Deformable tyres in Tyres FX fixed;
    • Track configs loading fixed (in some specific cases, some lights were ignored);
    • Python ext_getTrackLightsVisible function fixed;
    • New INPUT_STAY_FOR and INPUT_CHANGE_DELAY parameters for conditions, added specially for RACING_FLAG;
    • Accumulation screenshots fixed, no more weird glitches;
    • New option for screenshots to increase resolution using the same approach, glitchy with high multipliers and some filters, but might be useful.
    • Those reflections in cars fixed once more, might not be the last time;
    • Proper sun speculars in mirrors are back;
    • Real Mirrors: fixes for SteamVR/Vive;
    • Real Mirrors: fixes for only visible filtering;
    • Now MODEL_REPLACEMENT_… for tracks can work with AC_SEMAPHORE_… objects;
    • New Windscreen FX extension, to either disable shadows or blur them with speed.
    • Partially reworked fonts rendering: now, it should run faster with lots of apps (please, test; thanks to @ for the idea);
    • Fix for track lights occasionally disappearing with a lot of cars;
    • Headlights merging fixed;
    • “Bounced” light intensity now depends on spot angle;
    • Flashing for conditions, including randomized;
    • New track lights conditions: HAZARDS, FLAME_FLICKERING;
    • Delays for RACING_FLAG adjusted;
    • Patch extension Python app now shows camera position;
    • Added support for line lights for tracks (check forliring.ini for example);
    • Lights now turn on at 17:30 to work with original servers and weathers, thanks to @Joshuax VGOS.
    • Real Mirrors:
    • New SHOW_HEAD and VR_LOCK options;
    • New ac.ext_mirrorParams() function;
    • Fixes.
    • More reworked fonts rendering, should make AC run a bit faster (might be a small change of crashing in specific cases, please send me crash logs if it happens);
    • Python apps now can use extra options, such as light or extra light fonts, look in AccExtHelper.py for example;
    • New extension for custom loading screen, with config in splashscreen.ini (for now, doesn’t really work with unusual aspect ratios and disabled for three monitors mode, will update tomorrow):
    • Details about selected track;
    • Now, AC tries to react to input events as it can, so it doesn’t freeze as much during loading, can regain focus or be closed with Alt+F4;
    • Lights occasionally disappearing due to colorful conditions fixed;
    • Off-values for material adjustments fixed;
    • Cars lights guessing and binding fixed;
    • New FLASHING_LUT option, for more specific or colored flashing;
    • New FLASHING_SMOOTHNESS=LINEAR value;
    • New FLASHING_SKIP_DOWNHILL_STATE option.
    • Flames fixed;
    • Loading screen:
    • Audio fixed;
    • Loading performance fixed;
    • Fallback image fixed;
    • Proper scaling to save aspect ratio;
    • Fallback to AC logo if nothing found at all, while keeping other blocks custom.
    • Tyres FX flickering fixed;
    • Loading screen: improved UTF-8 support, proper word wrapping;
    • Lights debugging: display outlines, bounding boxes and spheres (set in @Blamer app, or in lighting_fx.ini);
    • New TRACK_CONDITIONS_RESTORE option in general.ini, to stop lights from re-enabling when config is changed;
    • Light tyres rearranged: precision improved, spotlights can have both DIFFUSE_CONCENTRATION and non-zero SPECULAR_MULT;
    • Line light now can have COLOR_FROM and COLOR_TO allowing to create gradients or adjust brightness along the line;
    • SPOT, SPOT_SHARPNESS and DIRECTION are also available for line light;
    • And, now it can have speculars too, although they could be slower than spotlight speculars;
    • New Python functions: ac.ext_version(), ac.ext_getTyreGrain(car_index, tyre_index) (plus ext_getTyreBlister and ext_getTyreFlatSpot), ac.ext_pauseFsWatching(), ac.ext_resumeFsWatching(), ac.ext_debugLights(…), ac.ext_applyTrackConfig(…) (for example, look at AccExtHelper app);
    • Small fixes.
    • Major bug fixed (comparing to preview82);
    • Tyres FX: damages accumulation fixed;
    • Real mirror: fixes for rendering, role guessing and HQ compatibility;
    • INCLUDE behavior is fixed (now, INLUDE in included files also works, that’s why ACFL F1 cars were acting wrongly);
    • Loading screen: option to fallback to some graphics instead of AC logo, for now those dots backgrounds are used;
    • Loading screen: extra car specs;
    • Lights limits fixed;
    • Track lights: rare flashing bug fixed;
    • Graphics adjustments: optional color grading, same as in Custom Showroom (for now, doesn’t work without FXAA/SMAA or in screenshots, very experimental; both DDS and PNG formats are supported);
    • New Brake Disc FX: some sort of rim reflections, dynamic heating color;
    • Brake disc lights fixed;
    • Ambient shadows for wheels in wheel arches;
    • Brighter tyres in cloudy weather;
    • New ac.ext_getTyreVirtualKM(car, tyre) function;
    • Fixed ac.ext_version();
    • Spamming with curve messages in “log.txt” fixed;
    • Attempt to fix PythonInterface.printErr error, might not work right now;
    • Rare bug causing AC to crash with mesh replacements (for example, with patched Yellowbird from here: https://www.racedepartment.com/downloads/ruf-ctr-yellowbird-visual-update.21343/) fixed;
    • For cars, LIGHT_SWITCH_DELAY now has LIGHT_SWITCH_LAG alternative;
    • Smooth lights switching improved;
    • AI Flood parameters adjusted;
    • Flames lights fixed;
    • Spotlights can have angle higher than 180°, for special lamppost;
    • New AFFECTS_TRACK parameter for car lights;
    • New MESH_ADJUSTMENT sections for tracks, allowing to change parameters such as IsTransparent (looking at those wet track mods which lose car ambient shadows);
    • Configs for Caterhams, thanks to @benobro.
    • Tyres FX damage gain adjusted;
    • Accumulative screenshots: pieces of UI shouldn’t appear anymore.
    • Spectators fixed;
    • Shadowed wheels fixed;
    • More options for Brake Disc FX: DISC_INTERNAL_RADIUS, DISC_INTERNAL_RADIUS_SHARPNESS;
    • New Python functions: ac.ext_patchVersion(), ac.ext_setDriverVisible(True/False), ac.ext_setDoorsOpen(True/False);
    • Interior light for when doors are opened;
    • Line lights fixed;
    • Bounced interior light fixed;
    • Small shaders fixes.
    • Shadowed wheels: shadows for rims and brakes softened;
    • Loading screen: better three monitors support, optional blur;
    • Screenshots capturing fixed (hopefully).
    • Proper wiper synchronization based on mesh names (thanks to @henter);
    • Screenshots fixed :)pray:);
    • New options for shadowed wheels, for Caterhams and other similar cars;
    • Dynamic lights fixed (some replay cameras didn’t render them);
    • AC fix: depth fighting with low FOV replay cameras fixed;
    • New option for extended physics, additional ray casts (won’t affect any of existing cars);
    • Loading screen looks for car images in extension/backgrounds, issue with Spa/Spa 1966 should be resolved;
    • Color grading: sRGB PNGs support;
    • Option to render lights in reflections (ruins FPS, at least for now);
    • Fake shadow opacity parameter is taken into account now;
    • Fix for analog odometer sometimes breaking on INI files update;
    • Skidmarks shader reverted to original;
    • Option to disable year postfix (in general.ini).
    • New ac.ext_setTrackConditionInput('NAME', value) Python function.
    • Mirrors app updated;
    • Wipers: LOD fix, performance improvements.
    • Wipers, all thanks to @henter, of course:
    • Wiper guessing;
    • Smoother transitions;
    • Edge smear is back;
    • Animation works in exterior view;
    • Fixes;
    • A lot of configs are now included, from GitHub repo (never mind increased size, it’s temporary, until I prepare a better solution);
    • Wheel shadows now affect dynamic lights properly;
    • Option for trees shadows;
    • Option for reduced tiling;
    • Extension app: copy camera position, toggle lights outlines, check normals in normals only mode;
    • DOF fixed;
    • On rewind, smoke particles are cleared;
    • Render distance increased to 20 km;
    • Options for dynamic distance clipping, in graphics_adjustments.ini;
    • Auto-focus in replay photo mode, with ctrl+click;
    • Car lights options:
    • Disable lights.ini with DATA/DISABLE_LIGHTSINI=1;
    • New EMISSIVE_CORNERINGLAMP_LEFT_N and EMISSIVE_CORNERINGLAMP_RIGHT_N, for cornering lamps, with STEER_THRESHOLD option (in degrees);
    • Now, EMISSIVE_LIGHT_N and EMISSIVE_BRAKE_N take part in lights guessing as well, if LOCATION is set (use CAST_LIGHT=0 to disable this behavior);
    • New ACT_AS_HEADLIGHTS option to make emissive meshes get brighter if camera is caught in car headlights;
    • Set FALLBACK_HEADLIGHTS_COLOR and/or FALLBACK_BRAKES_COLOR to set emissive meshes brightness if disabled;
    • As an alternative fallback mechanism, set several lights to act on a single mesh, the one with higher N will have lower priority;
    • Set VALUE_N=ORIGINAL or OFF_VALUE_N=ORIGINAL for MATERIAL_ADJUSTMENT to use original value;
    • STRICT_SEARCH option for loading screen, enabled by default;
    • Car instruments in replay fixed;
    • Other fixes.
    • Light animation for Ferrari 512 TR and some other cars fixed;
    • Option to bind car lights to specific nodes;
    • Loading screen: gradient for three monitor setup is fixed.
    • Lots of tweaking for the rain;
    • Physics extensions: INPUT=HEADLIGHTS and inline LUTs for aero controllers, aero maps, extended raytracing fixed;
    • New transmission_ext sound event;
    • New common extension soundbank, actual soundbank is missing for now;
    • Option to switch to older master soundbank if player uses car with old sounds, to fix missing engine_ext event (would mess newer cars though, but for now, it’s better than nothing; for this thing to work, just put this old folder to content/sfx, without overwriting any files: https://drive.google.com/uc?id=1uJbkr_ZFqaljVizqR8I2rXy2JqoU02_a);
    • Fix for tree shadows in VR;
    • Fix for ambient shadows in replays;
    • Fix for clipping distance if config is missing;
    • Separate shadow settings for tyres and rims (fully compatible with existing configs);
    • Now, tyres should detach more rarely, with Tyres FX enabled;
    • AC crash with non-digit first character in HEADER/VERSION fixed;
    • Replays rewinding fixed;
    • Time app fixed, now displaying time in 24 hours range;
    • New type of digital instrument, brake bias (TYPE=PLACEHOLDER, TYPE_EXT=BRAKE_BIAS, or [BRAKE_BIAS] DIGITAL_ITEM=N in extension config).
    • More rain tweaks;
    • Configs are temporary removed, you can find the latest here: https://github.com/ac-custom-shaders-patch/acc-extension-config/;
    • Physics extensions: aero fan (for cars like Chaparral 2J) made by @JPG_18, inline 2D-LUTs;
    • Crashes with older mods without compatible soundbank prepared fixed;
    • Shaders fixed: MIP LOD bias won’t affect reflections, fresnelEXP properly clamped to 1 so 919 Hybrid 2015 works, trees work better with dynamic lights;
    • Accumulation screenshots work with feedback filters, default MIP_LOD_BIAS value is adjusted again;
    • Loading screen settings reverted back to normal;
    • Few fixed for Tyres FX: damage works in replay, flat spots fading fixed, effects fade with distance smoothly;
    • Cars guessing: for single rally cars, special values will be used;
    • Animated turning indicators;
    • Casted light for turning indicators fixed;
    • New LIGHTING/CAR_LIGHTS_LIT_MULT parameter for tracks configs, multiplier for car lights;
    • Crash on exit fixed;
    • New type of digital instruments, text appearing on condition (TYPE_EXT=CONDITION_TEXT, or [DI_CONDITION_TEXT] DIGITAL_ITEM=N in extension config);
    • For brake bias instrument in extension config, section name was changed from BRAKE_BIAS to DI_BRAKE_BIAS;
    • Single frequency is not a flag, but value from 0 to 1.
    • Nice Screenshots extension fixed;
    • Adjustable wings, to sync aero angle with model.
    • Skinned wiper meshes support;
    • Rain geometry intersection check;
    • New Neck extension;
    • New option for forcing low-res cockpits in other cars in first person view to get rid of switching back and forth;
    • Conditions flashing is no longer affected by time multiplier;
    • Configs are in slightly new format (wait for upcoming CM update);
    • Speedometer now only synced with wheels for older street cars;
    • Odometers fixed.
    • Speculars fixed;
    • Shaders fixed;
    • Reflections in rear view mirror in external cameras fixed;
    • Input bindings for turning signals, hazards and wipers (supported in upcoming CM update);
    • New bindings for look left and right, working with POVs;
    • Neck extension fixed (VR support improved, now less wobbly in certain cars);
    • Move camera around using middle mouse button;
    • New ac.ext_patchVersionCode() function returning number instead of string, which will increase with every build.

    v0.1.24

    • Default bindings for turning lights and hazards (Ctrl+←, Ctrl+→, Ctrl+↓);
    • Timing fixed (now, if switched quickly, they’ll only flash once).

    v0.1.25

    New Particles FX extension:
    • Soft particles (so far, only works without VR with post-processing enabled);
    • Improved lighting;
    • Option to receive shadows;
    • Option to sort particles to partially fix drawing order;
    • Neck extension:
    • Lock to horizon;
    • Pan with middle mouse button, zoom with mouse wheel;
    • Look with right thingy on Xbox joystick;
    • Driver model in rear view mirror is synced as well;
    • Option to display helmet;
    • Fast G-forces response reworked;
    • Parameters adjusted;
    • Fix to make rain stop by @henter;
    • Physics extension: proper air density calculation (for extended cars) by @JPG_18;
    • Accurate impulse tachometers simulation for old racing cars thanks to @leon_90;
    • Reset telltale with Alt+R, binding in CM is coming soon;
    • Cycle for wiper buttons;
    • Color grading works for screenshots;
    • Turning signals fixed;
    • Auto-cancellation for turning signals;
    • Option to disable lighting on trees to improve performance;
    • Option to disable lighting on trees per track (in case trees aren’t nowhere near track and aren’t lit usually; [LIGHTING] ENABLE_TREES_LIGHTING=0);
    • Option for loading screen to display status at the top;
    • Option for loading screen horizontal status offset;
    • Debugging lights outlines fixed;
    • Speculars on wet tracks fixed;
    • A lot of new configs from https://github.com/ac-custom-shaders-patch.
    • Neck extension: looking with Xbox joystick stick is now an option, disabled by default;
    • Particles FX: brightness fixed.
    • Bug with track textures with Particles FX enabled fixed;
    • Bug with telltale fixed;
    • Couple of new functions for Weather FX: ac.setAiHeadlights(<flag>) and ac.getAltitude().
    • Skin-specific car configs is fixed;
    • Search for replacement KN5 for cars is fixed;
    • Spectators are hidden (temporarily, for testing);
    • New option to read car name from JSON file.
    • Now, if AC would crash, crash dump would be created! Makes debugging so much easier, so, please, include them as well (should be generated in logs folder);
    • Weather FX: shared materials for clouds, rare second frame crash fixed, accurate sun, moon, stars and planets movements, new fog implementation (WIP), clouds rendering optimized, shadows can be disabled by weather;
    • Neck: deadzone and linearity for controller, Track IR support (so now it’s compatible with RHM as well), fix for occasional black screen;
    • Replays saving fixed, now AC won’t damage other files (very sorry about this one in particular);
    • New Chat Shortcuts extension (press ~ to see the messages; options for control bindings are coming soon);
    • New layouts for license plate lights: TWO_ON_BOTTOM and ONE_ON_BOTTOM;
    • New options for animated turning lights: SMOOTH_IN (0 or 1, default value is 1) and SMOOTH_OUT (default value is 0) to match real life turning lights;
    • Fuel needle fixed;
    • Trees VAO can be turned off and on again.
    • Brake Disc FX fixed;
    • Now compatible with AC shadows removal patch;
    • But, at the same time, it’s now included here as well: in other words, if your shadows are set to Off in CM, even without that shadows removal patch, shadows will be gone now;
    • Auto guessing for visually adjustable wings;
    • New feature for cars: wobbly bits;
    • Neck: Track IR fixed;
    • Neck: fast G-forces response deactivated (after some consideration, I decided it was a bad idea to add it in the first place);
    • Animated turning lights fixed;
    • New options for turning lights: REPEAT_FREQENCY_HAZARDS_HZ (separate frequency for hazards), USE_RANGE_FOR_HAZARDS (set to 0 to disable animation in hazards mode);
    • Other small fixes.
    • New CPU and GPU optimization options by @henter (check out general settings);
    • Rear wing of Porsche 911 GT3 RS fixed;
    • New tyres dirt and pieces of grass for Tyres FX:
    • New DIRT_WIDTH_K, DIRT_ACCUMULATION and DIRT_FADE parameters for cars;
    • Track parameters allowing to specify dirt and grass color for Tyres FX: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Dirt-on-tyres;
    • Tyres FX: flat spots become longer with time, and have rounder shape now;
    • Lights bound to meshes now don’t wobble with speed;
    • Headlights which don’t affect ground now don’t produce fake bounced light;
    • Parameters EMISSIVE_BRAKELIGHTS_MULT/EMISSIVE_PARKINGLIGHTS_MULT now works with brake lights with OFF_COLOR properly;
    • New BOUND_EXP and BOUND_EMISSIVE_MAX options for car lights, allowing to adjust how much light is casted in blinking or off state;
    • New Logitech G27 LEDs extension:
    • Option to disable AC managing G27 LEDs;
    • Alternative threshold algorithms;
    • New Python functions: ac.ext_isG27Available() and ac.ext_setG27Thresholds(minRpm, maxRpm);
    • Spectators fixed and now lit properly;
    • Various Weather FX performance improvements:
    • Shaders optimized;
    • Rendering order changed, now sky and clouds are rendered last;
    • Frustum culling;
    • Lua replaced by LuaJIT;
    • Functions math.clamp and math.saturate fixed;
    • New CLUTCH input for aero controllers;
    • Small fixes.
    • Particles shader now included, for spectators;
    • ksPerPixelAlpha also got that ksAlphaRef=-193 thing for spotlight mode.
    • New track adjustments extension, with option to adjust amount of spectators depending on type of race and number of cars;
    • Drawing order fixed for online (@henter);
    • All shaders fixed;
    • Bugs with textures fixed.
    • Particles FX fixed;
    • Logitech G27 LEDs:
    • Option to set a custom delay;
    • Default delay decreased from 50 to 12 frames;
    • Virtual LEDs mode fixed;
    • New option to display handbrake bar in pedals app;
    • New extension for post-processing filters:
    • Auto-reload PP-filters during the race;
    • Option to limit auto-exposure metering area (actually working);
    • Add any amount of various color corrections in specific order (a bit WIP);
    • More details: https://github.com/ac-custom-shader...ki/Extra-options-for-post-processing-filters;
    • Track adjustments: option to hide crew in track day or practice modes;
    • Tyres FX now doesn’t make tyres disappear when crew changes them.
    • New GPU optimizations by @henter: deduplicate meshes, separate shadow meshes;
    • Tyres FX texture issue fixed again (this time, might be closer to final);
    • Weather FX:
    • Track heading angle is taken into account;
    • Working controller;
    • Built-in accurate timezones calculation;
    • Sanity check for timezones and coordinates;
    • Absorption for moon, stars and planets;
    • Issue with black horizon fixed;
    • New properties for tracks’ material adjustments:
    • BLEND_MODE: ALPHA_TEST, ALPHA_BLEND or OPAQUE;
    • DEPTH_MODE: DEPTH_NOWRITE, DEPTH_OFF, DEPTH_LESSEQUAL or NORMAL;
    • Handbrake bar now disabled by default;
    • Small fixes.

    v0.1.25-preview32 (current version@December 2018)

    • Weather FX fixed;
    • New GPU optimizations now should work;
    • Neck: option for base tilt;
    • Graphic adjustments: option for separate replays color grading.
     
    Last edited: Dec 21, 2018
  16. Nick Moxley

    Nick Moxley Alien

    SOL i bet they make a Christmas Present.

    Maybe, Please......Pretty Please.
     
  17. peter boese

    peter boese Hardcore Simmer

    No sadly not. But we have the goal to throw out everything (new Shader update, new CM and Sol) in the first week of the new year. Will see if we can hold this...
     
  18. If I would be a executive Manager in any Racing Game Company, I would hire Ilja and pay him a decent salary. Together with a contract to only work for my company. The performance that he proved to be possible with the AC engine is just unbelievable and blames every Kunos Dev every day. But on the other way, Kunos devs made the engine ...
     
  19. peter boese

    peter boese Hardcore Simmer

    IMO the actual way AC+Shader is going, could not be realized with a commercial background. The main reason why this development is so steady: many people invest there time (sometimes more than it is good in terms of real social life) and this people have NO pressure from an employer and can develop their own ideas. So we could be glad Kunos gave us a very well developed sim with so many ways to manipulate and with no hardline interaction to prevent all the things going on now. This is the most important part. And it is always fascinating to see - like in nature - if there is a way to grow, people will make it to grow. Give the people a game, they will just play. Give the people a tool....
     
    Last edited: Dec 23, 2018
    TDS, Ace Pumpkin, hazardic and 10 others like this.
  20. Nick Moxley

    Nick Moxley Alien

    We will appreciate it regardless Peter, Christmas present, New Years Present, Its all the same and we Love you all for it regardless.

    Keep up the hard work eh.
     
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