Visual shaking is fixed! Plus quite a few other fixes in this preview of an upcoming update (Patreon)
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After previous breakthrough with custom physics engine fixing physics on large tracks I got so motivated that I decided to use that moment of extra inspiration and finish second half of large tracks fixing. Although the solution is easy — simply offset everything that’s being rendered and a few other things that need extra accuracy — but I had to go through all of AC and CSP’s rendering to make that change, so it took quite a lot more time. But now it works, and although change is subtle, I hope it’s worth it. No more car instruments glitching out on Nordschleife (comparison)! 🙂
Also, of course, a few issues with custom physics engine have been fixed, such as occasionally misaligned suspension or custom raycasting occasionally missing some triangles of low poly surfaces. Plus an extra layer logic for stationary cars to stop them from sliding off until we figure out a good way to improve low-speed behaviour properly.
RainFX was updated as well: now with functioning drying, reworked and optimized wipers detection and various fixes and improvements of some visual and physics-related aspects. Adjustable rain volume needs an updated version of Content Manager as well, which is going live tomorrow. The full list of changes.
Few other noteworthy changes:
• New shader for human surface (skin, hair, etc.) with simple subsurface scattering estimation, custom shading for different surfaces and some additional animations and other subtle details. It’s created to be fully compatible with original models, trying to add some extra life to them. Configs are set on level of driver models, so it should already work with most cars. Here’s a comparison.
• Fake track shadows with an easy to use creation tool. Just take a look. Cheap and simple technique that’s been around forever, shouldn’t affect performance at all, and yet, I think, really improves the way it looks.
• Online, admins now can assign penalties manually (needs a server configured to use at least CSP build #1476). Pretty experimental feature, but I believe it should work. And later there would be the support for plugins to do with automatically, just need to do more testing.
All sorts of general fixes are also included, the full list is here (including changes from previous preview build). Hopefully now this upcoming update is going to be stable for a change. 😬
Thank you so much for all the incredible support! Hopefully there’ll be no game-breaking bugs so I’ll be able to make it into a public update (without RainFX for now, for it next steps are to protect configs, implement smooth weather transition online and integrate surface lines and rubberness into physics, and hopefully find a way to finally disconnect rain physics from extended physics).