XaiJu
x4fab

x4fab

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Few quick fixes

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Peer-to-peer racing, speculars in linear color space and more

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Staying safe with all the content, and a teaser or two

Sadly, it looks like we’re starting to see some bad-faith modders in the community. So, I thought I’d make a small post with a few recommendations, and work on making CSP a bit safer.

First of all, please keep an eye on the type of content you’re installing, and if you’re not using Content Manager to install a mod (or if it’s being installed as a generic mod), glance through the files to see what actually is being added. If it’s something like a new car, or something else co...

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Merry Christmas and Happy New Year

UPD: The previous fix was not quite enough, so here is a second attempt, preview212. My apologies, please update once more. Thank you!

Merry Christmas and Happy New Year, everyone!

For the past couple of months, we’ve been primarily working on all sorts of fixes, although there were a few new features too. Now, thanks to all your feedback and reports, this new update should be more stable, an...

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A quick fix for interiors getting wet

Finally managed to reproduce and solve the bug that I’ve been hunting for quite some time now, with car interiors getting wet in the rain in some cases (turns out, it was only happening on certain mod tracks). Also, disabling chunks optimization shouldn’t mess up some mod tracks now (previous fix wasn’t enough).

Here is the installation link. Thank you for all the support, and for the great reports!

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A few more fixes and a new physics core loop

Here’s another bunch of fixes, for both stability and performance. Physics should run smoother and in general consume less CPU, especially with new physics experiments (although those are disabled by default for now). Refracting headlights shouldn’t break anymore, loading should be a bit faster, new KN5 loader should better support some specific models, some crashes have been fixed, and more (even a silly option in small tweaks section showing driver names on license plates online). View Post

A few fixes, more coming soon

That’s not all, of course, more fixes are coming soon, but here is the first batch. Key fixes so far:

  • Missing leaderboard, starting lights and ping should be visible again;

  • Crashes on SRP servers related to Lua scripts loading some textures are fixed;

  • Physics computation should be faster, with late frame events happening less often, especially in a case of heavily loaded CPU;

  • Exhaust flames should be fixed as well, now properly tied...

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Big rewrite

Thank you so much for your patience! After the last update, I finally decided to upgrade my hardware, and after that, I discovered that I can finally do things like recompile the entire project in just a couple of minutes (right now, Custom Shaders Patch is around 500k lines of code, so on my old laptop it was quite an undertaking). Finally, I could rewrite things properly! Unfortunately, however, I kept digging deeper and deeper, so it took quite a bit longer than I anticipated. And even thi...

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A few quick fixes

My apologies about messing up compatibility with NVIDIA overlay and Reshade, this build should work better. Also, a couple of small fixes for the new trees.

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Red, green and blue

UPD: If you experience crashes without any error messages, check and disable NVIDIA overlay. Investigating and working on a fix right now, my apologies.

In that endless pursuit of the build worthy to be tagged “recommended”, I’m back once again with another bunch of fixes. But there are a couple of new things too! And while I was working on those, I ran into a bunch of other bugs, all have been fixed now though.

2025-06-11 19:04:34 +0000 UTC View Post

A few quick fixes

Thank you for all the reports! Still working on fixing other bugs, but here is a first batch of fixes.

Main one is that issues with custom physics and ABS (brought by fixing the way torque is being distributed in suspension to be physically accurate) should be fixed now: in-action ABS state should be tracked accurately again, and FFB is fixed as well. But also, there is a new option in FFB Twea...

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New main menu

For this update, we mostly focused on Quality-of-Life improvements and fixes. Hopefully, this one will be stable enough to become the new recommended version. Although, there are a few new things too.

New main menu

Similar to the new pause menu, replaces the main menu with something a bit more fresh. To keep things familiar, the overall structure is very similar to the original menu, but it has a bunch of small additions here and there, so I’d recommend giving it a try (for no...

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Photo mode update and advanced FFB scripting

Another update that is mostly just a bunch of fixes, but, as usual, there are some new additions too (this time, however, pretty much all of the new options are disabled by default to try and make this new build even more stable). Here are some highlights:

Expanded options for FFB scripting

API for FFB post-processing scripts got a few new functions for accessing detailed state of simulation at physics calculations rate, now allowing to easily replace entire FFB w...

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A couple of urgent fixes

Thank you for all the reports, they really helped us to focus on some important issues before proceeding with the addition of new features. Here are some of fixes we have been working on:

  • Missing audio fixed (renaming the soundbank in 0.2.5 was a questionable idea, but with a more unique name, chances of conflicts are smaller).

  • Traffic has been fixed, as well as other scripts using bounding spheres. Another optimization that went a bit sideways, but should work fi...

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Merry Christmas and Happy New Year!

Thank you all for waiting! For this update, we decided to primarily focus on stability, but there are some interesting new additions as well.

Ice and studded tyre physics

SurfacesFX got a new addition, the new ice physics. Regular tyres wouldn’t do that much on ice, but if any ice surfaces are detected, CSP will create a couple of new tyre sets with studded tyres, which would have a much better chance of finding any grip. There were some mods with icy surfaces f...

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Rally guide & some news about CM Workshop

Considering how helpful the previous guide video was, we’ve prepared another one, this time about the new rally mode. Hopefully it’ll be just as useful!

As for development, for the past couple of months we were focused on preparing a new online platform for exchanging content. At its core it’s a second version of that 2024-09-14 23:55:50 +0000 UTC View Post

Rally mode and more

For the past couple of months, we were primarily focused on a couple of things related to rally, to put Surfaces FX module adding off-road physics to a good use. One of those is a new app meant to function as a copilot, showing and voicing details about upcoming turns, and another is a new mode for a single rally stage (a more advanced rally mode with multiple stages is coming a bit later).

Rally Copilot app

The first main addition is a new app that can help you n...

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Further improvements to LCS and SurfacesFX, online replays, radio app and a bunch of fixes

As always, it took a bit longer than I hoped, but it’s not only the fixes, there are some new quality-of-life improvements as well. And, of course, a lot of fixes, since it’s going to be the next public update too.

Linear color space and default WeatherFX style updates

Of course, there were quite a few bugs with linear color space implementation, but now most of them should be fixed: that includes issues with nePBR shaders, lights range, rendering breaking on ...

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Linear color space

When it comes to rendering, Assetto Corsa always had this problem where all the shading was done in so called gamma space. That’s a common mistake (and in fact, some years ago most videogames were doing things this way), and while I became aware of the fact some time ago, only recently I realized the extent of the issue. Pretty much anything we were trying to do, be it dynamic lights, reflections, fog, sun/ambient light combo, or even something as basic as Lambert model computing light cont...

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Introductory guide

If you’re just getting accustomed with various Assetto Corsa mods, the whole thing might seem confusing at first, knowing what to do and in what order. In order to help my friends made an excellent video showing how to download and set everything up. Give it a watch if you need a quick introduction!

(As always, thank you for the incredible support! There is no build in this post yet, sorry, working on something big right now, but it’s not in a functional state yet. Still not entirel...

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Happy holidays and joyful New Year!

Despite all my efforts, a few bugs managed to make it in with the last update, so here are just a few more quick bugfixes. Issues like AI drivers leaving pits at once, new option in VR tweaks messing up FFB, problems with Lua audio (including WeatherFX styles), as well as some specific crashes, should be fixed. Also, there are some small changes and tweaks, for example, collider-based LODs got an update getting the shape of those distant cars View Post

Nothing but fixes (almost)

While the previous update had quite a few fixes, unfortunately with all the new features it also introduced a bunch of new bugs, so this time I tried my best to stop myself from getting distracted and focus primarily on fixing things. Let’s see if it has made a difference, but I’m hoping CSP should be noticeably more reliable now. Of course, I couldn’t go for so long without a little break here and there, so there are still a couple of new things, but they’re entirely optional, most o...

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Lots of fixes

For the final stretch we focused on fixing bugs, trying to get something more stable than usual. So, there aren’t too many new features, but there are still a few.

  • Windscreen reflections: a new still experimental feature of WindscreenFX adding live dynamic reflections for windscreens. The technique is somewhat unconventional, but it should produce reasonable results for most cars, and the rest can always be fixed with some configs. One drawback at the moment is that activating t...

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A few small fixes

There were quite a few fixes in the last build, but unfortunately a few regressions as well, so here is a quick fix I was working on for the past few days, this one hopefully should work better.

Changes:

• Wet surfaces looking red/green fixed (debug view somehow managed to leak through rebuilding process again, need to make things more robust);

• A small issue with tyres with custom physics occasionally spinning in a wrong direction on landing fixed;

• New parame...

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Finalizing update

Since the last update we were working on preparing a functional and reliable public build, so, again, mostly fixes and improvements, a lot of them related to features for developers and content creators. And now, a bit more testing and I believe this build (without rain for now) can be made public! Well, hopefully.

But, of course, as usual, there are also a few new features, most notable:

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Maintanence update

Getting very close to the next public update, for this build we mostly focused on fixing all sorts of issues. A lot of internal stuff has been rewritten from scratch, a lot of bugs old and new were solved, so the whole thing should run smoother now. There are also a new things that might be quite interesting:

Car body flex

A new feature for custom car physics giving cars a bit of flexibility controllable separately for rotation and offset for different axes. Shoul...

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AIs update for RainFX and some other changes

Rain is still being finalized (sorry about even its rewrite taking so long), but there are already some changes for another preview build which might be worth testing. And now I’m going to try my best to get the public release out as soon as possible, with all the changes that have been made.

Updated AI

AIs got a lot more tweaks to try and get it to act better in rainy conditions. First and foremost, they adapt a lot better to changes in grip now, no longer star...

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Happy New Year!

Public update might take a bit longer than anticipated since a few more bugs have popped up, but here is a quick fix with some changes:

• RainFX: issue with distant surfaces fixed, static rain intensity set in online servers now is adjusted to keep things compatible (basically multiplied by 0.2), online servers can disable rain physics with “[EXTRA_RULES] DISABLE_RAIN_PHYSICS=1”, rain drops show up in rear view mirrors.

• Physics: ground height calculation for wings has be...

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Merry Christmas and Happy New Year!

Barely managed to finish the update in time, and unfortunately the public update will have to wait for another day or two, I need to do more testing and fix a couple of small issues first. There are quite a lot of new additions, and some of them might need more work.

Most important change is the update for the way tyre contact works. Thanks to Jackson tyres now use multiple rays per cast properly, taking into account car tilt, moving contact point and more (update for Tyres FX taking it...

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Gameplay improvements, trees, new visual effects and more

Had a bit of a hiccup in performance, but things are back to proper mode of operation now, so more new features (and, of course, fixes and documentation) are coming soon! As for this update, there are still a few new interesting things:

Trees (not yet procedural)

Whole thing with trees turned out trickier than I anticipated (generating a tree is one thing, but having to create LODs for it too requires some very different geometry which I’m still investigating). ...

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