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Cars – Enabling extended physics
JacksonPG edited this page Oct 30, 2022
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To make sure everybody is racing in the same conditions, to use any features of extended car physics, you need to enable extended physics first. For that, open car.ini
, find [HEADER]
section and add extended-
to VERSION
value as prefix, like so:
[HEADER]
VERSION=extended-2
For version locking (1.74+ only)
[HEADER]
VERSION=extendedV2-1 ;still can have 1 or 2 at the end
[_EXTENSION]
REQUIRED_VERSION=2142 ;this is using the 1.79 version code as an example. Can be found easily in CM->Settings->CSP->About, titled "Shaders Patch version ID"
The idea is that original AC, if it would encounter that VERSION
value, would crash (because it can’t parse this value as integer). Custom Shaders Patch, on the other hand, would catch this value, stop AC from crashing and mark loading car as a car which can use extended physics.
If you have any question or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers