Who is this creator?
No community tags yet.
Showing 1 - 50 of 127
A few quick fixes
As is the custom, here are a few quick fixes. Can’t have a big update without a few small things going wrong. Thank you for all the reports! Oh, and also, in this preview, there is a new experimental blurred rims implementation, replacing the original solution entirely. Still early WIP though, but m
Oct 29, 2026 0 31
The final 0.3.0 is here
UPD: My apologies about the missing rain, I updated the build. It was quite a big gap, but it’s finally ready. A lot of core changes, a lot of rewritten internals, this should be a easier to work with base going forward. Thank you for all the incredible support along the way! For this build, apart f
Oct 28, 2026 0 21
One more thing before 0.3.0
I broke a couple of things in the last preview, so here is a fix. Please give it a try, and if nothing is as broken here, this will be the 0.3.0 build. My apologies, I got a bit mixed up with all the fixes. Changes: Crashes when changing camera with rain active fixed; Crashes when preparing flags on
Oct 24, 2026 0 21
The final 0.3.0 preview, public release in two days
Thanks to all of your reports, it seems like most of the crashes and major issues are solved now! So, I believe this should be the last preview before 0.3 goes public. And, of course, 0.3.1 with more fixes will be coming soon, but I believe this one is stable enough for the public update. Besides al
Oct 22, 2026 0 4
(Some of) Extra FX in VR, and a lot more fixes
While the previous build helped with GPU crashes, it seems like it wasn’t enough, but, thanks to all the reports, I found a couple more problematic functions, and reworked them as well. Let’s see if these changes help in any way (and if not, I feel like it’s a decent release candidate for 0.3.0 rega
Oct 7, 2026 0 21
Sorting out NVIDIA drivers crashes
Sadly, there is still one problem that makes me concerned about releasing final 0.3: sometimes, NVIDIA drivers seem to crash. I’m not sure what could be the culprit, and so far, I couldn’t recreate the issue locally, but I have a suspect — the whole new shaders cache purging mechanism I introduced e
Oct 1, 2026 0 11
A few remaining fixes, and OpenXR
I believe, unless something major explodes, 0.3 will be ready by the end of the week. It seems like there are still a few bugs, unfortunately, but all the major stuff should be fixed, and the remaining stuff can wait until 0.3.1. Thank you for all the reports, and for submitting those crash reports
Sep 24, 2026 0 41
A bunch of tiny fixes
Great news: the reports uploading mechanism works great! Here is a new build with a few fixes based on all these reports, and here is the full list of fixes. Thank you for all the support, and for sending all these reports!
Sep 17, 2026 0 11
Rain rebalance, another NoHesi fix, crashes and regressions fixes
Still collecting feedback and sorting out all the reports, but they seem to be slowing down, so hopefully this will be the last pre-0.3 preview. Thank you for all the incredible help! The big change in this build is rebalanced rain. Previously, we mixed things up a bit, leading to 100% of the rain s
Sep 16, 2026 0 21
Fix for rain crashes, No Hesi and more
Thank you for all the feedback and reports! Here are a few more fixes, but first, a couple of important points: First of all, a word of caution: please be careful when using third-party encryption services for your content, especially if they claim to have an official authorization (we do not partne
Sep 9, 2026 0 21
Few remaining fixes, a bunch of performance improvements, and an update for CSP previews
Some of the reports took me quite a while to figure out, my apologies. Now, it should be pretty much ready. The only thing left is rain physics misbehaving badly on some PCs, so unless something else explodes, the final 0.3 should be out in a few days. Quite a few fixes in this build too. Suspension
Sep 2, 2026 0 21
And a couple more fixes
Two more fixes, my apologies. Now, multiple contact points per tyre are functioning again, and CSP previews are working too. Just some small mishaps with the last compilation, sorry about that. I’m already working on an automated test rig, to make sure in the future, such problems won’t make it into
Aug 14, 2026 0 21
Several additional fixes
Thank you for all the feedback and all the reports! Here are a few more fixes: Variable Refresh Rate is enabled by default, to make sure people don’t experience unexpected performance regressions; Replays saving and loading should be more sturdy (keep an eye on “Couldn’t load the entire replay” in C
Aug 14, 2026 0 21
Few performance fixes
My apologies for all the performance issues with the last build. Here is a fixed version. I also fixed some of the other issues, such as problems with mirrors in some cars, cars with cosmic suspension failing to pass the ride height test, or some inconsistencies with rain physics. Render stats app g
Aug 10, 2026 0 41
Final preview for public 0.3 update
It took a while, but now, I believe, it should be ready, and stable enough, for a public update. Thank you for all the reports, and all the feedback — and, my apologies that I couldn’t reply to some of the messages in time, I’m still going through the remaining ones. One breaking change in this buil
Aug 2, 2026 0 131
FFB fix, and a few more
My apologies about that FFB regression, here is a fixed build. Also, there are a few more fixes for VR, audio, new menu and such. I also updated the browser engine, and from now on, I’m going to keep it up-to-date more actively. Oh, and if you were using OptiScaler, and previous build looked worse f
Jun 8, 2026 0 21
Physics merge, Revenant update, new DLSS and a whole lot of fixes
Final 0.3 is almost ready, so I’m spending most of the time checking out reports and fixing all sorts of bugs. My apologies if I still haven’t responded to your messages, I’m working through all the reports. And if you encounter any issues, or have any questions, please feel free to DM me anytime. F
Jun 4, 2026 0 51
1:05
More fixes
Still going through all the messages, my apologies if you didn’t get a reply yet. It takes a bit longer than I anticipated, to reply to all the reports, but hopefully this would get us to a public release everybody can enjoy, which wouldn’t seem like a downgrade compared to 0.2. For this update, I d
Apr 12, 2026 0 411
ZIP
A quick fix for FSR2/3, OptiScaler and regular TAA
A tiny extra update with just a few basic fixes. FSR2 and FSR3 should work now, sorry about that, also, OptiScaler should work as well (although, I’m still looking into updating the integrated version to latest). Also, those fancy upscalers requiring Extra FX now work with triple (with a caveat: if
Mar 28, 2026 0 1
A lot of fixes for AI, few other fixes, and a few more upscalers to choose from
Thank you for all the amazing reports you sent me over the last week! My apologies if I didn’t reply, I’m still going through them, but here is the first batch of fixes. I’ll keep fixing, but considering how a single typo really messed up AI in the previous build, I wanted to release a fix for that
Mar 24, 2026 0 21
Few quick fixes
The previous update introduced a bunch of new bugs, my apologies about that. Now, I’m focusing on fixes, so the public update could be finished soon. Key fixes: Quite a few issues plaguing AI for awhile should be fixed (there was an ancient typo in a structure declaration causing all sorts of proble
Mar 15, 2026 0 41
Peer-to-peer racing, speculars in linear color space and more
UPD: For now, for P2P 1v1 invites to work properly, please make sure to update Content Manager to the build in untested branch (by enabling “Update to non-tested versions” in General settings). Going to move it to tested branch soon, but for now it’s pretty fresh. There have been a few bugs with thi
Mar 2, 2026 0 51
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 t
Feb 5, 2026 0 3
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 featur
Dec 25, 2025 0 101
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 wa
Oct 29, 2025 0 21
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
Oct 28, 2025 0 21
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
Oct 21, 2025 0 21
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 la
Oct 17, 2025 0 71
ZIP
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. Quick install link (acstuff.club).
Jun 11, 2025 0 1
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
Jun 11, 2025 0 31
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 b
May 21, 2025 0 31
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
May 13, 2025 0 71
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
Feb 27, 2025 0 51
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, chanc
Jan 8, 2025 0 11
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 detec
Dec 24, 2024 0 71
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 sec
Sep 14, 2024 0 1
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
Jul 27, 2024 0 72
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
May 14, 2024 0 71
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 th
Apr 6, 2024 0 81
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!
Jan 12, 2024 0 1
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, shou
Dec 22, 2023 0 11
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
Dec 16, 2023 0 11
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
Nov 12, 2023 0 11
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 pr
Oct 21, 2023 0 11
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!
Oct 17, 2023 0 62
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 in
Jul 15, 2023 0 51
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. Update
Apr 24, 2023 0 42
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), on
Dec 31, 2022 0 21
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 upd
Dec 24, 2022 0 21
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 tr
Oct 20, 2022 0 61
Showing 1 - 50 of 127

