CSP/Cars/Node adjustments
Could be used to activate or deactivate nodes (think of them as parents to meshes and other nodes) or move them somewhere else. For example, one good use is to move to COCKPIT_HR some interior mesh which was accidentally left “outside”.
Syntax
[NODE_ADJUSTMENT_...]
NODES = list, of, nodes, and?or, f?lters
MOVE_TO = node_to_move_to ; optional, could be filter or several entries
; if several were found, first one will be used
IS_ACTIVE = 1 ; optional, switches whole node on and off
- 🔼 ..
- 📝 About guessed configs
- 📝 Aerodynamics
- 📝 Analog instruments
- 📝 Animations
- 📝 Audio options
- 📝 Body flex
- 📝 Brake Disc FX
- 📝 Cosmic Suspension
- 📝 Custom suspension joints
- 📝 Deforming bonnets
- 📝 Digital instruments
- 📝 Driver model
- 📝 Driver weight shift
- 📝 Emissive objects
- 📝 Enabling extended physics
- 📝 Exhaust flames
- 📝 Exhaust smoke
- 📝 Extra switches
- 📝 Extra turbo options
- 📝 Fake Shadows FX
- 📝 General options
- 📝 Instruments inputs
- 📝 Instruments options
- 📝 LED panels
- 📝 Local cubemaps
- 📝 Meshes splitting
- 📝 Miscellaneous options
- 📝 More clutch damage
- 📝 Multichannel emissives
- 📝 Neck FX
- 📝 New inputs for dynamic controllers
- 📝 Node adjustments
- 📝 Physics scripts
- 📝 Setup controllers
- 📝 Smart Mirror
- 📝 Sparks
- 📝 Suspension
- 📝 Tips and tricks
- 📝 Tyre Types
- 📝 Tyres FX
- 📝 Vintage tachometers
- 📝 Visually adjustable wings
- 📝 Wheels
- 📝 Wobbly bits
- 📝 Wobbly wipers