CSP/Tracks/Enabling extended physics
To make sure everybody is racing in the same conditions, to use any features of extended track physics, you need to enable extended physics first. For that, open surfaces.ini
, find WAV_PITCH
of [SURFACE_0]
section and add extended-
to its value, like so:
[SURFACE_0]
KEY=PITS
…
WAV_PITCH=extended-0
…
The idea is that original AC, if it would encounter that WAV_PITCH
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 that the track can use extended physics. And this is the file that’s being checked for integrity with most online servers.
- 🔼 ..
- 📝 Animated objects
- 📝 Audio
- 📝 Bounced light
- 📝 Collision parameters
- 📝 Conditions
- 📝 Custom raycasting
- 📝 Deforming walls
- 📝 Dirt on tyres
- 📝 Displays
- 📝 Distant emissives
- 📝 Dynamic physics objects
- 📝 Enabling extended physics
- 📝 Examples
- 📝 General extended physics options
- 📝 General options
- 📝 Geometric colliders
- 📝 Grass FX
- 📝 Lights
- 📝 Local cubemaps
- 📝 Meshes manipulation
- 📝 Miscellaneous options
- 📝 RainFX
- 📝 Surface tweaks
- 📝 Trees
- 📝 Vertex AO
- 📝 Water shader