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.

In the previous update, there was this line about OpenRGB integration, but, to be fair, it wasn’t functional at all. But I finally managed to get OpenRGB to work here, so I had to take a small detour and redo this thing properly. One thing led to another, and now OpenRGB integration has been removed from CSP and instead has been moved into a separate app on App Shelf called “RGB Control”. This way, it gets its own update cycle, and with all the new features, it might need it.
To use, start a race or a replay, install it, and it should handle the rest, including downloading and running OpenRGB (although there is an option for it to use your version too). Once ready, it should show you the list of all the available devices and allow you to assign different behaviors to different sections. There are a lot of different things to choose from, including conditions allowing to create custom logic as well. And after that, you can use RGB Exchange (within the app) to share presets too.
A bit of a silly detour for sure, but there were quite a few issues with all the Lua API I had to fix and improve along the way, so I think it’s been worth it.
This one is a bit experimental, and thus disabled by default, but I’d recommend giving it a try for sure, if you’re using Real Mirrors at all. All this time, they looked great, but tended to seem a bit strange if you’d look at them at grazing angles. Now, there are a couple of extra options for improving things (in place of the old “Alter FOV” checkbox, the initial attempt to try to improve their look and feel). The first new option, “Alter FOV and squeeze”, will simply try and scale reflected space a bit, but the second, “Accurate”, should fully solve the problem by calculating the accurate portal-like reflections, with the whole world getting mirrored around the mirror plane.
There are still a few oddities: the mirror plane had to be decoupled from the actual 3d surface plane to keep adjustments working (if the 3d was used on its own, for most cars they’d mostly reflect ground or ceiling), and the whole FOV adjustment was a bit of insanity to try and get it to work, but everything should work now, and hopefully be compatible with existing configurations. Once tested and verified, we could move on and further improve both quality and accuracy (they definitely can reflect the frame around the mirror too, but for it to work nicely, it might need some car configs in the future).
Thanks to all of your reports, we managed to fix a lot of bugs, including recent regressions (my apologies about those). Cars with axles should drive again (even with the “fully dynamic” experimental physics option enabled), binding something to POVs won’t crash AC anymore, holding Alt to edit two setup items at once (hovered and mirrored) should work, CSP can be used to generate previews again, rare dead freezes during loading are gone now, and a lot more. Here is the full list of changes (gist.github.com), and here is a link for a quick installation of the new build (acstuff.club).
Thank you so much for all the support! Now, it’s time to start working on the next bunch of fixes. 😅
Syver Enstad
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