76561198055678878 there is this thing, but it doesn’t provide any information for gears. Also, analyzer warns if author forgot to consider drivetrain loss:

I think I’ll add something to see gears and top speed nicely, but in a different place. Also, just in case, there is this tool, you can simply drag’n’drop files to it to check and, if needed, adjust inputs for controllers.

x4fab I forgot all about the Torque Helper tool. I've used it many times in the past. A great help, indeed!

    A user reported that using "England" or "Scotland" as the Country for a car or track results in a question mark where their respective country flags should be. I checked on my system and it is the same. I looked into the Flags folder to make sure there were entries for England & Scotland, not just the Great Britain & UK countries/flags, and there are. GB-ENG.jpg, GB-SCT.jpg and GB-Wales.jpg for Wales.

    How should those countries be written when editing a car or track in the Content section?

    EDIT: I should have added. When I go into Drive > Countries that is when I won't see the country flags. But, if I single click a car it brings up the car's specs and information and I DO see the country flag next to the name of the Country.

    5 days later

    Really like the new mod shop option. I noticed though that CM downloads to C:\Users\xxx\AppData\Local\Temp and doesn't clean up afterwards.

      jlnprssnr thanks a lot!

      You can change the destination in Settings/Content, maybe I’ll change the one used by default. And it doesn’t clean up in case you’d want to reinstall something later, or resume terminated download. I’m going to make CM remember downloads between sessions (the same way browsers do), then, I think, it’ll make more sense.

      I was painting a helmet the other day and I was thinking how cool a "helmet-showroom" would be. Turns out I'm not the only one, since someone had made a post about a similar idea over on RaceDepartment.

      I have no idea if it's possible, but it would be cool...

        rbdgt something like this is as much as I can do without preparing models:

        Maybe you know somebody who could help to add some sort of proper pose for that? Maybe even some animation?

        Also, of course, you can always just turn on driver model with car and paint a helmet like that, as usual. I think even Paint Shop features should work.

          x4fab Hey yeah, that looks cool.

          But I mean, it's not a problem to paint a helmet usually, because yes, there's enough open top cars to have a good view of any helmet you want to paint. I usually use the KTM X-Bow. But the Idea of a relatively high res helmet-render in a custom helmet-showroom is pretty cool. I really have no idea how it would work, and I know nothing about posing or animating models. My knowledge is limited to painting and a small bit of programming...

          That said, CM is an awesome tool. I never, ever start AC the normal way. Big fan! Keep up the good work.

            rbdgt hmm, it does sound very interesting, but all I can do is to detach head, not helmet alone, which, I’m afraid, might look a bit disturbing. 😅

            Maybe later somebody would like to join in and detach all the helmets — would be nice to be able to see them separately, they could be used for driver models’ previews and, of course, for painting as well.

            Thank you for the feedback!

              Howek it’s already in there, in Live section:

              I know it’s a bad name, but I can’t think of a replacement for it, something that would work both for RSR and SRS. 🤔

              Oh thanks, didn't saw the option to activate, that's not the perfect name but that's the perect integration haha
              Thanks a lot

              Hey @x4fab , in your latest CM changelog "0.8.1629.32885", I cannot seem to find this new server management option, here at Assetto Corsa Chile we use a our own custom modified ac-server-wrapper and ACServerManager, so we wanted to check your replacement.
              Also something else I cannot find documentation about, how does one makes a source for the "mod shop" in Content Manager?
              Cheers!

                Rayduxz you can set it here:

                At least for now (in future, I’m thinking of completely removing ac-server-wrapper configuration section from Content Manager server management and instead rearrange those inputs across other sections).

                Could you tell me what changes did you make, by the way? Just out of curiosity, maybe I missed something. 🙂

                Also something else I cannot find documentation about, how does one makes a source for the "mod shop" in Content Manager?

                That mod shop is just a web browser that handles download events and processes them inside CM, so there is no built-in sources, but you can add any website you want. Also, if your website has a separate page per mod, you can specify either CSS or JS rule and then CM will be able to start the download automatically, in case link was shared, or with this button:

                  x4fab

                  Oh! I see, let me explain you a bit about how we handle our servers.

                  We have a web interface, "ACServerManager" which our administrators can use to configure and launch the server, stracker and MinoRating.

                  So actually launching the server what it does is to launch the ac-server-wrapper which then launches the server.

                  The only modification I did to ac-server-wrapper is for players to obtain a signed URL which expires in an hour from our CloudFront distribution for some mods which are only licensed to be used on our community and also only by Chileans, so it is geo-restricted.

                    Rayduxz I see, that’s great! In this case, I think you better keep using ac-server-wrapper, that thing with ID-in-the-name can’t be configured outside of CM (at the moment… maybe I’ll change that later on, by adding some extra API) unless you’re willing to add some C# code there as well.

                      Please enable kW for power. We have Nm and kg but for unknown reasons only hp.
                      Also for me at least, the 'content' section only shows weight/power and never power/weight. In other sections, pop ups show power/weight but not within the content tab. Preferred format would be kW/tonne.

                      Cheers

                        76561198328984321

                        Hmm, that sure is a tricky one. For a start, is there SI analog for “bhp”, or should CM just use “*”?

                        The tricky bit is those inputs in Content section: those are for editing, and the idea is to keep all the mods’ data in the same style, so modders, releasing their content, would still use the same units Kunos use. I can add some sort of two-way conversion in there, but some users might put some extra data or even unreadable values in there, and that data will be lost.

                        By the way, you can see power-to-weight in Content section if you have this option enabled:

                        Then, since it’s not a real input anymore, CM can (relatively) safely convert a value before displaying it.

                          11 days later

                          Is there any tutorial for using the Tyres Machine Editor, or any general information about tyre creation for AC that relates to this interesting looking tool? I see that it assumes more knowledge about tyres than I possess.