This file defines the physical aspects of surfaces. Surfaces can be used by mesh nodes to generate physical objects.

Example

[SURFACE_0]
KEY=ASPHALT
FRICTION=1
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_1]
KEY=KERB
FRICTION=0.92
DAMPING=0
WAV=kerb.wav
WAV_PITCH=1.3
FF_EFFECT=1
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.1
VIBRATION_LENGTH=0.2

  • KEY: name of the surface. Objects use surfaces by this name
  • FRICTION: friction of this surface
  • DAMPING: slow down factor
  • WAV: a sound file playing while touching this surface
  • WAV_PITCH: scales how fast the the sound is played
  • FF_EFFECT: unknown
  • DIRT_ADDITIVE: marks the surface as dirty (e.g. grass), 1=enabled, 0=disabled
  • IS_VALID_TRACK: marks the surface as valid track. Invalid surfaces will trigger the penalty system. 1=valid track, 0=invalid track
  • BLACK_FLAG_TIME: unknown
  • SIN_HEIGHT: simulates a bumpy road. This defines the height of the bumps in meters.
  • SIN_LENGTH: simulates a bumpy road. This defines the length of the bumps. 1 = 1 meter, 2 = 0.5 meter, 0.5 = 2 meter
  • IS_PITLANE: marks the surface as a pitlane and activates the limiter. 1=pitlane, 0=normal track
  • VIBRATION_GAIN: unknown
  • VIBRATION_LENGTH: unknown

Assetto Corsa comes with a predefined list of surfaces in "system\data\surfaces.ini". These are the current options:

  • ROAD
  • GRASS
  • KERB
  • SAND
There's also a special type WALL that should be used for every object that a car should collide with. (e.g. guard rails, walls, buildings, ...)