Ghoults
Lasse Luisu
So this is a bit complex one. Basically I'd want that non-physics parts of car files be left open for editing. This is to help users and modders make the game better by having a system that allows file editing in structured and easily understable manner which enables modders to make the game look and sound better too with mods that don't break the game or cause online mismatches. Modders could also leverage this system to make car mods with multiple versions of same cars with little additional effort or complexity.
Also I think it would be great for the developer to have a system where some parts of the official content is left open in well structured manner as that would prevent users breaking the official content and would reduce support work. The devil is the details so please read.
HOW:
One way to do this is to have the car data.acd file be divided into two entities. data_open (folder) and data_closed.acd (file). The data_closed.acd contains all files and an additional editing.ini which lists files that are open for editing and then those files are also generated in data_open folder. Users could then create a folder called data_myedits and move files from data_open that they can change as they want. All this could happen inside the official car data folders or additional mod folder tree could be created like world of tanks for example has.
So basically the system would load the files in this order:
1. User picks which additional folders are loaded. User selects myedits and clicks load into session
2. Game reads data_closed.acd, then compares files between data_closed.acd with data_myedits and loads changes from data_myedits that are allowed in editing.ini and then the rest from data_closed.acd.
For example all these files in ac1 could be left open by default in all content:
ai.ini
analog_instruments.ini
cameras.ini
dash_cam.ini
digital_instruments.ini
driver3d.ini
flames.ini
lights.ini
lods.ini
sounds.ini
Users could create variations by creating more new folders, like data_open_yeet and data_open_cameraedits. These folders would show up as variations of existing cars inside ac2 ui. These folders would only need to contain the files that are changed. So a folder data_open_ai_edit_by_hermann_tilke could just contain ai.ini with one parameter changed.
The online compatibility check would read but also ignore the data_open folder. As it contains no physics parameters there is no chance of cheating with it. As the text files are super light in terms of file size they can be quickly shared between all people on server.
As the editing.ini is part of the mod the modders can choose what all files and parameters are left open. They can be more open and less and maybe only allow ai.ini to be edited or all files.. If they want they could leave things like engine parameters or suspension open. This could also open up new possibilities. A server could run a mod car event where everybody has their own engine.ini for example.
Online hosts could have option to disallow open versions that change anything more than visuals and audio. After all no point preventing people joining your server to edit ai.ini but changing aero.ini or power.lut (even if the mod allows) would be unwanted in a racing setting. The default list of visual and audio files that would be always editable would be the list of files I gave above.
Modders could also use this system to create track specific variations for cars. For example a 1995 formula uno car mod could have several additional data files for each car for each track the series ran back in the day. These files could be encrypted and named as data_hungaroring1995.acd for example. That could include a high downforce aero.ini and different gearbox. Data.acd would always be read first and then additional .acd files would change couple of files on top of that. This would be essentially the current s1, s2.. car version system from ac1 without the need for each additional car version needing to be its own full piece of content.
In the end this would be great for modders creating new content as it allows more effort be put into creating content that is more versatile and accurate without becoming huge in file size or hassle to install and uninstall. It would also be hugely useful for modders who create things like sound mods or ai edits. Allowing users to change car flames or lights would allow the creation of third party mods also for aging official content making it look modern years after official release.
Having a mod system like this would prevent users having to replace official content files to add different car sounds for example. It would also reduce the work of official support as users would not be editing files to install mods over official content and breaking stuff. It would also teach people how to mod without the chance of breaking the game. This system could even be used to have multiple versions of same content available in the game.
All the while the physics files and manufacturer sensitive data would be safe inside encrypted files. Original ac was very open with modding and this would be one nice step further while also adding the fun and useful feature of car versions.
Also I think it would be great for the developer to have a system where some parts of the official content is left open in well structured manner as that would prevent users breaking the official content and would reduce support work. The devil is the details so please read.
HOW:
One way to do this is to have the car data.acd file be divided into two entities. data_open (folder) and data_closed.acd (file). The data_closed.acd contains all files and an additional editing.ini which lists files that are open for editing and then those files are also generated in data_open folder. Users could then create a folder called data_myedits and move files from data_open that they can change as they want. All this could happen inside the official car data folders or additional mod folder tree could be created like world of tanks for example has.
So basically the system would load the files in this order:
1. User picks which additional folders are loaded. User selects myedits and clicks load into session
2. Game reads data_closed.acd, then compares files between data_closed.acd with data_myedits and loads changes from data_myedits that are allowed in editing.ini and then the rest from data_closed.acd.
For example all these files in ac1 could be left open by default in all content:
ai.ini
analog_instruments.ini
cameras.ini
dash_cam.ini
digital_instruments.ini
driver3d.ini
flames.ini
lights.ini
lods.ini
sounds.ini
Users could create variations by creating more new folders, like data_open_yeet and data_open_cameraedits. These folders would show up as variations of existing cars inside ac2 ui. These folders would only need to contain the files that are changed. So a folder data_open_ai_edit_by_hermann_tilke could just contain ai.ini with one parameter changed.
The online compatibility check would read but also ignore the data_open folder. As it contains no physics parameters there is no chance of cheating with it. As the text files are super light in terms of file size they can be quickly shared between all people on server.
As the editing.ini is part of the mod the modders can choose what all files and parameters are left open. They can be more open and less and maybe only allow ai.ini to be edited or all files.. If they want they could leave things like engine parameters or suspension open. This could also open up new possibilities. A server could run a mod car event where everybody has their own engine.ini for example.
Online hosts could have option to disallow open versions that change anything more than visuals and audio. After all no point preventing people joining your server to edit ai.ini but changing aero.ini or power.lut (even if the mod allows) would be unwanted in a racing setting. The default list of visual and audio files that would be always editable would be the list of files I gave above.
Modders could also use this system to create track specific variations for cars. For example a 1995 formula uno car mod could have several additional data files for each car for each track the series ran back in the day. These files could be encrypted and named as data_hungaroring1995.acd for example. That could include a high downforce aero.ini and different gearbox. Data.acd would always be read first and then additional .acd files would change couple of files on top of that. This would be essentially the current s1, s2.. car version system from ac1 without the need for each additional car version needing to be its own full piece of content.
In the end this would be great for modders creating new content as it allows more effort be put into creating content that is more versatile and accurate without becoming huge in file size or hassle to install and uninstall. It would also be hugely useful for modders who create things like sound mods or ai edits. Allowing users to change car flames or lights would allow the creation of third party mods also for aging official content making it look modern years after official release.
Having a mod system like this would prevent users having to replace official content files to add different car sounds for example. It would also reduce the work of official support as users would not be editing files to install mods over official content and breaking stuff. It would also teach people how to mod without the chance of breaking the game. This system could even be used to have multiple versions of same content available in the game.
All the while the physics files and manufacturer sensitive data would be safe inside encrypted files. Original ac was very open with modding and this would be one nice step further while also adding the fun and useful feature of car versions.