Since Konrad from SIM TRAXX asked me about snow particles, I decided to experiment a bit in that direction. I simply took my Rainmaker program, and changed the name and took snowflakes out of a Youtube video as overlay textures. Unfortunately that does not work so well with the hiding in the cockpit, because the snowflakes are white and also with 60% transparency white and black has too much contrast. So someday I'll do a better version, with the snowflakes only appearing in the top center of the screen, but that will take some time. If anyone has a better video footage with a solid background, he can send me. That should only be an outlook on what is possible. In addition to the overlay effect, I have created another skids texture in transparent white and made the tyresmoke less transparent. Make a backup folder of the normal standard textures before you use mine: Copy from "... / Assetto Corsa \ content \ texture" Skids.dds and all other textures that have smoke in the name in a new folder. Installation instructions: Download Link Extract the archive into the Assetto Corsa Main folder. Adjust the app screen resolution by opening the folder with the correct resolution in "... \ Assetto Corsa \ apps \ python \ letitsnow \ change the app to the right resolution" letitsnow.py copied to "Assetto Corsa \ apps \ python \ letitsnow". If the resolution is FullHD, you do not need to do that because it is already preset. Then start the Content Manager, activate the App Letitsnow, set the weather to GBW_cold and start AC via the Content Manager, in AC activate the app with this icon: To restore normal Tire Smoke and skids later, copy the backup files from "... \ content \ texture \ BAckup original Smoke + Skid textures" back to "... \ content \ texture \". Realistic Snow Physics: To get realistic physics, you should set every friction value in the surface.ini of your track to 1 and replace your tyre values with this: DY0=0.55 DY1=-0.03 DY0=0.55 DY1=-0.03 WEAR_CURVE=street_front.lut ; file with lookup table to call SPEED_SENSITIVITY=0.003667 ; speed sensitivity value RELAXATION_LENGTH=0.095 ROLLING_RESISTANCE_0=10 ; rolling resistance constant component ROLLING_RESISTANCE_1=0.000900 ; rolling resistance velocity (squared) component ROLLING_RESISTANCE_SLIP=4538 ; rolling reistance slip angle component FLEX=0.000878 ; tire profile flex. the bigger the number the bigger the flex, the bigger the added slipangle with load. CAMBER_GAIN=0.131 ; Camber gain value as slipangle multiplayer. default 1 DCAMBER_0=1.1 DCAMBER_1=-13 ; D dependency on camber. D=D*(1.0 - (camberRAD*DCAMBER_0 + camberRAD^2 * DCAMBER_1)) , camberRAD=absolute value of camber in radians FRICTION_LIMIT_ANGLE=5.30 ; Slip angle peak. XMU=0.24 PRESSURE_STATIC=32 ; STATIC (COLD) PRESSURE PRESSURE_SPRING_GAIN=7330 ; INCREASE IN N/m per psi (from 26psi reference) PRESSURE_FLEX_GAIN=0.45 ; INCREASE IN FLEX per psi PRESSURE_RR_GAIN=0.55 ; INCREASE IN RR RESISTENCE per psi PRESSURE_D_GAIN=0.004 ;loss of tyre footprint with pressure rise. PRESSURE_IDEAL=39 FZ0=1755 LS_EXPY=0.8200 LS_EXPX=0.8880 DX_REF=0.55 DY_REF=0.55 ;(only the corresponding lines, once for front and once for rear) then copy these files in your data folder: lut files A few winter tracks I found 10 minutes ago by chance. Link You had to chance the surface.ini for each track!!!
I just wanted to give a quick update that I have now managed to implement 3d snowflakes. These then no longer fly through the windshield and react dynamically to wind and light effects, such as the headlights, or glitter when the sun is behind them. It's a Lua app that I called Project Snowflake. You can find the app on my Patreon account, you can find the source code open source on my Github.