ACS v6 Beta Page (Revision B)

This is a beta version for registered ACS owners of an upcoming update. It is only a beta and not an actual update. Most people will prefer to wait for the official update. The purpose of the beta release is to get feedback and uncover bugs that slip through testing from those that enjoy doing so for whatever reason. You are free to use it in your vehicles as with other beta versions, within the limitations of the ACS TOS, however being a beta, there is the likely possibility of bugs or catastrophic failures. The beta is unsupported and not guaranteed to work. It is free to registered owners of ACS to test out, but nobody is charged for it, thus it is technically unsupported and its features may differ from advertised ones at your time of purchase of ACS. Updates and certainly betas are not mandatory, and changes to features in official updates do not prevent you from continuing to use an older version of ACS.

Features included in (or absent from) the beta may differ from the actual update on its eventual release. Feedback, requests, etc are welcomed, please send your comments in notecard form.

This beta documentation and the specific v6 links are a rough work in progress, and may not remain accurate.

ACSv6a Beta 19 August 2012

This is the v6b beta version (beta release after v6a). It contains all new root prim scripts, as well as Mechanic HUD and Driver HUDs. It contains the new single-prim easier install door scripts as well as the new Prim Control scripts for normal and high prim park ande steering modes. It is practically a complete install edition.

If you used the v6a beta you will see that the main v6a scripts have been replaced by v6b, which correct some minor bugs and other enhancements. There were some issues with certain vehicles trying to rotate when stationary, etc - these are fixed in the v6b version.

Documentation is in progress and incomplete. The v6b install with Mechanic HUD is very similar to v5, but there are new instructions for new v6 Door Prims and Prim Control scripts.

If you are updating an existing vehicle you can keep your existing v5 Park Routine/Turning Front End system, door and accessory scripts in that vehicle.

What's included:

Prim keywords (solid, burn, spin etc) are identical to v5 with the edition of the mesh keyword.

You can install these in a previously configured v5+ vehicle by swapping out the four included root scripts (and passenger script), removing any camera script, and leaving in place your v5+ Park & Resizer, Animator system if in use.

You will not need any v4/v5 Camera scripts present either in the root or passenger prim, as the camera functions are combined in the four included root prim scripts.

Most v6 beta functions will work with the v5 Driver HUD, but the actual v6 Driver HUD will be different.

Be sure to set permissions on the scripts and reboot the vehicle after installing. Always reboot after making any changes to prim keywords or individual scripts

v6 will include updated/augmented versions of the Drifter and Screamer mod packs, and a new one specialized for boat use as well. (Not included in current beta)

If you did not have luck in your build using the v5 scriptless wheel system, try it in the v6. v6 fixes problem issues with the scriptless wheel system.

Why v6? A whole new version #?

The goals of the update is to improve functionality and response of key systems, further reduce script load, simplify installation, and increase features and control. The complete redesign of the animation system, as well as streamlining engine response and expanding control mean the v6 scripts are not 100% compatible with earlier v4/v5 root and accessories scripts and HUDs.

There are too many changes to separately list, but users should experience a significant improvement in handling/engine control for both low speed and high speed racing use. The revamped animation system is faster, removes "quirks", and expanded to support up to 10 animation states as well as separately assignable multiple passenger sits. Expanded user controls give even more menu customizable options. Scriptless wheel system is improved, as are turning/pivoting wheel functions. Scripts have been merged, requiring less root scripts and only a single passenger prim script per passenger prim.


New CornerFX optional effect is primarily is for cars, to trigger smoke and a sound effect from the tires while making sharp turns at higher speeds. This is addition to the normal skidding effect.

Powerful new performance controls added to the > Controls menu for the standard ACS and the Drifter/Screamer mods. Some of these new controls will help you adjust to prevent over-steering at low speed while keeping agile steering for higher speeds. These new adjustments also help the stock ACS engine match the higher speed agility of the Drifter/Screamer mods.

New menu-adjustable "VelMult" steering velocity multiplier level. Increases turn power with speed to counteract centrifugal force steering loss at higher speeds.

Menu-adjustable "Turn Bonus" accrued steering power setting (previously only changeable in the script directly)

Menu-adjustable Reverse gear power setting (previously only changeable in the script directly) Crank up the reverse for stunt moves.

Menu-Adjustable Drift setting - The Drift setting (previously only on the Drift mod) is added to both standard ACS and Screamer engine. Crank it down low for even tighter turns.

Other new menu-editable controls: Inertia, Decay, VAttrac (ACS and Screamer) and steering Resist (ACS)

NEW Optional Arcade Reverse option. By default, reverse works as in the older versions, you must shift into reverse and apply power. But, switch "Rev Style" from the Controls/Reverse menu and your back arrow will put you in reverse gear and drive you backward.

NEW improved and streamlined Turbo steering system for ACS/Drifter/Screamer. VelMult adjust has made the secondary Turbo steering algorithm unnecessary. Turbo (when activated) is applied on the straightaways. This makes Turbo much more useful on curve-heavy tracks where the previous Turbo steering system was less useful. If you didn't like the old Turbo, try this new one.

Much improved/easier FLIGHT mode control (Flight now with optional dedicated Animation).


Fixes to the scriptless wheel system mean the scriptless wheel system works properly now, on some previous wheel combinations in v5 it was confused.

Scriptless wheels can be any wheel that spins but does not pivot/turn. These would be standard rear wheels on a car, or front and rear wheels on a bike.

For front car wheels/tires/rims, there is the v6 Pivoting Wheel script. (formerly Pivoting Sculpted Wheel)

For specially recorded motorcycle Turning Front End there is a new Turning Front End wheel script.


New V6 Animation Setup Instructions

New features include "Park on Sit" option, in which the vehicle remains parked when you first sit. You can change this option through the > Extras menu or directly in the Root Settings.

If you have multiple park positions installed, you can now swap through them from the main menu as well as the arrow keys while the vehicle is parked.

When parking, if multiple park animations are installed, the vehicle now recalls the last one selected by the driver and synchronizes any passenger animations accordingly.

Two new optional animation states are added, one for flight mode and one dedicated for gear shifting (previously share with the wheelie animation but now separate).

For situations with multiple passengers, passengers can be individually adjusted from the main driver menu. If there is more than one passenger prim, a selection menu offers a choice of the passenger prims.

The passenger prim uses the same keyword drop-in assignment as the root prim, and will automatically synchronize animations based on keyword to the root prim assignment. The Passenger Prim script will also automatically synchronize park poses with those in the root based on alphabetical order.

In v5, for use of more than one animation, there were three options for setting up the animation system. This was to allow the HUD programming method, the separate tool script install for users used to that method, and the "drop-in" keyword method. While this pleased different users for different reasons, it means a lot of code overhead. v6 removes the animation programming from the mechanic HUD and the separate set-up tool, and expands, strengthens and simplifies the "drop in" keyword method of setting up animations. This will disappoint some people who prefer the other methods of setup, but there are great benefits to the reduced amount of code required, as well as the fact that the multiple options for setting up animation were causing a lot of unnecessary confusion for new users.


New drop-in sound assignment by keyword! Customize sounds without editing any scripts.

New optional reverse engine sound. Activates when in reverse gear and moving faster than idle speed. Engine will use the running low sound if reverse sound unspecified. (Does not activate using Arcade Reverse mode)

Nitrous sound effect (if nitrous boost is enabled via NOS/Recover)

Root Settings now properly passes sound files called by name instead of by UUID.

The Start Sound Delay option works much more reliably.


- New mesh keyword. Mesh/high prim mode is normally only activated in builds over 32 individual prims, but by adding the new mesh keyword to any prim name, mesh mode will activate in builds less than 32 prims with no need to edit the settings script. If you are using mesh at all, just make sure one of your mesh parts has mesh in the name somewhere, and you no longer have to worry about editing the script if your build goes under 32 individual prims. (Still waiting on SL to implement mesh detection at the script level).

v6b a prim keyword option has been added for those that wish to set a prim in the linkset to legacy prim shape instead of convex hull or none. Some builders like to use this for prim tires. It is uncertain whether SL will support the mixing of the legacy prim shape in a mesh/new physics linkset in the future, but this option is included for builders that want to use this.

Camera / Less Scripts

The Root Camera and Passenger Camera separate camera scripts are no more. They have been merged with the Root Tools and Passenger Prim script. (formerly Passenger Sit).

Park Routine/ Turning Front End / Flight Routine

Now controlled by the Prim Control system. Adds higher prim support with less scripts and simpler setup. Replaces the old Park & Resizer and Animator script.


See v6 Door Prims and trey out the new easy-install single prim door script system, compatible with the v5 grouped door prim system.

Driver HUDs

New version of the Driver HUD to reflect new v6 options. Also additional versions included that support the Emergency Light Bar and Single Prim Emergency Light (sold separate) AND the free Fuel System.

Mechanic HUD

New version of the Mechanic HUD to reflect new v6 options. Adds new keywords, new v6 Door Prims functions

Upgrading an existing vehicle

If you have a vehicle previously scripted with ACS v5+ and have recorded a park routine or turning front end, you save those by leaving in the v5+ Park & Resizer and Animator (including high prim versions) and replace the other root scripts with the new ones. You will need to remove the Root Camera (and any passenger cams from passenger prims).

You can keep the older exhaust, brake light script, belt, chain, installed door systems.

Here is what you must replace in vehicle updated from v5+

In the root:
_ACSv6b Root Sit (you will need to re-install animations using the drop in keyword method, see v6 Animation )
_ACSv6b Engine
_ACSv6b Root Tools
_ACSv6b Root Settings
_ACSv6b Root Menu

Passenger prims need the new Passenger Prim script and old scripts removed.

Any scripted wheels need the new v6 versions.

Custom Burnout Particles scripts should be replaced with the v6 version.

Previous functions absent from v6

Multiple methods of animation set up. All new animation set up will be done via the drop in method. Timing for the length of the start and wheelie animation is now set at the top of the Root Settings script.

Storage and recall of three "animation sets". This was not a popular function and took a lot of additional scripting overhead to implement.