V6 Changes

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.

The beta does not come with every possible optional script for a full install (doors, inverse wheel, etc). A complete set will be packed in the full actual release version along with HUDs.

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

ACSv6a Beta 30 July 2012

This beta includes the four required root prim scripts for a completely operational vehicle, along with the new Passenger Prim script and new versions of the optional wheel scripts.
No v6 HUDs are currently included, this set requires manual installation.

What's included:

Five required root prim scripts:
_ACSv6a Root Sit
_ACSv6a Engine
_ACSv6a Root Tools
_ACSv6a Root Settings
_ACSv6a Root Menu

_ACSv6a Passenger Prim
Optional Wheel Scripts
Optional Particle Scripts

What's not included that would be in a full actual release:

Driver HUD, Mechanic/Injection HUD, Mechanic Tool, Park & Resizer/Animator, all demos, examples, sound packs, animations etc.

If you wish to assemble a full vehicle you can continue to use your v5 Park & Resizer/Animator as well as v5+ accessory scripts (Belt, chain, etc). You will need the v5 tools to install any v5 park routine or turning front end, etc.

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.

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

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 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.


V6 Physics

New keywords for mesh (and even Prim feature shape).

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).


V6 Doors

  • New Single Prim door scripts are much easier and quicker to set up, and include a Smooth version that transitions gently between open and closed.
  • Grouped door prim scripts (for prim groupings) also included. (Uses the previous v5 setup method)
  • Sound assignment for doors prims fixed, used sounds named open, closed, or both in the door prim.

Prim Control (Park Routine / Flight Routine / Turning Front End / Resizer)

  • Park & Resizer and Root Animator are redesigned (and renamed) for higher prim capacity and easier setup as Prim Control scripts.
  • The optional resizer system is now folded into the other root prim scripts, and no longer requires the presence of any (now renamed) Prim Control scripts.
  • High Prim setup is now much easier. Use the normal Prim Control script for builds up to 128 prims without worrying about extra setup. If you add more than 128 prims, then just add the (HP high prim) add-on.

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:
_ACSv6a Root Sit (you will need to re-install animations using the drop in keyword method, see animations )
_ACSv6a Engine
_ACSv6a Root Tools
_ACSv6a Root Settings
_ACSv6a 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.