BJ - do you have the same problem with plutonium? If you like you could fix it by removing one classfile at a time and testing online every time. Let me know if you track it down... If you don't have the problem with plutonium that would narrow it down somewhat.
Dak - thanks, and I agree with you about Pablo's mod - the AAA trails all over the place used to look really crap.
I'll have a look at the dust - thanks for pointing that out.
So what's the story with the shell casings? Seems quite a few people prefer smoke but surely that's less realistic and it doesn't effect my fps? In some AC I'm getting smoke and shells.
Looks like I'll have to keep both versions of tail light available then! Hope no one wants rotating blue lights, I definitely couldn't pull that out of the bag...
Did they have solid green lights pre-60s?
Zack - Easy, drop the compilation in JSGEMODS folder and activate using JSGME. If you have plutonium in your DBW folder you should remove that first. You can easily make plutonium switchable in JSGME by following the file structure of my mod pack, then you can switch between the two whenever you like.
Basically you just need a main folder called "#DBW plutonium" or whatever
With a "#DBW" folder in that,
And a "files" folder in the "#DBW" folder
And the 3D0, effects and class files in the "files" folder, see my pack for illustration.