A field guide to every control surface in AIWhisperer — the Custom Shaders Patch AI behavior layer that
reshapes
how AI cars drive, fight, and react on track. Organized by section as it appears in the app.
MODULES · 3
SECTIONS · 9
CONTROLS · 80+
SCOPE · PER CAR MODEL
01
Global Header
App-Wide Controls
Session and file management, kill-switch, and AI-hints cache controls. These apply globally, independent of
the
currently focused car tab.
Schematic · Top Bar Layout
ButtonSave Globallyglobal .iniPersists current sliders and checkboxes of all car models into the
global config file.
ButtonSave All Cars for <Track>track .iniPersists settings of all car models into a track-specific file;
overrides globals on this track.
CheckboxDisable AIWhisperer Completelyon / offGlobal kill-switch — when ON, resets every AI value to stock defaults and stops all
scripted behavior.
ButtonApply Default Settings for Sessionsession-onlyTemporarily applies default values to every car model for this session without
writing to disk.
ButtonReload Track Settings—Re-reads the track-specific config from disk and applies it, discarding unsaved
changes.
ButtonReload Global Settings—Re-reads the global config from disk and applies it, discarding unsaved
changes.
ButtonReload AI Hints Cache—Re-parses ai_hints.ini (BRAKEHINT / HINT / DANGER / ZONE1 / ZONE2) for
the current track.
ButtonToggle Lua Debugon / offEnables verbose ac.log output for every slider mutation and hint
application.
ButtonShow / Hide HINT Zoneson / offToggles the on-track visualization of AI hint zones (brake / hint / danger
overlays).
02
Main Values
Per-Car Base Tuning
The fixed base values written into the AI section of car.ini. These form the baseline; every
Zone modifier (§04) is added on top of these. Right-click any slider to reset to default.
Schematic · Main Values Column
Fixed car.ini Base Sliders
SliderBrake Hint0 – 3brakehint. Lower = braking earlier. Core threshold that controls how
aggressively the AI commits to braking zones.
SliderLookahead Base0 – 100lookaheadbase. Lower = turning later. How far ahead the AI reads the
spline when steering.
SliderLookahead Gas-Brake0 – 100lookaheadgasbrake. Throttle / brake anticipation distance — larger
values make the AI react earlier to curvature changes.
SliderAero Hint0.1 – 2.0aerohint. Scales how much the AI relies on aerodynamic grip
calculations — critical for downforce cars.
SliderTyre Hint0.1 – 2.0tyrehint. Scales tyre physics hint — affects how confidently the AI
loads the contact patch mid-corner.
Situations Enable / Disable (per car model)
CheckboxSide by Side Battleson / offEnables the side-by-side detection and defensive / offensive role assignments in
SituationManager.
Checkbox'SPIKE' Emergency Brakingson / offAllows the AI to brake-pulse when a predicted danger (spike) is detected ahead on
the spline.
CheckboxClear Road (Open Track Bonus)on / offGrants a small aggression boost/ delayed braking when the AI has no cars ahead
within detection range.
CheckboxNot Done Yeton / offTriggers a temporary boost when the player overtakes an AI, giving it a fighting
chance to re-pass.
CheckboxAggressive in Cornerson / offEnables the Turn Boost system — applies extra throttle inside corners based on
curvature phase (see Corner sliders for tuning ).
SliderTurn Boost Aggression5% – 55%Intensity of the Turn Boost effect. Paired with the checkbox above.
CheckboxAlternative Positioningon / offMaster switch for spline-offset-based positioning. Leave it checked
— it's the backbone of every positioning behavior.
CheckboxAggressive Positioning & Attack Modeon / offEnables the Attack Offset system that lets the AI commit to overtakes by
heading/diving toward the inside line.
Attack Positioning Fine Tuning
SliderAttack Aggressivity / Diving0.0 – 3.0Overall attack violence (coasting gas). At Default 0.8-> just
closing up, @ 1.2-> aggressive diving. Reduced by 10% on race first lap.
SliderBrake Delaying0.1 – 0.35When chasing, delays braking to get closer / trigger an overtake. Higher = brakes later into the zone.
SliderAttack Agility0.01 – 0.5Speed at which the AI reaches its attack offset — lower is slower / more
deliberate.
SliderAttack Side-by-Side0.001 – 0.55How strongly the AI attempts cross-line moves when already side by side.
SliderAttack Abort Distance0 – 40 mDistance to the car ahead beyond which the attack is aborted.
SliderAttack Switch-Back0.005 – 0.55Rate at which the AI blends back to the ideal fastlane after the attack ends.
SliderAttack Side Cutter0.05 – 0.55How much the AI bites on the sidelines when attacking (clamped by track
edges).
Tip. Right-click any slider to restore its car-specific default value. Sliders log to
ac.log when Lua Debug is on.
03
Experimental
Risky Overrides
High-impact values that bypass AC's internal balancing. Use sparingly. These are still part of the
fixed car.ini base (written alongside Main Values) and remain active across every zone.
Schematic · Experimental Column
SliderExtra AI Grip0.5 – 2.0aigrip. Multiplies the AI's grip value — higher = faster AI. Pushing
past ~1.35 typically causes cartoon physics. If a car is slower using aiwhisp, check its ai.ini file in case the modder didn't enter an uncommon value here. AIwhisp cannot access that value and always applies 1.2 by default.
SliderAI Level-100% to +100%ailevel offset. Adjusts AC's AI skill slider per car model. Values
above 100% tend to bug out/not do much.
SliderPrevent Brake Mistakes0 / 1When 1, disables AI brake-mistake random events in [BRAKEHINT] zones (see https://www.overtake.gg/threads/assetto-ai-hints-ingame-editor.290330/ ). Keep at 1 for
competitive racing or in closed tracks to avoid pile ups.
SliderAI Caution Base0 – 16aicautionbase. Distance kept from the car in front — lower = closer
pack racing, higher = more conservative. Better leave at 1.0 and use the situation modifiers
Warning. Extra AI Grip and AI Level compound with Zone modifiers. Check the AI Whisperer Debug panel's
FINAL VALUES row ingame to check effective outputs.
04
Zone Modifiers
Track-Aware Overlays
Additive offsets that kick in inside specific track sections. Zones are defined in ai_hints.ini
and
read through the AI Hints cache. Click Show Zones in the header to reveal this block.
Schematic · Four-Zone Layout
Dangerzone · Linked to HINT / DANGER
CheckboxApply to: HINT vs
DANGERtoggleChoose whether these sliders
target HINT zones or the more severe DANGER zones.
SliderDangerzone AI
Grip-0.3 to +0.8Extra grip added in danger
zones. Positive values help rescue oversteer moments.
SliderDangerzone
Caution-0.8 to +0.8Caution offset. Positive
= more conservative through dangerous sections.
SliderZone2 Top Speed
Limit0 / 50 – 350 km/hOptional top-speed
clamp in ZONE2. 0 = off.
Stacking order. Effective value =
Main + Experimental + Dangerzone (if in HINT/DANGER) + FirstLap (if lap ≤ N) + Zone1 (if in ZONE1) + Zone2 (if in ZONE2).
The Debug panel exposes each contribution separately.
05
Inputs Tweaks
Gas / Brake Pedal Overrides
Direct pedal overrides driven by SituationManager. These don't touch AC's internal AI hints — they rewrite
throttle and brake inputs per frame based on curvature, position, and race state.
Schematic · Inputs Column
SliderRaceStart Throttle
Duration0 – 20 sHow long the forced
race-start throttle lasts after the start lights go out.
SliderRace Start
Throttle0 – 99%Gas value applied during the
race-start window — overrides stock AC launch behavior.
SliderCorner Entry Throttle
(CET)5 – 100%Minimum throttle held on
corner entry
SliderCorner Entry
Sensitivity0.5 – 15Curvature
threshold that flips the AI into corner-entry state. Lower = detects corners sooner.
SliderRogue in
Corners-100% to +100%Reach-for-apex/tyrehint behavior. Positive let the AI rogue, negative will force it to stick on fastlane
SliderRotation Kick
Bias-1.0 to +1.0Direction/amplitude of the
rotation kick at apex — positive = throttle kick, negative = brake stab. @-0.35 it forces a 35% brake pedal at apex
SliderRotation Kick
Duration0 – 10 framesHow long the rotation kick lasts at apex, in frames.
SliderCorner Exit Gas
Multiplier1.0 – 8.0Multiplier applied to
CET on exit — drives the corner-exit throttle ramp. Can be used as a power eixt for drifting cars. Reduce if AIs go rogue on exits.
CheckboxCar's a Drifteron / offFlags this car model as a drifter — adapts exit throttle handling for cars that naturally slide on corner exits (vintage, tail-happy setups).
SliderHairpin Exit Throttle
Boost0 – 100%Maximum gas value/Power exit
forced on hairpin exits (turnangle>60°). Usually useful with vintage/drifty cars after a strong hairpin, watch out for stupid behaviors on tracks with many heavy corners like Magione
CheckboxHairpin Exit Boost
Related to Ideal Lineon / offWhen ON, the
hairpin-exit boost scales down if the AI is off the ideal line. A small security to avoid full blasts when the AI is already on the edge/external sideline
SliderHairpin Zone Min
Throttle0 – 75%Minimum gas held mid-hairpin
— prevents the AI from rolling off too much or switch into Parkinson's mode in hairpins.
CheckboxChase
Pressureon / offForces extra throttle when
the AI is chasing a car ahead — combine with Aggressive Positioning. Main idea : "if the car ahead is going faster i should be too".
SliderChase Throttle
Intensity0.01 – 3.0Strength of the
chase-pressure gas override. Low for F1 (careful of power exits), higher for vintage cars.
CheckboxStraight Line
Pushon / offFull throttle as soon as the
track straightens out. It works with slow and vintage cars, and forces overtakes on straights rather than staying stuck behind like idiots
CheckboxSPIKE Brake
Inputson / offAllows brake pulses when
a predicted danger shows up. Works strictly if Spike is on.
CheckboxCollision Release
Brakeon / offReleases the brake momentarily
on contact to prevent the AI from locking itself mid-crash. WIP, might cause AI to stop in the middle of the road .
06
Modifiers
Positioning & Race Adaptability
Behavioral toggles that shape how the AI positions itself in relation to other cars. Split in three tiers:
Elasticaution (adaptive caution, WIP), Side-by-Side limits, and a New-Scripts block that mixes production and
prototype features.
Schematic · Modifiers Column
Elasticaution · WIP, Keep Off
WIPElasticaution (Adaptive
Caution)on / offExperimental adaptive
caution system. Super touchy — applies globally to all cars. Keep OFF unless testing.
SliderCloser Racing
Slider-0.6 to +1.0Directly impacts
aicaution default value. Negative values for closer racing. Modern cars tolerate down to -0.4, vintage max
around -0.115. New WIP "Closer" behaviors seems to be more reliable
SliderPrevent
Ramming-0.2 to +0.2 Aggression malus
applied when Elasticaution is on. Lower is safer. You can add Lookahead Gas/Brake value also
SliderCaution
Multiplier0.5 – 2.0USELESS
Post-Elasticaution caution factor. 2.0 doubles the net effect (pos and neg).
SliderLookahead
Multiplier0.5 – 3.0Default is fine.
Lookahead-base multiplier used during side-by-side battles. Higher = bigger lookahead delta vs.
base.
New Scripts · Soon finalised
CheckboxCautious on
hairpins + overtake triggeron / offWIP
Applies a caution malus before hairpins to avoid pile ups/ramming. Also triggers overtakes/escapes on heavy
brakings.
CheckboxStraight Lines
Caution Reductionon / offReduces AI caution
on long straights so cars close the gap faster.
CheckboxCorners Caution
Reductionon / offReduces caution inside corners when attacking. Works but can generate contacts in heavy corners.
CheckboxAttack Mode on
Straightson / offAlternate overtaking
mode.
CheckboxTraffic Jam
Escapeon / offWIP Very basic pile-up
fluidifier on hard corners — helps the AI escape deadlocks. Not pretty, but better than original AI on
first heavy corners.
Not Operational or buggy
WIPForce Passing When Car Ahead Is Sloweron / offAlt overtake mode — forces the AI to attempt an overtake when a clear speed delta exists. Moved to WIP, prefer "Attack Mode on Straights".
CheckboxInside Line
Braking Auto-Adjustson / offWIP Auto-tunes
tyrehint when the AI enters a corner from the inside line. Supposed to avoid diagonal Kerbal Space Program behaviors in corners
CheckboxDefense (Block
Inside Line Under Pressure)on / offWIP Cars
under pressure defend by moving to the inside line before braking zones. Supposed to avoid the overkill "leave room" AC's original behavior. Obviously slows down AI's
pace
WIPAllow Divings on Corners
with Spikeon / offBuggy — lateral evasion
with SPIKE. Since Spike is already an old setting, a bit useless with the new behaviors.
WIPBrakehint
Enhanceron / offTurn anticipation script —
not finalised.
WIPCollision Evasion
Offseton / offOne of those many ideas that
never delivered
WIPFatality Exit
Booston / offPlaceholder for a future exit
boost. Keep OFF, completely broken.
07
Character System
Personality Presets
Character presets bundle the full set of SituationManager keys (CHARACTER_KEYS) into reusable
profiles
stored in characters/. Assign one per car model; edit and save your own.
Schematic · Character Selector
ComboCharacter
Selectorlist of .iniPicks which character
profile drives this car model. Loads every CHARACTER_KEYS value into the live cache.
InputNew Character
NamestringName for a new character to be
saved from the current cached values.
ButtonSave as—Writes the current cached values to
characters/<name>.ini and assigns it to this car model.
ButtonEdit—Reloads the assigned character's values into the cache,
puts its name in the input ready for overwrite.
08
Debug Panel
Whisperer Debug
Readout of the stacked effective values, split by origin. Enable via
Toggle Whisperer Debug in the global header. Read-only; use it to verify contributions.
Schematic · 3-Column × 2-Row Debug Grid
Reading the panel.FINAL VALUES shows the computed output after stacking.
Each adjacent card shows its contribution when the car is inside that zone. A zone card only appears when
its condition is satisfied for the focused car. The situation modifiers are also added to the final values calculations.