AC · CSP · Assetto Corsa AI Framework

AIWhisperer
Reference Manual

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
Save Globally Save All for Track App Control Disable AIWhisperer completely Session Testing Apply defaults for session Reload track settings Reload global settings AI Hints & Related Info Reload AI Hints Cache Toggle Whisperer Debug Toggle Lua Debug Show/Hide HINT Zones AI Hints loaded: N total · BRAKEHINT: N | HINT: N | DANGER: N File: <track>/data/ai_hints.ini
Button Save Globally global .ini Persists current sliders and checkboxes of all car models into the global config file.
Button Save All Cars for <Track> track .ini Persists settings of all car models into a track-specific file; overrides globals on this track.
Checkbox Disable AIWhisperer Completely on / off Global kill-switch — when ON, resets every AI value to stock defaults and stops all scripted behavior.
Button Apply Default Settings for Session session-only Temporarily applies default values to every car model for this session without writing to disk.
Button Reload Track Settings Re-reads the track-specific config from disk and applies it, discarding unsaved changes.
Button Reload Global Settings Re-reads the global config from disk and applies it, discarding unsaved changes.
Button Reload AI Hints Cache Re-parses ai_hints.ini (BRAKEHINT / HINT / DANGER / ZONE1 / ZONE2) for the current track.
Button Toggle Whisperer Debug on / off Unfolds the in-app debug panel (Final Values / Dangerzone / Zone1 / Zone2 / BaseValues / FirstLap).
Button Toggle Lua Debug on / off Enables verbose ac.log output for every slider mutation and hint application.
Button Show / Hide HINT Zones on / off Toggles 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
MAIN VALUES Brake Hint 0 – 3 Lookahead Base 0 – 100 Lookahead Gas-Brake 0 – 100 Steer Gain 0.1 – 4.0 Aero Hint 0.1 – 2.0 Tyre Hint 0.1 – 2.0 SITUATIONS ENABLE / DISABLE Side by Side battles 'SPIKE' Emergency brakings Clear Road (open track bonus) Not Done Yet (boost after player overtake) Aggressive in corners Alternative positioning Aggressive positioning & Attack mode Attack Aggressivity / Diving
Fixed car.ini Base Sliders
Slider Brake Hint 0 – 3 brakehint. Lower = braking earlier. Core threshold that controls how aggressively the AI commits to braking zones.
Slider Lookahead Base 0 – 100 lookaheadbase. Lower = turning later. How far ahead the AI reads the spline when steering.
Slider Lookahead Gas-Brake 0 – 100 lookaheadgasbrake. Throttle / brake anticipation distance — larger values make the AI react earlier to curvature changes.
Slider Steer Gain 0.1 – 4.0 steergain. Higher = more sensitive steering. Directly multiplies steering input amplitude.
Slider Aero Hint 0.1 – 2.0 aerohint. Scales how much the AI relies on aerodynamic grip calculations — critical for downforce cars.
Slider Tyre Hint 0.1 – 2.0 tyrehint. Scales tyre physics hint — affects how confidently the AI loads the contact patch mid-corner.
Situations Enable / Disable (per car model)
Checkbox Side by Side Battles on / off Enables the side-by-side detection and defensive / offensive role assignments in SituationManager.
Checkbox 'SPIKE' Emergency Brakings on / off Allows the AI to brake-pulse when a predicted danger (spike) is detected ahead on the spline.
Checkbox Clear Road (Open Track Bonus) on / off Grants a small aggression boost/ delayed braking when the AI has no cars ahead within detection range.
Checkbox Not Done Yet on / off Triggers a temporary boost when the player overtakes an AI, giving it a fighting chance to re-pass.
Checkbox Aggressive in Corners on / off Enables the Turn Boost system — applies extra throttle inside corners based on curvature phase (see Corner sliders for tuning ).
Slider Turn Boost Aggression 5% – 55% Intensity of the Turn Boost effect. Paired with the checkbox above.
Checkbox Alternative Positioning on / off Master switch for spline-offset-based positioning. Leave it checked — it's the backbone of every positioning behavior.
Checkbox Aggressive Positioning & Attack Mode on / off Enables the Attack Offset system that lets the AI commit to overtakes by heading/diving toward the inside line.
Attack Positioning Fine Tuning
Slider Attack Aggressivity / Diving 0.0 – 3.0 Overall attack violence (coasting gas). At Default 0.8-> just closing up, @ 1.2-> aggressive diving. Reduced by 10% on race first lap.
Slider Brake Delaying 0.1 – 0.35 When chasing, delays braking to get closer / trigger an overtake. Higher = brakes later into the zone.
Slider Attack Agility 0.01 – 0.5 Speed at which the AI reaches its attack offset — lower is slower / more deliberate.
Slider Attack Side-by-Side 0.001 – 0.55 How strongly the AI attempts cross-line moves when already side by side.
Slider Attack Abort Distance 0 – 40 m Distance to the car ahead beyond which the attack is aborted.
Slider Attack Switch-Back 0.005 – 0.55 Rate at which the AI blends back to the ideal fastlane after the attack ends.
Slider Attack Side Cutter 0.05 – 0.55 How 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
EXPERIMENTAL Extra AI Grip 0.5 – 2.0 AI Level -100% to +100% Current AI Levels (stats): Car #3: 97% Car #5: 94% Total: 10 cars, range 89% – 97% Prevent Brake Mistakes 0 / 1 AI Caution Base 0 – 16
Slider Extra AI Grip 0.5 – 2.0 aigrip. 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.
Slider AI 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.
Slider Prevent Brake Mistakes 0 / 1 When 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.
Slider AI Caution Base 0 – 16 aicautionbase. 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 Apply to: HINT / DANGER AI GRIP Caution Brakes Aggressivity FIRSTLAP first N laps of the race Duration AI Grip Caution Brakes Aggressivity ZONE 1 ;[ZONE1]; custom hints AI Grip Caution Brakes Aggressivity Top Speed Limit Throttle Limit ZONE 2 ;[ZONE2]; custom hints AI Grip Caution Brakes Aggressivity Min RPM Top Speed Limit
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.
SliderDangerzone Brakes-0.2 to +0.2Brake-hint adjustment. Negative brakes earlier, positive delays braking.
SliderDangerzone Aggressivity-25% to +50%Aggression boost in the zone. Usually kept negative to calm the AI in risky sections.
FirstLap · Linked to First-Lap Counter
SliderFirst Lap Duration0 – 5 lapsNumber of opening laps these modifiers apply for. 0 disables the block.
SliderFirstlap AI Grip-0.3 to +0.8Grip offset used during first N laps — typically slightly positive to compensate for cold tyres.
SliderFirstlap Caution-0.8 to +0.8Caution offset for the opening laps — positive values reduce first-lap chaos.
SliderFirstlap Brakes-0.2 to +0.2Brake-hint offset for the opening laps.
SliderFirstlap Aggressivity-25% to +50%Aggression offset for the opening laps.
Zone 1 · Linked to ;[ZONE1]; Hints
SliderZone1 AI Grip-0.3 to +0.8Grip offset inside every ZONE1 region of ai_hints.ini.
SliderZone1 Caution-0.8 to +0.8Caution offset inside ZONE1.
SliderZone1 Brakes-0.2 to +0.2Brake-hint offset inside ZONE1.
SliderZone1 Aggressivity-25% to +50%Aggression offset inside ZONE1.
SliderZone1 Top Speed Limit0 / 50 – 350 km/hOptional top-speed clamp in ZONE1. 0 = off.
SliderZone1 Throttle Limit0 – 1CSP 0.3.14 throttle clamp — flagged buggy and mostly unused. Prefer Top Speed Limit.
Zone 2 · Linked to ;[ZONE2]; Hints
SliderZone2 AI Grip-0.3 to +0.8Grip offset inside ZONE2.
SliderZone2 Caution-0.8 to +0.8Caution offset inside ZONE2.
SliderZone2 Brakes-0.2 to +0.2Brake-hint offset inside ZONE2.
SliderZone2 Aggressivity-25% to +50%Aggression offset inside ZONE2.
SliderZone2 Min RPM0 / 1000 – 8000Not working/buggy 0 = off.
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
INPUTS TWEAKS RaceStart Throttle Duration 0 – 20 s Race Start Throttle 0 – 99% Corner Entry Throttle (CET) 5 – 100% Corner Entry Sensitivity 0.5 – 15 Rogue in Corners -100% to +100% Rotation Kick Bias -1.0 – 1.0 Rotation Kick Duration 0 – 10 f Corner Exit Gas Multiplier 1.0 – 8.0 Hairpin Exit Throttle Boost 0 – 100% Hairpin Exit Boost Related to Ideal Line Hairpin Zone Min Throttle 0 – 75% Chase Pressure Chase Throttle Intensity 0.01 – 3.0 Straight Line Push (full throttle when straight) SPIKE Brake Inputs Collision Release Brake
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 Elasticaution (adaptive caution, super touchy) Closer Racing Slider -0.6 to 1.0 Prevent Ramming -0.2 to 0.2 Caution Multiplier 0.5 – 2.0 Aggression Multiplier 0.0 – 2.0 SIDE BY SIDE LIMITS Lookahead Multiplier 0.5 – 3.0 NEW SCRIPTS · WIP Cautious on Hairpins + Overtake Trigger Straight Lines Caution Reduction Corners Caution Reduction Attack Mode on Straights Traffic Jam Escape SPIKE Brake Inputs Inside Line Braking Auto-Adjusts NOT OPERATIONAL · KEEP OFF Allow Divings on Corners with Spike Brakehint Enhancer Collision Ahead Brake Collision Evasion Offset · Fatality Exit Boost
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).
SliderAggression Multiplier0.0 – 2.0USELESS Post-Elasticaution aggression factor. Follows Elasticaution values.
Side-by-Side Limits
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 Ahead Brakeon / offDistance-adaptive collision brake — might work, still WIP.
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
CHARACTER Assigned: Juliette Juliette new character name... Save as Edit → characters/<name>.ini · per-carType
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 asWrites the current cached values to characters/<name>.ini and assigns it to this car model.
ButtonEditReloads 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
=== WHISPERER DEBUG === FINAL VALUES Grip: 1.35 (calc) Caution: 0.92 (calc) Brake: 1.05 (calc) Tyrehint: 1.15 (calc) Aggression: 85% (AC) DANGERZONE ACTIVE Grip: +0.15 Caution: +0.10 Brake: -0.05 Aggression: -10% ZONE1 ACTIVE Grip: +0.05 Caution: -0.15 Brake: +0.10 Aggression: +15% Top Speed: 220 km/h BASE VALUES aigrip: 1.20 aicautionbase: 1.00 brakehint: 1.80 ailevel: 0.00 FIRSTLAP MODIFIERS Duration: 1 lap Grip: +0.10 Caution: +0.20 Aggression: -25% ZONE2 ACTIVE Grip: -0.10 Caution: +0.30 Brake: +0.15 Aggression: +10%
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.