Assetto Corsa PC Mods General DiscussionPC 

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Does anyone know how to make the AI use custom gear ratios that were changed on Drivetrain.ini? For some reason the AI use the default ones instead of the edited ones which makes their performance different than how I wanted to make it.

Also more sound mods this time the stock MKIV Supra and the racing version of the Panoz GTR-1


make an setup, save it and call it ai_default should force the Ai to use different gearing.
 
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.

I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.

PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?

here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).

perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.
 
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Summarizing a bit of my experience in "quick races" in various categories.

1. For me, qualifying is just (testing with different cars) to try and balance the "BoP" later.

Main influence of (performance) on the cars "AI"
a) "power.lut" file
b) "ai" file from the "DATA" folder

2. Normally I only do races, without qualifying, in most single-seaters (10/15% of the course) and usually 3/4 of the fuel in the tank.
The exception is the official EA/Codemasters games. The various races I've done in recent years, the 50s, 60s, 70s, 80s, 90s were with this percentage, in my case, very good (without pit stops).
The most complete so far are the 1950, 1970 and 1975 seasons and Mille Miglie '55 (in progress).

3. Long runs: I simulate the maximum amount of time and then gradually increase the time.
24h (Le Mans, Spa, Nurburgring) = maximum 1h
Indy 500 = 40/50 laps
12h (Sebring) = around 45 min
10h (Petit Le Mans) = around 35/40 min
8h (8h Bahrain and similar) = around 30 min
6h (current WEC type) = 20/25 min 4.

Currently mapping races in various categories from 2025: F1, F2, F3, Indy, WEC, IMSA, MotoGP, Stock Brasil, Supercars, SuperGT NASCAR, TCR, DTM, Rally...but the main simulator in most categories is Assetto Corsa, and in the first races I didn't have serious (AI) problems.

As previously mentioned, I also have other simulators, LM Ultimate, AMS 2, Dirt Rally 2, ACC, NASCAR, EA WRC, etc., and now Project Motor Racing and Assetto Rally are arriving.

But the question remains: where can we find practically all the major world categories, from the last century onwards, and be able to simulate a Targa Florio (we have the track, even a dirt one), not to mention the cars.

At the moment I'm simulating a "Mille Miglie (1955)", practically all the cars (even if some are generic).

The actual track doesn't exist in Assetto, but I use it sometimes (rally sections, long circuits, short circuits, tight sections, inclines and declines, etc., to simulate the real course).
If we want to simulate "Le Mans", we have a lot of things from the first version in 1923... (I myself did some qualifying simulations with several cars from each year).
The World Endurance Championship (WSC since 1953) is also well represented.
NASCAR and Indy (also very well represented) Touring Car and Rally categories (others that I really appreciate) Dakar Rally (we have that too).
Single-seaters besides F1 (F3, F2, F4 at the moment, with emphasis on the most recent ones), but we have some vintage ones.

I believe Assetto will (be in homes) for a long time to come.

Curious to know how do you modify power.lut?

X90
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.

I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.

PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?

here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).

perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.

For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
 
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Curious to know how do you modify power.lut?



For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
I've always hoped for modern CSP updates to the Kunos race cars from reputable sources.

Maybe this is the year.
 
Thank you for your kind comment. "Wether Style" is set to "Default". Do I need to install "Pure"?
If you use the default weather style, you can switch between the gamma and LCS shaders with the „Linear color space“ option in the weatherFX settings.

If you would use Pure, you change between Gamma and LCS shaders by selecting Pure Gamma or Pure LCS as weather style.

The Gamma shader are the original shaders made by Kunos. They were made with the intention where postprocessing is not needed. Therefore some compression was build in, but that prevents precise colors and shading.

With the LCS shaders of CSP many of those problems were solved, but some new issues came in. So mostly the people are using still the Gamma shaders because of the better look of the post processing like the Glare effects.

For professional solutions the LCS shaders are really necessary to display correct color values. But if you just drive and you don’t care about this, just deactivate the linear color space mode in weatherFX settings…
 
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