Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Actually, on my end, it was the ext_config.ini in the individual skin folder that messed up the shadows. I'm no guru at this, but it seems like a object nesting issue or something, when inserting the kn5 for the rims in the wrong place?

I replaced:
INSERT_AFTER=Object096
with
INSERT_AFTER=Object093

View attachment 1510588
No clue, I just blindly apply the old trick whenever I see broken shadows. It overrides the skin's ini then, all my skins previews rendered with proper shadows.
 
I used the historic 1954-1972 layout as it comes without chicane, which is what I thought would be the biggest hurdle for a modern f1 car ...

Apart from too narrow tracks, or dirt/gravel surfaces, I imagine f1 pilots would be able to drive on any circuit (provided they can make the turns at lowest speed)... they just would adjust their driving style to the track ...
(and not change cars because the track is not 100% suited for their car)

Granted for the purists it's not done, but I bet IRL they would not all end up sidetracked as they would compensate for the condition at hand (something which the AI fails to do clearly).

AI lanes are there per layout , and these lanes dictate how the cars should drive , right?
So I imagine indeed this could be limiting to certain types of car ... or is it the car mod that is faulty for not braking soon enough?

EDIT: I also tried with a 1958 BRM Type 25 (brm_type_25 by GØD , v1.1 by ACTK), which is a car that drove there IRL and that too doesn't keep on track :
View attachment 1510420
View attachment 1510421
(but ACTK also did something to the AI of that car... )
The Cooper T43 '58 I have in v1.0 version of GOD (untouched by ACTK) , and that seems to stick to the track better...
Anyways, no biggie just wanted to report in case something is wrong w the track ai.
It's an old issue with the fastlane with this particular layout, saw your pic with F1s as well. Each time i tried to record a new fastlane for this particular layout it never saved it for some reason.

if you're familiar with the ai_hints.ini file, you could either add a BRAKEHINT hint, or increase the existing brakehint value, or add a MAXSPEED a dozen meters before they brake, etc...

Capture d'écran 2026-02-02 002342.webp

That brakehint @ 0.5910-6700 is pretty high at 1.040. At 1.0 it would be normal, for a careful AI it would be perfect @ 0.98.
You can lower the regular HINT on the same position to a 1.0 as well to see if it fixes your issue.
But, depending on your car speed at this point, giving a MAXSPEED hint 25 meters before (see MAXSPEED_0, position 17 on my ai_hints file) would also fix the issue.


The AI fastlane overall is not too bad, but that spot is a nightmare for anything 250+ HP. It's been on my todo list for ages.

I'm not gonna sell my stuff (yet i will, see next sentence), but AIHintsReader app and AIWhisperer app could solve this in a few clicks. After you learn how to use them of course, which usually takes 4 months.

I just tried with F1 2010 and they passed it with my ai_hints.ini file, link below. If you're not familiar, save your version with a different name and extract mine here :
Capture d'écran 2026-02-02 003401.webp



I do not drive modern Formula ones and i hate them with all my guts, therefore i cannot guarantee that this would fix your issue. I have no idea how your cars would deal with the last corner as well, worth checking values there as well.
 

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@Tetri How do I set, edit and monitor a zone? I see 2 zones in there at startup, but no obvious link to where those zones are on the track... (Thanks in advance!) I'm getting great results treating the whole track as 1 zone, but I would certainly take advantage of multiple zones. (Hmmm, a window in the whisperer interface with the track outline in it and colors indicating the zones?)
 
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Actually, on my end, it was the ext_config.ini in the individual skin folder that messed up the shadows. I'm no guru at this, but it seems like a object nesting issue or something, when inserting the kn5 for the rims in the wrong place?

I replaced:
INSERT_AFTER=Object096
with
INSERT_AFTER=Object093

View attachment 1510588
that fixed the problem on my side! thank you!
 
@Tetri How do I set, edit and monitor a zone? I see 2 zones in there at startup, but no obvious link to where those zones are on the track... (Thanks in advance!) I'm getting great results treating the whole track as 1 zone, but I would certainly take advantage of multiple zones. (Hmmm, a window in the whisperer interface with the track outline in it and colors indicating the zones?)
You have to create them using AiHintsReader https://www.overtake.gg/downloads/assetto-ai-hints-ingame-editor.80290/

You can create them using the aihintreader app ingame and have them working on the go by clicking "reload AI hints cache" in aiwhisp(Note : the regular *HINTs need a restart)
Capture d'écran 2026-02-02 012731.webp


Using Aiwhisp, the zone the focused car will go thru are highlighted in green ( See "focused car is in : HINT_3").
For more precision, the AIhintReader also highlights the zone your car goes thru. Both work in replay btw, it makes things a little easier on messy bits.

Capture d'écran 2026-02-02 013138.webp


A few tips :
BRAKHINT value is taken into account if the car starts braking INTO the BRAKEHINT zone, i would not beapplied if the car brakes before entering the BRAKEHINT zone.

DANGER works when 2 cars are entering the zone, and would start slowing down as soon as they enter the DANGER zone hint. A value of 0.25 on one side would avoid the sidelines and slow down a little, while a 1.3 value would hit the brakes and make the car jumps back to the fastlane. For zones where you need one side to slow down while the other should push, it's pretty usefull :

ie 0.05 on left side, 0.55 on right side : car on the left would barely lift throttle but car on the right side would start braking entering the zone 2 wide.

In AIWhisp, you can then add values to those zones to help fluidify the AI : a little 0.025 AIGrip + 15% aggression boost on dangerzones would definitly maintain both cars on the road . Since you added a little grip boost, why not making the cars brake later with a nice +0.010 brakehint delay? It's all up to experiment.

I use ZONE1 as an overtaking zone, almost always with those values :


Capture d'écran 2026-01-31 154824.webp


ZONE2 usually for parts of the track where the AI should not use its brakes, with a+0.2 brakehint delay, or a speed limiter per car, or whatever stupidly unique event with a specific car your AI might come up with. I discovered a new way of making the AI completely avoid braking or, opposite, be super efficient with it, using the tyrehint (Thks EDD for the tip), so i'll add it in the next update.
 
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