Assetto Corsa PC Mods General DiscussionPC 

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Singapore 2012 - v1.01

1761246073001.webp

"Featuring the famous Singaore Sling chicane"

features:
  • 22 pit/grid with AI
  • 5 cameras
  • CSP VAO, RainFx and OtherFX™
  • audio reverbs
  • extensive night lighting, please enable Night skin for proper look with night sessions
  • complete rework to match race footage banners and logos

credits:
  • Original model by Codemasters, converted by @RMi_wood
  • physical road mesh, groove, crowds and other fancy 3d work by @pugsang
  • mesh optimization, physical wall, ground lighting, and other by @leBluem
  • shader help by @shi
  • camfacing crowd textures by @Kniker97
  • skids from ACU 2014 version
  • beta testing by the above along with @mteam and @Masscot

v1.01
  • grid updated to 24 positions
  • DRS now included in archive

:: DOWNLOAD ::
:: DOWNLOAD v1.01 ::

DRS file attatched, place in content\tracks\rmi_singapore_2012\data
Singapore 2012 - v1.01
  • pit/grid updated to 24 positions
  • DRS file now included in archive

:: DOWNLOAD ::
 
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hey guys!

i have a localisation question:
i need to change ingame of AC to turkish and russian.

does someone have locale files for these 2 languages for me?
assettocorsa\system\locales

thank you very much!!
 
you should be using Kunos cars for dev work, as well as a Kunos track.
Then you can start messing with a track that has one of the longest AI in the game like Dundrod.
(also, are you using ACL cars? I find thier AI to be questionable at best on tight roads)

my tip, may or not help.
Cheers


Erf, thanks for trying! It's just a fastlane, not really dev work in this situation😅. I have the same issue with every cars, where they would suck on this corner until i call the fast_lane back manually.

It also happens on my fastlane for Bremgarten, nearly the same stuff, on a fast corner.

It might be a setting somewhere, might be the fast Spline call, the new spline format... Tested many stuff and couldn't fix it.

Maybe i should just share the fast_lane and the ai_hints and see if i'm the only one impacted.


PS : purely for the exercise, any vintage car sucks on tight tracks cause they almost always crash at some point and end up in a weird traffic jam...

Until you get rid of the "random brake mistake" called once in a while by the game engine. They seem to run smoothly once you get that value to 0. If you see those cars locking brakes and ending either in the grass or in the walls, could be because of it.
 
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I've completely rewritten the RMI Silverstone 1975 THR layout AI from scratch.
Faster, smoother, more consistent times, high-speed, lot of space for fighting.

Hope you'll enjoy.


@LaChub I've recorded this AI with 2.11, tried turning off "new AI behavior"?
 
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Please notice that you MUST install everything that way:

Never use drag'n'drop! It will involve Windows Explorer then. That will include Windows Security tools like Windows Defender and smart screen.
Those will block script files if the think its a virus or something.

I never had issues with pure with the drag n drop technique, so now i know, but out of curiosity : wouldn't windows defender spam a little warning before blocking the files from being pasted?
 
I have the option showned selected, and from a distance, sound doesnt fit the visual, but this is what its for. When the car is near the camera or cockpit view everything is ok.
I'm also on the latest preview.
I use this option for a long time. I know what it does. That's not the problem.

Maybe i did not explain correctly what my issue is.
When i watch the replay, the gear changes, sound like i am slipping the clutch, or miss-timing my gear changes (which i'm not).
And the car sounds, well, they seem to be off...
Really awkward...
I hope i make sense.

It is certain that it is a CSP bug, because when i go to an older version, sounds are ok.
 
I use this option for a long time. I know what it does. That's not the problem.

Maybe i did not explain correctly what my issue is.
When i watch the replay, the gear changes, sound like i am slipping the clutch, or miss-timing my gear changes (which i'm not).
And the car sounds, well, they seem to be off...
Really awkward...
I hope i make sense.

It is certain that it is a CSP bug, because when i go to an older version, sounds are ok.
I tested the latest CSP preview and i noticed a issue with the engine with the new VRC FA 2025. Based on fact i don't think VRC did something wrong, i think the issue is CSP related. With the tv-onboard the sound is right, with replay and other cameras most of the time i hear other sounds and not the engine (or is very low no idea on how to explain).
 
I never had issues with pure with the drag n drop technique, so now i know, but out of curiosity : wouldn't windows defender spam a little warning before blocking the files from being pasted?
No thats the weird part about it. and i tested this on some different Win 11 systems. Every system that has Windows Defender active does not copy all files of the Pure package. And there is no warning. But on systems where Defender is deactivated like from other AntiVir Suites, there is no issue at all.

So it causes me a lot of support work to tell the people this, because most people have no additional antivir tool and just use the Windows native tools.

But it is really crazy. And so i just tell people one 100% working way to install Pure and CSP. Because it could be the same with CSP, esp. with the replacement of the dwrite.dll.

I never had any trouble with 7zip app and its Extract button on any system (and i have the proof of thousands of feedbacks, where drag'n'drop does not work at first but 7zip+Extract did work). Because with 7zip app and its own extract function windows explorer is not used which is observed by defender.

Also the 7zip extract is faster than the drag'n'drop, because with the drag'n'drop the package is first extracted to a temp folder and then copied to the real destination. But a discrete extraction of 7zip app extracts the files directly to the destination.
 
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No thats the weird part about it. and i tested this on some different Win 11 systems. Every system that has Windows Defender active does not copy all files of the Pure package. And there is no warning. But on systems where Defender is deactivated like from other AntiVir Suites, there is no issue at all.

So it causes me a lot of support work to tell the people this, because most people have no additional antivir tool and just use the Windows native tools.

But it is really crazy. And so i just tell people one 100% working way to install Pure and CSP. Because it could be the same with CSP, esp. with the replacement of the dwrite.dll.

I never had any trouble with 7zip app and its Extract button on any system, no matter if Windows Defender is running or not. Because with 7zip app and its own extract function windows explorer is not used which is observed by defender.

Also the 7zip extract is faster than the drag'n'drop, because with the drag'n'drop the package is first extracted to a temp folder and then copied to the real destination. But a discrete extraction of 7zip app extracts the files directly to the destination.

Super interresting, i switched to win11 after the previous pure update, so that might have played a role in my unaffected copy/pastes.

I'm more worried about the CSP one, which could explain our various very personnalized bugs. I always dropped the lights-patchs.zip directly into CM. I'm gonna try to extract it to assetto instead and see if my numerous and various only-me bugs vanish.
 
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Slowly working on converting my favorite sound mods from the older GT games. Still have quite a few more to do but these are the 3 i've completed for now as it's actually quite difficult to record due to the older games not having any pressure sensitivity to gas meaning you're either going full tilt or have no gas no in between. Next one I plan on doing is the "JGTC Supra" sound as that one was used for quite a few cars back on the older games and the tuned V8 sound aswell.






Also did this Gallardo sound mod aswell as the gen 1 is particularly one of my most favorite car sounds ever:
 
Is that AMG Hammer available somewhere?


 
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is there a track and date/time setting and maybe weather where you can 100% reproduce it so i can try on my end
That sounds a bit too hard at the moment for me to do, im not fussed by the problem, maybe next time i load the game ill do some tests.
 
My little ai whisperer is going well. I asked DamGam for permission to use some parts of his code - he agreed, as long as i credit him, which i will do now : thanks a lot mate❤️



Capture d'écran 2025-10-24 122300.webp


New features :

-Fixed the automatic aggression level up (that was fun).
-Fixed the safety brake exiting [DANGER] zones.
-All values applied can be seen in the debug real time. if an AI car makes the best lap of its life you can see all values applied in the debug, neat if you have the aggression level not set up precisely in the Drive menu and want to get that value.
-Load ai_hints.ini with zones, zones highlighted per focused car

-Experimental section can be collapsed.

-Dangerzone sliders, related to the [DANGER] zones from your ai_hints.ini file
-AggressionLevel slider for [DANGER] zones

Comment : the app will not turn a ****** fastlane into a gold one. It could, however, turn a good one into a great one.

to start editing a car type, click on it on the top tab

Capture d'écran 2025-10-24 131801.webp


AI Hints Debug section:


Automatically loads the track's ai_hints.ini file to get all HINT zones.

-"Load Ai Hints Cache" if you modified the ai_hints.ini file, to update the new values ingame without reloading (won't apply the ai_hints.ini to the race, which needs a full restart, but you could load new [DANGER] zones without restarting. Use the AIHintsreader app to do that ingame in a few secs. See below.
-"Debug Hints" shows you what's applied to which car in real time. Perf costs are minimal but still there, it's a check feature. Results appear in the LUA Debug App.
-"Show zones" to see all HINTS highlighted when the focused car go thru them.

The "show zone" is just a checking view to see which [HINTS] are applied during the race. For me it's important as i'm into zone creation, but basically for you, it's just to see where [BRAKEHINT] are, for the "Prevent Braking mistake" slider (see below in Main Values) and where "DANGER Hint" are, for the "Dangerzone' sliders" (see below in Experimental values).

Main Values:

Capture d'écran 2025-10-24 164350.webp


The regular sliders all work the same way : they get the value from the car ai.ini file, intercepts them, and inject new settings set in app's sliders. The values are applied in real time, stored in a temp file, and are discarded if you hit "restart" during a race. You can save them to the track data folder (settings.ini file) or as a global setting in the app folder(different settings.ini file there as well).

The app would load the values from the track first, if not found, from the global file, if not found, start with default values.

You should definitly set those main values to optimal results FIRST before tweaking the experimental ones.


Brake Hints : the brake hint value in the car ai.ini. Increase or decrease 0.005 by 0.005, test, until full lap
Increase to delay brakings, decrease to brake earlier.
Changes drastically the braking points of a given car. Works in combination with [BRAKEHINT] values, as the braking applied to a car seems to be influenced by a mix of those values. Not sure yet, because i thought BRAKEHINT was applying a percentage of brake pedal, but it seems more complicated than that.
Tweak tip : +/-0.005, test. If a car stops in front of a corner, increase. If a car overshoots the corner, decrease.

Lookahead : the Look-Ahead value in the car 's ai.ini file.
To simplify, how the fastlane (and the data recorded in it) is read by the ai car. Decrease to turn/brake later, increase to turn/brake earlier. Huge improvment depending on the fastlane if a car is starting to steer way too late or too soon in a given corner.
Tweak tip : +/-0.5, test. If a car cuts a corner too sharp, decrease, if it's ending on the outside line, increase.

Lookahead gas_brake seems a little useless. See if it impacts anything for yourself, for me it just makes the cars way too safe. Soon to be deleted. Maybe i could figure a mix with AI Caution that would give interresting results, need testings.

Steer Gain : the sensitivity of the steering wheel when the AI is in control. If you see it making huge fast rotations to compensate on a corner, reduce it. If it doesn't turn the wheel fast enough, increase. Highly dependant of the way the fastlane was recorded : if a GT3 was used and you're on a 1934 formula one, the inputs from the GT3 might be a little hard to transfer to the 1934 's car. This setting can help.
Tweak tip : 0.1 by 0.1. If Ai car makes huge wheel corrections in a medium corner, decrease. If it just floats from a side to the other like a boat, increase.


Aero Hint : influence of the aerodynamics of the car body with speed. higher : huge influence (car will think it can go thru a fast corner faster), lower : less influence. Vintage cars with a lot of drag usually don't take this into account much, GT3 will.
Tweak tip : +/- 0.1, test. See if cars go faster in fast corner and fast chicanes. Faster : keep increasing, slower, decrease.
Vintage cars usually have those values pretty low by default. Usually already well implemented by modders, but there might be half a second to grab on dedicated zones.


Tyre Hint : how the tyres' state influence the car's behavior. Lower values if you're on a vintage car that tends to overheat or damage its tyres quickly. Higher values for a car with undestructible tyres. That setting can prevent ai cars from crashing after many laps out of nowhere if they don't take the tyre wear enough into consideration.
Tweak tip : +/- 0.01. If cars crash after a few laps due to locking brakes or overshooting corners where they were fine laps before, decrease (more tyre hint influence). If fine, increase until it reaches its breaking point; Highly track dependant.


Experimental values (Show Experimental button):
Capture d'écran 2025-10-24 164515.webp



Extra AI GRIP : default for ai cars is at 1.2, to compensate for their incompetence. Bringing this higher gains more grip, therefore making the AI faster. if AI grip is higher, you can also delay brakings by bringing a higher value in Brake hints. Divide by 20 seems to work fine : if ai grip +0.1, brake hints +0.005

AI Level : forget this one. Max at 1. Only use to balance some cars if they're completely out of strenght against their same class competitors by lowering their AI level (0.9=90%). Will be deleted if there's not a better script behind it.

Prevent Brake mistakes : the game has a random Braking mistake that would lock the brakes randomly. Pretty painful in a close track where one crash blocks everyone. The prevent Brake mistakes is strictly applied in [BRAKEHINT] zones, as defined in the tracks ai_hints.ini file. The random mistakes would happen normally on other corners. Default is 1 (that's my choice) : no Brake mistakes allowed in BRAKEHINT ZONES. Bring it to 0 to recall random mistakes.

AI Caution : safe distance from car at front. Use this for cars ramming into the others, or to allow for closer racing with a car class you're confident they are too safe. I wonder how it would work for Nascar, for example, more tests needed, as it seems to impact the distance to sidelines as well : combined with aggressionlevel (Dangerzone aggressivity slider) it's actually a cool feature to add into [DANGER] hints, as the cars 2-wide would actually fight for each inch rather than slowing down like noobs to stay safe.
Decrease : less safe distance, increase : more safe distance. Tweak tip : +/- 0.05, test. Add 0.05 to cars that are fine braking and taking a hard corner by themselves, but struggle not to bump into other cars when there opponents in the way. A litle bump on hard brakings is your first warning, tolerated but not optimal.

Prevent Brake Mistakes : slider at 0, AI will randomly lock brakes. I hate that stupid thing with vintage cars (they crash, as if they needed to suck more). At 1, the value (in seconds) will be set to 0 on each [BRAKEHINT] zone. I have no idea how the random brake mistake is called thru a game, but it can still happen out of the BRAKEHINT zones.

Dangerzone sliders :

The dangerzone sliders will modify the values from the sliders set in regular section. They will be applied each time the car type selectionned run into a [DANGER] hint zone.


Dangerzone AI grip : more is faster, more grip (Duh), less drift. Default for most AI cars is 1.2
ie : Danger zone Final AI Grip result = Extra AI Grip slider value + Dangerzone AI Grip slider value

Dangerzone Caution : more is longer safe distance to car at front, less is shorter safe distance. At values 0.8 they might be a little touchy. At 0.5 they start to crush opponents. Default is 1, so implement the dangerzone caution with +/-0.050 at first and see how high you can go before they ram eachother.
ie : Dangerzone Caution result = AI Caution + Dangerzone Caution

Dangerzone brakes : extra brake setting in danger zones. A value of 0.005 makes them brake later and go a little faster, -0.005 will make them safer.
ie : Danger zone Final brakes result = Brake Hint value + Dangerzone brakes value

You can save your edited cars in a settings file that will automatically be called at start.
if you want to revert to default settings and have a fallback to compare behaviors, i suggest you hit the "apply defaults settings" then "save all cars globally". The "Reload global settings" are now Default, the "Reload track settings" are those applied for the track, and you can compare their pace and behavior in real time in a click.


The app :

Next updates :
-real time creation of 3 different zones with sliders for each. This one's gonna be funny : you would be able to create your own zones with dedicated slider settings. On the alpha test i'm running, i can now turn a hairpin into a real fighting zone, even with 5-6 cars.

-First lap settings : so they don't do **** with the new settings until they have a little more room, especially on small tracks. That could simply be a Caution value 0.1 higher on dedicated zones on first lap, or a combination of caution and aggression level.

-Prevent Brake Mistake : soon to have a duration value and/or a clamped interval, once i figure out how it's used by the game engine (ie 0.1 second, small smoke, little loss of pace, 0.3 second, full lock, skid mark, important loss of pace)

-Prevent Traction mistake : same as Brake mistake, but with the throttle and (supposedly) with gearbox. Is it necessary? probably not. But maybe i can couple it with the Fury state and maintain a hotlap state (see below).

- "Fury state", where a car you bumped or crashed a few times would enter a revenge state with boost in all values until it reaches you back, and then maintain a close behavior to you to try to **** your race up. Easy to implement, would be a trottle limit each time it's 10m below you, so they don't really overtake you for some time, still maintaining a faster pace, just to push you to mistakes. It works fine atm with a car that is slightly more powerful than yours, so that should be an easy one. Then they pass you with Pedro Pascal 's face on the next straight. Maybe a honk, even.

CSP version 1.0 probability update :

  • "Safe state", where a car would maintain a safer pace if 1st for a few laps
  • "Auto adjust", where a fraction of some values are added each lap until the car reaches a hotlap (or crashes), with testing on qualification mode. Could be stated by user : i want Alfa Romeo TZ2 to reach 1.52 on BridgeHampton.
  • "Hot lap" state settings, where a car would maintain all its parameters once it reaches its best lap value or user's entered value.

"I'll never find time for this" update :
-"Blue lap state", with zones where a soon to be overlapped car could slow down and leave room to let the opponents pass safely without disturbing the race pace
- "Flash Headlights" for a few seconds if you overtake an opponent with contact. Also, for blue lap situations. And for Fury state.

Those are the ideas that SHOULD be "easy" to implement with the tools i have in the lua so far.
The debugging of interacting values is gonna be another story, it's just maths i suppose?




if you wanna create [DANGER]zones in a few clicks ingame without hurting your soul, don't forget the AiHints Editor :

Tip on [DANGER]zones : apply a LEFT=0.00 and RIGHT=0.00 in the editor to have [DANGER] hints with no particular effect, just to see how the behavior change in those zones with the AIwhisprer app.
 
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My little ai whisperer is going well. I asked DamGam for permission to use some parts of his code - he agreed, as long as i credit him, which i will do now : thanks a lot mate❤️



View attachment 1487330

New features :

-Fixed the automatic aggression level up (that was fun).
-Fixed the safety brake exiting [DANGER] zones.
-All values applied can be seen in the debug real time. if an AI car makes the best lap of its life you can see all values applied in the debug, neat if you have the aggression level not set up precisely in the Drive menu and want to get that value.
-Load ai_hints.ini with zones, zones highlighted per focused car

-Experimental section can be collapsed.

-Dangerzone sliders, related to the [DANGER] zones from your ai_hints.ini file
-AggressionLevel slider for [DANGER] zones

Comment : the app will not turn a ****** fastlane into a gold one. It could, however, turn a good one into a great one.

to start editing a car type, click on it on the top tab

View attachment 1487337

AI Hints Debug section:


Automatically loads the track's ai_hints.ini file to get all HINT zones.

-"Load Ai Hints Cache" if you modified the ai_hints.ini file, to update the new values ingame without reloading (won't apply the ai_hints.ini to the race, which needs a full restart, but you could load new [DANGER] zones without restarting. Use the AIHintsreader app to do that ingame in a few secs. See below.
-"Debug Hints" shows you what's applied to which car in real time. Perf costs are minimal but still there, it's a check feature. Results appear in the LUA Debug App.
-"Show zones" to see all HINTS highlighted when the focused car go thru them.

The "show zone" is just a checking view to see which [HINTS] are applied during the race. For me it's important as i'm into zone creation, but basically for you, it's just to see where [BRAKEHINT] are, for the "Prevent Braking mistake" slider (see below in Main Values) and where "DANGER Hint" are, for the "Dangerzone' sliders" (see below in Experimental values).

Main Values:

View attachment 1487381


The regular sliders all work the same way : they get the value from the car ai.ini file, intercepts them, and inject new settings set in app's sliders. The values are applied in real time, stored in a temp file, and are discarded if you hit "restart" during a race. You can save them to the track data folder (settings.ini file) or as a global setting in the app folder(different settings.ini file there as well).

The app would load the values from the track first, if not found, from the global file, if not found, start with default values.

You should definitly set those main values to optimal results FIRST before tweaking the experimental ones.


Brake Hints : the brake hint value in the car ai.ini. Increase or decrease 0.005 by 0.005, test, until full lap
Increase to delay brakings, decrease to brake earlier.
Changes drastically the braking points of a given car. Works in combination with [BRAKEHINT] values, as the braking applied to a car seems to be influenced by a mix of those values. Not sure yet, because i thought BRAKEHINT was applying a percentage of brake pedal, but it seems more complicated than that.
Tweak tip : +/-0.005, test. If a car stops in front of a corner, increase. If a car overshoots the corner, decrease.

Lookahead : the Look-Ahead value in the car 's ai.ini file.
To simplify, how the fastlane (and the data recorded in it) is read by the ai car. Decrease to turn/brake later, increase to turn/brake earlier. Huge improvment depending on the fastlane if a car is starting to steer way too late or too soon in a given corner.
Tweak tip : +/-0.5, test. If a car cuts a corner too sharp, decrease, if it's ending on the outside line, increase.

Lookahead gas_brake seems a little useless. See if it impacts anything for yourself, for me it just makes the cars way too safe. Soon to be deleted. Maybe i could figure a mix with AI Caution that would give interresting results, need testings.

Steer Gain : the sensitivity of the steering wheel when the AI is in control. If you see it making huge fast rotations to compensate on a corner, reduce it. If it doesn't turn the wheel fast enough, increase. Highly dependant of the way the fastlane was recorded : if a GT3 was used and you're on a 1934 formula one, the inputs from the GT3 might be a little hard to transfer to the 1934 's car. This setting can help.
Tweak tip : 0.1 by 0.1. If Ai car makes huge wheel corrections in a medium corner, decrease. If it just floats from a side to the other like a boat, increase.


Aero Hint : influence of the aerodynamics of the car body with speed. higher : huge influence (car will think it can go thru a fast corner faster), lower : less influence. Vintage cars with a lot of drag usually don't take this into account much, GT3 will.
Tweak tip : +/- 0.1, test. See if cars go faster in fast corner and fast chicanes. Faster : keep increasing, slower, decrease.
Vintage cars usually have those values pretty low by default. Usually already well implemented by modders, but there might be half a second to grab on dedicated zones.


Tyre Hint : how the tyres' state influence the car's behavior. Lower values if you're on a vintage car that tends to overheat or damage its tyres quickly. Higher values for a car with undestructible tyres. That setting can prevent ai cars from crashing after many laps out of nowhere if they don't take the tyre wear enough into consideration.
Tweak tip : +/- 0.01. If cars crash after a few laps due to locking brakes or overshooting corners where they were fine laps before, decrease (more tyre hint influence). If fine, increase until it reaches its breaking point; Highly track dependant.


Experimental values (Show Experimental button):
View attachment 1487384



Extra AI GRIP : default for ai cars is at 1.2, to compensate for their incompetence. Bringing this higher gains more grip, therefore making the AI faster. if AI grip is higher, you can also delay brakings by bringing a higher value in Brake hints. Divide by 20 seems to work fine : if ai grip +0.1, brake hints +0.005

AI Level : forget this one. Max at 1. Only use to balance some cars if they're completely out of strenght against their same class competitors by lowering their AI level (0.9=90%). Will be deleted if there's not a better script behind it.

Prevent Brake mistakes : the game has a random Braking mistake that would lock the brakes randomly. Pretty painful in a close track where one crash blocks everyone. The prevent Brake mistakes is strictly applied in [BRAKEHINT] zones, as defined in the tracks ai_hints.ini file. The random mistakes would happen normally on other corners. Default is 1 (that's my choice) : no Brake mistakes allowed in BRAKEHINT ZONES. Bring it to 0 to recall random mistakes.

AI Caution : safe distance from car at front. Use this for cars ramming into the others, or to allow for closer racing with a car class you're confident they are too safe. I wonder how it would work for Nascar, for example, more tests needed, as it seems to impact the distance to sidelines as well : combined with aggressionlevel (Dangerzone aggressivity slider) it's actually a cool feature to add into [DANGER] hints, as the cars 2-wide would actually fight for each inch rather than slowing down like noobs to stay safe.
Decrease : less safe distance, increase : more safe distance. Tweak tip : +/- 0.05, test. Add 0.05 to cars that are fine braking and taking a hard corner by themselves, but struggle not to bump into other cars when there opponents in the way. A litle bump on hard brakings is your first warning, tolerated but not optimal.

Prevent Brake Mistakes : slider at 0, AI will randomly lock brakes. I hate that stupid thing with vintage cars (they crash, as if they needed to suck more). At 1, the value (in seconds) will be set to 0 on each [BRAKEHINT] zone. I have no idea how the random brake mistake is called thru a game, but it can still happen out of the BRAKEHINT zones.

Dangerzone sliders :

The dangerzone sliders will modify the values from the sliders set in regular section. They will be applied each time the car type selectionned run into a [DANGER] hint zone.


Dangerzone AI grip : more is faster, more grip (Duh), less drift. Default for most AI cars is 1.2
ie : Danger zone Final AI Grip result = Extra AI Grip slider value + Dangerzone AI Grip slider value

Dangerzone Caution : more is longer safe distance to car at front, less is shorter safe distance. At values 0.8 they might be a little touchy. At 0.5 they start to crush opponents. Default is 1, so implement the dangerzone caution with +/-0.050 at first and see how high you can go before they ram eachother.
ie : Dangerzone Caution result = AI Caution + Dangerzone Caution

Dangerzone brakes : extra brake setting in danger zones. A value of 0.005 makes them brake later and go a little faster, -0.005 will make them safer.
ie : Danger zone Final brakes result = Brake Hint value + Dangerzone brakes value

You can save your edited cars in a settings file that will automatically be called at start.
if you want to revert to default settings and have a fallback to compare behaviors, i suggest you hit the "apply defaults settings" then "save all cars globally". The "Reload global settings" are now Default, the "Reload track settings" are those applied for the track, and you can compare their pace and behavior in real time in a click.


The app :

Next updates :
-real time creation of 3 different zones with sliders for each. This one's gonna be funny : you would be able to create your own zones with dedicated slider settings. On the alpha test i'm running, i can now turn a hairpin into a real fighting zone, even with 5-6 cars.

-First lap settings : so they don't do **** with the new settings until they have a little more room, especially on small tracks. That could simply be a Caution value 0.1 higher on dedicated zones on first lap, or a combination of caution and aggression level.

-Prevent Brake Mistake : soon to have a duration value and/or a clamped interval, once i figure out how it's used by the game engine (ie 0.1 second, small smoke, little loss of pace, 0.3 second, full lock, skid mark, important loss of pace)

-Prevent Traction mistake : same as Brake mistake, but with the throttle and (supposedly) with gearbox. Is it necessary? probably not. But maybe i can couple it with the Fury state and maintain a hotlap state (see below).

- "Fury state", where a car you bumped or crashed a few times would enter a revenge state with boost in all values until it reaches you back, and then maintain a close behavior to you to try to **** your race up. Easy to implement, would be a trottle limit each time it's 10m below you, so they don't really overtake you for some time, still maintaining a faster pace, just to push you to mistakes. It works fine atm with a car that is slightly more powerful than yours, so that should be an easy one. Then they pass you with Pedro Pascal 's face on the next straight. Maybe a honk, even.

CSP version 1.0 probability update :

  • "Safe state", where a car would maintain a safer pace if 1st for a few laps
  • "Auto adjust", where a fraction of some values are added each lap until the car reaches a hotlap (or crashes), with testing on qualification mode. Could be stated by user : i want Alfa Romeo TZ2 to reach 1.52 on BridgeHampton.
  • "Hot lap" state settings, where a car would maintain all its parameters once it reaches its best lap value or user's entered value.

"I'll never find time for this" update :
-"Blue lap state", with zones where a soon to be overlapped car could slow down and leave room to let the opponents pass safely without disturbing the race pace
- "Flash Headlights" for a few seconds if you overtake an opponent with contact. Also, for blue lap situations. And for Fury state.

Those are the ideas that SHOULD be "easy" to implement with the tools i have in the lua so far.
The debugging of interacting values is gonna be another story, it's just maths i suppose?




if you wanna create [DANGER]zones in a few clicks ingame without hurting your soul, don't forget the AiHints Editor :

Tip on [DANGER]zones : apply a LEFT=0.00 and RIGHT=0.00 in the editor to have [DANGER] hints with no particular effect, just to see how the behavior change in those zones with the AIwhisprer app.

I can’t even wrap my head around this all tbh. But it seems like this could very well be the best thing ever made for Assetto Corsa after content manager. Seriously.
 
I can’t even wrap my head around this all tbh. But it seems like this could very well be the best thing ever made for Assetto Corsa after content manager. Seriously.
Erf it's just a little tweaker, packed with interresting stuffs i found in the lua APIs. If you test it on a skirmish race, you'll see it's very touchy at the moment, and not really reliable, on first laps especially. The first lap "cancel settings" is gonna be a huge improvment.

Now that i think about it, an automatic " aggression level per position at start" could be helpful, with cars at front being relatively aggressive, cars at back less, so that the first lap pace can be a little less "crazy" with the settings applied.

I will just add the first lap checkbox in the next hours, then work on what to do next.


I have issues with Caution being applied weirdly, issues with first lap, issues with differences in track grip, issues with hairpin and other hard brake zones (which should definitly get their settings of their own), overlapping settings can be bitchy with multiple cars, the cars going faster in certain zones so they shift to higher gear WHILE trying to brake for the next corner (i REALLY need a gear shifter locker)...

But if you guys find some related tweakings that REALLY improve the solo experience, i'm all ears!
 
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My little ai whisperer is going well. I asked DamGam for permission to use some parts of his code - he agreed, as long as i credit him, which i will do now : thanks a lot mate❤️

amazing idea ! just wondering can i use your apps per car or is it just for tracks ?also a video tutorial will be great as after messing with nuzzi apps(great ideas) but sometimes they ruin the ai i learn my lesson and stop playing with things i dont understand.this is some of the issues i have with some mods , do you think maybe your app can help with 1 and 3?

 
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think maybe your app can help with 1 and 3?



Issue one : edit the sidelines with the aisplineeditor so that they stop going on kerbs

And/or Edit the ai hints and make the related corners with a DANGER hint with a 0.6-1.0 value on side concerned (lucky you, i just made a ai hints editor ingame)

And/or using my app, you could try to reduce the AI Grip to 1.0 (or less), that might fix it.play with the look ahead base slider so that they stop cutting corners as well, that could work.

The issue you have has more to do with how the car mod is built, i suppose they have high tyre grip, and the kerb is enough to make them flip

Issue 2 : there's a CSP in new ai behavior to attempt to fix it, "use safer approach for ai spline preparation" , and one dedicated to that exact issue solewhere in CSP but i can't remember where

Issue 3 : maybe solvable with the app. Try aero hints, tyre hints, brake hints, and AI Grip. I suspect a wrong value in slip ratio, gear shifts, or in the ai.ini file, hard to tell without telemetry

Anyway, as long as you don't hit save in my app, nothing is changed. And there's a reset to default button. Give it a try!

If i have some free time i'll give the combo a go.
 
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Issue one : edit the sidelines with the aisplineeditor so that they stop going on kerbs

And/or Edit the ai hints and make the related corners with a DANGER hint with a 0.6-1.0 value on side concerned (lucky you, i just made a ai hints editor ingame)

And/or using my app, you could try to reduce the AI Grip to 1.0 (or less), that might fix it.play with the look ahead slider so that they stop cutting corners as well, that cpuld work.

The issue you have has more to do with how the car mod is built, i suppose they have high tyre grip, and the kerb is enough to make them flip

Issue 2 : there's a CSP in new ai behavior to attempt to fix it, "use safer approach for ai spline preparation" , and one dedicated to that exact issue solewhere in CSP but i can't remember where

Issue 3 : maybe solvable with the app. Try aero hints, tyre hints, brake hints, and AI Grip. I suspect a wrong value in slip ratio, gear shifts, or in the ai.ini file, hard to tell without telemetry

Anyway, as long as you don't hit save in my app, nothing is changed. And there's a reset to default button. Give it a try!

If i have some free time i'll give the combo a go.
thanks for detail info , thats very useful points ! about issue number 2 it was the "use safer approach for ai spline preparation" but i had to uncheck the box ...
 
Erf it's just a little tweaker, packed with interresting stuffs i found in the lua APIs. If you test it on a skirmish race, you'll see it's very touchy at the moment, and not really reliable, on first laps especially. The first lap "cancel settings" is gonna be a huge improvment.

Now that i think about it, an automatic " aggression level per position at start" could be helpful, with cars at front being relatively aggressive, cars at back less, so that the first lap pace can be a little less "crazy" with the settings applied.

I will just add the first lap checkbox in the next hours, then work on what to do next.


I have issues with Caution being applied weirdly, issues with first lap, issues with differences in track grip, issues with hairpin and other hard brake zones (which should definitly get their settings of their own), overlapping settings can be bitchy with multiple cars, the cars going faster in certain zones so they shift to higher gear WHILE trying to brake for the next corner (i REALLY need a gear shifter locker)...

But if you guys find some related tweakings that REALLY improve the solo experience, i'm all ears!

Well, touchy or not it’s still a huge step towards fixing the worst part of single player Assetto Corsa, which is the AI. So I’m really excited to see this app continue to develop and add new functions.
 
Well, touchy or not it’s still a huge step towards fixing the worst part of single player Assetto Corsa, which is the AI. So I’m really excited to see this app continue to develop and add new functions.


There's no ♥️ button but i'm very happy that you're with me on the concept btw!
 
Gran Turismo Categories - Update 2.02

An update for the "Gran Turismo Categories" system has been released. The following is a list of the main features introduced:

Race Events

New 'Race Event' categories have been added:
  • American Championship
  • Deutsche Touring Car Meisterschaft
  • Hagerty Collection
  • Homologation Heroes
  • Muscle Car Championship
  • Nissan GT-R Cup
  • Stars and Stripes
  • Toyota GR Cup
  • Type R Meeting
The following 'Race Event' categories have been updated:
  • J-Sports Meeting

As always, feel free to leave any feedback or report any problems so I can improve the system.

 
Lancia Fulvia Spider by Assettopedia edit Geppo
I tried to improve the aesthetics of this old mod, and now it's nice and worth trying. The physics are the same.
I'm posting it here in the hope that someone can improve it even further, especially the physics.


Limk:
 

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24H


The Coupé on my preview ain't that Turkish modder's atrociously bloated and broken version, it's 100% certified fresh with two bodies available :)


preview.webp

preview.webp


Release... One day when it'll be 100% perfect to me. (so never, like the hundred mods sitting idle on my drive)
 
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