Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Really? Does that effect AI behaviour through the whole race?

The start AI has always been crap. If you start lower on the grid, the mid-tier and low-tier AI cars are really slow. If you start from the back of the grid you can easily gain 10 positions right after the start.

I have constructed the seasons so that the user is driving the 2nd best car and gave AI best driver 100 value. This works ok because the slow start doesn't affect the front rows that much because if you're a decent sim racer you should qualify somewhere at the top.

Also giving the AI drivers aggression value anything over 25 will create erratic behaviour. 30 is already pushing it. This is of course, very much car dependant.

For example in 1988 season I gave both Senna and Prost AI 100 value but gave Senna much bigger aggression value. Prost actually outscored Senna in 1988 too... but Senna won the World Championship because of the sport's "best 11" scoring system at the time. Yeah Senna was a bit faster and blahblah but Prost was the professor and didn't make any mistakes.

Tweaking the aggression moderately created surprisingly realistic season outcome between the two as Senna drove out in two races.

There are many small tricks (or should we call the workarounds) that you can use to improve the realism. But had the devs put some very simple additions to the hardcode, they'd make our life much easier.
Sorry for the late reply (work trip to Copenhagen).

I cant tell for sure if the AI continue to be different. What I do know from converting tracks and testing AI for sure they behaved different when you start last and hard charge from the light vs a casual relaxed start.

note: I do not use CSP AI Enhancement (never) so I dont know if that will affect what I have obseved (in the past)
 
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0.3.0-preview595​

  • Version ID: 4130
  • Size: 138,65 MB
  • Published: 2026-09-09

Changelog​

New features, options and improvements​

  • Neural Rendering:
    • Now works without upscalers;
    • Compatible with HDR output;
    • Settings moved to a separate section (use in-game app to move NR before upscalers);
    • Move visual tweaks in in-game app, including multiple passes and extended boundaries;
    • Accumulation screenshots improved, now NR applies once at the end instead (optional, enabled by default, can be changed in screenshots settings);
  • A bug causing issues with NoHesi servers fixed, CSP is better at syncing features list;
  • Motion blur shader updated to improve visuals and address a few issues;
  • BC7 background compression shouldn’t cause any freezes anymore;
  • Upscaler crashes with misconfigured video settings (there is never a need to set MIP LOD bias below -5) fixed;
  • View & Video settings: glare slider goes all the way to 7 (highest quality);
  • Upscalers: option to adjust YEBIS glare to compensate for the lower scale and prevent excessive flickering;
  • New pixel density upscaler: Snapdragon GSR1 (so good and fast it’s enabled by default);
  • Performance report includes the details about late frames;
  • A small regression in textures loading leading to extra aliasing at distance fixed;
  • Triple screen: temporal upscaling is working with module disabled, or with fit resized splits properly disabled;
  • Render Stats: freezes profiler updated, now tracks running script, keeps 25 slowest frames;
  • Async KN5 loading from Lua is more reliable;
  • Custom TrackIR implementation with a couple of small fixes, enabled by default, with a variant adjusting scale to ensure the proper match;
  • Neck FX is compatible with Track IR camera movement;
  • New [DATA] DOOR_ANIMATION_CLOSE_SKIP parameter for skipping a bit of door animation when closing;
  • Snapdragon GSR1 as pixel density upscaler is compatible with HDR output;
  • A bit of shine for grass at grazing angles with LCS;
  • Long speculars of SSLR are compatible with LCS;
  • Disabled smoke (all the smoke) no longer leads to a crash with rain;
  • shared/sim/weather: new .rainMmPerHourToIntensity() and .rainIntensityToMmPerHour() (rain intensity will be reworked next though, so do not rely on this one);
  • Oculus mode is enabled automatically if Assetto Corsa is launched from Oculus runtime (enabled by default);
  • VR controllers work when clicking buttons on the results screen;
 
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Didnt the INFAMOUS Famine came here to stop all this non sense love/hate discussion about DLSS5 not long ago? 🤔
 
Kinda hope more attention is paid to the declining AI in AC vs just making it look better. There are like so many good mods but you basically just hot lap them....
Hence why I want to form my own modding team for AC once I found a modeler, animator, physics creator and sound editor so I can hopefully bring quality scratch mods and reworks as realistic and optimized as possible.
 
Frankly you are not missing much, It looks good stationary and that's it. Start driving and you'll get horrible ghosting issues and your frames plummets from 144 (in my case) down to 60. Not worth it in my opinion.
Enable it before the upscaler; in the latest CSP version, it can only be activated in-game via the drop-down menu icon, whereas in the previous version, it could be enabled from the CSP menu. Also, set the quality to 67%. I think your FPS will go up to 90–100. WhatsApp Image 2026-09-10 at 03.31.webpWhatsApp Image 2026-09-10 at 01.13.31.webp
 
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Kinda hope more attention is paid to the declining AI in AC vs just making it look better. There are like so many good mods but you basically just hot lap them....
Same, Only thing keeping me playing this game is the league i do with a bunch of mates. But if another game with the same modding capabilities came around with good Ai i'd drop this game in a heartbeat and never look back lol
 
Frankly you are not missing much, It looks good stationary and that's it. Start driving and you'll get horrible ghosting issues and your frames plummets from 144 (in my case) down to 60. Not worth it in my opinion.
A friend of mine who knows a lot more about this than I do tried it out and refers to the "ghosting" as hallucinations. I think I figured it out now, and it’s definitely off the table.
 
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Kinda hope more attention is paid to the declining AI in AC vs just making it look better. There are like so many good mods but you basically just hot lap them....
'Declining' as in getting worse, as in 'not as good as when AC first launched', the inference being that CSP has made AI worse?
Opponent AI was never one of AC's strong points, but is it actually getting worse, or does it just seem that way because other more recent sims have improved things over the past 12 years?
I see lots of vague complaints here and elsewhere about generically 'bad AI', but what specifically are the main issues?
If an actionable report is to be made then clearly defined details will be needed, not only about what actually happens to what cars and on which parts of what tracks, but also what AI strength, aggression etc are being used, and whether any AI apps (or any apps that might indirectly affect AI) are active, what weather is in play etc etc etc.
I don't know, maybe hardware even plays a part if a particularly weak CPU is being used.
Ilja always needs as much detail as possible so that he can try to replicate the same circumstances at his end to better understand what's going on.
It's also always better to use vanilla unmodded Kunos content (cars and tracks) for testing, and disabling all homebrew apps. Mods in any form might actually be causing (or at least contributing to) the perceived problem.
 
'Declining' as in getting worse, as in 'not as good as when AC first launched', the inference being that CSP has made AI worse?
Opponent AI was never one of AC's strong points, but is it actually getting worse, or does it just seem that way because other more recent sims have improved things over the past 12 years?
I see lots of vague complaints here and elsewhere about generically 'bad AI', but what specifically are the main issues?
If an actionable report is to be made then clearly defined details will be needed, not only about what actually happens to what cars and on which parts of what tracks, but also what AI strength, aggression etc are being used, and whether any AI apps (or any apps that might indirectly affect AI) are active, what weather is in play etc etc etc.
I don't know, maybe hardware even plays a part if a particularly weak CPU is being used.
Ilja always needs as much detail as possible so that he can try to replicate the same circumstances at his end to better understand what's going on.
It's also always better to use vanilla unmodded Kunos content (cars and tracks) for testing, and disabling all homebrew apps. Mods in any form might actually be causing (or at least contributing to) the perceived problem.
Amen. And I'm not being sarcastic, by the way.
 
Flow Circuit v1.01

Screenshot_ks_abarth_595ss_flow_circuit_7-8-126-20-44-16.webp

Fictional Circuit.
Conversion from GTR2.

-CSP recommended
-2 layouts
-46 pit/start
-AI, cam

Credits & Thanks;
Original GTR2 Track by Gamus96
-I have tried to contact him but have not been able to. I thank him for his work.

AC Converted by shin956
.lua base and font from Gunnar333
Crowds texture by Kniker97
marshall and some textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
3D mountains from Chuck_CG's Landscape pack.
Test and Feedback by Mascot

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed an issue where there was a tire wall at the pit exit in the Short layout. (Thank you Johnny Speed for the report.)
 
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Still having overly bright tunnel lights but nothing a good VALUE_0=25,25,25,0.02 fix can't do.

Original values

Assetto Corsa 10-09-26 12_20_16.webp

vs lower value
Assetto Corsa 10-09-26 12_52_25.webp


Might be PP related since it happens on every track that uses tunnel lights, not only shin's.
 
Has anyone had dlss5 failing to load with the latest csp 0.3.0.595 preview?
 
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shi
Which PP filter do you use?
I use the Pure PP filter. (Pure LCS)
Same as you - Pure PP . But I'm using Pure Gamma, maybe it might be the culprit? Anyways as stated it's not only your tracks (which are great), it happens everywhere there's a tunnel.
 
The last 2 CSP updates (581,595) both crash my system upon arrival at the track, with the usual cryptic message telling me nothing but that it's broke. Tried all standard modes to find that it works for practice alone, but no other way. Tried several different car sets and several tracks...crash. Back to 542, which runs no prob.
 
[poor mode ON]
I only have an "old" 3070 Ti.
Could someone who's really interested start a new thread about DLSS 5? :bowdown:
[poor mode still ON]
If there’s any news that DLSS 5 will be compatible with the Radeon RX 6800, please let me know.
 
The last 2 CSP updates (581,595) both crash my system upon arrival at the track, with the usual cryptic message telling me nothing but that it's broke. Tried all standard modes to find that it works for practice alone, but no other way. Tried several different car sets and several tracks...crash. Back to 542, which runs no prob.


Pollcontrols in the debug? It's probably a lua app that crashes it. Any lua that touches physics - fuel, inputs - needs an update, the new checks are more restrictive especially at start.

"Skin companion" is bugged as well.

Can't fix aiwhisp so far as an example, it just crashes CSp with more than 4 AIs
 
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Hence why I want to form my own modding team for AC once I found a modeler, animator, physics creator and sound editor so I can hopefully bring quality scratch mods and reworks as realistic and optimized as possible.


I always wondered if a modder or moding team would look into using this tech to enhance some AC tracks and track- side assets .
Updating buildings etc

The video is a couple of years old now , maybe it didnt take off but it would be interesting to see a track modded using this tool
 
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