- 390

- Germany
which mods do you use?
which mods do you use?
which mods do you use?
Chimay - v1.01Chimay - v1.01
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features:
- 24 pit/grid with AI
- 2 layouts: historic and no-chicane
- mostFX™
- historic vibes
credits:
- original track by Sissou, converted to AC by @RMi_wood
- 3d fixes, trees, physical road mesh, crowd facing spectators by @pugsang
- terrain geo mapping, flag fixes, more trees, misc shaders by Tyrone-Nukedrop
- loading logo, sections file by @Fanapryde
- beta testing by @Breathe, @lux3y and those listed above
- track conversion suggested by @Breathe
:: DOWNLOAD ::
:: DOWNLOAD v1.01 ::
In my experience you can make pretty much each and any car fast with only one fastlane. If you have problems then change the ai.ini of you car (brakehint, tyre hint, aero hint). Different setups for certain cars seems to be very workintensive and unnecessary.
Hi folks, sorry to necro this, but does anyone still have this? Not sure if this is the same as https://www.gtplanet.net/forum/downloads/2000s-gt1-pack-1.7121/ this mod or not.![]()
Exactly. People who complain that AC ai is bad should usually complain that the track fastlane is badly done instead. Sure there are bad mods and bad cars like unmodded SimDream but most of the time it's just the fastlane. Or then they have set global aggression to 99 from CM. Gee... what a surprise that they drive like they do and crash to you on the corners. When you set the aggression for the drivers carefully and INDIVIDUALLY... usually never exceeding 25 for the top drivers (depends a bit on the cars too) you'll be fine.
There's almost unlimiited things you can do to improve the ai on AC. I really suck at car mods but even a dummy like me can copy the suspension from a VRC car and test how it behaves on the SimDream train wreck, etc.
We need more people like you who do these things. @Thockard doesn't get enough credit for his work on track fastlanes. 1998 track pack is pure perfection thanks to his AI and I absolutely loved every minute when I played my 1998 season.
Resources by Thockard
www.overtake.gg
I swear all his track fastlanes are insanely competitive and safe. There's no bad AI if things have been done properly all around.
I think I did really well with my 2004 Kunos car by merging it with the VRC 2007 car. Drives great. Not because I'm a good modder... but because I tested and experimented so much and copied other people's work. I just got lucky and VRC 2007 suspension and tyres worked great with Kunos F2004 (with some additional adjustments). Ironically vanilla Kunos F2004 drove like crap on most popular F1 tracks... and AI couldn't even stay on the track on Kunos Nurburgring. VRC 2007 tyres solved all problems.
Is there a list/database of complete motorsport series for AC?
When I say "complete motorsport series" I mean a complete season of any motorsport series including all cars, liveries and tracks, mods or otherwise. I know there are collections of mods out there with which you can combine to create a full season (i.e. Pyyre's track extensions combined with SuzQ's F1 car packs to recreate the 2024 Formula 1 World Championship), but is there a list showing what combinations of mods you'd need/are available?
Perfect, thanks.I have complete F1 seasons 1982, 1983, 1984, 1986, 1987, 1988, 1990, 1991, 1992, 1993, 1994, 1998, 2002, 2003, 2004, 2005, 2007, 2008. All tracks, cars and period correct TV graphics. Some of the cars are pay mods but 1986, 1991, 1993, 1998, 2002, 2004, 2005, 2007 and 2008 are 100% free.
Link in my signature.
I mean, I know you bang on and on about this, chief, but as someone who's worked for dozens of hours in the background with the AC AI, I can assure you that this is absolutely not true at all.There's no bad AI if things have been done properly all around.
Perfect, thanks.
I was wondering, has anyone here done something similar for other series?
I was thinking about making a spreadsheet similar to @Breathe's track listing, cataloguing every single racing series as archived on racing years.Not so many. Apparently not so many people are interested in full seasons. For me it's the only way to race. Sure I hotlap occasionally but I usually do that on ACC and EVO.
I'd love to do a full CART 1999 season but AC is just not built for that (no flying start and lack of tracks, etc). The 1999 CART cars drive very well.
Another full season of classic 90's GT cars would be nice. I think it was FIFA GT / BPR series or whatever we had on that GTR2 sim back in the day. You know those amazing cars... Jag XJ220, Porsche 993 GT2 (the GOAT), Ferrari F40... I'd love to play full season of that series on AC on accurate tracks. Those cars are way cooler than today's. Sure today's cars are even faster but these are way more analog, raw and menacing.
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I mean, I know you bang on and on about this, chief, but as someone who's worked for dozens of hours in the background with the AC AI, I can assure you that this is absolutely not true at all.
The AI is far more limited than you realize, in way too many ways. And is extremely fragile - as in, it can change behavior or break completely with one CSP preview update.
Take, for a very simple example, one of my half-dozen projects I'm currently working on: Belo Horizonte by Authentic Simulation. It is looking like it is quite literally impossible to get these cars through the chicanes - they are too stupid to understand there are death barriers on the left side of both of the chicanes. They cannot do it. No alternative line will help, no DANGER hint will help, nothing. They are too dumb to comprehend the absolute basics of a racing circuit.
This extends to all street circuits, really - I know you say you're not quick, but near-universally, if you do want the AI to be fast on thin lines with hazards (hills, walls, etc.) it's a huge challenge and some times damn near impossible.
(For posterity's sake, I quite like Thockard's work, but generally I find them in the "safe" range a la Rainmaker. I am thankful for Rainmaker's stuff, but I'm generally almost 2 seconds a lap quicker than his fastest, with more time to find - and while I would say I'm fast, I'm by no means an alien).
There are at least 10 more problems in my standard workflow that are 100% attributable to the AI being unbelievably stupid. And that's just building the AIs themselves - as AC drivers, everyone is familiar with their limitations - they love to ignore your presence on an overtaking line, fall into a train-like robotic rhythm after a few laps, cannot understand fuel loads, cannot qualify properly, cannot set pit strategies for endurance races, and on and on and on.
If offline AI racing is going to improve - and it needs to, desperately - it will come from CSP. The "dynamic" AI introduced in 0.2.11 is an interesting one - I have noticed slightly more mid-stint "human" mistakes from cars. Kind of like the hilarious spin-outs from NFS Shift, but at a lesser, believable degree. It's a start - and that's a good thing.
More importantly, though, it signifies to me that the AI might finally become a priority for CSP in 0.3 and beyond. Better awareness, new parameters for AI creation (like understanding hazards), more human behavior, pit stops (i.e. folding Nuzzi's app into CSP officially) are all on my wishlist.
Here's hoping something comes of it.
I was thinking about making a spreadsheet similar to @Breathe's track listing, cataloguing every single racing series as archived on racing years.
Each entry will document the cars, tracks and skins available, as well as highlighting any missing cars/tracks/skins. This will improve mod visibility and highlight any missing content.
UPDATE: This is going to take the rest of my life to complete...I was thinking about making a spreadsheet similar to @Breathe's track listing, cataloguing every single racing series as archived on racing years.
Each entry will document the cars, tracks and skins available, as well as highlighting any missing cars/tracks/skins. This will improve mod visibility and highlight any missing content.
I've always been curious about the AI aggression settings... I've seen some folks say "never go above 50%" and you've said you don't go above 25%. This seems to be a common thing, but for me if I follow these guidelines the AI never pass each other. If the leaders reach lapped traffic, unless they are considerably faster they just fall in line and ride around which immediately breaks immersion for me.Exactly. People who complain that AC ai is bad should usually complain that the track fastlane is badly done instead. Sure there are bad mods and bad cars like unmodded SimDream but most of the time it's just the fastlane. Or then they have set global aggression to 99 from CM. Gee... what a surprise that they drive like they do and crash to you on the corners. When you set the aggression for the drivers carefully and INDIVIDUALLY... usually never exceeding 25 for the top drivers (depends a bit on the cars too) you'll be fine.
There's almost unlimiited things you can do to improve the ai on AC. I really suck at car mods but even a dummy like me can copy the suspension from a VRC car and test how it behaves on the SimDream train wreck, etc.
We need more people like you who do these things. @Thockard doesn't get enough credit for his work on track fastlanes. 1998 track pack is pure perfection thanks to his AI and I absolutely loved every minute when I played my 1998 season.
Resources by Thockard
www.overtake.gg
I swear all his track fastlanes are insanely competitive and safe. There's no bad AI if things have been done properly all around.
I think I did really well with my 2004 Kunos car by merging it with the VRC 2007 car. Drives great. Not because I'm a good modder... but because I tested and experimented so much and copied other people's work. I just got lucky and VRC 2007 suspension and tyres worked great with Kunos F2004 (with some additional adjustments). Ironically vanilla Kunos F2004 drove like crap on most popular F1 tracks... and AI couldn't even stay on the track on Kunos Nurburgring. VRC 2007 tyres solved all problems.
I've always been curious about the AI aggression settings... I've seen some folks say "never go above 50%" and you've said you don't go above 25%. This seems to be a common thing, but for me if I follow these guidelines the AI never pass each other. If the leaders reach lapped traffic, unless they are considerably faster they just fall in line and ride around which immediately breaks immersion for me.
I did a race awhile back where the leader was about 20+ seconds in front of me and I was gaining about 0.4 seconds per lap. I was trying to do the math in my head 'can I get to him before the race ends??'. Well, needless to say I was able to catch him the next lap as the leader was just chilling behind a backmarker. I easily passed them both and by the end of the race I was 40 seconds ahead. He never passed the lapped car. And my aggression was set to like 66% or something.
I guess what I'm getting at is: How do you make those numbers work? The biggest issue I have with AC AI is the same I had with NASCAR Racing 2003: They are blind to danger (blindly pile into crashes) and they won't pass slower cars.
I don't do any AI modding, AI.ini is a foreign language to me. I will download the amazing updated fastline files that are posted but aside from that I don't have the knowledge or the time to tweak every single mod/track/etc.
Good question. I can't say for sure that "don't go over 25%" works all the time. It depends on the car. For SD 1982-1984 cars even 25 is overkill.
But even if you increase the aggression and they catch the traffic they can't always pass the backmarkers any easier. The backmarker problem is going to be there no matter what. In that sense the ai is broken no doubt. But that problem is 100% worse if the slower backmarkers have high aggression.
The way I build them:
So... let's take 1998 which has two base cars. McLaren and Ferrari and all other team drivers are just skins. There was only Schumacher and Hakkinen fighting for the title. They're ai 99-100, aggression there in 25%'ish. Then you have the second drivers in the top teams Coulthard and Irvine. Hill was driving pretty mundane Jordan so he'd be like 93 or so, etc.
Then you have low ranked teams with slow drivers (in relative terms, all F1 drivers are quick) like Takagi, Diniz, Tuero. They should be ranked at 89-90, with aggression level 1%. There's that 10 digit difference in ai skill which is plenty which helps the higher ranked drivers to overtake them when they become backmarkers.
Then there's the difference between McLaren and Ferrari base car performance. You'll find out when you let the AI qualify what driver values you have to adjust to achieve optimal, realistic QF result. Take one solid track like Melbourne 1998 and see how they perform. Repeat a few times and see if your settings are right. If say, Villeneuve is behind Tuero (because Tuero base car is McLaren which has better performance) increase/decrease the AI skill as soon as you achieve realistic looking results. You only have to change 2-3 digits usually and that does the trick.
And the point is... when you race 20 laps and you still have the differences between the drivers at moderate level (89-100) you will not have many backmarkers in that short of a race and when you only rank the top drivers' aggression higher, the backmarker issue is smaller. The lower ranked cars/drivers won't really affect the race results in any way as most F1 seasons have always been two, max three driver battles.
1988-1990 it was all Senna and Prost, 1998-2001 Hakkinen vs Schumi and even today it's just McLaren's fighting for the title etc. So it's max four drivers that should be winning races, every season. Sure 2012 was an exception but generally.
Check this video I posted yesterday. Clean overtake... Alonso ai level 97, aggression at 19%. If I have set his aggression to 60% there is a big chance that he would have knocked me out on that corner. Now you can pretty much always make a clean overtake when the aggression is lower as long as you keep your line. AI won't challenge you on the turn if you're clearly past him.
From 2:00
Sure you have to adapt to this AI and many times you have to be sure that the place where you attempt the overtake is good and safe. I suspect many don't have the patience. For example in Magny Cours there's only one place to do the overtake safely and that's at the end of Golf straight before Adelaide chicane. If you try to overtake anywhere else you'll probably crash or at least have a hit. Sure that's unrealistic as in real races overtakes happen in more places but that's the thing you have to adapt to.
And when I've used higher aggression numbers for the AI, I've seen them crash off the track way more often and ruin their qualifying by ending up on the gravel. When they do and return to the pit, they are not trying another QF lap after that (for whatever reason). And as I said they also tend to knock you out in the overtake situations way more eagerly and challenge you even on the turn.
And you know the AI problem where you simply brake in front of a AI car behind you it might just stay there and won't even attempt an overtake if you're still in the racing line. Increasing the aggression won't take this problem away. However these things won't happen if you race normally, unless you have that "crawling car problem" which happens with Lotus98T based cars. Those can ruin the races for sure and I don't know what causes it.
This is another video I made of AC ai. 2002 cars (skins) at Kunos Monza. Schumacher overtook me immediately at Parabolica when he had a chance. Aggression only at 25. I put more to the video description.
That race was amazing.
I'm not saying I've discovered anything new or that I have some "special secret" but I've tested these for years and personally I have very enjoyable races with almost zero ai issues. Sure I may have "adapted" to the AI after driving these same cars and tracks so much but I have no problems in my seasons at all. Usually when I crash it's my own fault and I tried the overtake on wrong place.
If someone could improve these known issues, it'd be amazing. Nuzzi has a blue flag app but I have never tested it as I don't have a problem with the backmarkers with my system (except for street circuits sometimes).
Good discussion.
For me I keep the ai aggressetion around 70-79 percent it's a good combination for ai speed and passing especially for CSP version above 0.1.79. But alot of ai aggression is based on tracks and the individual cars and mods them selves. For cars with aggressive Trail and braking hints in the ai.ini file. Sometimes it's best to play with aggression settings in game or modify the trail and braking hints in the ai.ini file. The same is true for the opposite scenario.I've always been curious about the AI aggression settings... I've seen some folks say "never go above 50%" and you've said you don't go above 25%. This seems to be a common thing, but for me if I follow these guidelines the AI never pass each other. If the leaders reach lapped traffic, unless they are considerably faster they just fall in line and ride around which immediately breaks immersion for me.
I did a race awhile back where the leader was about 20+ seconds in front of me and I was gaining about 0.4 seconds per lap. I was trying to do the math in my head 'can I get to him before the race ends??'. Well, needless to say I was able to catch him the next lap as the leader was just chilling behind a backmarker. I easily passed them both and by the end of the race I was 40 seconds ahead. He never passed the lapped car. And my aggression was set to like 66% or something.
I guess what I'm getting at is: How do you make those numbers work? The biggest issue I have with AC AI is the same I had with NASCAR Racing 2003: They are blind to danger (blindly pile into crashes) and they won't pass slower cars.
I don't do any AI modding, AI.ini is a foreign language to me. I will download the amazing updated fastline files that are posted but aside from that I don't have the knowledge or the time to tweak every single mod/track/etc.
For me I keep the ai aggressetion around 70-79 percent it's a good combination for ai speed and passing especially for CSP version above 0.1.79. But alot of ai aggression is based on tracks and the individual cars and mods them selves. For cars with aggressive Trail and braking hints in the ai.ini file. Sometimes it's best to play with aggression settings in game or modify the trail and braking hints in the ai.ini file. The same is true for the opposite scenario.
Sure. My experience is very limited as I only adjust and drive classic F1 cars. Stuff that I do work with my seasons and lower aggression numbers definitely reduce the problems. And surely there are cars that can probably handle bigger aggression numbers but I think you should not use general settings but set them to every driver individually. Especially in F1 seasons it's very important to make the two, three top drivers more aggressive and max their AI level (compared to the rest of the grid). There should be significant differences between Lance Stroll and Max Verstappen. In the old days (80's) 4-5 second gaps in qualifying were normal. Now they're all within 1 second of eachother which probably would make setting up a 2025 season way more difficult.
When I started tuning these years ago I only did stuff of CM... you know ballast, restrictor and they never worked for me. I got idiotic qualifying results like Luis Perez-Sala outqualifying Senna and Prost in the 1988 season.
I use the championship JSON files to define things and never, ever touch anything on CM. And even if I did I think those JSON files are always the priority and ignore the CM settings anyway. However I get ultra realistic QF results. For example in my 1988 season Senna and Prost took 15 poles out of 16. Berger took the one that was left. And amazingly, that's how it was in real 1988 season too. In my 2007 season Alonso, Raikkonen and Hammy ended up within 6 points to eachother.
But yeah... if you have cars that can handle higher aggression and don't have those issues (and don't have the time or patience) to make individual driver settings general 75 could work fine. Cheers.
I suppose high downforce and grippy cars allow for a better AI behaviour in AC. I haven't tried your championship, will def do (i'm still stuck in the early 70s).
From my experience, most issues i have with AI are with low grip cars. The AI just... sucks, and i'm just 10 secs ahead whatever the track.
I'd be pleased to be proven wrong with a vintage car/track combo that would leave me in the dirt, but i haven't found one yet, and i don't really think current hardcoded AI limitations allows for more room on the matter.
What is the best version of LeMans at the moment? I know Fenyr made a LeMans toosx_lemans v3.1 final (final like in "will finally not touch again")
-fixed issue with drains, lowered and removed SIN_HEIGHT/SIN_LENGTH set in surfaces.ini
MediaFire or GoogleDrive