Assetto Corsa PC Mods General DiscussionPC 

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Senzanome.webp

A part for this spectacular gigantic field of galactic radioactive shrimps is there something important about anything important about CSP?
 
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I'm would like to remove the copilot from theses cars as i wont be using them in the historical context . I would normally remove the copilot.kn5 file and all is good but with these the game crashes when doing so. Is there a way to remove the copilot without the crash? TIAView attachment 1479465
It is only necessary to manually enter "lods"...the corresponding language...If you ask me to run (simply), "type" or what is not printed...


Have you installed the necessary "3D DRIVERS" pack?The copilot files and other drivers (used in some cars) are contained within it.
 

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shi
Battle Challenge for SRP mod by takeyoh, with AI controlled by lua script.
Youtube

So, with the help of chatgpt and Gemini, I created ai_hints.lua.
It works on my pc. (CSP 0.2.12 p1)
Add the attached extension folder in the layout folder.
(e.g. assettocorsa\content\tracks\ks_red_bull_ring\layout_gp\extension)
If there is no layout folder, place ai_hints.lua in the extension folder and add the following to ext_config.ini
Code:
[SCRIPT_...]
SCRIPT = ai_hints.lua
Open the file ai_hints.lua in a text editor.
Edit the values in the top 5 lines.
Code:
startProgress -- Track Progress (0.0 to 1.0)
endProgress
speedLimit -- km/h upper limit
paceFactor -- Pacing (1.0 = normal)
steerOffset -- Left /right offset (negative = left, positive = right)
Those who can improve lua are free to edit.
Hi @shi !
I'll check that. Thank you!
 
Here's the link (available cars) for the pack (1955 Mille Miglie).

The skins so you can see all the cars (not all are available).

Others that aren't (you can download them directly from the VELOS website).

- Maserati Spider (here are two ".kn5" files, with and without co-driver, to be manually modified in the "lods" file), and also the 16 skins (only 4 appear in the screenshot).
- Maserati Coupe
  • Maserati 300s
  • Lancia D24 (it didn't actually participate, but I created two skins).

Some of them (here's an alternative "DATA" file) because the cars were "too fast" compared to the ones I had already adapted (it would have been easier to adapt two or three).

As well as some cars that didn't originally participate in the race. I had started the project last year (I started the simulation), but at the beginning of this year I lost (most of the cars I had adapted).

In this case, I remade the lost ones again and added others (some of them are not in the pack, why?????).

Remember, I didn't create anything, I just gathered the available cars (I modified or adapted them as necessary and to compose the grid, like Peugeot 203, Fiat 8v, Alfa 1900ss Zagato...) and did my best to make the corresponding skins (not all of them are real), as I couldn't find any sources on the internet (if anyone has any)...just comment later.

All the cars have already been tested (not all the adapted ones are 100% perfect).
I'm practically halfway through the simulation (almost arriving in Rome (I think I'll use the Prague circuit to simulate the arrival in the capital)...

All the cars have small differences (gameplay).
In most of the sections I used, I'm using the opponents' power (90%) and aggression, less than (10%).
In certain sections, I race with 3 to 9 opponents.

You can get an idea by watching the other videos.
Some cars (you can see in the screenshots) have versions with or without a co-driver, and some of them (you'll have to manually change) if you want to race (with or without a co-driver).

That's it for now.

I hope you have as much fun as I am having.

Pack BRITISH

Pack FRENCH

Pack GERMAN

Pack ITALIAN

pack DRIVER 3D
That's an FX Holden (or 48/215), not a Peugeot 203.....was that deliberate or an error?

BTW, fantastic work - love what you are doing.
 
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Hi @Tetri ,

Could you tell me where you found this information about AI scripts? Which version of CSP is intended to enable AI scripting? I’m interested in this functionality if it is really implemented.



I tend to agree with you, but I ‘d go further because from my point of view, as Fastlane depends heavily of the car type and physics, the ideal solution would lead to allow users to link a car to an ai file before loading the track.
For your first point, i found the info while vibe coding, not even related to AC. My least hated clanker brought it up and even tried to write some nonsense for me, but as generative AI goes, if you don't know what you're doing, there's no chance for it to work.

I remember going on github and various obscure sites to learn a little bit more about it, but the only ressources available are either the traffic LUAs or a few failed attempts that never got updated and are been left for dead for 2+ years now. The dumb part of my brain tends to fall for a conspiracy of "gold rush" to the idea of somehow making a good ai app for AC would bring millions in revenue and everyone is secretly keeping all intel about it a dark secret.

The cynical part of my brain is assuming if it could be done it would already be there. Note that neither the CM discord nor the CM trello website gives any info about what the new AI behavior actually does, nor how it works.

I left my searches out of data to look for. Is it possible to create a lua to influence AI cars? Probably. The same way you would use "broken AI" App to influence AI in real time, you should be able to automate the process depending on extracted data in real time. Now, how to bring this together is a different story, and one for someone with a lot of free time.



For your second point, AC only allows one AI spline per track. Having multiple AI layouts was just a workaround on this issue, and in the current locked state of this particular stuff, there's no way for the game to load several ai splines at the same time.

The AI spline editor app allows to load different Fastlanes ingame (as long as they're in the AI folder), which is a great improvment, but you're still stuck with only one AI Hints file, which tends to ruin the process.

And with the latest CSp versions, i have to call the fastlane thru the app, even if there's only one fastlane file available, otherwise the AI would go slower and use weird braking points. As far as i'm concerned, it's not going the right way atm with CSP.


Edit : @shi apprently managed to get something to work, i'm gonna have a look at it

@shi, could you explain a little further what each line does? I don't really get what the pacefactor is, nor the steeroffset. It seems to do stuffs, as i'm having different paces using your lua, and the ai is making random steering stuff if i change the numbers, but i have no idea what's being tweaked and how it affects the ai behavior.
 
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Instead of staring at grass particles, and figuring out how to render them at 8K while only taking up 50 of your FPS in rendering, How about this instead

First ingame images, With some refraction added to the headlights. Still heavily WIP.
Still left to do:
  • Full interior
  • Sound
  • Physics
  • Extensions
  • Liveries (unless someone is willing to help for free)
  • BoP (I don't know of any 1997 Le Mans mods, But if anyone knows of an good pack lmk so we can BoP the car for those cars)
Lmk if you got any questions.
- IMS Team
Screenshot_ims_mustang_gt2_rt_sebring_16-8-125-14-34-48.webp

Screenshot_ims_mustang_gt2_rt_sebring_16-8-125-14-33-39.webp

Screenshot_ims_mustang_gt2_rt_sebring_16-8-125-14-36-14.webp
 
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Instead of staring at grass particles, and figuring out how to render them at 8K while only taking up 50 of your FPS in rendering, How about this instead

First ingame images, With some refraction added to the headlights. Still heavily WIP.
Still left to do:
  • Full interior
  • Sound
  • Physics
  • Extensions
  • Liveries (unless someone is willing to help for free)
  • BoP (I don't know of any 1997 Le Mans mods, But if anyone knows of an good pack lmk so we can BoP the car for those cars)
Lmk if you got any questions.
- IMS TeamView attachment 1479644
View attachment 1479643
View attachment 1479645
its beautiful
 
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