Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Lmao really who gives a **** about how grass looks ? Dude's priorities shifted when he started to earn more in a month than what the Kunos dev themselves earn in six.

I can genuinely say that I do. Not particularly proud of that but 3D grass has been one of the biggest visual differences in any game to immersive detail; going to a game where it's pancake flat again, there is an immersion drop off. CSP has a hundred features I don't care about either, but it has something for everyone.

I think that quoted post is from years ago though, I don't believe it's new is it?
 
Great discussion about AI, that’s a pity I missed that.
X90
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.
I totally agree with X90, sometimes it‘s just impossible for AI to go as fast as a human in some track sections, even if hint or brakehint are specified. The only way to make them go through such a track section safely is to slow down when creating the Fastlane or adapting the way you drive to help AI working. Both results in a loss of pace. And that‘s why I also agree with those words :
X90
I quite like Thockard's work, but generally I find them in the "safe" range
because I’ve created Fastlanes as fast I could while always trying to make them “raceable”.
Indeed, I don’t see the point of creating fastlanes that lead to losing half the grid after 3 turns, I’m playing for racing against AI, not only making hotlaps. And that’s a pity but it leads sometimes to not using all the track or kerbs in order to avoid AI go off the track, or extending the braking zone to avoid crashes in hairpins, or changing the trajectory to help AI turning in chicanes, etc…

For example, I remember trying to create hint file for 1988 F1 from VRC at Monaco 1992 but I finally gave up because I was unable to make them go through La Rascasse during the race.

Or I know that the Fastlane of Montreal 1992 works fine for F1 ASR 1991 but not for 1992 ASR cars in the last chicane where cars remain in 6th gear instead of downshifting to go faster.

And that’s also something really problematic, the dependence of a fastlane to the car. That’s why one Fastlane never suits to all the cars. We use hint files as workarounds but ideally, we should have 1 car – 1 fastlane… Too much work to do and not implemented to be used in AC.

And for sure, let's be honest, AI aggression is a joke. We can adjust it from 0 to 100 but it looks like being almost binary. Apocalypse211 found how to use it to improve races but that's clearly a weird parameter.
Moreover, all the fantastic work done by Apocalyse211 to enable F1 seasons to be played reveals the weaknesses of AC's AI.

Last, to complete the following comment :
And if you feel the player controlled car is too fast (or you are too fast against ai) simply go to car data and add some CD gain in aero and reduce tyre traction from DX REF for your team. I guarantee it's very easy to make your car slower... or AI faster. Of course this doesn't work on skin based seasons (when you have only one or two base cars).
It’s also possible to add some ballast or reduce engine power for the car controlled by the sim racer directly from the menu before loading the track. And I think if you really are faster than AI, setting a handicap for your car is currently the best way to enjoy racing against AI.

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.
Thanks man!
I know you enjoy my work and I'm happy with that!
As discussed, AI is not perfect but with the work of all of us, racing vs AI is slowly getting better.
 
Good evening, I have a question, in Tommy78's 1989 or 1991 DTM mods, every time I shift up a gear (I specify I play with the paddles and auto-activate clutch) the car gives a burst of gas, which sends the needle to max rpm, I would like to know how I can remove this, I have already tried to edit the drivetrain.ini but it does not work
any help is welcome thank you
 
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.
startProgress and endProgress define the position on the track. In the asset corsa, the start and end points of the track are represented by values ranging from 0.0 to 1.0. These two values are used to specify the section of track where you want to change the AI behavior.
  • startProgress: The point on the track where the zone begins.
  • endProgress: The point on the track where the zone ends.

The paceFactor controls the AI's pace (speed) and aggressiveness. This parameter determines how fast or cautious the AI will run.
  • paceFactor > 1.0: AI will be faster and more aggressive. It tends to go faster on curves and brake more slowly.
  • paceFactor < 1.0: The AI is slower and more cautious. It slows down more quickly and tries to maintain a safe distance from the vehicle in front of it and from curves.
  • paceFactor = 1.0: AI follows default AI level settings.
In accident-prone sections, you can set the paceFactor to 0.8, for example, to slow down the AI and prevent accidents.

steerOffset is used to shift the AI's running line (fast_lane) to the left or right. This parameter specifies how far away from the line the AI should run, in meters.
  • Negative values for steerOffset: AI's running line is shifted to the left.
  • Positive values for steerOffset: the AI's running line is shifted to the right.
  • steerOffset = 0: AI keeps the default running line.

speedLimit sets the maximum speed, in kilometers per hour (km/h), that the AI can travel in that zone.
The AI is restricted from running faster than this value.
If the AI is already going faster than speedLimit when it enters the zone, it will automatically apply the brakes to slow down and try to keep the set speed.

This lua was created because of Thockard's interest in AI scripts.
As I mentioned in my original post, I was aware of takeyoh's SRP AI mod and thought it could be created.
The advantage is that it is a lua, so it will be reflected in the game in real time. You can tweak the values without restarting the game.
The disadvantage is that it is only available to CSP users. use this when using ai_hints.ini doesn't work so well.
 
Created a single player championship of F1 2025 season using RSS vand VRC latest mods and using Pyyer extensions. At first, AI was working great, but recently noticed AI are now, all of a sudden, crashing at every corner?! Might there have been a new sneak AI setting in CM that I need to toggle on/off? Appreciate any ideas, much thx!
Turns out by turning off "New AI behaviour" made the AI work again. Would anyone be willing to share their "New AI behaviour" settings that works well with VRC and RSS latest F1 mods? Much thanks!
 
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