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Ingame, on the app bar, type "ai spline editor" in the search bar at the topHow does one open "ai spline editor"?
Ingame, on the app bar, type "ai spline editor" in the search bar at the topHow does one open "ai spline editor"?
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 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 :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.
because I’ve created Fastlanes as fast I could while always trying to make them “raceable”.I quite like Thockard's work, but generally I find them in the "safe" range
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.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).
Thanks man!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, that's a possibility, I also received a Patreon mail notification about one of the old Guerrilla's GT2 so it's definitely barfing old notifications like an uncle.I think that quoted post is from years ago though, I don't believe it's new is it?
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.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.
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!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!
Tried deactivating 'auto-blip'?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
I deleted those... (I seldom keep stuff I 'worked' on)Could you re-upload the file for download? Thanks 🙏
hint: disable it foreverTurns 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!
disable auto-blip in the csp if there is one or in the ini of the car, because in the ini yes I have already triedTried deactivating 'auto-blip'?
In Content Manager, on the Drive screen, left hand-side general profile options (three little dots), you can untick 'Autoblip' as a universal setting.disable auto-blip in the csp if there is one or in the ini of the car, because in the ini yes I have already tried
This looks mega, love this kind of stuff, keep going.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:
Lmk if you got any questions.
- 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)
- IMS TeamView attachment 1479644
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Have you seen this mod - https://www.overtake.gg/downloads/r...ction-real-ai-racing-lines-and-timings.78766/ ???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.
With these updates it might be worth reminding people that your downloads don't contain the full car, because anyone installing via drag 'n' drop or by car folder replacement might lose the relevant base car in the process.Two excellent Pagani Huayras.
One is turbo beast. Here.
And other is NA monster. Here.
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Yes, but it's not checked by default on my system, so I don't know. Is there perhaps a modding expert who could take a look at the car's files?In Content Manager, on the Drive screen, left hand-side general profile options (three little dots), you can untick 'Autoblip' as a universal setting.
Theirs only three cars missing lister storm long tail the Callaway corvette and the one your making for the 97 lemansThis looks mega, love this kind of stuff, keep going.
To be honest I thought it sounded like the problem was the car wasn't autoblipping, so maybe try turning it on and see. Autoblip should lift the throttle between gearchanges, which is sounds like yours isn't.Yes, but it's not checked by default on my system, so I don't know. Is there perhaps a modding expert who could take a look at the car's files?
there is a callaway corvette but needs a huge overhaul and the storm GTL needs a high quality model for 1997 to be done.Theirs only three cars missing lister storm long tail the Callaway corvette and the one your making for the 97 lemans
Callaway C4 is on the list, after that the PTG E36 GTR.Theirs only three cars missing lister storm long tail the Callaway corvette and the one your making for the 97 lemans
Very early days and I don't know if I'll eventually go anywhere with this, but does anyone have an Auto Trader BTCC number decal psd with editable numbers?
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