Assetto Corsa PC Mods General DiscussionPC 

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No F1 game can compete with Auto Racing for Intellivision... a must-have
View attachment 1483934
Only now I discovered it was a colored game. At the time I hadn't a colour TV 👴
I have several F1 titles in my heart (F1 2001, GP3/4, F1 Challenge 99-01). But none of them will ever beat the very first, F1 Dream.❤️

1759800125332.webp
 
I HAD THIS!!!
I remember the gear number thing made the tape (cars) turn faster or slow down if you put it in neutral and I think it would blink red if you crashed. I remember it being a little loud since it had that motor to turn the tape.

 
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but started to learn Lua sdk in parallel... as much as I discover Assetto Corsa script possibilities, my curiosity was triggered, I want to spend some time to understand why AI issues can't be tackled. A part from the Nuzzi app, I did not find many AI apps, and no open source, maybe that would be a nice project.
in you we trust!!
 
I feel the same

Still working on Rouen les Essarts night configuration :


View attachment 1483985


but started to learn Lua sdk in parallel... as much as I discover Assetto Corsa script possibilities, my curiosity was triggered, I want to spend some time to understand why AI issues can't be tackled. A part from the Nuzzi app, I did not find many AI apps, and no open source, maybe that would be a nice project.
The question is, what do you want to achieve with a Lua app in terms of AI?

There aren't much functions to access AI related things - nearly nothing and if you want to write your own AI to control the cars dierectly, apps would be not a good choice, because they only update in frametime and that might be to slow for checking all the cars and there interaction (analyzing position and ideal line for every car)
 
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My first race game that I actually did buy, for my first Windows (=win95/Cyrex MMX CPU/Voodoo3) PC just before the 2000’s. I was working at the technical department and during the lunch break, me and my colleague were playing this and an illegal copy of Need for Speed #1.

After that I left the company and the racing games in favor for WW1 Combat fly sim RedBaron 3D.

 
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The question is, what do you want to achieve with a Lua app in terms of AI?

There aren't much functions to access AI related things - nearly nothing and if you want to write your own AI to control the cars dierectly, apps would be not a good choice, because they only update in frametime and that might be to slow for checking all the cars and there interaction (analyzing position and ideal line for every car)
Hi Mr, thanks for your input.

My aim would not be to write a complete AI behaviour, I believe it is hardcoded in C / C++ anyway.

I have much to learn with AC / CSP api. From what I gathered, you can access with the lua API to variables defining some conditions used by the hardcoded AI model. So more like modifying AI behaviour by adjusting some of those available variable rather than building a whole AI model in Lua.

e.g. if I look at the blue flag implementation by Nuzzi, if I oversimplify, it is an iteration on every AI car to check with spline position if there is another car in an area beside it with a supplementary lap , and if so just set the throttle to a percentage of the max value.

While we are here, why not putting a lateral move for the late car according to the AI lines and track limits so that it let the best line to the overtaking one ? It would cost not much more I think while probably facilitating the overtake by another AI.

in the Flag App from Nuzzi, you have a lot of other iterations every frame to check if there is a stalled car somewhere in the track etc... so if , say, one does not want a virtual safety car but just the blue flag capability, we would not increase computation cost ?

I run 3 Nuzzi apps at the same time without having stuttering so I believe we have some possibilities.

Another example would be to modify the decision to pit by testing track weather conditions and include a condition where you have to pit and get wet tyres if weather has moved from dry categories to wet categories or even better if it is possible to access to the track rain quantity conditions (I think it is possible). Still have to figure out how much memory we can put into lua objects because if it is an instant decision, that would be not really realistic (e.g. the AI would go to pit too often in changing conditions)
 
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Perfect car modelling.
Yeah gotta credit Polyphony Digital for that one, they're the best studio in the biz when it comes to modelling cars - shame the playable aspect isn't as good (cuz GT7 kinda sucks at times).
 
Hi Mr, thanks for your input.

My aim would not be to write a complete AI behaviour, I believe it is hardcoded in C / C++ anyway.

I have much to learn with AC / CSP api. From what I gathered, you can access with the lua API to variables defining some conditions used by the hardcoded AI model. So more like modifying AI behaviour by adjusting some of those available variable rather than building a whole AI model in Lua.

e.g. if I look at the blue flag implementation by Nuzzi, if I oversimplify, it is an iteration on every AI car to check with spline position if there is another car in an area beside it with a supplementary lap , and if so just set the throttle to a percentage of the max value.

While we are here, why not putting a lateral move for the late car according to the AI lines and track limits so that it let the best line to the overtaking one ? It would cost not much more I think while probably facilitating the overtake by another AI.

in the Flag App from Nuzzi, you have a lot of other iterations every frame to check if there is a stalled car somewhere in the track etc... so if , say, one does not want a virtual safety car but just the blue flag capability, we would not increase computation cost ?

I run 3 Nuzzi apps at the same time without having stuttering so I believe we have some possibilities.

Another example would be to modify the decision to pit by testing track weather conditions and include a condition where you have to pit and get wet tyres if weather has moved from dry categories to wet categories or even better if it is possible to access to the track rain quantity conditions (I think it is possible). Still have to figure out how much memory we can put into lua objects because if it is an instant decision, that would be not really realistic (e.g. the AI would go to pit too often in changing conditions)
refer to this post on one way to modify the TRACK AI line with LUA (one assumes, in real time)
"click to expand"
 
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Agreed, very talented modder. But a few of his cars have the headlights on by default, which is a little weird. Has anyone ever worked out how to fix this in the config?
Brainfarted yesterday while away from my PC and drunk on petrol fumes. What I actually meant was that he has DRLs on by default (which is fine), but these include the rear lights, which shouldn't come on with DRLs. Just the fronts.
So, slight variation to the original question: does anyone know how to adjust the config so that the rear lights don't come on with the front DRLs, without breaking the rear lights altogether?

edit: or maybe a better solution, have the DRLs entirely OFF by default

Just checked and this new Corvette has the same problem, it seems to be a thing with maid Cafe cars.
 
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refer to this post on one way to modify the TRACK AI line with LUA (one assumes, in real time)
"click to expand"
Excellent , thank you ! I had seen the post at the time but didn't have time to dive in !

I was just reading the apps/lib.lua where I found the function: physics.overrideSteering(carIndex, value) and was wondering how we could smooth the steering changes. So reading the script, I assume we may just have to modify the spline offset directly and the AI will adapt itself to the new trajectory.

I have also seen getTrackUpcomingTurn(carIndex) in the ac_car_cphys/lib.lua which returns the distance to and the angle of the next coming turn, so for overtaking late runners before the turn, we may manage the offset value in the straight according to these values.

Don't know how much it will cost , I feel there are plenty of variables that are already computed and lua only get access to them. So if we keep our tests frugal, we may have a chance.

I think it is worth the pain to try to make a small free app for blue flag and rain tyres changes. Once I have finished a decent version of night lights at Rouen les Essarts, I'll have to re-do a proper AI with proper track limits (it seems to not work correctly with older versions of CSP) , this is a good opportunity to try and learn more with a track I now know very well.
 
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Brainfarted yesterday while away from my PC and drunk on petrol fumes. What I actually meant was that he has DRLs on by default (which is fine), but these include the rear lights, which shouldn't come on with DRLs. Just the fronts.
So, slight variation to the original question: does anyone know how to adjust the config so that the rear lights don't come on with the front DRLs, without breaking the rear lights altogether?

edit: or maybe a better solution, have the DRLs entirely OFF by default

Just checked and this new Corvette has the same problem, it seems to be a thing with maid Cafe cars.
I think there are two colour options in the code, one called FALLBACK_COLOR is the probable cause, comment out the numbers in this parameter to check, code eblow is for the headlights but should give an idea of what to look for.

Code:
FALLBACK_HEADLIGHTS_COLOR = 10, 10, 10: emissive color used if condition is not met and headlights are enabled, not used at all if parameter is not set;

Edit:

it could also have the parameter: OFF_COLOR=
 
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The question is, what do you want to achieve with a Lua app in terms of AI?

There aren't much functions to access AI related things - nearly nothing and if you want to write your own AI to control the cars dierectly, apps would be not a good choice, because they only update in frametime and that might be to slow for checking all the cars and there interaction (analyzing position and ideal line for every car)

There are two things that are horrendous on AC ai.

1. Blue flag AI
2. Outlap AI in qualifying

Pretty much the same thing. Backmarkers race you and QF outlap cars drive like you (in your fast lap) don't even exist.

These issues ruin qualifyings and prevent user to do any longer races. Even 20 laps is pushing it. Backmarkers always become a real issue on longer races.

Third one is car related. "Injured" ai cars leave on the track crawling 30 km/h and create huge traffic issues. This doesn't happen on some cars, like VRC/RSS but is present on Lotus98T based cars. Monaco and other street circuit races get often ruined because of this. After the crash (or average speed dropping under certain limit) cars should immediately turn "invisible" like they are on the pitlane or get black flagged right away and simply teleport to the pits immediately.

If someone could solve these issues AC would be immortal and would instantly make all other simulators completely useless. :D I mean really... nothing drives like AC and perhaps nothing ever will. Maybe they just got lucky when they created the driving physics back then. I get it... yes new sims have "more developed tyre models" and all that but they still don't drive like AC.

I think we can live with the other ai shortcomings (lack of modern F1 rules, AI cars being too stupid to overtake outside the defined racingline etc). AC ai in general is ok... much better than its reputation... you can get very good races when fastlane and cars are top notch.

PS: It's kinda crazy Kunos never addressed these issues. I understand how new sim developers design their games with only online gaming in mind... and consider AI as an "afterthought" but in 2014... unforgivable. All the eyecandy is nice and AC looks amazing already... but to me the AI issues are like 100X more important.
 
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There are two things that are horrendous on AC ai.

1. Blue flag AI
2. Outlap AI in qualifying

Pretty much the same thing. Backmarkers race you and QF outlap cars drive like you (in your fast lap) don't even exist.

These issues ruin qualifyings and prevent user to do any longer races. Even 20 laps is pushing it. Backmarkers always become a real issue on longer races.

Third one is car related. "Injured" ai cars leave on the track crawling 30 km/h and create huge traffic issues. This doesn't happen on some cars, like VRC/RSS but is present on Lotus98T based cars. Monaco and other street circuit races get often ruined because of this. After the crash (or average speed dropping under certain limit) cars should immediately turn "invisible" like they are on the pitlane or get black flagged right away and simply teleport to the pits immediately.

If someone could solve these issues AC would be immortal and would instantly make all other simulators completely useless. :D I mean really... nothing drives like AC and perhaps nothing ever will. Maybe they just got lucky when they created the driving physics back then. I get it... yes new sims have "more developed tyre models" and all that but they still don't drive like AC.

I think we can live with the other ai shortcomings (lack of modern F1 rules, AI cars being too stupid to overtake outside the defined racingline etc). AC ai in general is ok... much better than its reputation... you can get very good races when fastlane and cars are top notch.

PS: It's kinda crazy Kunos never addressed these issues. I understand how new sim developers design their games with only online gaming in mind... and consider AI as an "afterthought" but in 2014... unforgivable. All the eyecandy is nice and AC looks amazing already... but to me the AI issues are like 100X more important.
I would add the constant traffic jam effect. The AI will often just slow down on a straight instead of overtake, which I don't remember happening until a couple of months ago. Starts (and races) have become very awkward. Hope that Ilja can fix these things
 
Considering that it took them nearly 6 years to fix an simple issue that has been plaguing the mod pack since it's release, I'm expecting this re-work to start when the developers sons have taken over the business.
I am assuming that you reported the issue that has been plaguing you 6 years ago and they ignored you.

I find that highly unlikely as the GT pack was updated in 2024. They changed the pit times for that pack then which caused this issue with the GTN pack. It was only brought up very recently on their discord and they fixed it. If you post an issue, they are one of the few that will drop what they are doing and fix it. It has happened numerous times. That only happens when they are told about the issue.
 
Third one is car related. "Injured" ai cars leave on the track crawling 30 km/h and create huge traffic issues. This doesn't happen on some cars, like VRC/RSS but is present on Lotus98T based cars. Monaco and other street circuit races get often ruined because of this. After the crash (or average speed dropping under certain limit) cars should immediately turn "invisible" like they are on the pitlane or get black flagged right away and simply teleport to the pits immediately.
Maybe this app that I use a lot in solo races could solve the retiring thing: Ghost Car-Collisions 1.4
 
I think there are two colour options in the code, one called FALLBACK_COLOR is the probable cause, comment out the numbers in this parameter to check, code eblow is for the headlights but should give an idea of what to look for.

Code:
FALLBACK_HEADLIGHTS_COLOR = 10, 10, 10: emissive color used if condition is not met and headlights are enabled, not used at all if parameter is not set;

Edit:

it could also have the parameter: OFF_COLOR=
I might be wrong but I don't think that'll do it. I think there should be a simple way of making the EXTRA_A function (the DRLs) to be inactive (off) by default, and only active (on) after a press of the EXTRA_A button, instead of the other way round.
The DRLs are flawed anyway. In Maid Cafe cars the DRLs add the rear lights and instrument lights (which DRLs usually do not), and the front DRLs on this Corvette seem to illuminate the indicators.
For anyone wondering 'just press the EXTRA_A button to turn them off', the problem is that in AI races all the AI cars are effectively driving around with their rear lights on during the daylight, which is daft.
 
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shi
Corso v1.04
View attachment 1437677

Fictional circuit.
Conversion from GTL.

-CSP recommended
-2 layouts (Full/ Speed)
-30 pit/start
-AI, cam

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
Sections file and logo.png by @Fanapryde
Crowds texture by @Kniker97
3D terrain from Chuck_CG's Landscape pack
"Pack - Realistic - 3 Warehouse" (https://skfb.ly/osoBI) by Islide is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Lowpoly Buildings" (https://skfb.ly/oCnGO) by l0wpoly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot

Option;
Alternative adboards for Corso by Mascot
https://www.overtake.gg/downloads/alternative-adboards-for-corso.79577/
View attachment 1484050

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Fixed a problem where all vibrators on the right side of the course were upside down relative to the direction of traffic.
Included Emmissive textures and part of light config by Quark67.
Updated ext_config.ini. (tree shader)
The problem of some car mods getting stuck on the road surface has probably been fixed.

v1.02 changelog;
1WALL mesh was hidden in the relevant area. That was the cause of the crash. It has been removed.

v1.03 changelog;
Added tire wall to prevent shortcuts. (Full layout)

v1.04 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)

Corso v1.04

v1.04 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
shi
FCA Pinerolo Race Autodrome v1.01

View attachment 1465771
Fictional circuit in Italy.
Conversion from rFactor.

-CSP Recommended
-2 layouts (Mountain/ Club)
-42 pit/start
-AI, cam

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

AC converted by @shi (shin956)
AI lines, sidelines and ai_hints.ini by IMEAN
Crowds texture by Kniker97
Pit tent base from F1-S-R's 1994 Track Pack (rF1)
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/).

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated cams.

FCA Pinerolo Race Autodrome v1.01

v1.01 changelog;
Added AI lines, sidelines and ai_hints.ini created by @IMEAN . (Thanks!)
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated cams.
 
View attachment 1484068

Looks like URD are launching their Mustang GT3 very shortly.

So that’ll be paid Mustang GT3 mod #3, after LPD and RSS.

Hopefully they don’t have to release a new 3D model for it a year later that ruins all your downloaded skins and the one on release day is actually passable.
Excited for this, With what they have been saying it sound like it's going to be another home run like they did with their Porsche 991 GT3 and Aston.
 
Hi.
This release is a bit different, it contains whole car (3d model and physics).
Unfortunately i don't know original author, but You can find it on overtake, folder name zs_rover_mini_newmap.
This mod has its own folder, so You can keep original mod.
I want to Thank forum member Pete82 for providing lots of technical info about a car, and testing it.

Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires.
CG was moved a lot to front, as per technical info available for car.
Engine inertia tweaked to produce better throttle response as small engine should have.
Power curve adjusted to make realistic torque figures.
Drivetrain final ratio changed to realistic.
Suspension tweaked in a way to simulate very stiff setup with rubber cones.
Some aero tweaks to achieve realistic acceleration times.
Tires added a bit of grip, to represent modern Yokohama tires.
And other minor bugfixes.

Update: Rescaled version is gone for good.
Link Updated for no rescaled version. But it will installs in same folder as original mod.

Download.


minisabc.webp
 
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Hi.
This release is a bit different, it contains whole car (3d model and physics).
Unfortunately i don't know original author, but You can find it on overtake, folder name zs_rover_mini_newmap.
This mod has its own folder, so You can keep original mod.
I want to Thank forum member Pete82 for providing lots of technical info about a car, and testing it.

Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires.
CG was moved a lot to front, as per technical info available for car.
Engine inertia tweaked to produce better throttle response as small engine should have.
Power curve adjusted to make realistic torque figures.
Drivetrain final ratio changed to realistic.
Suspension tweaked in a way to simulate very stiff setup with rubber cones.
Some aero tweaks to achieve realistic acceleration times.
Tires added a bit of grip, to represent modern Yokohama tires.
And other minor bugfixes.

Download.


View attachment 1484073
perfect timing, right now i am redoing my whole car collection and this mini was also there and now its getting updated^^
 
View attachment 1484068

Looks like URD are launching their Mustang GT3 very shortly.

So that’ll be paid Mustang GT3 mod #3, after LPD and RSS.

Hopefully they don’t have to release a new 3D model for it a year later that ruins all your downloaded skins and the one on release day is actually passable.
For everyone and their mother deciding that they want to make the same GT3s over and over again, I am confounded that no one has released their 720s yet
 
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