Assetto Corsa PC Mods General DiscussionPC 

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@24H or others,

Any thoughts why Arch's/Siim Annuck's C6 would do the following on the driver door? Only in the preview and does not seem to be in the CM showroom.

I checked on Overtake.gg and he noted that:
Somewhere along the way, the shaders were ****ed up, probably due to having params not compatible with latest CSP rendering. There's a lot of small mistakes in some older mods we've made, but I won't ruin them for you. Siim is too busy to update the cars anymore, so it is what it is.

Any means to fix by those who have an understanding on how to correct?
 

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There is also MapDisplay which is quite clean and minimal, like CMRT you can position it wherever you want
View attachment 1486743

There is also Comfy Map with clickable teleport/spawn points

 
@24H or others,

Any thoughts why Arch's/Siim Annuck's C6 would do the following on the driver door? Only in the preview and does not seem to be in the CM showroom.

I checked on Overtake.gg and he noted that:
Somewhere along the way, the shaders were ****ed up, probably due to having params not compatible with latest CSP rendering. There's a lot of small mistakes in some older mods we've made, but I won't ruin them for you. Siim is too busy to update the cars anymore, so it is what it is.

Any means to fix by those who have an understanding on how to correct?
to be honest I dont have the car....going with the MaidCafe mod....but if you send me a link I can have a look in the evening
 
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What do you use? Pure static or dynamic weather controller and which weather do you use if you test this.
Did you already have a look in the Pure Planner settings - Weather presets. In the weather where you have this problem with setting rain, what are the settings there?
I'll get the rest of the settings when I'm next by my computer but I know the weather system that caused it and it was the "Windy" setting. I have checked the humidity and probability of rain etc, I've even manually brought those values down to zero, yet I race and everything freezes for 3-5 seconds and then a single rain drop falls on the windscreen and the race carries on - with a sizeable amount of water on track. I'll get all my settings for you later today.

It if helps I'm a vr user.
 
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Hello everyone,
For a few weeks now, I've been having a problem when racing against the AI: in 80% of cases, the yellow flag comes out in the first lap and all cars are limited to a maximum speed of 130 km/h. Even though no car is out, the yellow flag remains and it's no longer possible to race. I didn't have this problem before. Is there a setting where I can disable this?
 
I'll get the rest of the settings when I'm next by my computer but I know the weather system that caused it and it was the "Windy" setting. I have checked the humidity and probability of rain etc, I've even manually brought those values down to zero, yet I race and everything freezes for 3-5 seconds and then a single rain drop falls on the windscreen and the race carries on - with a sizeable amount of water on track. I'll get all my settings for you later today.

It if helps I'm a vr user.
I strongly believe that all of the 'dry' weathers (so not including the obviously and deliberately wet ones) should have NO chance of precipitation at all until the awful rain performance issues are resolved, and until normal tyres are able to drive with some semblance of reality on slightly damp roads.
There's nothing more frustrating than being immersed in a long and exciting race then have that telltale half-second screen freeze, the framerate tanking and cars skidding off everywhere like Bambi on ice because a couple of tiny raindrops hit the windscreen.
@Peter Boese - how about it? I've raised this before (along with randomised wind direction as standard) but don't think I got an answer.
We should be able to pick any dry weather without the risk of it randomly ruining our race at any point.
 
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Hello everyone,
For a few weeks now, I've been having a problem when racing against the AI: in 80% of cases, the yellow flag comes out in the first lap and all cars are limited to a maximum speed of 130 km/h. Even though no car is out, the yellow flag remains and it's no longer possible to race. I didn't have this problem before. Is there a setting where I can disable this?
CSP version?

All tracks impacted?

Did you try reloading the ai Spline via AI SPline Editor (just hit save) and see if that fixes it?
 
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Need some help guys.

question 1.

Whats up with those errors?

how can i solve them?

track barcelona both kunos and fnr versions, pyyer 2025 f1 ext, vrc alpha 2025 csp 03.0 preview 110 and the latest pure with hotfix 3.01

question 2.

how is it possible that a car with no wiper animation has working whipers and others dont?
 

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Most excellent Toyota GR Corolla SARD GT1 from Jugee8

View attachment 1486487


It has a terrible shifting animation though, so replace it with this one which is a proper fit (as usual, remove the .txt extension and put it in the car's 'animations' folder)
Thank you for the recommendation, this is not a car I would have typically downloaded. It is a very nice mod in all aspects.
Thank you for the shifting animation and congratulation for this animation to be perfect, as good as any. Was it luck or are you really getting good at it. If you are getting very good, maybe a tutorial would be nice as this such an important immersion feature for VR driver.
Well done.
 
Thank you for the recommendation, this is not a car I would have typically downloaded. It is a very nice mod in all aspects.
Thank you for the shifting animation and congratulation for this animation to be perfect, as good as any. Was it luck or are you really getting good at it. If you are getting very good, maybe a tutorial would be nice as this such an important immersion feature for VR driver.
Well done.
Lots of trial and error, some educated guesswork, and a lorra lorra luck.
 
CSP version?

All tracks impacted?

Did you try reloading the ai Spline via AI SPline Editor (just hit save) and see if that fixes it?
With CSP 2.11

Yes this problem happens with different cars and tracks.

Where do I find this AI-Spline editor?
 
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With CSP 2.11

Yes this problem happens with different cars and tracks.

Where do I find this AI-Spline editor?


Capture d'écran 2025-10-21 161453.webp


type "ai spline editor" in the searchbar. Open it, type "save" next to fast_lane.ai. See if it fixes your issue, but if it's everywhere, i'm afraid it's a more complicated one.

On the aggressivity level, anything above 50 can end in crashes on touchy fastlanes and with some cars. I would start with regular values, such as 25%, and see if things improve.



Unrelated : i'm still on my AI journey, for those who give a damn about it😅


I found APIs that triggered my eyebrows :

  • physics.setAIAggression(carIndex, aggression) - aggression level, no issue here
  • physics.setAICaution(carIndex, caution) - distance from next car
  • physics.setAIBrakeMistake(carIndex, time)
  • physics.setAITractionMistake(carIndex, time, severity)
  • physics.setAIStopCounter(carIndex, time) - safety for incidents on track.
The AICaution is worth a try to integrate thru my app, i could force a value and see if AI cars race closer to eachother, if it just overides the colliderbox, stuffs like that. Maybe it's worth it for some class, maybe it doesn't work in an exploitable way, maybe it's called by the engine depending on situation, it's worth a try.


Now the Brake and traction mistake bother me a little. It's immersive, sure, but it probably makes for a mess on closed circuits. And i've seen my AI cars locking the brakes a lot with vintage cars, it always ends up ruining the race for the cars behind if there are walls or close borders in the mistake zone.

I'm wondering how it works : it's a time value, where mistakes are called for 0.1, 1, 1.5 seconds etc... Is this called at the start of the game? Depending on AI Level? If set to 0, is it completely canceled? That could be cool to edit the value @ 0.1 second and only see some minor braking mistakes. I'm gonna try that first. I hope it's not a random value randomly called accross the track. If it is, then its control is gonna be a little more touchy : import the BRAKEHINTS, update the value each time a car enters a BRAKEHINT zone. Nothing too complicated or costly, but without monitoring, hard to tell.

Anyway, i integrated the BRAKEHINT and the Brakemistake in the AIWhisperer App. The old version works wonders, so just keep it if you're not having issues, but if you're having AI cars locking up randomly on tracks and want to see if my app can solve it, DM me, i have the updated version.

Maybe it's not triggered at all in the game and is just here for AI scripts, but that would explain the AI braking mistakes i've seen ingame. I believe it's correlated to AI Level as well.


If you guys have more info or any idea what to do with this, let me know.

Other funny treasure : the AI Caution. So, basically, reduces the distance that triggers safe driving for AI. Not really reliable, as they ram eachother if set to 0, but might be highly valuable on zones where HINT>1.1, where you need them to overtake at all costs rather than quietly stand behind.
 
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What might be causing the AI to pit, complete the stop and then reach the end of the pitlane and then dissapear and immediately retire? I've had this issue crop up on a few tracks now and its beginning to bug me.
 
What might be causing the AI to pit, complete the stop and then reach the end of the pitlane and then dissapear and immediately retire? I've had this issue crop up on a few tracks now and its beginning to bug me.

Have you watched the replay? Are you sure they don't fatally crash? This started to happen on some pitlanes with new CSP's / CM updates.

Replay can tell you a lot. Choose the cockpit / TV view of the problem car and see what happens.
 
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Has anyone had an issue with the latest pure and csp not recognising the pure script and the screen been almost black? But manually you can enable it ingame in the purepp only for it to reset again upon exiting game ?
 

A last alpha update for DumbAI with the best I could do for blue flag behaviour (I'll stop to spam the topic for a while :-) )

To summarize this app a last time, the logic is very simple:
  • check for leader behind me
  • if yes, slow down to a speed limit and make a lateral move based on AI spline

The speed limit can be modified in the UI, 90 kmph works OK for me with F1 1988 in Monza and GT3 in Blackwood GP. The default distance limit to trigger blue flag behavior is 50 meters, a good compromise between a not too much surprise move that would cause a crash and a too early move that would stuck the leader to 90 kmph. Works OK for me with F1 1988 and GT3 too, but can be also modified.

The AI looks at the next turn and chooses allways to make a lateral move from the AI spline so that it takes the most external line of the next turn. Works quite good for most straights and simple turns.

I added a Bot class to add some kind of "memory" and register events between frames.

In this way, I was able to diminish the risk of crash in complex turns such as chicane: the bot chooses the external line of the first turn and then, as long as the overtaking event is not finished, it stores the spline offset and keeps this absolute lateral side for the next turns (without trying to cross the AI spline to find the next opposite external line of the chicane).

With this storage, the AI is also able to make a small brake event at the beginning of the outlapping so that it brakes quicker to the speed limit, with the hope it will help overtaking by the leader.

Also, I added the capability to manage some context information to avoid crashes when leader is overtaking a train: the first AI to be overtaken checks in front of him before returning to its normal AI spline in the case of the leader would be still just a little bit in front and aside of him, slowed down by the next AI car to overtake (observed this particular crash situation in the former version).

It seems that for 180° turn like Parabolica, the AI chooses the internal trajectory, which in fact works very well with F1 1988 so there may be some potential of improvement for the next versions, by studying more carefully the impact of the angle of the next turn.

I noticed the most difficult situation for the AI seems to be when the turn is not strong, near a straight or in a straight and the AI spline is slowly crossing the track. Likely, the collider prevention may have a role here. In Monza 88, you can see this effect in Curva grande (if the leader has not outlapped the late one just after the chicane, it has difficulties to decide to overtake in the curva) and just after Ascari chicane in the beginning of the Rettifilo centro.

So the issue is not completly solved but I have the feeling the "pile up" effect has been diminished, I never saw an AI that would be stuck more than three or four seconds in my tests.

OK, that's all folks for this DumbAI :-)

Now that there is a bot class able to store things across frames, I will try to find a json format to store and read different possible strategies for pitting, changing compounds etc...Let me know if you tried it and found things to improve: I did this app as a small service for myself but if people feel it is interesting and want to test things, I can add them as long as my spare time allows it :-)
 
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A last alpha update for DumbAI with the best I could do for blue flag behaviour (I'll stop to spam the topic for a while :-) )

To summarize this app a last time, the logic is very simple:
  • check for leader behind me
  • if yes, slow down to a speed limit and make a lateral move based on AI spline

The speed limit can be modified in the UI, 90 kmph works OK for me with F1 1988 and GT3. The default distance limit to trigger blue flag behavior is 50 meters, a good compromise between a not too much surprise move that would cause a crash and a too early move that would stuck the leader to 90 kmph. Works OK for me with F1 1988 and GT3 too, but can be also modified.

The AI looks at the next turn and chooses allways to make a lateral move from the AI spline so that it takes the most external line of the next turn. Works quite good for most straights and simple turns.

I added a Bot class to add some kind of "memory" and register events between frames.

In this way, I was able to diminish the risk of crash in complex turns such as chicane: the bot chooses the external line of the first turn and then, as long as the overtaking event is not finished, it stores the spline offset and keeps this absolute lateral side for the next turns (without trying to cross the AI spline to find the next opposite external line of the chicane).

With this storage, the AI is also able to make a small brake event at the beginning of the outlapping so that it brakes quicker to the speed limit, with the hope it will help overtaking by the leader.

Also, I added the capability to manage some context information to avoid crashes when leader is overtaking a train: the first AI to be overtaken checks in front of him before returning to its normal AI spline in the case of the leader would be still just a little bit in front and aside of him, slowed down by the next AI car to overtake (observed this particular crash situation in the former version).

It seems that for 180° turn like Parabolica, the AI chooses the internal trajectory, which in fact works very well with F1 1988 so there may be some potential of improvement for the next versions, by studying more carefully the impact of the angle of the next turn.

I noticed the most difficult situation for the AI seems to be when the turn is not strong, near a straight or in a straight and the AI spline is slowly crossing the track. Likely, the collider prevention may have a role here. In Monza 88, you can see this effect in Curva grande (if the leader has not outlapped the late one just after the chicane, it has difficulties to decide to overtake in the curva) and just after Ascari chicane in the beginning of the Rettifilo centro.

So the issue is not completly solved but I have the feeling the "pile up" effect has been diminished, I never saw an AI that would be stuck more than one or two seconds in my tests.

OK, that's all folks for this DumbAI :-)

Now that there is a bot class able to store things across frames, I will try to find a json format to store and read different possible strategies for pitting, changing compounds etc...Let me know if you tried it and found things to improve: I did it this app as a small service for myself but if people feel it is interesting and want to test things, I can add them as much as my spare time allows it :-)
the lua api AICaution

---Changes AI caution, altering the distance it keeps from the car in front of it. Default value: 1. Experimental.
---@param carIndex integer @0-based car index.
---@param caution number @Ai caution from 0 to 16.
function physics.setAICaution(carIndex, caution) end

Works really well with my experiments. Default is 1.

0.8 already gives the cars a lot more room, 0.2 is almost a contact value. if your cars struggle to find room for overtaking, that's the value you're looking for, especially for the overtaking one. Maybe having a higher value for the blue flag car would make sure it doesn't approach the overtaking car.

Also, easy to implement for both cars :

---Changes extra AI grip (120% by default).
---@param carIndex integer @0-based car index.
---@param value number @Set to 1 for normal grip.
function physics.setExtraAIGrip(carIndex, value) end

Car in blue flag situation would stay on track, even with a spline offset, at ExtraAIGrip 1.8.
Same for the overtaking car.

I had amazing results applying those 2 values in some situations in my tests.

More advanced : establish zones for Blue flag overtaking. I managed to incorporate the ai_hints.ini into my apps, using the same principle, you could cancel the blue flag situation until the cars are in a no HINT zone (no BRAKEHINT, no HINT, no DANGER).

They'd just race as usual until finding the correct spot for overtaking. Worth a try!
 
The problem of rain inside certain cars seems to have been solved, which is already a good thing.
I lose about 10 fps in both clear weather and rain with the new CSP.
 
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I spent many hours yesterday testing, swapping between 0.2.11 and 0.3.0 and found a performance drop too due to cpu spikes.
I also run a G2 on the Oasis driver which is more cpu hungry than the old Windows Mixed Reality.
The spikes occur when the AI pack are heading into a slow corner, fast sweeping corners not a problem. The spikes are 3 to 4 times the regular cpu timing so from around 3.5ms to over 12ms causing a frame stutter at 90Hz. I think it may be 1 spike per car arriving at the corner, but difficult to be sure. It is definitely something worth investigating.
I thought buying a 9800X3D would serve me well for the forseeable future in AC but it has its limitations with only 8 cores. Before moving to the Oasis driver for the G2 headset I could run 100 cars at Nords without it breaking a sweat. Starting to use Oasis dropped that down to 75 presumably as it is reserving a core for its operation and now with CSP 0.3.0 I'm down to 50 cars as each car is seemingly requiring more physics calcs.

All this said I have decided to stick with the 0.3.0 subject to testing on the online LAC 75 car traffic server which would be a deal breaker for me. I'm sure the lights will return, I've turned back on the shadows and turned off the kn5 loader just in case.

(All tested with an HP Reverb G2 VR headset supersampled @ 400% with 9800X3D / 5090)
Relpying to my own thread....

I made a rookie mistake and was testing with a mod car. I tried again yesterday with a Kunos car and the spikes disappeared so I was seeing the same or better performance than with 0.2.12

The problem came when I tried it on the Racin' USA LA Canyons Traffic Server as I was getting single-frame-corrupted images too fast for me to see what the problem was (I just register a dark flash on a section of the image) and it was happening randomly but at an average of say every 15 seconds. I guess it might be where AC is trying to place a new traffic car and it appears for 1 frame before AC deletes it as it is too close to the players car but that is just a guess so it is back to 0.2.12 for me.
 
AI Hints editor, with auto error spotting, and the ability to add comments. It is now reaaaaaally easy to add hints ingame. There is a "safe backup" so you can tweak to hell and revert to the previous version if unhappy.

Capture d'écran 2025-10-22 141221.webp



Which leads me to the updated AIWhisperer. I got some parameters to be linked to a DANGER zone, automatically applying them when an AI car goes thru it. It's... quite a blast with some tweaking. Basically, you could have different settings with all kinds of HINT. At the moment the tweaks are applied by type of car. Don't see why i would need it to be per driver but that is an option.



Capture d'écran 2025-10-22 141040.webp


Interrestingly, i found that some cars would randomly lock brakes. It is a random feature triggered by the game. It's cool, it feels a little more immersive, but there are parts of a track where you don't want it to happen. So, i manage to link a "prevent brake mistakes" to the BRAKEHINT zones, making sure AI wouldn't randomly screw up in dedicated zones. This is a game changer for some tracks where the AI would pile up if one ai car crashes in a wall or in a tight corner.

The cost is pretty low, since the parameters are triggered by a read only file (ai_hints.ini), with only a few updates per lap, and all settings can be shared with other players with a simple file. It also automatically calls settings at start, so no need to think about it. And everything can be reversed to default and saved in one click.

Not implemented yet, i could order an AI car to wait just x second before ramming a car in the way. Example : a car crashed, stays in the middle, all stuck. The car behind waits for 2 seconds, then just pushes the car out like it's not here. It could free the road faster.
Another trick : get the damage level and, if too high, automatically trigger a "abandon race" script, where the car could go to dedicated zones, exit the road and stop without hurting the race pace.

Those things have been buggering me for a while, so it might be worth some time spending .

There's probably applications i haven't thought of, so, any ideas are welcome.

This version is a bit touchy, so i'll leave the regular one up for download for now. If you wanna participate a little or just give this version a try, DM.
 
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