Assetto Corsa PC Mods General DiscussionPC 

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Speaking of the Ferruccio 33, is there an option to render the front tires in cockpit view that I can’t think of or is it only possible with a singleseater tag in content manager?

Nevermind, it was under Graphics -> Adjustments -> LOD Settings
 
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Because most of cars RSS has made the last couple of years has physics that isn't accurate to the real cars that they are making. Their 296 for example isn't correct, their LMDh cars are also not correct.
Yeah I don't understand the common sentiment that RSS is the best modding team, I think they're firmly behind URD and VRC. It seems to be a common sentiment among low information users, and I feel like maybe it's like the iRacing problem where "It's the best because they constantly say they are" type thing. It insists upon itself, as Peter Griffin once said. I do actually like RSS mods and I purchase and use them, but only when an alternative from URD or VRC doesn't already exist.
 
Working on the Dome S102 and Dome S102.5.
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@RMi_wood is it actually possible to do an AI race against 1 opponent on your converted special stages? I tried at UK special stage but the opponent´s car just drove 5 m and then got stucked and did not further move on the S/F line.
 
Team, a quick follow-up to the pit box sound immersion. This is a very minor thing, but I like it. Reminds my of GTR2 and GPL where there is some ambient sounds while sitting in the stall. Basically I've added a mix of track announcer, crowd or gen public, older or contemporary garage sounds and bullhorn.
racealot helped a lot.

As a proof of concept, here is:
1. RT_bathurst (General Public, Contemporary Garage Sounds)
2. RT_sebring (2025 version where the pit lane is on the back straight) (Crowd, Contemporary Garage Sounds and Track Announcer)
3. KS_Monza 66 (Crowd, Historic Garage Sounds and Track Announcer)

See the download here:



If you'd like to try them, paste the contents of the download into the track file extension folder and adjust the ext_config file per racealot's instructions:
sound-copy-to__ks_monza66.webp


Sources of GUIDs and banks come from the following sources, respect to them:

Goodwood
gt_sainte_croix
rt_mosport
rt_road atlanta
C10R_Vancouver1998

If you'd like to do it yourself you simply find the pitbox location using object inspector and add the sound in the sounds.ini at that location you paste in. Can adjust the volume to suit.

You'll see within the GUID files are a number of available sounds to try.

The ones here are a template that can be used and you can also simply copy the SFX folder once established to the next track.

Takes < 2mins to identify the pit location, copy the SFX to the new track, add the sound.ini and ext_config direction.

Notes:
1. I found the "Object Inspector" was not visible and needed to be checked in CSP, so once I had that in place, it came up.
2. I found I could also code this straight into the ext_config file the way it was in Rouen.

racealot, thank you.
 
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Yeah I don't understand the common sentiment that RSS is the best modding team, I think they're firmly behind URD and VRC. It seems to be a common sentiment among low information users, and I feel like maybe it's like the iRacing problem where "It's the best because they constantly say they are" type thing. It insists upon itself, as Peter Griffin once said. I do actually like RSS mods and I purchase and use them, but only when an alternative from URD or VRC doesn't already exist.
I’d say RSS is one of the best modding teams for Assetto Corsa. In terms of 3D work, they are often the best and do pay attention to small details that other teams, like VRC and URD, don’t bother with, as these rarely, if ever, add value for the customers. URD and VRC are, in my opinion, the best at making physics for this game. IER used to hold that crown with their older mods, but they were quickly outpaced as the bar rose each year and the fact that they somewhat stopped modding AC to focus on their real-life endeavors.

URD and VRC moving to the COSMIC suspension that IER developed for us has proven, with their Aston Martin and latest Formula 1 mods, that they are, in my opinion, the best we know of. RSS physics… just isn’t there yet. I don’t know why. As I’ve said previously, I worked on a 296 GT3 and tested it at Paul Ricard back in 2023, and compared to the RSS version, it’s not that accurate (based on my own butt G-Force and dyno memory, etc.).
 
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Hi Team,

With the Track Decoration App - is there a "generic block of spectators" I can access somehow, to use in the app?

If I contrast the KS Monza 66 with GPL version here:

Almost the entire track in GPL is lined with crowds, including some on the signage!!

Certainly makes it feel like an event, it would be neat if there was a way I could do the same for some locations.
Screenshot 2025-10-26 101143.webp
 
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I want to use self made rain tyre textures & physic on f1 cars, how can i do it with csp?

Assetto Corsa\extension\textures\cars is the directory for it but how can i use this function for my mod?

e.g. if i switch to rain tyres in the pit, and it changes the textures
 
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I want to use self made rain tyre textures & physic on f1 cars, how can i do it with csp?

Assetto Corsa\extension\textures\cars is the directory for it but how can i use this function for my mod?
Hi. If You add in this folder tire textures in ZIP file. Then You can make code in extension to use tire textures from that zip file. Must be zip file.
 
I’d say RSS is one of the best modding teams for Assetto Corsa. In terms of 3D work, they are often the best and do pay attention to small details that other teams, like VRC and URD, don’t bother with, as these rarely, if ever, add value for the customers. URD and VRC are, in my opinion, the best at making physics for this game. IER used to hold that crown with their older mods, but they were quickly outpaced as the bar rose each year and the fact that they somewhat stopped modding AC to focus on their real-life endeavors.

URD and VRC moving to the COSMIC suspension that IER developed for us has proven, with their Aston Martin and latest Formula 1 mods, that they are, in my opinion, the best we know of. RSS physics… just isn’t there yet. I don’t know why. As I’ve said previously, I worked on a 296 GT3 and tested it at Paul Ricard back in 2023, and compared to the RSS version, it’s not that accurate (based on my own butt G-Force and dyno memory, etc.).
I'm not saying RSS isn't good, I'm just saying they're in third, behind URD and VRC. Also yeah, COSMIC suspension is really nice, Legion has some cars using it that are very interesting.
 
I want to use self made rain tyre textures & physic on f1 cars, how can i do it with csp?

Assetto Corsa\extension\textures\cars is the directory for it but how can i use this function for my mod?

e.g. if i switch to rain tyres in the pit, and it changes the textures
Car need to have only Slick tires and extended physic enabled.
You can also add TYPE_HINT=SLICK into tyres.ini to any slick tires in it
 
First round of the "Supercars Championship" at the Sydney 500.
A race with each car brand (Chevrolet Camaro/Ford Mustang).There were three races over the weekend in March (at the beginning of the championship).

Will Brown / Chevrolet Camaro

Matthew Payne / Ford Mustang

Rafael Câmara / F3 - Melbourne


I intend to do only two races in the remaining rounds (always one with each car).
Soon, Super GT, Super Formula, IndyCar Series (first in St. Petersburg, race in Assetto, the others in AMS2 (reason: rolling start and more fluidity on my hardware)).
Formula 3 (already started in Melbourne).

Whatever is available in Assetto (important categories of 2025), I intend to do all of them (to test).

Many of them I will use in parts on other simulators (RaceRoom, AMS2, EA F1 (F1 and F2), EA WRC (I've somewhat mitigated the crashing problem, I could do something with the Rally mods (much more fluidity in Assetto)).

WEC (LM Ultimate), IMSA (AMS2, despite the lack of important cars in AMS2 (Ferrari 296 GT3 and Ford Mustang GT3)).
ELMS I will do later in Assetto (theoretically more complete in 2025 than LM Ultimate).
Moto GP 25.
Continuing with the story of the "Mille Miglia 1955".
A wide range of options will soon be available (Historical Drivers Career Mode) in various categories (original mods, many of which I will have to adapt).
To begin with, I hope to create:

Juan Manuel Fangio:
1940s: still in Argentina competing in races with Ford and Chevrolet Coupé and then touring cars, then leaving for Europe, racing in F1 and WSC (World Sportscar Championship).

Emerson Fittipaldi: 1960s/70s: still in Brazil, competing in the "Brazilian Mille Miglia", with Renault Dauphine, DKW GT Malzoni, Fitti Prototype Porsche, other races with VW Prototype 1600, then leaving for Europe and racing in F-Ford, F3, F2, F1.
He participated in other races during this period with Porsche 917, Ford Capri, Porsche 911 Carrera, Porsche 917/10.
In the 1980s, after revoking his retirement from racing, he returned to participate in races in Brazil, first in Super Karts, then in the Brazilian Touring Car Championship (Fiat Oggi), and then embarking on a new adventure on North American tracks in CART and IMSA.

Jim Clark: F1, USAC (Indy500 and other races), F2, WSC, BTCC, just to name a few.
Jackie Stewart: F3, F2, F1, WSC, Can-Am, USAC (Indy500)

Graham Hill/GBR, Niki Lauda/AUT, James Hunt/GBR, Alain Prost/FRA, Gilles Villeneuve/CAN, Nigel Mansell/GBR, Derek Bell/GBR, Jacky Ickx/BEL, Tom Kristensen/DEN, Gabriele Tarquini/ITA, Michael Schumacher/GER, Fernando Alonso/ESP, Sebastian Vettel/GER....
The Americans AJ Foyt, Dan Gurney, Mario Andretti and Mark Donohue competed in practically the same categories: USAC, Nascar, WSC, F1, CART

Sandro Munari/ITA, Walter Rohrl/GER, Juha Kankkunen/FIN, Michele Mouton/FRA (a heroine of the tracks in a sport dominated by men), Massimo "Mike" Biasion/ITA (thinking of Lancia, his name comes to mind), Colin McRae/GBR (unrivaled), Carlos Sainz/ESP, Tommi Makinen/FIN, Sebastien Loeb/FRA (record breaker): a rich history in Rallies.

The list of Brazilians (in various categories) will be enormous. The list is vast, but we will do it little by little.
 
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I’d say RSS is one of the best modding teams for Assetto Corsa. In terms of 3D work, they are often the best and do pay attention to small details that other teams, like VRC and URD, don’t bother with, as these rarely, if ever, add value for the customers. URD and VRC are, in my opinion, the best at making physics for this game. IER used to hold that crown with their older mods, but they were quickly outpaced as the bar rose each year and the fact that they somewhat stopped modding AC to focus on their real-life endeavors.

URD and VRC moving to the COSMIC suspension that IER developed for us has proven, with their Aston Martin and latest Formula 1 mods, that they are, in my opinion, the best we know of. RSS physics… just isn’t there yet. I don’t know why. As I’ve said previously, I worked on a 296 GT3 and tested it at Paul Ricard back in 2023, and compared to the RSS version, it’s not that accurate (based on my own butt G-Force and dyno memory, etc.).

VRC is amazing, 2005 and 2007 F1 cars especially.

But RSS 1990 (to me) is one of the best F1 mods ever. Sure you have to use skins for full grid but ironically all those skin based season mods function better (for whatever reason). Perhaps fewer variables and fewer things to go wrong.

There's nothing better than trying to beat Senna with Prost (and Ferrari) to me. It was the first F1 season I actually watched and I'm a Prost fan so it's special for me.

I created TV graphics for that season and after I found @RMi_wood sparks mod, it's perfect. And of course not forgetting to mention @shi and @Rainmaker87 amazing tracks. For me this is Assetto Corsa at its best. Nothing can duplicate classic F1 seasons as well... and playing no other season has been as much fun. I probably raced it through 5 times and probably will race it 5 times more (in the future).

 
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@RMi_wood is it actually possible to do an AI race against 1 opponent on your converted special stages? I tried at UK special stage but the opponent´s car just drove 5 m and then got stucked and did not further move on the S/F line.
I have not revisited these in a very long time. They were some of the first ROC style AI lines and were never great but did function somewhat, very car dependant and before CSP AI adjustments. I can suggest...
1. try Kunos cars and or slower cars
2. disable CSP AI adustments completely

Hi Team,

With the Track Decoration App - is there a "generic block of spectators" I can access somehow, to use in the app?
not yet... ;)
 
shi
Antalya Autodrome v1.2

View attachment 1326654
Conversion from rFactor2.
Fictional circuit in Antalya, Turkiye.

-CSP recommended
-40 pit/start
-2 layout
-AI, cam

Credits & Thanks;
rFactor2 Original Track by Eren Tuzci (erenschumacher)
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI, sidelines, UI, DRS zones and cams by Eren Tuzci
.lua base and font by @gunnar333
logo.png by @Fanapryde
Crowds texture by @Kniker97
tree, marshall and some textures by kunos
Test and Feedback by @Breathe , Eren Tuzci

rFactor2 version (steam workshop);

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Author has made a major update to Track, so I have re-converted it.

Track Changes List;
1-) I increased the width of the circuit almost 2-3 meter.
2-) New colour theme from green to blue.
3-) Upgraded grandstands
4-) Upgraded pit buildings
5-) New sponsorship logos and objects.
6-) Remodelled T14 (the one before the bridge)
7-) New trees
8-) Adjusted runoff areas for T13 and T16

v1.2 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.)
Added Chicane layout.
Added marshalls.
Added pit tents.
Fixed single-sided objects.
Fixed mapping of Billboard logo.
Fixed groove.
Updated skidmarks.
Updated ext_config.ini and VAO-patch.
Changed the texture and mapping of the grass.
A few other minor fixes.

Antalya Autodrome v1.2
The link is in the quote.
Screenshot_ks_alfa_romeo_155_v6_antalya_autodrome_26-9-125-15-33-14.webp
Screenshot_tommy_kaira_r_antalya_autodrome_22-7-125-19-57-33.webp

v1.2 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.)
Added Chicane layout.
Added marshalls.
Added pit tents.
Fixed single-sided objects.
Fixed mapping of Billboard logo.
Fixed groove.
Updated skidmarks.
Updated ext_config.ini and VAO-patch.
Changed the texture and mapping of the grass.
A few other minor fixes.
 
I finished a first version of an install tutorial for Bazzite + AC + CM + CSP + Pure
So it is really boring, it has no music etc. But it should cover all needed things to install everything and get everything working on a gaming Linux distro like Bazzite. Maybe you find that useful. I will work more on this for sure...
 
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I’d say RSS is one of the best modding teams for Assetto Corsa. In terms of 3D work, they are often the best and do pay attention to small details that other teams, like VRC and URD, don’t bother with, as these rarely, if ever, add value for the customers. URD and VRC are, in my opinion, the best at making physics for this game. IER used to hold that crown with their older mods, but they were quickly outpaced as the bar rose each year and the fact that they somewhat stopped modding AC to focus on their real-life endeavors.

URD and VRC moving to the COSMIC suspension that IER developed for us has proven, with their Aston Martin and latest Formula 1 mods, that they are, in my opinion, the best we know of. RSS physics… just isn’t there yet. I don’t know why. As I’ve said previously, I worked on a 296 GT3 and tested it at Paul Ricard back in 2023, and compared to the RSS version, it’s not that accurate (based on my own butt G-Force and dyno memory, etc.).
I did have the opportunity to do a drive in VR with cars from RSS, URD and VRC. Think it’s more all about what is for you important, (exterior, physics etc) and what screen you are using, triple/single/VR/4k whatever. As I drive in VR (in cockpit view) only, I do like to see fine details like the fibers of the carbon dashboard and the real 3D depth that maybe at a monitor looks a bit exaggerated, btw all from cockpit view mode. Maybe it was the wrong model or not completely updated but at these effects was RSS the lesser. For me it appears that RSS does not have a VR headset to check the creation in VR view.

I finished a first version of an install tutorial for Bazzite + AC + CM + CSP + Pure
So it is really boring, it has no music etc. But it should cover all needed things to install everything and get everything working on a gaming Linux distro like Bazzite. Maybe you find that useful. I will work more on this for sure...

Thanks, this is what lots were waiting for. btw I’m very curious on how to deal with Linx/WMR, so lets hope for an “+VR”. I’m using more then 10 y Linux Mint on my second boot, VR is for me the main reason keeping away from Linux.

Interesting experience from others and different source's at: https://www.protondb.com/app/244210
 
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VRC is amazing, 2005 and 2007 F1 cars especially.

But RSS 1990 (to me) is one of the best F1 mods ever. Sure you have to use skins for full grid but ironically all those skin based season mods function better (for whatever reason). Perhaps fewer variables and fewer things to go wrong.

There's nothing better than trying to beat Senna with Prost (and Ferrari) to me. It was the first F1 season I actually watched and I'm a Prost fan so it's special for me.

I created TV graphics for that season and after I found @RMi_wood sparks mod, it's perfect. And of course not forgetting to mention @shi and @Rainmaker87 amazing tracks. For me this is Assetto Corsa at its best. Nothing can duplicate classic F1 seasons as well... and playing no other season has been as much fun. I probably raced it through 5 times and probably will race it 5 times more (in the future).


BTW, not sure you've seen this one - https://www.overtake.gg/downloads/f1-1995-leaderboard.80333/
 
Dumb question but idc - is it possible to stop the ARROW_SPEED from moving after you reach a definitive speed ? Like some cars only have the tach going to 180 kmh and it's weird to see the arrow still going past that speed lol
 
I want to use self made rain tyre textures & physic on f1 cars, how can i do it with csp?

Assetto Corsa\extension\textures\cars is the directory for it but how can i use this function for my mod?

e.g. if i switch to rain tyres in the pit, and it changes the textures
You can look at one of sagatron918's Tyres packs on Overtake
Real Tyres
 
Just to say, I'd love some spectator blocks or the ability to add new 'camera facing' spots without having to mess with the 3D if it were possible.
actually creating a generic camera_facing kn5 wouldnt be too hard, seeing it would be an issue in TD however. To place it would need to "see it" so it needs to be visible (via an texture and render=on). You would need edit the texture and render properties after baking to a kn5 and then add the meshes to camera_facing.ini

A cardboard version would be easy enough however
 
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I did have the opportunity to do a drive in VR with cars from RSS, URD and VRC. Think it’s more all about what is for you important, (exterior, physics etc) and what screen you are using, triple/single/VR/4k whatever. As I drive in VR (in cockpit view) only, I do like to see fine details like the fibers of the carbon dashboard and the real 3D depth that maybe at a monitor looks a bit exaggerated, btw all from cockpit view mode. Maybe it was the wrong model or not completely updated but at these effects was RSS the lesser. For me it appears that RSS does not have a VR headset to check the creation in VR view.


Thanks, this is what lots were waiting for. btw I’m very curious on how to deal with Linx/WMR, so lets hope for an “+VR”. I’m using more then 10 y Linux Mint on my second boot, VR is for me the main reason keeping away from Linux.

Interesting experience from others and different source's at: https://www.protondb.com/app/244210
VR on Linux s still not great and I did not achieve it yet…
 
FINAL EDIT : i feel a bit sorry, i really cyberpunk'd that fierst version. Got all excited with the firstlap features, and they ended up bringing a whole mess into what was otherwise working pretty well.

I shut off the firstlap function (the sliders do not apply) that need to be debuggued so you guys can test the features. lesson learnt, next time, i'll wait for a while before sharing something.

Have fun!

Update to the AI Whisperer

It's very raw and quite buggy at the moment, some stuff need a full restart ( the Firstlap sliders added a big mess).

The Dangerzone brakes semm to work only after firstlap, the Firstlap brake is either working or not, you get the idea. I'm debugging this atrocity.

i'm just gonna copy the looooong explanation text from Overtake. the app is here is you wanna skip the crap (if anyone knows how to collapse that wall of text let me know lol):



The simple version is in the folder and so far is bug free (still need to fix the Dangerzone brakes). The new update that includes Firstlap settings is a little more touchy, with multiple bugs, report if anything strange happens. The Dangerzone brakes sometimes don't work with Firstlap state, same with Firstlap state sliders... Most of the features work, but it was a little too early.

EDIT v0.72 : All sliders work as intended. The whispererdebug will fail if session is restarted after a firstlap situation has ended, but it's a matter of hours for this to get fixed.

The app does not modify anything in the cars' or AC folders, but does save into a new "settings.ini" file in the track's data folder (per track saving) or in the app folder (global save). Uninstalling the app would immediatly stop any of its effects.

Settings can then be shared very easily with the file and recalled thru another AC player using the app.

For Fastlane makers, it's another step to share your fresh fastlanes with dedicated settings for particular classes.

HINT code based on @Damgam Broken Kicker App, with his permission. Thanks a lot mate❤️

What it looks like :

Capture d'écran 2025-10-26 125651.png



Don’t modify then share this app without permission. I’m happy to work on issues or to study new functions you would write/implement, but let’s not multiply ****** versions online, especially now that it records a few dedicated settings files. I want to make sure updates preserves previous settings, as it works super well and usually end up on gaining 2-3 seconds per fastlane. No one wants to do the tweaks twice.

What an hairpin would look like with 26 different class vintage cars when set up properly:



Is it perfect? certainly not. But for anyone that tried to do a race with an hairpin in AC, you know how bad they can get in this situation.

Now this is an exemple to fix a particular zone on an otherwise decent fastlane, but i could almost always fix recurent crashes with the app. A few settings later, they usually gain 1 to 4 seconds depending on the lenght of the track.

Not even mentioning the AI GRIP cheat that basically can make them seconds faster per lap above 1.2 values (see below).

On cars that would otherwise be unusable to race against, it's doing miracles.

Warning : doesn't work on encrypted cars

Features :
-real time car's ai.ini edits and other AI tweaks , can be by zone, or by situation. Does not modify the ai.ini file, just intercepts data and modifies it real time.

-sliders apply to aggression, time and intensity of braking, ai grip, tyre hints, aero hints, ai safe distance to car in front, steer gain. Soon to be added : throttle limit (for fast corners)

-Fixes the AI locking brakes randomly (Prevent brake mistakes) on BRAKEHINT zones. Applied in other zones.

-setup best AI settings on a dedicated track, car and save the settings with recall on each start

-ai_hints.ini can declare zones and apply related sliders values in real time

-Fixed the automatic aggression level up (that was fun).

-On this matter, i’ll leave the simple version without firstlap in the folder.

-Fixed the safety brake exiting [DANGER] zones.

-All values applied can be seen in the LUA debug real time. if an AI car makes the best lap of its life you can see all values applied in the debug, neat if you have the aggression level not set up precisely in the Drive menu and want to get that value (there's also a aggressionleveldebugger app to spot cars with issues on aggresion.level).

-Load ai_hints.ini with zones, zones highlighted per focused car, with a real time ai_hints reader in app

-Experimental section can be collapsed.

-Dangerzone sliders, related to the [DANGER] zones from your ai_hints.ini file

-AggressionLevel slider for [DANGER] zones and First laps

-AIWhisperer in app debug with real time calculations to estimate real time settings

-added Firstlap section, with settings that would strictly apply to the 1-4 first laps

Comment : the app will not turn a ****** fastlane into a gold one. It could, however, turn a good one into a great one. Plus you are able to finally edit a car driving too safely or braking too early, save its setting for the track, and never bother again.


to start editing a car type, click on it on the top tab

Capture d'écran 2025-10-26 125946.png




AI Hints Debug section:

Automatically loads the track's ai_hints.ini file to get all HINT zones.


-"Load Ai Hints Cache" (automatically called and cached at start). If you modified the ai_hints.ini file, to update the new values ingame without reloading (won't apply the ai_hints.ini to the AI, which needs a full restart, but you could load new [DANGER] zones without restarting : Use the AIHintsreader app to do that ingame in a few secs. See below.

-"Debug Hints" shows you what's applied to which car in real time. Perf costs are minimal but still there, it's a check feature. Zone results appear in the LUA Debug App as well.

-"Show zones" to see all HINTS highlighted when the focused car go thru them.

The "show zone" is just a checking view to see which [HINTS] are applied during the race. For me it's important as i'm into zone creation, but basically for you, it's just to see where [BRAKEHINT] are, for the "Prevent Braking mistake" slider (see below in Main Values) and where "DANGER Hint" are, for the "Dangerzone' sliders" (see below in Experimental values), and to see if cars are still in FIRSTLAP state.



-AI Whisperer Debug is an in-app debug that would calculate the end results for all settings. Follows the focused car. Also shows which set of sliders are currently in use.



About the slider values :

I went for simple. They are additive. If you want a set of sliders to be off, leave them values to 0.

On firstlap, main values are applied, then + Firstlap values, then + Dangerzone values.

About the aggression.level : some cars are buggy and would start with a 0 aggression level. You can spot them using the aggressiondebugger app (zip in the app folder). Car#0 (player’s car) would always show 100% aggressionlevel if set to AI control (ctrl+0), it’s normal. If you wanna see the Player’s car driving by itself, bring its AI push to 90, as the 100% aggression level often end up in crash. Don’t use player’s car under AI control to tweak sliders values as the auto 100% aggression level would give wrong results in driving anyway.


Main Values:

Capture d'écran 2025-10-26 130251.png



The regular sliders all work the same way : they get the value from the car ai.ini file, intercepts them, and inject new settings set in app's sliders. The values are applied in real time, stored in a temp file, and are discarded if you hit "restart" during a race. You can save them to the track data folder (settings.ini file) or as a global setting in the app folder(different settings.ini file there as well).

The app would load the values from the track first, if not found, from the global file, if not found, start with default values.



You should definitly set those main values to optimal results FIRST before tweaking the experimental ones.

Brake Hints : the brake hint value in the car ai.ini. Increase or decrease 0.005 by 0.005, test, until full lap

Increase to delay brakings, decrease to brake earlier.

Changes drastically the braking points of a given car. Works in combination with [BRAKEHINT] values, as the braking applied to a car seems to be influenced by a mix of those values. Not sure yet, because i thought BRAKEHINT was applying a percentage of brake pedal, but it seems more complicated than that.

Tweak tip : +/-0.005, test. If a car stops in front of a corner, increase. If a car overshoots the corner, decrease.



Lookahead : the Look-Ahead value in the car 's ai.ini file.

To simplify, how the fastlane (and the data recorded in it) is read by the ai car. Decrease to turn/brake later, increase to turn/brake earlier. Huge improvment depending on the fastlane if a car is starting to steer way too late or too soon in a given corner.

Tweak tip : +/-0.5, test. If a car cuts a corner too sharp, decrease, if it's ending on the outside line, increase.



Lookahead gas_brake seems a little useless. See if it impacts anything for yourself, for me it just makes the cars way too safe. Soon to be deleted, maybe a crossed settings with Aicaution if I get results mixing both.



Steer Gain : the sensitivity of the steering wheel when the AI is in control. If you see it making huge fast rotations to compensate on a corner, reduce it. If it doesn't turn the wheel fast enough, increase. Highly dependant of the way the fastlane was recorded : if a GT3 was used and you're on a 1934 formula one, the inputs from the GT3 might be a little hard to transfer to the 1934 's car. This setting can help.

Tweak tip : 0.1 by 0.1. If Ai car makes huge wheel corrections in a medium corner, decrease. If it just floats from a side to the other like a boat, increase.





Aero Hint : influence of the aerodynamics of the car body with speed. higher : huge influence (car will think it can go thru a fast corner faster), lower : less influence. Vintage cars with a lot of drag usually don't take this into account much, GT3 will.

Tweak tip : +/- 0.1, test. See if cars go faster in fast corner and fast chicanes. Faster : keep increasing, slower, decrease.

Vintage cars usually have those values pretty low by default. Usually already well implemented by modders, but there might be half a second to grab on dedicated zones.





Tyre Hint : how the tyres' state influence the car's behavior. Lower values if you're on a vintage car that tends to overheat or damage its tyres quickly. Higher values for a car with undestructible tyres. That setting can prevent ai cars from crashing after many laps out of nowhere if they don't take the tyre wear enough into consideration.

Tweak tip : +/- 0.01. If cars crash after a few laps due to locking brakes or overshooting corners where they were fine laps before, decrease (more tyre hint influence). If fine, increase until it reaches its breaking point; Highly track dependant.





Experimental values (Show Experimental button):

Capture d'écran 2025-10-26 130334.png



Extra AI GRIP : default for ai cars is at 1.2, to compensate for their incompetence. Bringing this higher gains more grip, therefore making the AI faster. if AI grip is higher, you can also delay brakings by bringing a higher value in Brake hints. Divide by 20 seems to work fine : if ai grip +0.1, brake hints +0.005

AI Level : forget this one. Max at 1. Only use to balance some cars if they're completely out of strenght against their same class competitors by lowering their AI level (0.9=90%). Will be deleted if there's not a better script behind it.

Prevent Brake mistakes : the game has a random Braking mistake that would lock the brakes randomly. Pretty painful in a close track where one crash blocks everyone. The prevent Brake mistakes is strictly applied in [BRAKEHINT] zones, as defined in the track's ai_hints.ini file. The random mistakes would happen normally on other corners. Default is 1 (that's my choice) : no Brake mistakes allowed in BRAKEHINT ZONES. Bring it to 0 to recall random mistakes.

AI Caution : safe distance from car at front. Use this for cars ramming into the others, or to allow for closer racing with a car class you're confident they are too safe. I wonder how it would work for Nascar, for example, more tests needed, as it seems to impact the distance to sidelines as well : combined with aggressionlevel (Dangerzone aggressivity slider) it's actually a cool feature to add into [DANGER] hints, as the cars 2-wide would actually fight for each inch rather than slowing down like noobs to stay safe.

Decrease : less safe distance, increase : more safe distance. Tweak tip : +/- 0.05, test. Add 0.05 to cars that are fine braking and taking a hard corner by themselves, but struggle not to bump into other cars when there opponents in the way. A litle bump on hard brakings is your first warning, tolerated but not optimal.



More about thePrevent Brake Mistakes : slider at 0, AI will randomly lock brakes. I hate that stupid thing with vintage cars (they crash, as if they needed to suck more). At 1, the value (in seconds) will be set to 0 on each [BRAKEHINT] zone. I have no idea how the random brake mistake is called thru a game, but it can still happen out of the BRAKEHINT zones.



Dangerzone sliders :



The dangerzone sliders will modify the values from the sliders set in regular section. They will be applied each time the car type selectionned run into a [DANGER] hint zone.



ie : Danger zone AI Grip result = Extra AI Grip slider value + Dangerzone AI Grip slider value



Dangerzone AI grip : more is faster, more grippy, less drift. Default for most AI cars is 1.2

Dangerzone Caution : more is longer safe distance to car at front, less is shorter safe distance. At values 0.8 they might be a little touchy. At 0.5 they start to crush opponents. Default is 1, so implement the dangerzone caution with +/-0.050 at first and see how high you can go before they ram eachother.



Dangerzone brakes : extra brake setting in danger zones. A value of 0.005 makes them brake later and go a little faster, -0.005 will make them safer.





You can save your edited cars in a settings file that will automatically be called at start.

if you want to revert to default settings and have a fallback to compare behaviors, i suggest you hit the "apply defaults settings" then "save all cars globally". The "Reload global settings" are now Default, the "Reload track settings" are those applied for the track, and you can compare their pace and behavior in real time in a click.

Firstlap sliders :



Same as Dangerzone sliders, but strictly applies to first laps. Includes a length selection (1-4laps) for short tracks.



Next update :

-real time creation of 3 different zones with sliders for each. This one's gonna be funny : you would be able to create your own zones with dedicated slider settings. On the alpha test i'm running, i can now turn a hairpin into a real fighting zone, even with 5-6 cars.

-First lap settings : so they don't do **** with the new settings until they have a little more room, especially on small tracks. That could simply be a Caution value 0.1 higher on dedicated zones on first lap, or a combination of caution and aggression level. Done, but def needs a looooot of debugging. it's like instead of fingers i used 2 anuses to integrate that firstlap feature.



-Prevent Brake Mistake : soon to have a duration value and/or a clamped interval, once i figure out how it's used by the game engine (ie 0.1 second, small smoke, little loss of pace, 0.3 second, full lock, skid mark, important loss of pace)



-Prevent Traction mistake : same as Brake mistake, but with the throttle and (supposedly) with gearbox. Is it necessary? probably not. But maybe i can couple it with the Fury state and maintain a hotlap state (see below).



- "Fury state", where a car you bumped or crashed a few times would enter a revenge state with boost in all values until it reaches you back, and then maintain a close behavior to you to try to **** your race up. Easy to implement, would be a trottle limit each time it's 10m below you, so they don't really overtake you for some time, still maintaining a faster pace, just to push you to mistakes. It works fine atm with a car that is slightly more powerful than yours, so that should be an easy one. Then they pass you with Pedro Pascal 's face on the next straight. Maybe a honk, even.











CSP version 1.0 probability update :



- "Safe state", where a car would maintain a safer pace if 1st for 2 laps or more

- "Auto adjust", where a fraction of some values are added each lap until the car reaches a hotlap (or crashes), with testing on qualification mode. Could be stated by user : i want Alfa Romeo TZ2 to reach 1.52 on BridgeHampton.



- "Hot lap" state settings, where a car would maintain all its parameters once it reaches its best lap value or user's entered value.



"I'll never find time for this" update :

-"Blue lap state", with zones where a soon to be overlapped car could slow down and leave room to let the opponents pass safely without disturbing the race pace

- "Flash Headlights" for a few seconds if you overtake an opponent with contact. Also, for blue lap situations. And for Fury state.



Those are the ideas that SHOULD be "easy" to implement with the tools i have in the lua so far.

The debugging of interacting values is gonna be another story, it's just maths i suppose?



I'll make small updates on this mediafire https://www.mediafire.com/file/ttm0o1jj6v7vmdq/AIWhisperer_v0.7.7z/file

Once debugged and tested, the new features would be uploaded here.



if you wanna create [DANGER]zones in a few clicks ingame without hurting your soul, don't forget the AiHints Editor :

AIHintsReader v0.991

MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.
www.mediafire.com



Tip on [DANGER]zones : apply a LEFT=0.00 and RIGHT=0.00 in the editor to have [DANGER] hints with no particular effect, just to see how the behavior change in those zones with the AIwhisprer app.
 
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Dumb question but idc - is it possible to stop the ARROW_SPEED from moving after you reach a definitive speed ? Like some cars only have the tach going to 180 kmh and it's weird to see the arrow still going past that speed lol
Maybe a lut inside the analog_instruments.ini or even a MAX_VALUE=

Code:
[SPEED_INDICATOR]
OBJECT_NAME=ARROW_SPEED
ZERO=0
STEP=-1.338889
MAX_VALUE= 280

I dont know tho, but that would be my guess, the value being either in degrees for the needle rotation or in actual car speed

Edit: After some quick search, I found this in an Arch car, inside the ext_config.ini file


Code:
[ANALOG_INDICATOR_...]
BIND_TO=SPEED
OBJECT_NAME=ARROW_SPEED
SPEED_LAG=0.66
INPUT_LAG_UP=0.75
INPUT_LAG_DOWN=0.75
LUT=(0=0|10=6.0|20=19.5|200=262.5)

first digit being speed in kmh and second digit rotation in degrees. The car speedometer going to only 180kmh in this case, makes the needle go past to until 200kmh.
 
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I have not revisited these in a very long time. They were some of the first ROC style AI lines and were never great but did function somewhat, very car dependant and before CSP AI adjustments. I can suggest...
1. try Kunos cars and or slower cars
2. disable CSP AI adustments completely
You were right, the AI cars only move when disabling the section completely. So thanks for that. I have reached out to somebody and ask for a dedicated mode, maybe it´s possible to create it. Would be nice to race like ROC style.
 
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