Assetto Corsa PC Mods General DiscussionPC 

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Discoverer FX7 Rental Kart 200cc

A rental kart made and widely used in China(real name is not used for mod). Mod made by me. 20 skins.
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Screenshot_discoverer_rental_kart_kunming_motor_park_1-10-125-16-52-20.webp

Download:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
File:discoverer_rental_kart_v1.rar
 
Is it because it appeared after upgrading to CSP0.3.0? I only resolved it by manually editing the registry to force AC to run in "High" mode.
Hi. How do you do the manual editing of the registry please to resolve this issue. Many thanks. At the moment I reverted to 2.12.
 
Would that solve the accelerated wetting and drying though?
And sometimes I want to decide what weather to use rather that mimicking whatever's outside, eg having a sunny day interrupted by summer showers adds some nice variety to races... but the immersion get killed with the Benny Hill speeding up of the effects.
I'm guessing there must be a way to get the transitions more realistic, but I'm not sure how. And not sure why this isn't the default setting.
1762263384566.webp

I'm not really sure if this has something to do with your problem, but what time multiplier is set when you press that 3-dot button?
 
Now that I can actually drive in wet weather without things looking like a Powerpoint presentation:
How do you set the wetness to build up realistically?
Start on a dry sunny track, some light drizzle appears, and before I even need to turn my wipers on puddles instantly appear at the side of the track. It's just not realistic at all.
Ditto on a soaking wet track with huge puddles everywhere, the sun comes out and within a few seconds the track is bone-dry. You can actually see the puddles shrinking in real time like water getting flushed down the toilet.
Is it supposed to be like this, speeded up for dramatic effect?
Looks very weird.
How come the default settings aren't more realistic?
Or am I doing something wrong and there's a tick box I missed somewhere?
(latest Pure reset to defaults, latest CSP).
Its your decision how you want this:

If you want a dynamic progression with rain, wetness and water, you can use the dynamic option infront of those parameters:
1762265686541.webp


But you can also build a plan, where those values are forces within every slot. So you could define a steady fixed setting:
1762265749810.webp


Then sure the values are set acoording to the values in the data tab of Pure Planner.

But for a automatic progression use the dynamic option.


If you switch to the "Timed" plan, you will have already a useful template there where those options are activated.
Just add more slots an define their durations:
1762265913844.webp


The Timed mode is actually the most practical plan. But you could also just use the "live" plan. It has this dynamic progression deactivated, because it will change the weather every 5 min with the real weather and so you have a slow progression with 5 min duration to the current weather, but you can also set the dynamic progression there:
1762266075949.webp

You can even set your own rain, wetness or water levels there if you want...
 
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Hey guys,

Well, the app is a bit more reliable now. Fixed most of its issues (notably some values that would float during a race).
It seems complicated, but actually it's not too hard to apprehend. As i did on Overtookmyads, there's a small "tutorial" to test its functions in a few clicks below.

Gonna leave it here :


or here :

-Fixed the whole update sliders system so that zones are interoperationnal and overlapping without issues
-Fixed a few UI stuff
-Added Zone2 (related to ;[ZONE2_X]; hints
-added a zone chrono monitoring (a little buggy, WIP)

-The app is a lot better at handling changes of situations/Zones

-A few optimisations so it keeps updates under 6x/sec





Remember ; to create a ZONE1/2, open the ai_hints.ini and add

;[ZONE1_0];
;START=0.22;
;END=0.34;

;[ZONE2_0];
;START=0.52;
;END=0.64;

You can leave the new [ZONE]hints at the start of all other HINTS or wherever you want in ai_hints.ini, they're only read by AIWhisperer.

Oh, and the AIHintsreader app now makes ZONE1 and ZONE2 hints in a click it's somewhere here and on overtake)


If you're a newcomer, don't get overwhelmed by the app complexity.

It's super simple to get a grip on it, and if only to test it, start with those points :

-Just click on the car tab and add 0.2 to AI GRIP. Now they are a little faster in corners.
-Note that the "prevent brake mistakes" is on by default, no more AI cars locking their brakes
-Start playing with the MAIN VALUES, notably Brake hints and Look Ahead Base. See in real time the changes in AI Behavior. They seem faster on this specific track with those settings? Hit "Save Track specifics" and it will load those settings automatically for this particular track on each race.
-You can modify as many car types as you want in a session. They all have their own tab with their own settings.

Now, once you get some knowledge on ai_hints.ini ( a little file that AC opens at session starts that guide AI thru specific zones on each track), it's easy to figure that Dangerzone sliders would apply on DANGER hints.

I enjoy having my AI be a little crazier where they shouldn't, so on Dangerzones i usually add a litlle brake hint (0.01 so that they enter the corner faster) and reduce the AI caution a little (-0.05 so that they pay less attention to the cars around).

Having an AI car always ramming others? Get its brakehint a little lower and/or increase its AI CAution. Save, Done.

That stupid AI car is super fast everywhere but just stops like an idiot on this particular slow corner? Create a zone around the corner, edit the sliders until it shreds it, save the car settings for the track, done once and forever.

You get it, it's simple. The ZONE1 and ZONE2 work the same way, thru a little exploit in ai_hints.ini

FirstLap modifiers is there to help the AI be either more aggressive or more careful on, well, the first laps. Avoiding restarting an offline race 5 times because everyone crashed on the 2nd corner is nice. Having it saved forever? Priceless.


So next update :
- bring the Look Ahead Base slider to ZONE modifiers, so that cars can cut specific corners/overshoot them
on demand
-edit or get rid of the throttlelimit which definitly doesn't work the way i want it to, maybe rather have a speed limiter
- integrate an auto tester that would tweak the sliders during qualifications and perhaps find some best settings automatically. The few attempts i made had their ups and downs, but it seems achievable.
-find a few new APIs to play with (ideas very welcome here)

I'm waiting for a few new APIs to test, as it COULD be fun to force a drift thru a little zone script. So far i achieved a rear send playing with the sidelines, look ahead base and the brake hint. It's hilarious but has no practical effect i can think off rn. BUT knowing i can make the car wiggle and send its rear in a corner (overwriting its SLIP value) is a good start.

Maybe with a forced handbrake/clutch/gaspedal in the process, since the AI is quite responsive to counterwheel. There is definitly something to play with in a near future.

Report bugs and issues, but mostly, have fun. Remember to share your settings on a specific race preset so that i get some feedbacks. I'll start sharing my own grids with specific cars/tracks on my youtube channel to showcase a few nice bunch of settings where i already had a blast with the app.
 
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Its your desicion how you want this:

If you want a dynamic progression with rain, wetness and water, you can use the dynamic option infront of those parameters:
View attachment 1489709

But you can also build a plan, where those values are forces within every slot. So you could define a steady fixed setting:
View attachment 1489710

Then sure the values are set acoording to the values in the data tab of Pure Planner.

But for a automatic progression use the dynamic option.


If you switch to the "Timed" plan, you will have already a useful template there where those options are activated.
Just add more slots an define their durations:
View attachment 1489711

The Timed mode is actually the most practical plan. But you could also just use the "live" plan. It has this dynamic progression deactivated, because it will change the weather every 5 min with the real weather and so you have a slow progression with 5 min duration to the current weather, but you can also set the dynamic progression there:
View attachment 1489712
You can even set your own rain, wetness or water levels there if you want...
Thanks very much Peter, I'll try to get my head around all of that a little later.
Are you saying that what I was seeing (with wetting and drying vastly speeded up) IS actually the default setting?
Unless I'm missing something here, would it not make more sense (if the user has normal 1x time progression) to have the defaults act like they do in the real world, eg a wet track would not instantly go bone-dry when the rain stops, and a dry track would not instantly get soaking wet as soon as light rain starts to fall etc etc?
I'd guess that the vast majority of Pure users never drill this deep (if at all) into the settings and would reasonably expect things to be as close to 'real world' as possible out of the box. I can't understand why the default settings for wetting and drying are so unrealistically fast.

Still also hoping you have wind direction default set to 'random' in a future update too, it always adds a bit of variation when flags are waving in a different direction when starting a session on a familiar track.

@LAFAYET47 it was set to 1x, but thanks for the suggestion. I think the Pure Planner overrides that setting anyway?
 
Thanks very much Peter, I'll try to get my head around all of that a little later.
Are you saying that what I was seeing (with wetting and drying vastly speeded up) IS actually the default setting?
Unless I'm missing something here, would it not make more sense (if the user has normal 1x time progression) to have the defaults act like they do in the real world, eg a wet track would not instantly go bone-dry when the rain stops, and a dry track would not instantly get soaking wet as soon as light rain starts to fall etc etc?
I'd guess that the vast majority of Pure users never drill this deep (if at all) into the settings and would reasonably expect things to be as close to 'real world' as possible out of the box. I can't understand why the default settings for wetting and drying are so unrealistically fast.

Still also hoping you have wind direction default set to 'random' in a future update too, it always adds a bit of variation when flags are waving in a different direction when starting a session on a familiar track.

@LAFAYET47 it was set to 1x, but thanks for the suggestion. I think the Pure Planner overrides that setting anyway?
"default" is not a fixed term here. Because everyone defines default differently. Some does not want to have a progression at all. some want it. Like with a progression, if there was rain, it really takes its time to dry the track. So i can't really say what someone wants to have as defaults.

I just try to have the initial things working without causing too much support, like "rain does not go away" and such things.
But like i said, in the timed plan you have this already active.
Maybe i will do a much easier version of Pure Planner in the future with a fixed function set and limit it to some things like real weather progression.

For now you could build your plans in Pure planner and save them, you can also load them with the session in the dynamic Pure controller menu in the CM Drive menu.

Also there, if you use the "dynamic weather controller" all of those parameters are already dynamic from the session start on. So maybe use this and you already have the wanted behavior:
1762272662182.webp
 
Hi. How do you do the manual editing of the registry please to resolve this issue. Many thanks. At the moment I reverted to 2.12.
Preparation: After entering the game (no need to pause), press the keyboard keys Ctrl+Shift+Esc at the same time, and pop up the Task Manager to check whether the current game program is running in normal (default) mode for CPU. If it is, you can permanently set it to "High" mode as follows.
1. Open the Registry, enter:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options
2. Create a folder named acs.exe
3. Create a folder named PerfOptions in the acs.exe folder
4. Right-click on the PerfOptions folder and create a new DWORD (32-bit), named CpuPriorityClass
5. Double-click CpuPriorityClass and enter the desired CPU priority value:
(1) = Idle.
(2) = Normal (default).
(3) = High (strongly recommended).
(4) = Real-time (if the client starts pausing, it will cause a bottleneck).
(5) = Below normal.
(6) = Above normal.
6. Close the Registry Editor
7. After re-entering the game mode (no need to pause), press the keyboard keys Ctrl+Shift+Esc at the same time to pop up the Task Manager and check the current AC's CPU priority level. At this point, it should be running in "High" mode.
8. My computer configuration is 12th 12600KF (not overclocked), PCIe 4.0 SSD, DDR5 64GB, RTX3060TI 8GB. After using this method, the prompt of 99% CPU usage has not appeared again. This modification only applies to the CM game program, and other programs are not affected. It is compatible with Windows 10 and Windows 11, and also applicable to other programs sensitive to CPU!
Wishing you success and enjoyment!
 
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With all the AI apps lately I’m very confused - but I see the potential for better AI racing.

We got Nuzzis AI Apps, RaceCars Mods SafetyCarApp, ancient_3s DumbAI and Tetri with his AI Whisperer. On top of that we got timed races thanks to AC World and penalties with Mavil Track Limit Manager.

Do they all work out of the box and don’t interfere with each other? If not - does a Tutorial exist?
I'm also very interested in this if I can give this a bump, even hearing your guys' experiences on putting these together for solid AI races. I'm overwhelmed by the information coming out, honestly

I've always love AI racing, and I credit AC with teaching me awareness because the AI is so bad with dive bombing. I've been doing league/iracing recently so I've missed out when these came out - most of these I always just figured was impossible and they seem to be coming out so quickly now! I'd love to get my AI championship game on again
 
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"default" is not a fixed term here. Because everyone defines default differently. Some does not want to have a progression at all. some want it. Like with a progression, if there was rain, it really takes its time to dry the track. So i can't really say what someone wants to have as defaults.

I just try to have the initial things working without causing too much support, like "rain does not go away" and such things.
But like i said, in the timed plan you have this already active.
Maybe i will do a much easier version of Pure Planner in the future with a fixed function set and limit it to some things like real weather progression.

For now you could build your plans in Pure planner and save them, you can also load them with the session in the dynamic Pure controller menu in the CM Drive menu.

Also there, if you use the "dynamic weather controller" all of those parameters are already dynamic from the session start on. So maybe use this and you already have the wanted behavior:
View attachment 1489723
Thanks Peter, I'll have a deeper dive into the settings and try to get the wet/dry transitions to behave more how I'd expect them to IRL.
It's not just that they look unrealistically quick to me, it also means that if they were slower, more like IRL, then I could set up a race to start in heavy rain with me and the AI all starting on wet tyres, and then break the race up with periods where the rain stops and starts, maybe with the sun breaking through at times (which looks fantastic - albeit briefly before the wet track quickly dries) without the AI pitting every time it happens because the track has instantly dried. It would effectively remain a wet race on wet tyres even as the weather varies. Makes sense I hope?
I'm a little surprised that the default settings aren't based on real-life wetting and drying parameters with the option still available for anyone to adjust them unrealistically quicker or slower if desired, rather than the other way around where they start unrealistic and have to be adjusted to be what would be considered 'correct' in a racing sim where, after all, we are trying to simulate real life racing conditions, weather included, as accurately as possible. But maybe that's just me, and like you say, you can't please all of the people all of the time. And although AC is a sim, a lot of users have probably been raised on arcade or simcade driving games where realism is an alien concept.
 
New version of Performance Points (PP) Generator is out!
Version 0.3
  • Added: Lightweight Cars Balancing modifier
  • Added: New Custom PP Grids for ±1% & ±2.5% PP Difference
  • Fixed: Dynamic Mode not applying correctly
  • Fixed: User preferences not persisting across sessions
  • Internal: Minor stability and calculation fixes
DOWNLOAD LINK: (The file is apparently too large, so I'm putting the download link) https://www.mediafire.com/file/ajajy6agp2kulsv/AC_PP_Script__-_0.3.zip/file
Interesting project! Could you go a bit more into detail what parameters the tool looks at for the calculation? Is it solely based on UI info or does it process the actual performance in data.acd? How does it work with multiple sets of tires? Which one does it account on for calculations?
 
Thanks Peter, I'll have a deeper dive into the settings and try to get the wet/dry transitions to behave more how I'd expect them to IRL.
It's not just that they look unrealistically quick to me, it also means that if they were slower, more like IRL, then I could set up a race to start in heavy rain with me and the AI all starting on wet tyres, and then break the race up with periods where the rain stops and starts, maybe with the sun breaking through at times (which looks fantastic - albeit briefly before the wet track quickly dries) without the AI pitting every time it happens because the track has instantly dried. It would effectively remain a wet race on wet tyres even as the weather varies. Makes sense I hope?
I'm a little surprised that the default settings aren't based on real-life wetting and drying parameters with the option still available for anyone to adjust them unrealistically quicker or slower if desired, rather than the other way around where they start unrealistic and have to be adjusted to be what would be considered 'correct' in a racing sim where, after all, we are trying to simulate real life racing conditions, weather included, as accurately as possible. But maybe that's just me, and like you say, you can't please all of the people all of the time. And although AC is a sim, a lot of users have probably been raised on arcade or simcade driving games where realism is an alien concept.
So i checked it and it seems to work properly. I did this.
I use the dynamic Pure controller:
1762277182320.webp


I made a weather plan with 1 min heavy rain and then 30 min scattered clouds. I just set fixed temperatures there.
If i launch a race i can load the session with this plan and let it start with the race.

It took a really long time to get the track dry like 20 min.

 
So i checked it and it seems to work properly. I did this.
I use the dynamic Pure controller:
View attachment 1489731

I made a weather plan with 1 min heavy rain and then 30 min scattered clouds. I just set fixed temperatures there.
If i launch a race i can load the session with this plan and let it start with the race.

It took a really long time to get the track dry like 20 min.


Thanks Peter, I'll hopefully have time to tweak things and have a deep dive in the next few days.
 
Finished the AIHintReader. It keeps comments, you can add more in the app. New feature : comments stick to the START value so if you name a very important corner like EAU ROUGE, even if you add 20 hints, EAU ROUGE will stick to its position.

Added the ZONE1and ZONE2 hints for AIwhisperer as well, so you can add them in a click. As they're not real HINT but just an exploit on the ai_hints.ini file, the ZONE hints are applied immediatly without reloading the track.


Capture d'écran 2025-11-04 202536.webp



With all the AI apps lately I’m very confused - but I see the potential for better AI racing.

We got Nuzzis AI Apps, RaceCars Mods SafetyCarApp, ancient_3s DumbAI and Tetri with his AI Whisperer. On top of that we got timed races thanks to AC World and penalties with Mavil Track Limit Manager.

Do they all work out of the box and don’t interfere with each other? If not - does a Tutorial exist?


They will interfeer. If you're not into code and APIs, it's hard to tell which apps would work together without issues, as they may use the same "orders" in different ways.

If app A tells carX to follow fastlane at allcost and app B tells carX to go offset by 2 meters then throttlelimit @70%, you get the worst of both worlds most of the time. The app with the fastest update time wins, the app that tweaked a particular setting the last keeps control over it. I would try a few apps, get the one that is either reliable or give you the best smile per effort ratio.


We gonna need "killswitches" on AI apps. I know i'm implementing one on mine.


It's gonna be fun in the incoming months, because everyone sees potential in the new stuff that comes out of CSP apis, but we all have a very different approach.


Mavil Track Limit will not interfeer anyway (the lite version) because it doesn't apply any specific AI behavior as far as i know.

Realistic Track day (which is by far the most advanced at the moment, what a complete one) touches almost everything related to AI, so i wouldn't use anything else with the app. It's strictly Track Mode related atm, which i never use, but it's the best available if you're into cruising with 80 cars on the Nord.

Nuzzi seem to be a little left behind in aftersales with bugs and unsolved issues, i heard he was updating a lot lately. The paywall doesn't help his community to be chill about it. We told him about it already, but having settings saved there and there in the original game files can turn into issues as well.

I finally snapped and start working on my app out of frustration.


This is wild west at the moment. I went for simple brute force with my app (corner X, use this brake, this apprehension, this aggressivity), but as soon as someone starts making WORKING scripts using the pedals that you can call in specific situations (Hairpin->send righ drifting), it's gonna be wild.

As for tutorials and tips, just ask the creators, they're all usually super friendly and happy to share their tips.

The thing that kills me is that there is not a dedicated place to share all the knowledge about AC's AI ; its possibilities, and its limitations. We would probably go much further and faster if we were sharing all this in a dedicated place, cause seriously, i really went to some dusty corners to find ressources about the whole system.
 
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kyalami3.webp
Fuzo, vernoonfs, Breathe, slider666, LaChub, Fanapryde
  • fixed curb in the fifth corner
  • added more vegetation
  • added lighting for the interior of the main pit building
  • updated and adjusted textures
  • improved many minor things
 
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Now that I can actually drive in wet weather without things looking like a Powerpoint presentation:
How do you set the wetness to build up realistically?
Start on a dry sunny track, some light drizzle appears, and before I even need to turn my wipers on puddles instantly appear at the side of the track. It's just not realistic at all.
Ditto on a soaking wet track with huge puddles everywhere, the sun comes out and within a few seconds the track is bone-dry. You can actually see the puddles shrinking in real time like water getting flushed down the toilet.
Is it supposed to be like this, speeded up for dramatic effect?
Looks very weird.
How come the default settings aren't more realistic?
Or am I doing something wrong and there's a tick box I missed somewhere?
(latest Pure reset to defaults, latest CSP).

Is the dry line appearing correctly for you? In 2.12.1 and now 3.140, for me the rest of the track dries up but the racing line stays wet, like it's inverted somehow.

Tried resetting everything I can think of but no dice.
 
Hello, could someone tell me what the latest version of the Nissan Primera GT is from PM3DM, and how to prevent it from taking off on the Kerbs and rolling over?
 
Hello, People back at it again with another update on the Saleen

Still work to be done, Mainly physics and sound right now.

As for the 3D stuff it's pretty much completed.

What we have atm

1997 Saleen - Donington Spec View attachment 1485370

1998 Cirtek Motorsport - Jarama Spec View attachment 1485371
1997 Saleen - Le Mans 24 Hours Spec
View attachment 1485372

Something to note, That when going trough these years of GT racing i came to the decision that i'll most likely be looking into commissioning the Porsche 911 GT2 car with as many variants that we can find etc.

No one has made an actually good variant of this car and the ones that do exist are frankly. Turds. Low quality and does not live up to the absolute legendary status that the car deserves. So instead of making the Callaway, We'll be looking into the Porsche instead ontop of that we'd be opening up the flood gates to having finally having an car to fill several YEARS of race's and series.

No release date, It's coming when it's ready. :cheers:
Might as well showcase the car in action no? and showcase the audio that the car will have. While it's not professionally made i think the exterior sound is good to us as neither of us are experts at this. Something i would like to ask though.

If anyone happens to know how to make animations in blender specifically .ksanimations please send me an DM, Currently this car wont feature the endurance lights due to (primarily me) wanting to make so that the endurance lights can be toggled on and off in the visuals tab in the setup menu, as making it and ext_config that would need to be enabled for each individual skin makes little to no sense to me when you can just do it like that.

Asking this cause it's an absolute PAIN in the ass to work with due to how strict AC is with how pivot points works and neither of us wants to deal with that headache.

Either way, Video below to showcase the car in action. It's only the exterior, i'll try and post an full showcase later this week.

 
Is the dry line appearing correctly for you? In 2.12.1 and now 3.140, for me the rest of the track dries up but the racing line stays wet, like it's inverted somehow.

Tried resetting everything I can think of but no dice.
Mmm... haven't noticed. I'll have to check.
 
Interesting project! Could you go a bit more into detail what parameters the tool looks at for the calculation? Is it solely based on UI info or does it process the actual performance in data.acd? How does it work with multiple sets of tires? Which one does it account on for calculations?
Sure can!

The PP calculation is primarily based on Power-to-weight ratio, the fundamental metric using BHP and weight values extracted from each car's UI data. Additionally, for non-street vehicles, the tool analyzes actual aerodynamic data to apply appropriate PP adjustments
The tool uses a hybrid approach for data collection: ui_car.json for extracting basic specs like BHP and weight. For non-street cars, it decrypts and processes each cars' data.acd files to access aero.ini configurations

Calculation Process is as follows:

  1. The tool calculates base PP using power-to-weight ratio with a non-linear mapping system
  2. For race cars, the tool applies an aerodynamic factor calculated from actual wing data:
    - Analyzes each wing's dimensions and aerodynamic properties (If the car is data encrypted, an arbitrary value is used)
    - Processes LUT files to determine maximum downforce values
    - Applies logarithmic scaling to prevent excessive PP inflation
  3. The tool then applies multiple modifiers to balance the results:
    - Medium-end PP boost (for 400-600 PP range)
    - Lower-end PP boost (for cars under 450 PP)
    - High-end PP dampening (for cars above 700 PP)
    - Exponential sensitivity (adjusts the performance gap between cars)
    - Lightweight car balancing (reduces penalty for lightweight cars with lower power)
    - Aero effect multiplier (global control for aerodynamic impact)

All these modifiers are totally adjustable by the user as everyone has a different opinion on how to scale performance ratings.

The current implementation doesn't specifically account for different tire compounds or sets in its PP calculation algorithm. The PP value is determined primarily by power-to-weight ratio and aerodynamics rather than tire performance characteristics to keep things "simple".
 
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As far I'm concerned, for Dumb AI, it is just a small service app I started for myself, out of curiosity. It is not linked with other apps and I use Tetri exploration results with his AI Whisperer to gather insights on "how AI works naturally in AC" and "what I could use to improve my tries"

The Dumb AI app runs each timeframe to check for situations where the original AI seems to be lacking something and try to propose something else by overiding the original behavior.

So far, it just has 3 functionnalities:
- try to expand blue flag behavior by trying to create better overtake opportunities for the leader that is outlapping so that it gets not stuck anymore, but also without provoking crashes or producing new bugs

- overide the "pit when raining" behavior: the original one works very well but I noticed the AI get back on track always with medium tyres compound. This is a good example where you just lack a small thing but have to rewrite the whole process to overide the original situation: from detecting track weather changes to how to make pit the AI and set its tyres to the softer compound

- propose understandable pit strategies: I'm mainly an "arcade-like offline gamer" so I like the idea to be able to simulate rules for different championships but without having to parametrize a zillion of things from scratch each time you want to race. My aim is to propose simple AI strategies that would apply automatically.

Want to have a rule where AI and you must change tyres once in the race ? let's create something that would in the end be just a button to push and the AI will compute itself a frame with small random effects to add diversity.

Want to create a very complex strategy scripted for each AI , what it should do at each lap, etc... ? let's create a json format where you could put all this information and that would be read just by pressing a different button.

I just use my app so I don't know how the Dumb AI would behave when multiple apps give concurrent advices/insights to the same AI. I didn't create a tutorial for it because I was not sure people would use it, I see it has some download but so far had no return about bugs or about new functionnality proposal etc...
Hi @ancient_3 .
I've tested your app, only for the blue flag behavior. Honestly, it works well.
Maybe the way the cars move away from the path and return to it could be smoother, I have to test it deeply.

I still have to test the pit strategies.

What can be done?
I mean, the perfect strategy should be the one that optimises the pace of the car during all the race.

Can it be determined before the race start? I think RARE.lua made something like that.
I know the file tyre.ini gives info about the tyre duration and performance. How to translate that in tenths of seconds on a laptime. Regarding the fuel influence, I don't know if there is something similar.

Is it possible to force the ai to choose a specific tyre compound at the race start and a fuel level associated to this tyre compound?

Something that could be considered is defining a basic pit strategy, which should correspond to the optimal strategy defined above.
And then define some alternative strategies, randomly selected by cars or selected by cars that have failed their qualifying session.
For example, let say a car should be around the 3rd place but it qualified 18th, ai is strongly encouraged to select an alternative strategy (for example multiple pits with low fuel and soft tyres, or harder compound and longer 1st stint or even no pit)

Maybe that is too far from what you had in mind, I don't know.
But I encourage you to continue developing the app, that's good work!
 
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Finished the AIHintReader. It keeps comments, you can add more in the app. New feature : comments stick to the START value so if you name a very important corner like EAU ROUGE, even if you add 20 hints, EAU ROUGE will stick to its position.

Added the ZONE1and ZONE2 hints for AIwhisperer as well, so you can add them in a click. As they're not real HINT but just an exploit on the ai_hints.ini file, the ZONE hints are applied immediatly without reloading the track.


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They will interfeer. If you're not into code and APIs, it's hard to tell which apps would work together without issues, as they may use the same "orders" in different ways.

If app A tells carX to follow fastlane at allcost and app B tells carX to go offset by 2 meters then throttlelimit @70%, you get the worst of both worlds most of the time. The app with the fastest update time wins, the app that tweaked a particular setting the last keeps control over it. I would try a few apps, get the one that is either reliable or give you the best smile per effort ratio.


We gonna need "killswitches" on AI apps. I know i'm implementing one on mine.


It's gonna be fun in the incoming months, because everyone sees potential in the new stuff that comes out of CSP apis, but we all have a very different approach.


Mavil Track Limit will not interfeer anyway (the lite version) because it doesn't apply any specific AI behavior as far as i know.

Realistic Track day (which is by far the most advanced at the moment, what a complete one) touches almost everything related to AI, so i wouldn't use anything else with the app. It's strictly Track Mode related atm, which i never use, but it's the best available if you're into cruising with 80 cars on the Nord.

Nuzzi seem to be a little left behind in aftersales with bugs and unsolved issues, i heard he was updating a lot lately. The paywall doesn't help his community to be chill about it. We told him about it already, but having settings saved there and there in the original game files can turn into issues as well.

I finally snapped and start working on my app out of frustration.


This is wild west at the moment. I went for simple brute force with my app (corner X, use this brake, this apprehension, this aggressivity), but as soon as someone starts making WORKING scripts using the pedals that you can call in specific situations (Hairpin->send righ drifting), it's gonna be wild.

As for tutorials and tips, just ask the creators, they're all usually super friendly and happy to share their tips.

The thing that kills me is that there is not a dedicated place to share all the knowledge about AC's AI ; its possibilities, and its limitations. We would probably go much further and faster if we were sharing all this in a dedicated place, cause seriously, i really went to some dusty corners to find ressources about the whole system.


Thank you for your work. 🙏

That’s exactly what I was too afraid to ask, if a collaboration would make sense to channel all the AI tweaks into one App.

Thank you, yes there is still plenty of room for improvement.

Right now, Dumb AI costs between 0.01 and 0.02 ms for an update(dt) for a memory use between 1 and 2 Mo. I read somewhere that the AC model physics is running at 333MHz, so that lets us max 3ms to avoid any risk of mismatch with the physics. More likely less because the lua API may be quick but is not native C and there are also other app running in the background.

The qualifying stategy looks possible and should not cost too much I think. Basically adding a lap counter to the bot class in Qualify session and counting one lap, two laps and then get back to stand with blue flag behavior on with a timer per bot so that they are not all at the same time on the track. I'll have a look at it !

Virtual safety car, I see it basically as a setSpeedLimit for all driver under some condition. I have not really checked the yellow flag behavior API, I'll have a look.

The problem of the start of the race is I believe closely linked to the native overtake decision. I'm not sure we can access to the native AI code, btw I wonder how CSP is doing its AI adjustments , they don't seem to make an official lua app for it so I suppose they include it in the dll using C/C++/C# whatever the native language of AC ?

A physics mismatch results in a frozen car on track and screeching tires right? That would explain something I observed for a while - maybe too many apps fighting for the AI cars. 😅

Speaking of grass lately - did anybody else miss the grass on Kunos Nordschleife with CSP configs loaded?
 
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Fuzo, vernoonfs, Breathe, slider666, LaChub, Fanapryde
  • fixed curb in the fifth corner
  • added more vegetation
  • added lighting for the interior of the main pit building
  • updated and adjusted textures
  • improved many minor things
Is anyone else getting an error message about a missing texture when loading this new version. It doesn't prevent the track from loading so I think I can ignore it.

I'm open to it being a 'me' problem since I use an ancient CSP version. I thought it would be best to check if anyone else has the same problem who uses a newer CSP version. Thanks...
 
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Is anyone else getting an error message about a missing texture when loading this new version. It doesn't prevent the track from loading so I think I can ignore it.

I'm open to it being a 'me' problem since I use an ancient CSP version. I thought it would be best to check if anyone else has the same problem who uses a newer CSP version. Thanks...
Same here (though I'm also on an old CSP version):

ERROR [content/tracks/vv_kyalami/vv_kyalami_p.kn5] couldn't set texture : for material : phys for slot : txDiffuse

@Vernonfs
 
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