- 2,150

- Sherbrooke, Québec, Tabarnak!
150k post in this 5000 pages thread!!
For me it can be a month without playing AC. I play F1 2020 (I love it, best modern F1 presentation, I have 4th season going on in a row), LMU, RBR (love the old RWD Volvos in snow hehe), sometimes ACC and now I've played AC Rally for obvious reasons. But whenever I come back to AC, it's like "ah, this is how it should feel".
There is no "technical explanation", it just feels... right. It's great to have those other sims because there are many things AC can't do that well, like modern F1.
And I agree about AC Rally, there's a lot to improve. The hype was crazy but it has some issues... but overall it's a good, solid base to develop. I'm sure that will be the GOAT rally game in the future.
Just looks like the difference between Gamma and LCS shaders.I updated CSP and now the sun is too bright and the shadows are too dark. Is there a way to fix this? I'm using CSP 0.3.0 preview-120.
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It used to feel more natural.
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There're just a few things AC1 doesn't do better than others... rally and some race specifics (better now thanks to the community like SC and rolling starts) or a good and challenging AI.
I don't play online anymore, so I'm racing offline. And part of the fun is doing races of wathever series in the world. We have 95% of modern and vintage race cars, available. Some are pretty good and some others not so much, but the freedom AC gives is unmatched.
You can recreate almost any championship, any era, any track layout, stuff that no other sim even gets close to offering. Even if another game has better physics for a specific discipline, nothing beats booting up AC and saying “now I'm doing 1983 Group C at Fuji” or “let’s run a modern GT4 field at some obscure track” and actually being able to do it.
That’s why AC always pulls me back.
Actually the current ai fuel management is not really linked with the qualifying (to my knowledge). Both use the fuel_cons.ini to compute stints in the different sessions. Thus AC computes a number of laps to run and AI pit at their precomputed laps whatever the fuel tank level.But 20 laps is pretty much maximum, because of the lack of blue flag ai. And in order to get the pitting work, you absolutely have to play full qualifying. Otherwise ai cars can't determine the amount of fuel they need for the races and pit too early.
I've asked the creator for an update as it's been two months since the £2k+ funding was achieved but there's been no overt progress towards the public release.Hey! I've been a way for a bit. If anyone here did contribute, thank you! I was pretty surprised that it did reach the goal. I was not expecting it.
Yes, I was provided beta access to the track a couple days ago. There was a couple visual things that needed to be added. I added in some comments for a couple other TSOs that could be added to add to the immersion. Overall, I think the track is FANTASTIC! I've only been to the track as a fan, never done a real lap of it. But from the perspective that I've seen in person, it's spot on. It even has the padding on the trees that lead up to the final corner.
The plan is that after the track gets to a 1.0 version, it'll get released, publicly, for free. I'm not sure on the timeline of that, but it will be coming based on the communication that I've been provided.
i do agree that ai is better than its reputation but only if you do f1 or any race that basically its the same mod reskin 20 times . its really easy to hide the limitations of the ai when is just one mod follow the same ai line ,ai hints...now for people who wants to race anything else that require individual mod for every car that's another story, ai is really limited , what is a good ai line for one mod doesn't mean that it will work for the rest so i hope people like ancient_3,tetri and all others continuous working and improving ai
He got the money now...I've asked the creator for an update as it's been two months since the £2k+ funding was achieved but there's been no overt progress towards the public release.
I'm hoping he's just got distracted by new projects, but since money (a LOT of money) was paid for the unfinished one, you'd rather hope that would take priority rather than leaving funders with an unfinished project and Joe Public no closer to being able to drive it, as promised.He got the money now...
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I have a general question regarding AI strength.
If I create a grid preset and lower the driver strength from 99 to 98, approximately how big is the difference in lap times?
Can you give a rough estimate?
It is possible, but it will take a long time and you will not be able to see the errors clearly.Why not just use an existing skin as a template and work on top of that...(you'd have to go to the track to see it but nbd)






Phew... I guess it could be a zillion things... from weird force feedback settings to the wheel simulating a loss of grip... It's very difficult to pinpoint.... Why when I drive smooth I have a good feel of the road, bumps etc but when I steer fast, like in chicane, I loose all that feeling and wheel seems to be very light...
Ok, Thanks! I'll do more experiment...Phew... I guess it could be a zillion things... from weird force feedback settings to the wheel simulating a loss of grip... It's very difficult to pinpoint.
Sorry, but I'm a beginner when it comes to this kind of problem. How exactly can I solve the problem?Just looks like the difference between Gamma and LCS shaders.
in CM goto SETTINGS - CUSTOM SHADERS PATCH - Weather , and switch between Pure LCS and Gamma :Sorry, but I'm a beginner when it comes to this kind of problem. How exactly can I solve the problem?
Summarizing a bit of my experience in "quick races" in various categories.I think it is linked to qualifying, at least partially.
When you skip qualifying on a 20 lap race, ai will mostly pit at lap 5-6. Run the qualifying to the end (15 minutes) and if you have adjusted their starting fuel level and max fuel level accordingly, they will pit at around 9-11 laps. I always put some extra fuel load there because obviously ai pits whenever the yellow gas tank alert appears (which means there's still fuel for at least 2 laps).
It's the exact same thing when you do your own qualifying. You need at least 2 full laps before you can see your fuel/laps requirement for the race. I think ai has the same problem, not enough QF laps it can't determine its required fuel / laps.
Of course this all requires that you set cars' max fuel from the car data so that they have fuel only for max 13 laps.
Then there are that idiotic "random variable" in the code, which makes some cars still pit at around lap 6. I guess there's no way to fix this. If CM had option "max pitstops per race", it would be great.
Thank you for your kind comment. "Wether Style" is set to "Default". Do I need to install "Pure"?in CM goto SETTINGS - CUSTOM SHADERS PATCH - Weather , and switch between Pure LCS and Gamma :
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cheers and good luck!
Motorsport games is after their precious model. As such it has been pulled of the download section for obvious reasonAn certain fella is locking the Le Mans Ultimate Aston Martin Valkyrie LMDh behind an paywall. So i just ported the exact same model over to AC for free. Grab it [It's a total Frankenstein when it comes to physics basically re-uses KUNOS stuff with some tweaks from Chemflummi’s older mods, before he started encrypting the physics. Should be fine as a grid filler. Also, I couldn’t find a decent V12 audio file, so I just used CM’s replace audio feature and swapped in Nekotaisen’s Aston Martin DBR GT1 sound from way back. If the audio’s broken, just use that same feature and replace it again. You’ll just have to wait until VRC releases their Aston. I tried giving the car it's own audio but it just came out dead for me constantly.
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need is strong word, recommended... yesThank you for your kind comment. "Wether Style" is set to "Default". Do I need to install "Pure"?
Does anyone know how to make the AI use custom gear ratios that were changed on Drivetrain.ini? For some reason the AI use the default ones instead of the edited ones which makes their performance different than how I wanted to make it.
Also more sound mods this time the stock MKIV Supra and the racing version of the Panoz GTR-1