Assetto Corsa PC Mods General DiscussionPC 

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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.

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.
 
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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.

AC ai is way better than its reputation. But it requires top built car, top track/fastlane and good ai/driver aggression settings. Watch this video of mine (my 2002 season). I'd say it's pretty good ai.

Up until 2010'ish you can make brilliant F1 seasons with AC with genuine challenge, mandatory pitstops, extremely realistic season results. How do I know? I've done so many of them and played them all through. Great races, great seasons. Modern F1 has way too many variables and rule changes to work properly on AC.

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.

More thoughts in the video description.

 
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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.
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.

The "pit too early" issue seems due to a bug in this computation where the margin taken by AC to compute number of laps and fuel at start makes sometimes an overrun of the fuel tank capacity, hence AI instead takes a pre computed basis , which is usually something like 9 laps of fuel and could result in this "pit too early" issue.

Overall, the fuel is poorly managed right now, seems also the fuel multiplier in CM has no consequences on AI fuel management. That could be corrected in the next version of CSP, at least people are working on this.

About the blue flag AI, I made some tries that seem to work in some way, you can find the Dumb AI app here at GTP that showcases the behavior (remove all other pit stop strategy test that are just under development).

It is OK in this app to make AI checks if it is about to be outlapped, make a small lateral move from the AI spline and brake a little, then checks if the outlap process is finished and then get back to normal. Still needs some adjustements to ensure the lateral move is not too harsh or if the end of blue flag behavior comes not too early in case of the leader is outlapping a group of late runners at the same time, but overall, was quite satisfied with this first attemps: leader still lose some time, but more in a realistic way and with the tests I did, do not seem to get stuck like it was before.

However, I had no time until now to work on the outlapper behavior, there are still some situations were AI takes too much time before deciding to overtake. So, sure there could be improvement there, by changing temporarily its agression or directly the level of caution to enhance overtake capability, but these may be very risky choices , leading to huge and stupid crashes so there is a need that many testers do races at different AI levels in many differents situations of races/tracks to document how to enhance this ;-)
 
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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.
 
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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'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 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

 
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


You're right. Skin based F1 seasons that I've done (RSS 1990, VS 1998, Kunos 2004, VRC 2005/2007 etc) are actually the best and most accurate ones. When you have more actual cars, there's immediately more variables and more things that can go wrong. And on top of that these all seasons use top track packs, with ofthen Thockard AI's. They're pretty much flawless and AI doesn't cause any problems at all.

I'm not saying AC ai is great. It's far from great. But when all variables are spot on, it can be very good (save the blue flag ai, outlap ai and lack of proper rules)

F1 series by Codemasters has the best AI, it's not even close. F125, however, have idiotic rain ai, ai cars are way faster. In my opinion F12020 nailed even that, perhaps it's still a bit too agressive. Most "hardcore sims" have very crappy ai's. AMS2 and LMU are pretty decent though.
 
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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?
 
He got the money now...

Driving See Ya GIF by DriveTribe
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.
 
Hello everybody, I have a question...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. There is a way to avoid this?
I have a Fanatec CSL DD, set with a good amount of damper effect.
Thanks!
 
I put the trees I made for the Kunos and Fenryr version of Nords into the Kunos version of Nurburgring. Also made some lighting adjustments to account for my ppfilter. I am surprised I haven't done this already because i've been using these trees on Nords for a couple of years. Guess I haven't driven this track in awhile.

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24H
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?

To my understanding its more a percentage available for mistakes, and a modification of either the lookaheadbase and/or the brake hint.

I previously thought it was purely mistake percentage (2% mistakes for a level @98%) but at 80% the AI seems to brake waaaaaay earlier as well.

So, there's no proper answer to your question. I suspect in your example you won't notice much of a difference in pace, apart from little failures on some laps.

You could always run a full ai grid, go from an ai car to another and have a look at their lap times.
 
... 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...
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.
 
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.
Summarizing a bit of my experience in "quick races" in various categories.

1. For me, qualifying is just (testing with different cars) to try and balance the "BoP" later.

Main influence of (performance) on the cars "AI"
a) "power.lut" file
b) "ai" file from the "DATA" folder

2. Normally I only do races, without qualifying, in most single-seaters (10/15% of the course) and usually 3/4 of the fuel in the tank.
The exception is the official EA/Codemasters games. The various races I've done in recent years, the 50s, 60s, 70s, 80s, 90s were with this percentage, in my case, very good (without pit stops).
The most complete so far are the 1950, 1970 and 1975 seasons and Mille Miglie '55 (in progress).

3. Long runs: I simulate the maximum amount of time and then gradually increase the time.
24h (Le Mans, Spa, Nurburgring) = maximum 1h
Indy 500 = 40/50 laps
12h (Sebring) = around 45 min
10h (Petit Le Mans) = around 35/40 min
8h (8h Bahrain and similar) = around 30 min
6h (current WEC type) = 20/25 min 4.

Currently mapping races in various categories from 2025: F1, F2, F3, Indy, WEC, IMSA, MotoGP, Stock Brasil, Supercars, SuperGT NASCAR, TCR, DTM, Rally...but the main simulator in most categories is Assetto Corsa, and in the first races I didn't have serious (AI) problems.

As previously mentioned, I also have other simulators, LM Ultimate, AMS 2, Dirt Rally 2, ACC, NASCAR, EA WRC, etc., and now Project Motor Racing and Assetto Rally are arriving.

But the question remains: where can we find practically all the major world categories, from the last century onwards, and be able to simulate a Targa Florio (we have the track, even a dirt one), not to mention the cars.

At the moment I'm simulating a "Mille Miglie (1955)", practically all the cars (even if some are generic).

The actual track doesn't exist in Assetto, but I use it sometimes (rally sections, long circuits, short circuits, tight sections, inclines and declines, etc., to simulate the real course).
If we want to simulate "Le Mans", we have a lot of things from the first version in 1923... (I myself did some qualifying simulations with several cars from each year).
The World Endurance Championship (WSC since 1953) is also well represented.
NASCAR and Indy (also very well represented) Touring Car and Rally categories (others that I really appreciate) Dakar Rally (we have that too).
Single-seaters besides F1 (F3, F2, F4 at the moment, with emphasis on the most recent ones), but we have some vintage ones.

I believe Assetto will (be in homes) for a long time to come.
 
An 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 here (Updated to actually have the car this time)
Note: 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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Motorsport games is after their precious model. As such it has been pulled of the download section for obvious reason
If you want to download it do NOT press but press the red letters.
 
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

 
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