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- Sherbrooke, Québec, Tabarnak!
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.
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 :
View attachment 1493537 (click the screenshot for larger picture)
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
Understood. Thank you for your cooperation. I'll try various things.need is strong word, recommended... yes![]()
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.
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.
I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.
PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?
here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).
perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.
I've always hoped for modern CSP updates to the Kunos race cars from reputable sources.Curious to know how do you modify power.lut?
For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
If you use the default weather style, you can switch between the gamma and LCS shaders with the „Linear color space“ option in the weatherFX settings.Thank you for your kind comment. "Wether Style" is set to "Default". Do I need to install "Pure"?
PMR is only good in one aspect : bringing some of them models to ACslightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.
I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.
PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?
here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).
perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.
Hi. Personally I think LCS is the best now. It did have some problems but mainly sorted now and is better for fps.If you use the default weather style, you can switch between the gamma and LCS shaders with the „Linear color space“ option in the weatherFX settings.
If you would use Pure, you change between Gamma and LCS shaders by selecting Pure Gamma or Pure LCS as weather style.
The Gamma shader are the original shaders made by Kunos. They were made with the intention where postprocessing is not needed. Therefore some compression was build in, but that prevents precise colors and shading.
With the LCS shaders of CSP many of those problems were solved, but some new issues came in. So mostly the people are using still the Gamma shaders because of the better look of the post processing like the Glare effects.
For professional solutions the LCS shaders are really necessary to display correct color values. But if you just drive and you don’t care about this, just deactivate the linear color space mode in weatherFX settings…
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!
It's not that big of a mystery, probably - Road effect very high % and/or Minimum force very high %, coupled with overall Gain low % (or, if using FFBClip app, that needs a reset).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.
Good morning, making a simple comparison, in this case using data from a Ferrari 250P.Curious to know how do you modify power.lut?
For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.