@Tetri How do I set, edit and monitor a zone? I see 2 zones in there at startup, but no obvious link to where those zones are on the track... (Thanks in advance!) I'm getting great results treating the whole track as 1 zone, but I would certainly take advantage of multiple zones. (Hmmm, a window in the whisperer interface with the track outline in it and colors indicating the zones?)
You have to create them using AiHintsReader
https://www.overtake.gg/downloads/assetto-ai-hints-ingame-editor.80290/
You can create them using the aihintreader app ingame and have them working on the go by clicking "reload AI hints cache" in aiwhisp(Note : the regular *HINTs need a restart)
Using Aiwhisp, the zone the focused car will go thru are highlighted in green ( See "focused car is in : HINT_3").
For more precision, the AIhintReader also highlights the zone your car goes thru. Both work in replay btw, it makes things a little easier on messy bits.
A few tips :
BRAKHINT value is taken into account if the car starts braking INTO the BRAKEHINT zone, i would not beapplied if the car brakes before entering the BRAKEHINT zone.
DANGER works when 2 cars are entering the zone, and would start slowing down as soon as they enter the DANGER zone hint. A value of 0.25 on one side would avoid the sidelines and slow down a little, while a 1.3 value would hit the brakes and make the car jumps back to the fastlane. For zones where you need one side to slow down while the other should push, it's pretty usefull :
ie 0.05 on left side, 0.55 on right side : car on the left would barely lift throttle but car on the right side would start braking entering the zone 2 wide.
Something noone talks about, but in those cases you have to take into account the lookahead base value, as it is directly connected to the fastlane inputs/vectors data. So, a car with a 25 lookahead will brake and take hints into account a little earlier than a car with, let's say, a 10 lookahead base value.
Careful also with going from, ie, a 1.08 HINT to a 0.97 HINT as well, as the AI will brutally force itself back to the fastlane in that particular case. It can be used as a hack to force a drift entry, but i disgress.
In AIWhisp, you can then add values to those zones to help fluidify the AI : a little 0.025 AIGrip + 15% aggression boost on dangerzones would definitly maintain both cars on the road . Since you added a little grip boost, why not making the cars brake later with a nice +0.010 brakehint delay? It's all up to experiment.
I use ZONE1 as an overtaking zone, almost always with those values :
ZONE2 usually for parts of the track where the AI should not use its brakes, with a+0.2 brakehint delay, or a speed limiter per car, or whatever stupidly unique event with a specific car your AI might come up with. I discovered a new way of making the AI completely avoid braking or, opposite, be super efficient with it, using the tyrehint (Thks EDD for the tip), so i'll add it in the next update.