Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Although it didn't work for me also, it's nice you are at least trying to solve the AI problem in the game. Don't listen to those who only complain and don't give any feedback, it's a known hobby to do that around here. If I were you, I would prioritize improving the optimization of the app first, because when trying it I went from like 250–300 fps to less than 60...
Hey, thanks for the comment. Yikes.. yea that wasn't something I was aware of, at that point you cant even test. Agreed ill focus on that first. Appreciate it!
 
Hey, thanks for the comment. Yikes.. yea that wasn't something I was aware of, at that point you cant even test. Agreed ill focus on that first. Appreciate it!
Have you had a look at AIWhisperer ? It is available here https://www.gtplanet.net/forum/downloads/acs-ai-whisperer.7588/ and also at overtake. Looks like you share a lot of common objectives.

The thing with AC AI apps is that they need a lot of tests to ensure that the app is satisfying the objectives. I mean, really a lot of tests, like dozen of hours of tests to test only one function. You have to check for the app itself, kunos tracks , kunos cars, track mods, car mods , special configuration of races etc... Also sometimes you need to ask for some lua extensions and correction of bugs in CSP lua sdk to x4fab.

So that may explain why people are a bit dubious when someone comes up suddenly with an app that solves everything that people have been struggling with since AC modding exists.

I strongly believe we should merge the AI apps, at least one per AI functionnality and spend more time to test them. That would enhance the return of users. At least, as far I'm concerned, I hope @Tetri will take DumbAI code to merge it into AI Whisperer once both are enough consolidated.
 
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Hello, I'm the creator of said pile of dung 😆. Honestly, just trying anything to help push AC, it's my favorite Sim. Believe it or not ive spent a bunch of time getting this to where it is, which is apparentlyin the toilet lol. Obviously i didnt write the code but ive been testing and tinkering for a couple months at this point. Im guessing rolling start, strategy, and learning module didn't work for you? Did the core of it at least work though? Cars should be passing eachother, especially different classes.. any feedback would be appreciated. Im still going to try and push this thing forward.
You released it and it doesn't work and doesn't make AI any better or worse, it just is what it is. I don't really see the point in telling you anything otherwise, not sure how that would make anything better moving forward... this is in response to the other persons reply
 
Have you had a look at AIWhisperer ? It is available here https://www.gtplanet.net/forum/downloads/acs-ai-whisperer.7588/ and also at overtake. Looks like you share a lot of common objectives.

The thing with AC AI apps is that they need a lot of tests to ensure that the app is satisfying the objectives. I mean, really a lot of tests, like dozen of hours of tests to test only one function. You have to check for the app itself, kunos tracks , kunos cars, track mods, car mods , special configuration of races etc... Also sometimes you need to ask for some lua extensions and correction of bugs in CSP lua sdk to x4fab.

So that may explain why people are a bit dubious when someone comes up suddenly with an app that solves everything that people have been struggling with since AC modding exists.

I strongly believe we should merge the AI apps, at least one per AI functionnality and spend more time to test them. That would enhance the return of users. At least, as far I'm concerned, I hope @Tetri will take DumbAI code to merge it into AI Whisperer once both are enough consolidated.
Appreciate the thought out response. Maybe ill reach out to the creator of the AIwhisper and share knowledge. I didn't know that already existed. Also I like the note about one for Ai functionality, maybe refining my app to not try and do so much would be wise.

You released it and it doesn't work and doesn't make AI any better or worse, it just is what it is. I don't really see the point in telling you anything otherwise, not sure how that would make anything better moving forward... this is in response to the other persons reply
So im here because i needed answers on if this was working for others. Honestly myself i see a difference, i wouldnt have released it if i didn't. So "it Doesn't make AI any better or worse" believe it or not this is the feedback im looking for... this is supposed to be the core so if it's not working for others I need to go back to the drawing boards and figure out why. Appreciate the comment.
 
Lovely message filled with intelligence and kindness, coming from a real man of the world
I'm making sure the 2 apps are compatible at least, but i've added so much stuff lately i'm more thinking of "protecting" DumbAI from its mongoloid brother 😂

@cojojutte, there's now dozen of people working on AC's AI and most of us are in contact - either to pick eachother's code ideas or to attempt new approaches, knowing what's been found out so far or what could overwrite dome of ac's vanilla behavior.

Eddlm has developped an alpha test of Full Send AI. He's from GTV modding community, and his goal is just to fluidify ac's ai - no racing behaviors, just get rid of all ac's safeties. When it works, it's fun. He told me he'll get back at it later.

Andreas with Realistic Track Day. Has caution adaptation and a ray tracing for spotting elements on tracks. Pretty advanced and great for... Well, track day mode, but it also works in racing.

Aiwhisp is developped by a deranged "element" that is too old to keep playing in leagues and that found all AIs in simracing to suck (yeah, AMS2's ai sucks as well, i said it. Compared to AC, it's a wonder of nature but it's not smart nor fast). AC was just the one that was easier to access. It's more about finding out the basics of a racer's inputs, and transfer them into ac's behavior - and make them tweakable.

@ancient_3 with DumbAI, Nuzzi is probably fixing broken stuffs somewhere, Damgam attempted something but gave up, and a few niche stuffs there and there

You should reach them and have a look at their code. There's a lot of data, at this point everyone has a lot of knowledge on how to achieve something.

On my end i'm always struggling between what i can achieve and what can be usable for most users.

Next version of Aiwhisp the 50s cars that used to suck real hard for AI (self promo)
 
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Turned out pretty good. At least there is a little more life to the track now. Not sure how things will translate to other people's systems, but I really like how the grass turned out. Looks spot on to what I see driving around every day in terms of color and brightness.

Now I just need to figure out a good way to package this all up. The track's been around for awhile with a lot of different mods so i'm not sure how to release it. It might require a little leg work for the end user to enter a couple of entries into the models files. Plus I made some config file changes that would require replacing your existing file.

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Can someone tell me why I need to close CM and re-open in order to see a car that has been "clean" installed?

Before it wasn't the case, the car would immediately re-appear in Content right after having been installed again...
Since a couple of months (after an update of CM? idk exactly) I need to close CM and re-open to see the car again in Content tab.
I hope it's just a setting somewhere which I can set correct again... ?

It is a pain , esp. since starting CM freezes Windows for about 30 seconds ( if you have +7000 car mods installed that is ) ...
Seems to happen randomly when CM updates to new data.
 
Turned out pretty good. At least there is a little more life to the track now. Not sure how things will translate to other people's systems, but I really like how the grass turned out. Looks spot on to what I see driving around every day in terms of color and brightness.

Now I just need to figure out a good way to package this all up. The track's been around for awhile with a lot of different mods so i'm not sure how to release it. It might require a little leg work for the end user to enter a couple of entries into the models files. Plus I made some config file changes that would require replacing your existing file.

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This is looking great!

My league ran this in MX-5s late last year.


On this version of AMP (Jim Lloyd/Terra21), there are major track limits issues at the exit of Turn 11 (the high-speed right hander up the hill towards the final Carousel corner).

If you even stray a little outside the left of the kerb, your entire lap doesn't count - meaning that you end up one lap behind immediately, and your race is ruined. I had to re-watch the race replay and then manually move around people with manufactured penalties to get the right order.

If you (or someone you know) has the know-how to have a look into this, this seemed to be the only major issue with the track after several hours of testing from ~12 drivers. Outside of its aged terrain and foliage, which you seem to be hard at work on. It is otherwise still a gem in low-speed cars, and even decent up to Carrerra Cup/GT3 machinery.

Cheers as always - looking forward to the release.


EDIT: Screens for those who may be familiar with the track.
 

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