Assetto Corsa PC Mods General DiscussionPC 

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When was the last time you tested a vanilla AC? My brother's 16-year old son got a PS5 and I recommended AC to him. They bought the disc on Ebay and I visited their house He is absolutely hooked.

As a veteran sim racer I had to show him how to drive it. :D

And man, Kunos Nissan GTR and Mercedes 190 EVO at Kunos Nordschleife are just utterly amazing.

I've been playing a lot of LMU and been testing EVO lately... but when you actually DRIVE just plain vanilla AC, it just blows away everything with a huge margin. It's simply the FFB and how the car feels on the limit. The catapult kerbs are garbage though.

People who say that "AC is only good with mods" are absolutely braindead. Even in its vanilla form it's still easily the best sim out there.
 
When was the last time you tested a vanilla AC? My brother's 16-year old son got a PS5 and I recommended AC to him. They bought the disc on Ebay and I visited their house He is absolutely hooked.

As a veteran sim racer I had to show him how to drive it. :D

And man, Kunos Nissan GTR and Mercedes 190 EVO at Kunos Nordschleife are just utterly amazing.

I've been playing a lot of LMU and been testing EVO lately... but when you actually DRIVE just plain vanilla AC, it just blows away everything with a huge margin. It's simply the FFB and how the car feels on the limit. The catapult kerbs are garbage though.

People who say that "AC is only good with mods" are absolutely braindead. Even in its vanilla form it's still easily the best sim out there.
i actually play for maybe 15hours the redline carreer mode that only use vanilla content https://www.overtake.gg/downloads/redline-stars-careers.51937/

of course it's with my CSP config (thanks ai whisperer, stretched grid, new ai lines) etc but it's amazing

there are some cars i didn't really enoyed (cayman gt4, 488 gt3) but most of the cars are amazing, it's only fun. the base setup are a bit too safe on many cars.

the biggest con is the lack of real racing track
 
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Super random but, has anyone aside from RMi_wood made anymore objects for track decorator? Has he made anymore after those first 2 packs? They're great btw just want more lol
 
Hi friends,

DumbAI has been updated to 1.3 with a new Blue Flag behavior proposal here : https://www.gtplanet.net/forum/downloads/dumbai.7322/

change log: New Blue Flag Behavior

- Added TrackContext module : pre-computes a lookup table of radius, direction and track width at session start, sampled every 10m along the full circuit

- Blue flag offset side is now determined by the geometry of the upcoming turn (inside of the corner) instead of a raw getTrackUpcomingTurn sign check

- Offset amplitude is modulated by distance to the next turn : full amplitude beyond 300m, linear ramp-down between 300m and 150m, zero inside 150m

- Overtake safety check : offset is suppressed if the apex margin is below 2.5m, or if a chicane (two consecutive turns in opposite directions less than 100m apart) is detected ahead

- Lateral move is now progressive (ramp at 1.0 unit/s) instead of instantaneous, smoothing the trajectory change for both the outlapped car and the leader

- Ramp start is inhibited when a turn is closer than 150m, preventing abrupt moves at corner entry

- Ramp-down on reset follows the same smooth ramp, with an additional speed reduction if the return move is blocked by a nearby car (TTC-based collision filter)

- Multiple outlapped cars in the same group now share a common offset side, coordinated by the car closest to the leader

- Each car in the train receives a speed allowance incremented by 10 km/h per rank, stretching the train and giving each car room to offset without collision

- Continuous upward re-evaluation : if the track opens up after a chicane, the effective amplitude increases on the same side without recomputing the side

- Leader's setAICaution is now reset cleanly via should_reset_outlap_caution, preventing interference with other apps after the overtake is complete

- Stale victims (retired, in pitlane, yellow flag incident, or reset complete) are pruned from the leader's is_outlapping array each tick

- If TrackContext is not yet ready at session start, behavior falls back gracefully to a lateral position comparison (identical to v1 logic), with a log warning

Basically, I tried to give a race context to the outlapped bot. So now it tries to understand if it is alone or in a train of late runners and then should stop fighting with others while Leader has outlapped. If there is a train, there is a small trick that makes bots organize themselves to go on the same lateral side while have slight different speeds so that the train is stretched a little bit.

This seems to help a lot to suppress the late runners trains spreaded all over the AI spline when they had been caught in Blue Flag behavior during a fight, a situation that created complete freeze for the leader just behind.

I tried to code an offensive behavior with mirroring offset etc... for the leader that is outlapping, so that it would be easier for them to overtake the slow bots. It worked in some way but unfortunately, it produces also strange incidents, the native AC colliders system seems to not like when you are putting offset to the bots .... So I had to move back and let AC native overtake behavior make its way and here is a consolidated version, with a (I hope) nice equilibrium based on late runners behavior only, a mix between prudence and enhancement for leaders.

I tested it on 4 configurations; with dozen of simulations 10 laps at AI 100% / 0% aggressivity on :
2 Tracks : Monza & Imola

with 2 grids: one F1 frid with F2004, Lotus Exos and F1 1988 (19 bots) and one LMP1 / GT grids with LMP1/LMdh (both Kunos and mods), URD GTE 2013 and GT3 Kunos (26 bots)

There are still some incidents from time to time (once per race) between the GT when they have just been outlapped and they are back to fighting , especially in dangerous area such as Rettifilo or first turn of Acque Minerali and Variante alta but I found it OK as I saw native AI was also sometimes going out of tracjs here, so I hope you'll find the same results than me and find this new behavior useful in your configurations.
 
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Random question, I know that we have the post-war Vedano circuit (Monza) but the quality is meh... Does anyone out there has ever reworked it or considered something like this?

Edit: Same goes for Pedralbes
 
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What parameters in a car mod can make FPS tank?
It would be interesting to know what else besides high triangle count and missing LODs can cause a mod to tax the GPU much more...
Also would be great for people making mods to know what to look out for to have their mods run smoothly.

Case in point : the Chevrolet Camaro Z/28 mod by OnVisu! Society v1.0.1 (found in the garage)

CM Analyze shows it has 4 LODs and only 330K triangles , but cannot keep steady 72 FPS on this one and my GPU usage is about twice as much with this mod (with all same settings , compared to other mods with similar triangle count)...
Anyone?
 
What parameters in a car mod can make FPS tank?
It would be interesting to know what else besides high triangle count and missing LODs can cause a mod to tax the GPU much more...
Also would be great for people making mods to know what to look out for to have their mods run smoothly.

Case in point : the Chevrolet Camaro Z/28 mod by OnVisu! Society v1.0.1 (found in the garage)

CM Analyze shows it has 4 LODs and only 330K triangles , but cannot keep steady 72 FPS on this one and my GPU usage is about twice as much with this mod (with all same settings , compared to other mods with similar triangle count)...
Anyone?
Is there some king of lua scripts coming with the car? Have a test without extended physics : if it runs smoothly, you have a lead.
I guess you already tried the Analyze tab in CM.

The lua debug can show you the data usage if there is one - i've seen very demanding stuffs on some mods, and they're not optimised at all.
 
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I have an issue with Spa 2022 by guigui0256 updated by @racinjoe013

Racinjoe013 used to put some config files inside the skin folder to be enable or disable some functions, but it doesn't work anymore. e.g.: seasonal_trees.ini.dds works only if I rename it to seasonal_trees.ini (the same happens with other configs)
 
What parameters in a car mod can make FPS tank?... Anyone?
I'm sure this is a clear case of optimization using black magic and witchcraft.

It makes no sense that mods with a fistful of polygons and files look and run flawlessly (see Kunos's vanilla content, for example) while others with zillions of megabytes, which are supposed to be much more detailed, look (or/and drive) like Minecraft bricks. I can't get my head around it...
 
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phewww, i was very lucky today. i almost lost my entire ac collection cuz steam was missing and i tried reinstalling it with unistalling
first, but then files got deleted. so i shut down my pc real quick and now after a workaround via my laptop its all back there
 
phewww, i was very lucky today. i almost lost my entire ac collection cuz steam was missing and i tried reinstalling it with unistalling
first, but then files got deleted. so i shut down my pc real quick and now after a workaround via my laptop its all back there
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