Assetto Corsa PC Mods General DiscussionPC 

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Question, please:
I take a field of 20 Le mans cars of the 1970s for, say, a 5 lap race around Le Grand Circuit of 1967. After 3 laps, just about all the AI cars make a pit stop. I don't need to because I have plenty of fuel so I zoom by ! I chose zero stops at the beginning for me but I did not choose any strategy for the AI (don't think it is an option in CM. This ruins the race. can someone please help me? This seems particular to this track, though in truth, I have not tested it elsewhere. Thanks in advance !
Are you doing a race or a weekend? We were just commenting on this.
If you're only doing 5 laps, turn off fuel consumption all together and that should keep them from pitting.
If you still want fuel consumption, you have to do the Weekend with Qualifying for them to meter their fuel usage it seems. Still testing this though on longer endurance races such as 30 mins to an hour to see what if any settings or car code needs to be addressed.
 
Very nice :cheers:

Quick question if you don't mind. I've been looking for a Mitsubishi Ralliart suit but haven't found one anywhere...do you know if there's one available?
probably not. Rally Stuff is not really a thing on RD, and Mitsubishi not active in a long time.
 
probably not. Rally Stuff is not really a thing on RD, and Mitsubishi not active in a long time.

Yeah thought so...was just trying to get a suit for the Starion skins I did...shame. If I knew what i was doing I'd make my own but I have no idea where to start with making suits.
 
That's gotta be the best try at sharing a paid mod I've ever seen on here. Only kidding but you might wanna remove the actual RSS mod and just upload your modified data file

Sorry for posting about a paid Mod, it really wasn't my intention to disclose it, what I would just like to do was create the damage for the 2019 version cars. I apologize if I broke the rules here on the forum, but it wasn't my intention.
 
Beezer215: Oh! so at the 3 dots pulldown box if I change 1x to nothing to the left then ai fuel calculations are off and the AI just runs not pitting. I was doing weekend, yes. So... if I do want them to pit at normal intervals, just make sure I go through the Qualifying period so that they meter their fuel usage, much like I, as the driver, need to do 2 laps to get MY fuel usage metered. Wow, thank you !
 
Right I am going into "just enjoy AC" mode for a while so have settled in to have some longer races and have a break from fiddling and testing etc,
as brilliant as that is i want to do some races.
So with that in mind, just so i don't waste time, can someone give me a run down on some stuff...

If i set say 40 laps of Silverstone and set enough fuel so no need to pit will the AI do the same?
And conversely, if i set me to have one pit stop at half distance will the AI do the same?

I don't want to get 20 laps in and the AI don't pit but i have for example...

And is there any other tips for what is in effect an endurance race and does AC cope well in that situation?

Cheers.

For this problem I have modified each opponents : put 90l of fuel at start (in car.ini) default tyres : hard tyres, modified thermal on tyres (also "TOE_OUT=" and "STATIC_CAMBER=" for best lap) so they heat properly.
I will share soon this GTE opponents with the M3.

But I did not know that "have to do a practice/quali before the race and this sets the AI in terms of fuel usage".
Thank you Beezer.

You can drive each opponent's car and make a good setup, good tyres and fuel amount at start and at pit stop, and call it "ai_default" and copy paste to all the track you want they use it (in CM you can acces to setup folder of car).

I think if they have accidents or they often slips they pit, so good ai.ini is required (good AI behavior), and good fast_lane for the track also.
Does someone know were I can find infos on ai.ini?

Does fast_lane or pit_lane have direct effect on AI pit frequency?
 
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@MrBOO, will this work?

upload_2020-2-25_18-38-28.png


https://sharemods.com/xh8imyreavg5/Mitsubishi_Stuff.rar.html
 
So, ive been lurking on this forum for some time and as this is my first post here I just want to give everyone a shout out and a big thanks. this is an amazing resource...

now that I got that out of the way, I came across this bonkers free roam track which I've not seen on here before and is definitely worth sharing. How does 750KM of open roads in Scotland sound? Its an absolute monster (1.09 GB compressed) and even though freeroam isnt really my thing i love it. Its in early beta now so Im sure there will be further development in the future.

Glen Sheil 0.1.3

https://mega.nz/?fbclid=IwAR3kJ8bhZ...C!h6i6KyG-PXI4QOzPKebO1lfVu42t33WbfjWIJfGWGNI

enjoy.
he's on discord, updates the track almost every day i think.
 
For this problem I have modified each opponents : put 90l of fuel at start (in car.ini) default tyres : hard tyres, modified thermal on tyres (also "TOE_OUT=" and "STATIC_CAMBER=" for best lap) so they heat properly.
I will share soon this GTE opponents with the M3.

But I did not know that "have to do a practice/quali before the race and this sets the AI in terms of fuel usage".
Thank you Beezer.

You can drive each opponent's car and make a good setup, good tyres and fuel amount at start and at pit stop, and call it "ai_default" and copy paste to all the track you want they use it (in CM you can acces to setup folder of car).

I think if they have accidents or they often slips they pit, so good ai.ini is required (good AI behavior), and good fast_lane for the track also.
Does someone know were I can find infos on ai.ini?

Does fast_lane or pit_lane have direct effect on AI pit frequency?
Right, that's what I missed. You can manually fill all the tanks to the same amount with an ai_default setup in the opponents.
Don't hold me 100% to the AI setting fuel usage from qualify but I'm pretty sure that's how it works from what I've read and what I've tried.
I've found WAY more consistent AI pits after doing the qualify beforehand.
Need to work out some scenarios with 3x and 5x tire and fuel consumption though to see if there is still consistency though. Would like to maybe work a 2 pitstop 45 min race and be able to get consistent pitting out of the opponents.
 
Right, that's what I missed. You can manually fill all the tanks to the same amount with an ai_default setup in the opponents.
Don't hold me 100% to the AI setting fuel usage from qualify but I'm pretty sure that's how it works from what I've read and what I've tried.
I've found WAY more consistent AI pits after doing the qualify beforehand.
Need to work out some scenarios with 3x and 5x tire and fuel consumption though to see if there is still consistency though. Would like to maybe work a 2 pitstop 45 min race and be able to get consistent pitting out of the opponents.

Do they also configure the toes, the type of tires, suspensions etc... in qualify (Week End)? this affect tire wear.

Doing ai_default lets you choose the tires, GTE have Hard and Super Hard, but often there is not enough fuel for Super Hard to be useful. Maybe the tyre wear of Hard tyres (and other) is overvalued.
 
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Do they also configure the toes, the type of tires, suspensions etc... in qualify (Week End)? this affect tire wear.

Doing ai_default lets you choose the tires, GTE have Hard and Super Hard, but often there is not enough fuel for Super Hard to be useful. Maybe the tyre wear of Hard tyres is overvalued.
I do not know for sure. I think we're giving them too much credit. I don't think they do any of those things other than mind their fuel and tires.
 
I will do a test with bad starting setup like the front ride height at max.

You can see what tyres opponents have, before the race at the bottom left.
 
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I don't want to get 20 laps in and the AI don't pit but i have for example...

And is there any other tips for what is in effect an endurance race and does AC cope well in that situation?

Question, please:
I take a field of 20 Le mans cars of the 1970s for, say, a 5 lap race around Le Grand Circuit of 1967. After 3 laps, just about all the AI cars make a pit stop...

Can't be 100% sure but the AI take their fuel usage from FUEL_CONS.ini and tyre life from AI_TYRES.ini

Some mods don't have AI_TYRES.ini
When I generate FUEL_CONS.ini I often get strange numbers, but thinking about it now maybe those numbers are in vKm rather than Km.
(vKm's are a formula that works out how far the tyres have gone depending on how hard they are working)

As @manu12 mentioned doing a practice session and saving a setup as ai_default helps alot.
 
An Alpine A110 pack from unknownindydriver:

custom_showroom_1582656132.jpg


"Fixed the inaccurate power, fixed the weight, fixed the pedal shifting animations, and added a 2019 A110 S variant which includes upgrades like: More BHP, more weight Alpine did this to make it more stable, in number its 11 kg more.(from 1103 to 1114 kg), added orange brakes along with orange stitching inside the interior."

 
An Alpine A110 pack from unknownindydriver:

View attachment 894642

"Fixed the inaccurate power, fixed the weight, fixed the pedal shifting animations, and added a 2019 A110 S variant which includes upgrades like: More BHP, more weight Alpine did this to make it more stable, in number its 11 kg more.(from 1103 to 1114 kg), added orange brakes along with orange stitching inside the interior."

Thanks a lot. Its much better now. And the performance (= lap times) are very close to the real thing - see here: https://fastestlaps.com/models/alpine-a110

I just noticed that the AI is driving rather slow with that car, especially at the start. So I did check the AI.ini and did see that the upshift is set to 1500 rpm. I did change it to 6700 (limiter is 6800). Now everything is fine.
 
Today i notice unusual bug, maybe someone else can try?

CSP 1.46
Sol 1.42
AC Ultimate
Bonnet Cam (other cams harder to see issue)
All tracks i test so far show issue

First select 488 GTLM from Rollovers (free from website) and drive toward first turn of any track (i use Suzuka GP 2018 and Spa as they have noticable objects) zig zag left right and notice everything, crowd, trees, road, house, texture sharp, clean, crips!
Exit game
Now select 488 GT3 (Kunos) and drive down to same corner (zig zag left to right) noticing all the same items, and somehow game is blurry mess when i seelct this car?

I need to test other vehicle, seem maybe some cars force blur?
But for sure this is happening for me (only with this car so far)

Has this been experience before?

As if game adding motion blur active, when this car selcted?


Update:
I test with and without ExtraFX and issue still arise in motion (but less noticable in still image).
So could be realted to ExtraFX interation with some assetts... Still testing?
 
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