Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hi guys

Is anyone having A.I. issues with the Kunos Ferrari F2004 at the RMI Imola track 1995-2005

The A.I. all seem to go off track on the exit of Villenueve chicane and get stuck in the sand.

Im on the latest CSP 0.2.6 Ive tried New A.I. behaviour off and on , neither works

If anyone has a possible fix id be very grateful

Thanks
I'v released an update here :


Let me know what you think about it.
 
After Grindelwald and Red Rock Valley, Frank Rway is working on the next masterpiece: Rome night

When this is completed, all of us will be legally obligated to play this track only at night. Failure to do so will be punishable by our AC copies being replaced by Forza Motorsport 8 multiplayer.
 
can someone tell me what this belongs to and how do I get rid of it?

it shows up in free practice / track day offline play

using latest preview patch

pureLCS
 

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Hi Peter,

I have what sounds the same effect (in VR) of it suddenly darkening / brightening but as I usually drive in broken clouds I thought it was you trying to implement the sun breaking through the clouds but maybe I'm wrong. I do find the effect a bit jarring as it happens so suddenly rather than transitioning over a second. Is this a Pure effect or am I having a bug?
I don't play VR, but I have the same "effect", and I also thought it was a new feature, but I noticed that the only way to back to the original brightness is restart the session.
That's not a big problem, but sometimes is a bit annoying.
 
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I've made a basic ai line +csv + Pitline and modified the ui_track.json.
You can download it here : https://www.mediafire.com/file/nw6mdet6as2w47e/Silverstone_1990.rar/file

There are issues with the ac_start and ac_pit slots. So currently, it is not possible to make a race with more than 2 cars. You can use the practice mode to drive or the race mod with only 2 cars to make camera tests.
I've added pit and start slots so that it is now possible to make qualifying sessions and run a race with 31 opponents.
That 's the first time I've done it, it's not perfect but functional!

I couldn't change the 2 first pit slots defined in the original kn5.
I think cars are too close to the garage door in the pits but that is how original slots were defined, so I decided to copy that to be more homogeneous.

There is still an issue with the pit lane since it looks like AI speed is not limited.

Download the file here : https://www.mediafire.com/file/z8ytnlee05ivu3m/Silverstone_1990.rar/file
It contains the previous ai files, an ext_config.ini file, a models.ini file and an additional .kn5 file.

You need to backup the previous files if you've already downloaded them and to unzip the new Silverstone_1990.rar.
 
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I can probably figure this out, but exactly which mod is this for? I think I have at least two versions of it.

For any modder providing wonderful mods or upgrades, it helps to include a folder structure in the rar or zip, like in this case "content/cars/car_mod_name/skins." If not that, maybe include a reference readme txt file. Sometimes I download 5-10 mods earlier in the day during a break, but don't install them until that evening. If I don't check the downloaded files, I often end up with a "skins.zip" or "ext_config.ini.txt" and because I've been working several hours, I can't remember what they were for.

Would you please upload again?
 
I don’t understand…
For conversions that have not been significantly updated with 3D or textures, it is easier (for me) to start working from the source.
It is easier to organize object names, etc. that way.
Also, in the case of this Silverstone, there are layouts/years included in the rF1 source that have not been brought into AC.
I convert so that what is missing is (hopefully) not there.
Hope you understand what I mean when I say I will check the sources.
 
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