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SOLVED how can i make AI path?

eg01st

Member
I'm making a track where first turn is a blind-right hand-down hill, so I have to brake a lot more than if it was flat, and the camber is not too positive. AI fast lane is recorded carefully, hugging the right side of road at all times. But the AI on second lap usually fly off the track, they just enter the corner too fast, despite my heavy braking before corner when recording the lap.
Should I use AI app additional controls? I didn't find instructions in this thread about them, not sure how exactly to do that.
Here is example of what the corner looks like:
 

MGMetroDave

Active Member
Hi! In the data folder (under your main track folder) is a file called ai_hints.ini. Open that up in a text editor. You can add hints to help the AI deal with things like that. e.g.

;the left hand bend (you can put anything here. It's just a comment)
[HINT_0]
START=0.08
END=0.10
VALUE=0.595

;the drop
[HINT_1]
START=0.227
END=0.247
VALUE=0.35

;the kink. Don't back off too much!
[HINT_2]
START=0.297
END=0.32
VALUE=1.35

So START and END are the start and end points for the hint. 0 is when you cross the start of the AI spline and 1 is the end of the spline (1 lap). So 0.3 is 30% through the lap. You can find these values easily using the AI line helper app (https://www.racedepartment.com/downloads/ai-line-helper.16016/). It tells you the number as you drive the lap. Just plug these numbers in where they fit.

VALUE = This is the value of how much the ai should push in comparison with default. e.g. 0.9 = back off a little, 0.5 = back off quite a bit and drive more slowly, 1 = drive normally (you wouldn't use this as this is the default value), 1.4 = drive wrecklessly :lol:

Hope this helps. There are other tweaks possible in the AI_HINTS.INI file but I don't know enough about them to advise. The above use is the most common.
 

eg01st

Member
Hi! In the data folder (under your main track folder) is a file called ai_hints.ini. Open that up in a text editor. You can add hints to help the AI deal with things like that. e.g.

;the left hand bend (you can put anything here. It's just a comment)
[HINT_0]
START=0.08
END=0.10
VALUE=0.595

;the drop
[HINT_1]
START=0.227
END=0.247
VALUE=0.35

;the kink. Don't back off too much!
[HINT_2]
START=0.297
END=0.32
VALUE=1.35

So START and END are the start and end points for the hint. 0 is when you cross the start of the AI spline and 1 is the end of the spline (1 lap). So 0.3 is 30% through the lap. You can find these values easily using the AI line helper app (https://www.racedepartment.com/downloads/ai-line-helper.16016/). It tells you the number as you drive the lap. Just plug these numbers in where they fit.

VALUE = This is the value of how much the ai should push in comparison with default. e.g. 0.9 = back off a little, 0.5 = back off quite a bit and drive more slowly, 1 = drive normally (you wouldn't use this as this is the default value), 1.4 = drive wrecklessly :lol:

Hope this helps. There are other tweaks possible in the AI_HINTS.INI file but I don't know enough about them to advise. The above use is the most common.
Thank you very much!
This is the first time I hear about ai_hints.ini, seems like quite an easy fix for my problem.
 
Thanks
I make
  1. AI app on
  2. START recording
  3. drive slow just before START LINE
  4. accross again START LINE (see new line Ciano color)
  5. press STOP RECORDING but never stop record
  6. try SAVE ai, but never save .candidate file in YOURTRACK\ai folder
What wrong?
AC ver 1.6.3 (last version)
Thanks
Giovanni


Aha.. that is the question :).
Well, you're in luck. It used to be more difficult in the days, but now it's quite simple.

First, you need to go into \STEAM\steamapps\common\assettocorsa\system\cfg and edit the file called assetto_corsa.ini.
Code:
[AC_APPS]
ENABLE_DEV_APPS=1
Once this is done, go into the game, onto your track, with any car.
1/ Open the in-game app (it will be visible now) named AI. It looks like this:

View attachment 681

2/ When ready, press "start recording" button (the button under will change to recording)
3/ And start driving :). No need to go insanely fast, but more important is to have a nice flowing line. Whenever you complete a lap while recording, the line is updated (<< thanks to NightEye for the tip). Save and exit whenever you think you've got a good line. Here's how:
4/ Press the "recording" to stop the recording process.
5/ Press Save ai.
You should now have an fast_lane.ai.candidate file under YOURTRACK\ai folder.
6/ Rename the file to fast_lane.ai
7/ Done - you should now have a working AI :).

***
Optionally, you also need to record a pit_lane.ai path. Procedure is similar, but with 2 differences:
1/ press the "start pits", instead of the normal "start recording" used previously :)
2/ start at the last turn before pit entry, and end it after pit exit once you've joined the racing line (the idea is to make sort of a "deviation" from the main racing line).
 

Won

New Member
Thanks
I make
  1. AI app on
  2. START recording
  3. drive slow just before START LINE
  4. accross again START LINE (see new line Ciano color)
  5. press STOP RECORDING but never stop record
  6. try SAVE ai, but never save .candidate file in YOURTRACK\ai folder
What wrong?
AC ver 1.6.3 (last version)
Thanks
Giovanni
Go one more lap!

Are the beginning and end of the cyan line joined?
If they are not, take another lap until you see that they join.

And about the point 5, do not worry, never stop recording, be sure to click "save AI" ,with that it should be enough.
btw!.. you can do it at any speed, don't worry about it!

:)
 

Terden

New Member

I have made a cross-over track.
The AI on the top road temporary slows down where it crosses the AI-line on the bottom road. Almost like it doesn't know which AI-line to choose.
It doesn't do this the other way around; on the bottom road the AI keeps on going like it should.
 

fughettaboutit

aka leBluem
Is the track all in one mesh? try to cut the road into pieces, especially the crossing parts should be two different meshes. But not sure if it helps.
 
I have a big problem. I am converting some circuits to assetto. I already made several. However, in some, the cars barely start, go against the pit wall and stay against it. Despite doing the correct procedure of doing the ai first, then using the ai helper, shifting those limits and performing the ai again.
Regarding the definition of materials, everything is fine (boxes is 1pit_; asphalt is 1road_; the walls are defined as 1wall_)
Can anybody help me?
Cheers
 

fughettaboutit

aka leBluem
when recording the new ai line, everything else but your road-mesh in your surfaces.ini should be set to IS_VALID_TRACK=0

if you dont do this, ac will assume it can drive anywhere, also in the pits, if you use your normal "surfaces.ini" with pits set to valid

another thing that should fix this (i dont know for sure)
would be recording side_r.csv and side_l.csvwith ai-line helper and using those with the "holding-shift at ac-start" method
 
when recording the new ai line, everything else but your road-mesh in your surfaces.ini should be set to IS_VALID_TRACK=0

if you dont do this, ac will assume it can drive anywhere, also in the pits, if you use your normal "surfaces.ini" with pits set to valid

another thing that should fix this (i dont know for sure)
would be recording side_r.csv and side_l.csvwith ai-line helper and using those with the "holding-shift at ac-start" method
Road to? I recorded left and rigth sides.
 
I have another problem. On some tracks, ia cars start too slow. They barely move ...
The ai is perfect, the cars go where they belong and set very good lap times, difficult to match.
But this about the start, I can't fix it.
What could it be?
 

fughettaboutit

aka leBluem
should not happen without CustomShadersPatch, with it enabled, set ai strength and aggression to 100%, thats a long lived bug ;(
 
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