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TUTORIAL ROAD - How-to ? (physical and visual layer)

luchian

Administrator
Staff member
I highly doubt it's because of holes in the mesh. You could have a road in the sky and still work, afaik.

Maybe it's related to the way the borderlines are detected, as Rob says?
Make a screenshot when you have the AI app active, it should show the borderlines in red.

A simple way to get rid of "noise", is to edit the surfaces.ini and define all keys (including pits) as invalid (i.e. IS_VALID_TRACK=0, iirc), except for the road key itself. Then try again.
 

BangingGears

New Member
i still run through this issue as well... might be worth to try what luchian said. Disable the whole CSP thing.
I do even made the road as one mesh to avoid any holes.
Another thing i saw strange behavior with boarderlines. Might be worth a test without any surroundings.

Road length i was worried as well. For TrafficAI Lanes they recommanded not recording more then 10km Splines - cause it would have exobitant loading/saving time. Maybe its an computer hardware issue then, that RAM or whatever crashes. At least in my case... I have a Asus Board with AMD and damn this system is very unstable in a certain Bios configuration.

Pls share your solution when you have success.
I tried shutting off CSP entirely, and it just kept crashing.

I'm going through the physical road now to find any inconsistencies again... haha
I do have the Traffic AI running good on the traffic layout...using 2 real.
 

Rob Pawn

Active Member
Ok, due to the discussion previously, i decided today to do another try on my Race Layout AI Spline - where i had same trouble like "BangingGears".

I copied blend file and prepaired some things.
- Got rid of section time gates
- Made a single Road Mesh
- Took 1PIT and 1ROAD out of some Folders and brought it in Main Folder.
- Got rid of almost every other Meshes except Terrain next to Road + Side Barricades/Fences some Cones which helps stay on Track in hard unexpected corners.

Copied Track Folder and renamed it (to not mess around with existing things)

Edited Surfaces.ini to have only
- Pit (non valid track)
- Road (valid track)
- Gras/Terrain (non valid track)

Got rid of several extension config things.

Got rid of all other Layouts and kn5 Model which are not nessesary.

On CSP settings i did not made any changes. Same settings like when i drive usually/common.
Iam still on version 2.5 (preview)...

I drove 2 rounds and could save successfully!

** I tried this kinda similar before tho... One difference this time was, to put the1ROAD mesh into main folder.
Maybe cause of hierachie things made the difference... I have no clue...
And the section time Gates i did not touched last time and had them active.
 

dabounce

New Member
for the ai lines i had the same problem , not saving a candidate file nothing .just downgrade your custom manager to the version 2.3 or 2.5 don't remember wich one and try again
i think it will work ;))
 

BangingGears

New Member
I redid some roads I didn't like, and made some slight changes to the AC objects. and Last run it didn't save the AI line but it did give me a time done in... which it wouldn't do before....

I tried all the different version of CSP none of that worked.
tried running it with only the road as "is valid Track=1"

when I went over the finish line it actually showed the new AI line, it got extreme low FPS...I saw the blue line and I just quit out...
should I have waited to escape?

also

for the Love of all that is good and right

does anyone know How I go about making a ingame map for a free roam layout...
I discovered how to make and save the maps with an AI line... and have them working in the rally layouts...

but for the life of me after searching for hours I cant find how to make a map without an AI line... the free roam doesn't have any AI line.


if anyone is interested, here is a link to my Patreon and the track I am building... I am not selling it or anything else... any free members of my Patreon will be able to download it... just giving back after downloading 600 gigs of mods myself... I wanna give back to the Assetto Corsa community.


I again say Thanks to all and any who help.

 

BangingGears

New Member
this is definitely strange...I must be doing something wrong...(Obviously haha)
I have a rally layout that previously saved the fast_lane...I didn't like it and deleted it and just tried to redo it...now that isn't saving...
I have to be doing something simple to fix once I understand what that could be...
I did redo some of the roads that are part of that rally layout...

when recording an AI line...if you go off the track a little it will still save right? (I know its not optimum I just want to verify that's not what's causing the none saving)

with the AC Timing objects... should I place them above the ground 2 to 3 meters.. same as the AC START and PITS? that's how I have it now, but I noticed when I went through the finish line the time never stopped...on this rally layout...
 

fughettaboutit

aka leBluem
ab-tracks need different start/finish gates
AC_AB_START_L , AC_AB_START_R
AC_AB_FINISH_L, AC_AB_FINISH_R

one sector inbetween allowed
AC_TIME_1_L, AC_TIME_1_R

have seen a second one too on some tracks
AC_TIME_2_L, AC_TIME_2_R
 

BangingGears

New Member
ab-tracks need different start/finish gates
AC_AB_START_L , AC_AB_START_R
AC_AB_FINISH_L, AC_AB_FINISH_R

one sector inbetween allowed
AC_TIME_1_L, AC_TIME_1_R

have seen a second one too on some tracks
AC_TIME_2_L, AC_TIME_2_R
ya just came to say I feel sharp as a bowling ball...
I forgot the AtoB race needed a different AC objects. I had them just didn't turn them on...but it crashed soon as I hit the finish line...
 

BangingGears

New Member
ill tell ya...after working on this since Oct of last year...
they dont make it simple.
seems simple enough, but damn.

I have more appreciation to those who make these...

I have it saving the AI line but now, (I retried an older version... 2.3) it crashes loading up, says the AI line is broken or missing.

head...brick wall....

EDIT
so ya I got it to run by going back to the 2.7 CSP

so to record I go to version 2.3 shut off the Ai in CSP...
then reset it to newest version and turn on AI... Track day is pretty cool with Traffic cars for the AI.\


edit again

So no matter what I do it just crashes when trying to save the circuit layout... soon as I cross the finish line it crashes. and then says AI line is missing or broken.

I have searched and searched for this.. there has got to be a reason.

does anyone know if there is a limit to the length of a track?
 
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immortalx

New Member
ill tell ya...after working on this since Oct of last year...
they dont make it simple.
seems simple enough, but damn.

I have more appreciation to those who make these...

I have it saving the AI line but now, (I retried an older version... 2.3) it crashes loading up, says the AI line is broken or missing.

head...brick wall....

EDIT
so ya I got it to run by going back to the 2.7 CSP

so to record I go to version 2.3 shut off the Ai in CSP...
then reset it to newest version and turn on AI... Track day is pretty cool with Traffic cars for the AI.\


edit again

So no matter what I do it just crashes when trying to save the circuit layout... soon as I cross the finish line it crashes. and then says AI line is missing or broken.

I have searched and searched for this.. there has got to be a reason.

does anyone know if there is a limit to the length of a track?
I had the same issue and it was a major headache for a week, before a kind member in another forum gave me a working solution: My road has a visible and a "physics" (non-renderable) mesh. The physics mesh is dense so it was split in <65K vertices chunks to satisfy AC engine's limitation. It seems that this wasn't enough. He suggested I split it in chunks no more than 10K vertices, and what do you know... The "AI is missing or broken" error disappeared straight away!
Give it a try, maybe it'll work for you too.
 

BangingGears

New Member
I had the same issue and it was a major headache for a week, before a kind member in another forum gave me a working solution: My road has a visible and a "physics" (non-renderable) mesh. The physics mesh is dense so it was split in <65K vertices chunks to satisfy AC engine's limitation. It seems that this wasn't enough. He suggested I split it in chunks no more than 10K vertices, and what do you know... The "AI is missing or broken" error disappeared straight away!
Give it a try, maybe it'll work for you too.
Thanx
ill try it!!

edit

well hoping that was it......that would be very cool...just ran a lap and it didn't crash and its thinking in background...doing its thing... putting all the 1road to 10k or less may have worked.

EDIT

so ya... That is awesome.... totally saving the circuit AI now.

here is an image showing the drivable roads compared to the Nordshliefe in actual size...

I took "go big or go home" to heart

8874
 
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