fughettaboutit
aka leBluem
mh no, nothing with distance, mayb its a problem with car-ai or ai line itself
did you try with original kunos cars and track? (no mod car)
did you try with original kunos cars and track? (no mod car)
mh, converted tracks are prone to have none working ai
The issue is SimTraxx. Not surprised.I am trying to fix the ai on the hong kong eprix track by Simm Traxx. I tried setting an ai path but no matter what, the cars always go straight into the wall on turn 1. Does anyone have an idea on how to fix this or what's causing it?
And again, it’s best to post a picture of the AI line where you are having issues...I managed to get the ai line working. Problem now is, the cars treat walls like I treat curbs... I've seen the cars dive straight into the wall on turn 12 in attempt to pass.... Is this fixable?
Just want to say thanks to yourself and Terden. I spent at least a day trying to figure out why my figure8 track was not working, applying hints unsuccessfully, editing the spline manually, etc. Then I came across your comment that all I needed to do was split my track mesh (see image) and I could finally sleep at night.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.
Correct. You need to add more start/pits spots, maybe by making copies of...like all the cars spawn in the same spot. I assume since the map wasn’t designed for more than 1 car ...
thank you!
I’ve gone through all the sub folders for the track, and I can’t seem to find those parameters. Any idea exactly which file I would need to edit?Correct. You need to add more start/pits spots, maybe by making copies of
AC_START_0 and
AC_PIT_0
You must edit some kn5, no other way.
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.
Once this is done, go into the game, onto your track, with any car.Code:[AC_APPS] ENABLE_DEV_APPS=1
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).
4/ Drive a least two laps! Save and exit whenever you think you've got a good line. Here's how:
5/ Hit ESC for the menu and click "Exit".
(edit - if this doesnt work: Press the "recording" to stop the recording process. Press Save ai.)
Now AC can be unresponsive for some time, depending on track length. After that you should now have a "fast_lane.ai.candidate" file under YOURTRACK\ai\ folder (or YOURTRACK\layout\ai\ ).
7/ Rename the file to "fast_lane.ai".
Also make a copy of it to "\data\ideal_line.ai" (or make a second one)
(prefered ideal line shown in game and used for ai fuel calcs)
8/ 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).
If all this doesnt work: check position of AC_TIME... gates and make sure you don't run over invalid track surfaces while recording.