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Sound in Tunnel

fughettaboutit

aka leBluem
I try the addon on blender
I exported at different scales
by taking the middle vertices of the road mesh
then taking the edges of the road but same result each time when I import it into ks editor the ia line ends up far from the road and this means that in game the cars leave then stop immediately....
blender addon is made to edit existing ai lines, as post above says, record ai line ingame
 

LanD

Member
ok its just that ?
I should do a round or two while recording then I have to go and rename the file which will have taken the name candidate at the end?
 

LanD

Member
for the pit lane also I do two laps I leave the pit do a lap return to the pits then leave another lap or do I go through the pits without stopping?
 

fughettaboutit

aka leBluem
no. pits is different, start somewhere on normal ai line, before pits, from there drive through pits, go on to normal track, stop somewhere after pits, also roughly on normal ai line, then hit stop or whatever its called, and exit game
 

LanD

Member
ok everything works this is great
this directly brings the map to life thank you very much and you suggest recording the AI line at a speed like 140km max so as not to put too much pressure on the steering wheel or take turns that are not too abrupt because I see that the AI has abrupt driving or jerk the steering wheel to see it gets out of the trajectory in certain places where I took it too tight I think
 

fughettaboutit

aka leBluem
there is also the posibility to have data\ai_hints.ini, ie see
assettocorsa\content\tracks\ks_nordschleife\nordschleife\data\ai_hints.ini

or mentioned here from minute 36:
 

Rob Pawn

Active Member
I try the addon on blender
I exported at different scales
by taking the middle vertices of the road mesh
then taking the edges of the road but same result each time when I import it into ks editor the ia line ends up far from the road and this means that in game the cars leave then stop immediately....
what Johnr777 says!

in case you make extra sidelines, or similar, make sure origin/pivotpoint is on worlds origin (0,0,0)
and i think dont apply scale like on PObjects will help too.
 

LanD

Member
in its ai hints file what are the things named; karussell; wehrseifen etc and
the hint corresponds to waypoints like AC_TIME_0_L, AC-TIME 0_R?

; karussell
[HINT_0]
START=0.578
END=0.586
VALUE=0.8

; wehrseifen
[HINT_1]
START=0.353
END=0.361
VALUE=0.8

; pflanzgarten 2
[HINT_2]
START=0.745
END=0.753
VALUE=0.9

[HINT_3]
START=0.770
END=0.78
VALUE=0.7



[MAXSPEED_0]
START=0.104
END=0.107
VALUE=250
 

LanD

Member
there is also the posibility to have data\ai_hints.ini, ie see
assettocorsa\content\tracks\ks_nordschleife\nordschleife\data\ai_hints.ini

or mentioned here from minute 36:
it's this video that I watched to know that I had to remove the candidate haha I'm going to watch it a little more in depth thank you for your help guys in any case
 

LanD

Member
I see that he made a section file I think linked to the ai hint file but how to define sections assigned them a name for them linked to the hint
I have my AI which starts following the path quite well but one race out of two hahah and the other they have quite a few accidents or respawn at the pit there is only one or two who finishes the race
 

LanD

Member
for the sections the trick would be to compartmentalize my fast lane on blender by naming them then create a section file and in the ai hint file put the hints with the name of these sections to be sure that they follow all along the line I the lane is beautiful no zigzag it follows the road well but I have a problem with the right and left edges of the fast lane I see that they come to stand on the road in places where chases and crosses this could what does this come from?
 

Johnr777

Moderator
for the sections the trick would be to compartmentalize my fast lane on blender by naming them then create a section file and in the ai hint file put the hints with the name of these sections to be sure that they follow all along the line I the lane is beautiful no zigzag it follows the road well but I have a problem with the right and left edges of the fast lane I see that they come to stand on the road in places where chases and crosses this could what does this come from?
What?
No…

The AI hints file uses information from the AI fast lane - the spline location values from 0 to 1.

0 is the start and 1 is the finish. To get the values for the hint file, you need to open your track in kseditor as well as the ai lane. Clicking on the spline will give you the value you need.

The “sections” file itself is just for corner names and nothing to do with AI.
 

LanD

Member
I'm coming from afar I have a lot of things to learn but it's progressing little by little haha I wasn't aware of the ia lane helper addon either I'm still watching the tutorial video I'm going to get through it haha what's the point? serves the sections and how do we create them?
 

fughettaboutit

aka leBluem
"sections.ini" contains corner names on the track. They are displayed with the "Track Description" app on. It has nothing to do with ai_hints.
upload_2024-2-4_7-49-4.png
 
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