AC fast AI Line guide

AC fast AI Line guide 0.1.1

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The file I´ve got when recording is finished is "pit_lane.ai.candidate" and not "fast_lane.ai.candidate". And I´m not recording the pit lane.
This is nice to read. Thank you very much!
I tried it for 3 hours on varano track with the URD Radical - but no change - AI is not starting or crashes all the time :( ...
But thank you very much for your nice guide :)
Finally an decent guide!
Detailed, well explained, very well presented. Thank you very much, now I have no more excuses
Well done and very helpful guide. Thank you!
Only the hint [DANGER_x] should work vice versa. The higher the value is for the left or right side, the less the ai cars try to overtake on that side. I've used this for several tracks to prevent the ai cars from crashing at chicanes with non moveable tire barriers (e.g. Salzburgring or Körfez track v1.0). And it's very important to start the danger zone early enough, to give the ai cars enough time to pile up before a chicane especially in the first lap of a race.
parrilla
parrilla
You sir are correct! I got that part completely backwards, just updated it, thanks for the heads up!
Premium
Fantastic! Thank you very well put together
Very good overview of how to approach this. I have some slight differences in methodology in regards to how close you can record next to walls but very minor differences. This is how I recorded AI lines for 2022 F1 cars. In my testing, I find that there is no better method for AI other than to record a car/track specific combo. F1 cars drive fundamentally differently to gt cars to street cars. It seems a future feature for CSP will be car specific AI lines so this information is incredibly useful to have out in the community.
parrilla
parrilla
Yes! I initially started recording the lines with an F4 car, then realized high downforce cars take a different line than most other car classes. The CSP feature to select a line file would be game changing for that. With the wall distance, specially on the inside, I found it necessary for racing cars like the Euronascar, TCR and various other touring/classic car mods that have the "steering lookahead" value too high on their data file, probably so they can ride kerbs on normal tracks, but make them try to "cut" corners and hit inside wall on city circuits. Thakns for the feedback!

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Shifting method

  • I use whatever the car has in real life*

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