This AI line is for the track adelaide2021 by CrisT86 & Pugsang (based on the original 2011 by Tewie)
Original times:
New AI line times:
- as you can see, massive improvement for all types of cars
- I could've made them a little faster by hitting the curbs more in the first part of the lap like the V8s do, but the gt4s were constantly bouncing off them so I decided to avoid them
Here's a list of fixes:
- straighten the AI line through the Senna chicane, but avoid the curb on the left because it makes the cars bounce off and spin out. They'd also occasionally hit the barrier on the left, so definitely one to avoid
- they were breaking way too early for the Wakefield corner
- breaking too hard for the Turn 8 kink. Cars with decent enough downforce will go full throttle through there. I left a bit of margin on exit because they tend to crash into the wall there when making an overtake. I restricted their entry using sidelines, so they don't enter the corner too narrow when overtaking. That was causing them to crash into the wall, as well
- once again, breaking way too early for the Dequetteville Hairpin. Still breaking a little bit too early for it, but they're not losing more than a couple of tenths there at most now.
- straightened and smoothed the line through the the following turns (12, 13 and 14). I'm particularly proud of that line, got them to use the whole track, curbs and everything.
- got them to use more of the track at turn 15, including the inside curb. This is the kind of turn Assetto Corsa AI struggles with, especially in vintage cars, but they go faster through there now due to the AI line not being straight through the middle of the track anymore
- break later (still slightly early ) for the final hairpin
- as we all know by now, street tracks are a little more awkward for the AI, because they tend to crash into walls and they don't get on well with high curbs. But after running a full race, the AI not only kicked my ass, but they were getting some great overtakes done on each other, too. Spent a lot of time on this, but I think it's as good as I can get it.
AI testing background:
I tried using a variety of cars from different eras, starting with GT3s and ending with a decently quick, but very unstable Jaguar E-type from 1962. The latter makes using the whole track super important. Sorry for not using any single seaters or F1 cars, but I don't really care about them. I came to accept I'm a vintage car person who occasionally enjoys a modern sports car, but nothing stupidly fast.
To get the lap times you see in the screenshots, I run the AI at 100% strength and 50% aggression for about 10 laps in a qualifying session (that's when they go fastest, which makes it most reliable for getting lap times), once using the original AI line and once more using the final improved AI line (ignoring the few hours that went into driving new lines and retesting until I get it as close to perfection as possible).
I use the Audi TT cup to drive the AI line because it's easy to drive, has decent turning radius and it's understeery on exit, perfect for driving a smooth line.
After getting a good AI line I also redraw the sidelines and integrate them into the `fast_lane.ai` file so you don't have to hold shift the first time you start a race. It all just works!
My quick story:
I'm one of those weirdos who likes racing offline because I hate how unpredictable people are. The only issue is it's hard to find tracks with decent AI in Assetto Corsa, so I gave it a go and realised I'm pretty decent at driving a smooth AI line. So I decided to give a bit back to the community (especially the offline weirdos like me). Hope you enjoy the racing!
Original times:
New AI line times:
- as you can see, massive improvement for all types of cars
- I could've made them a little faster by hitting the curbs more in the first part of the lap like the V8s do, but the gt4s were constantly bouncing off them so I decided to avoid them
Here's a list of fixes:
- straighten the AI line through the Senna chicane, but avoid the curb on the left because it makes the cars bounce off and spin out. They'd also occasionally hit the barrier on the left, so definitely one to avoid
- they were breaking way too early for the Wakefield corner
- breaking too hard for the Turn 8 kink. Cars with decent enough downforce will go full throttle through there. I left a bit of margin on exit because they tend to crash into the wall there when making an overtake. I restricted their entry using sidelines, so they don't enter the corner too narrow when overtaking. That was causing them to crash into the wall, as well
- once again, breaking way too early for the Dequetteville Hairpin. Still breaking a little bit too early for it, but they're not losing more than a couple of tenths there at most now.
- straightened and smoothed the line through the the following turns (12, 13 and 14). I'm particularly proud of that line, got them to use the whole track, curbs and everything.
- got them to use more of the track at turn 15, including the inside curb. This is the kind of turn Assetto Corsa AI struggles with, especially in vintage cars, but they go faster through there now due to the AI line not being straight through the middle of the track anymore
- break later (still slightly early ) for the final hairpin
- as we all know by now, street tracks are a little more awkward for the AI, because they tend to crash into walls and they don't get on well with high curbs. But after running a full race, the AI not only kicked my ass, but they were getting some great overtakes done on each other, too. Spent a lot of time on this, but I think it's as good as I can get it.
AI testing background:
I tried using a variety of cars from different eras, starting with GT3s and ending with a decently quick, but very unstable Jaguar E-type from 1962. The latter makes using the whole track super important. Sorry for not using any single seaters or F1 cars, but I don't really care about them. I came to accept I'm a vintage car person who occasionally enjoys a modern sports car, but nothing stupidly fast.
To get the lap times you see in the screenshots, I run the AI at 100% strength and 50% aggression for about 10 laps in a qualifying session (that's when they go fastest, which makes it most reliable for getting lap times), once using the original AI line and once more using the final improved AI line (ignoring the few hours that went into driving new lines and retesting until I get it as close to perfection as possible).
I use the Audi TT cup to drive the AI line because it's easy to drive, has decent turning radius and it's understeery on exit, perfect for driving a smooth line.
After getting a good AI line I also redraw the sidelines and integrate them into the `fast_lane.ai` file so you don't have to hold shift the first time you start a race. It all just works!
My quick story:
I'm one of those weirdos who likes racing offline because I hate how unpredictable people are. The only issue is it's hard to find tracks with decent AI in Assetto Corsa, so I gave it a go and realised I'm pretty decent at driving a smooth AI line. So I decided to give a bit back to the community (especially the offline weirdos like me). Hope you enjoy the racing!