This AI is for Pyyer's Melbourne 2022 extension which can be found here:
The original track is by Polska Liga Simracingowa (can't share the link to the track, but you can find it online)
Original times:
Improved AI line times:
- improvements of around 3 seconds across the board
The AI line was pretty rudimentary, running through the middle of the track. The new AI line improves things across the board, using the curbs on entry and exit. Clean overtakes are consistently happening between turn 8 and 9 and on the main straight (helped by the line through turns 13 and 14 now maximising exit speed)
I know it seems ridiculous for me to not use F1 cars on a literal F1 extension mod of the track, but I happen to love the track (more so in its pre 2021 shape) and hate driving F1 cars. Based on the GT3 times, I'm sure they'd be a lot faster on the new AI line, though. Feel free to let me know how it goes
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!
Melbourne Formula 1 2022 Grand Prix Add-ons Extension (for melbourne22 track)
Final update for the 2022 version. It won't be updated here anymore. To get news & previews on all upcoming extensions: www.youtube.com/user/pyyerlive/videos All my extensions can be found here ...
www.racedepartment.com
The original track is by Polska Liga Simracingowa (can't share the link to the track, but you can find it online)
Original times:
Improved AI line times:
- improvements of around 3 seconds across the board
The AI line was pretty rudimentary, running through the middle of the track. The new AI line improves things across the board, using the curbs on entry and exit. Clean overtakes are consistently happening between turn 8 and 9 and on the main straight (helped by the line through turns 13 and 14 now maximising exit speed)
I know it seems ridiculous for me to not use F1 cars on a literal F1 extension mod of the track, but I happen to love the track (more so in its pre 2021 shape) and hate driving F1 cars. Based on the GT3 times, I'm sure they'd be a lot faster on the new AI line, though. Feel free to let me know how it goes
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!