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Misc improved ai for "Brands Hatch - GP Layout" 1.2

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improved ai for "Brands Hatch - GP Layout" - Improved AI

Elliot Faggetter desperately needed this! :laugh:
I hope it works for you!

Improves Kunos Brands hatch Gp, I don't know by how much since some of my original files were missing. But the ai is surely smoother and safer.

Let me know if you run into issues!


I generally recommend: leave the agression at around 40% or lower. High agression just causes problems like ai bumping into you or into each other and it does not improve laptime.


Tip: If Ai is still too slow (which I don't...

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Hey!

So this is SOOOOOO much better. The only slight tweaks is the line into Paddock Hill Bend and Graham Hill Bend (T1 and T3) They cars, underbraking, clip the track edge and send them spinning off. Atleast 1 car per lap.

At Paddock, if Side by Side, the car on the OUTSIDE touches the grass and goes spinning straight on. That is the only scenario i've seen there, so i guess the track edge just needs to be brought in-towards the track slightly there. Image attached :)

1728464551573.png

Same goes for Graham Hill Bend, Though in this case, they arent necessarily side by side before they do touch the outside grass and go spinning straight on. Image attached :)

1728464581546.png



Otherwise mate, the AI is absolutely perfect! Only had 1 roll over, but that was with a test car and that was at 'Dingle Dell' - For Shiz and Gigs, Image attached - Can be ignored :)


1728464596980.png
 
Sorry to spam, just think it's good info :)


The Red Vectra had a late lock up, which is interesting, seems like the AI will make some human like mistakes... Anyway, Locked up, went on, hit the gravel, spun around and then continued.

The lock up tyre marks on the Red Vectra looks cool too.

But then, the Peugeot in the background reacted to that, locked up and also went straight on, spun in the gravel and rolled back onto the track. I like this, it adds a realistic human error element to it:

1728466154028.png
 
Spam is okay I like the feedback! ;)

I am pretty sure the ai of one of your cars is too much on the edge (modders fault) Can you tell me again the cars you are running and I can test if it is the line or the cars? Then I fix what is wrong, either the line or the cars.

Also did you observe if there is a certain car model that causes problems or if it is all of them?

Greetings

*also I am glad that it is already a lot better for you
 
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Also videos would be a fantastic feedback, „open broadcaster software“ for recording and „streamable“ for uploading is both very easy.

But I can understand that this might be too much work for you 😂
 
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Also videos would be a fantastic feedback, „open broadcaster software“ for recording and „streamable“ for uploading is both very easy.

But I can understand that this might be too much work for you 😂
Hey bud

Good Morning :)

I'm working through the day, so recording is not as easy as remotely connecting to my PC and taking photos for you.

I can do videos tonight, But i reckon you'll fix it quicker than then ;)

In regards to the certain cars, There isnt 1 car that causes more issues than others. Don't get me wrong, i like the Human error like incidents, it adds realism, But it shouldnt be almost every lap :D

Then Alfa that is having the roll over - That is from F302, i was using it as a test mule for BOP, so disregard that :D

The Peugeot mentioned before, could either be from the TCC (Cyril Cherry) pack, The Red vectra is from VRC, aswell as the Mondeo in the 2nd to last image. I know absolutely nothing about AI lines, which is why I appreciate your advance knowledge, which has worked, and work on this. I don;t know if moving the track edge AI line helps, but it seems logical to me, to stop them running onto the grass. (Pure Assumption :D)

You've made a noticeably positive change though buddy, I cannot fault that, Just fine tweaking now :D


But no, there is no pattern to which car, which should make it easier for you to diagnose :)
 
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Fixes incoming. The lines are very lush on the outside, very stupid on my part. :rolleyes:

About the human error element: this made me giggle a bit, because there is no option in AC to add this. Those lockups are simply AI mistakes when the Ai line of the track has too hard braking points or the AI options of the car make it brake too hard. There is no intention or possiblity to recreate human error, this is actual AI error. ;)
 
Fixes incoming. The lines are very lush on the outside, very stupid on my part. :rolleyes:

About the human error element: this made me giggle a bit, because there is no option in AC to add this. Those lockups are simply AI mistakes when the Ai line of the track has too hard braking points or the AI options of the car make it brake too hard. There is no intention or possiblity to recreate human error, this is actual AI error. ;)
Well, if you have the ability to somehow keeo those errors, but adjust the lines so that it still happens on the odd occasion... Great!!
 
I just ran another test, For Graham Hill, They can also take too much kerb, they really need to glance that inside kerb and not use the grass... Perhaps that inside AI line track edge could be brought in to stop them taking so much?
 
So I redid everything TWICE. Test that new version I am very confident that it is very good.
An incident log won't help me half as much as a video showing what exactly happens. But I have read your incident descriptions a couple of times and I am pretty sure I know what is happening.

I know it sounds straightforward when you say "they take too much kerb on the outside on Graham Hill" but my mental picture of that part tells me that the kerb is so shallow that the ai should be able to tackle it without ANY issue.

That being said the outside lines are a lot narrower now and don't allow them to drive there anymore.
I also added a Hint that tells them to stay away from the outside lines.

The Ai line itself is not so hard on the brakes anymore smoother and focused on exit speed.

If this is not fixing the lookups you have to put a breakhint into it yourself, it is very easy:
Go to the "steamapps\common\assettocorsa\content\tracks\ks_brands_hatch\gp\data\ai_hints" file
the numbers at start and end tell the ai WHERE it has to go slower/faster
the value number tells them if they should go faster (greater than 1) or slower (lower than 1).
You find out the start and end number through esotics Ai line helper. Brakehint is a brakehint and hint is a speedhint.
I put the numbers for T1 into this file already:
; T1
[BRAKEHINT_0]
START=0.037
END=0.074
VALUE=1.00
so if they crash put VALUE=0.95 and they will crash less there.


Just thought I give you this info so we can work together on it and if you yourself want to fight ai in AC you need to know these little things so you can fix tracks yourself. that's how I started, wanting to race the ai properly.
 
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The VRC ones are really good, The TCC ones are just bodies over the top of P3DMG car physics, that this guy charges for :D

the weirdest part of all of this it is ANY Super Touring mod, Whether it be VRC, P3D or TCC, 3 different creators, But same issue across all 3 modders, which makes me think it's the Track too.

Question... Do you use New AI Behavior on CSP?
 
No I don't use new ai behviour, try turning that odd.
First corner is just killer for the ai, long braking point, downhill in a corner.

It's weird that these tourers make you so much problems, I tried the Primera Btcc and it lapped fine with the old line but the track sidelines made problems it ran on the grass but that is/should be fixed now. Other than that it worked fine. Try changing the numbers in the file. It is very easy really ;)
 

What are you planning to upgrade this Black friday?

  • PC

  • PC Hardware (ram, gpu etc)

  • More games (sims)

  • Wheel

  • Shifter

  • Brake pedals

  • Wheel, shifter and brake in bundle

  • Rig

  • Something else?


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