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AI for St Petersburg 2003 2024-01-06

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This AI line is for this track:

original:
original.jpg


Improved AI times:
improved.jpg


I'm not really sure how no one worked on this AI line because it's so bad, the track is basically pointless for offline racing.

List of major improvements:
- focused on trail breaking into turn 1 so they don't stop before turning
- smoothened the line through turns 2 and 3 so high downforce cars like GT3 can drive flat out through there
- smoothen the line between turn 5 and 9, particularly useful for vintage cars so they don't keep breaking and accelerating through there
- straighten the exit line out of turn 9 so they get good exit speed
- use the whole track for turn 10 which makes it quite a bit faster
- flat out through the 11-12 chicane in any car
- focus on exit speed out of turn 14
- the sidelines were completely broken so I redrew them and integrated them into the AI line. In fact, if they were thrown off their line, they'd occasionally crash at full speed into walls because as far as they were concerned, there was no wall there. They'd also avoid some parts of the track (one of which was on the main straight) because the track boundary was covering most of the track

Slight issues:
- they sometimes hesitate to overtake on the main straight. It doesn't happen as often as it used to (when the track boundary was in the middle of the damn track for some reason), but it's still annoying seeing them dropping back behind a car that's slower in the main overtaking spot
- the line isn't gonna be perfect, mainly because assetto corsa AI and street tracks don't get on well. I had to miss the apex by a bit in some corners because they'd occasionally crash into the nearby barrier. Also, the ideal lines do differ quite a bit between vintage and modern cars and I didn't wanna mess around with different AI lines for different types of cars. Instead, I just used the most balanced line I managed to create.
- also, sorry for not using my usual set of cars. This is the first track I've done the AI for and I didn't think about it, but I don't wanna spend another hour getting lap times from the AI at the moment

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!

Latest reviews

Sorry but it seems the AI cars still all crash into each other at the start. What might I be doing wrong
Thanks a ton for this! You don't happen to have Rainmaker's Long Beach 1998 sitting in the pipeline do you?
spitzanu
spitzanu
I can add it to the front of the pipeline, if that helps

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