[RARE] Rules and Race Enhancements

[RARE] Rules and Race Enhancements v1.1.5.0

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Download: v1.2.0.0-preview800


Requires CSP version v0.1.80-preview218 (2363)
*v0.1.80-preview346 (2501) breaks Race Weekends

Installation: Drag and drop downloaded zip onto Content Manager.

Since we are still awaiting a full release of CSP 1.80, I will not post official updates to the main RARE app resource here on Racedepartment, but I will post links to download preview versions after they have been tested by my Patreons. CSP version 0.1.80-preview346 (2501) is rather buggy and broken at the moment, which causes Race Weekends to crash in between sessions.


CHANGELOG
Features
  • Added Pirelli Limits, see Pirelli Limits section below for more information
  • Added drop down tabs for the Pirelli Limits tab in the setup menu (formally the Config tab)
  • Moved AI configuration options to the AI tab
Fixes
  • Fixed some crashes related to Race Weekends session switching (CSP v0.1.80-preview346 (2501) still causes crashes due to the patch's instability)
  • Improved RARE performance by 50% when using the Pirelli Limits option (which now combines the former Correct Compound Colors and Restrict Compound sliders)
  • AI now select proper qualifying tyre
  • AI should be less likely to dive towards the pit lane at race start
  • Fixed fuel being set to 0 liters initially while in non Race sessions
  • AI now use proper fuel loads in qualifying as well as do inlap, flying lap, and outlaps


PIRELLI LIMITS

This new feature is available in order for you to properly use the limits that Pirelli sets for the starting hot tyre pressures, tyre blanket temperatures, and end of straight camber limits (EOS Camber) for each race weekend.

This is also HIGHLY recommended to also be used when hotlapping, as well as having a realistic air/track temp set.

1696345947207.png
If you click the FIA Documents hyperlink on the Pirelli Limits tab, it will take you to the FIA Documents webpage where you can search for the Pirelli Preview pdf for year and race weekend that you need for the current track you are on.

1696346188734.png

This is where you will find all of the information you need to fill out the Pirelli Limits config.

1696346249253.png


While driving, if your EOS Camber exceeds the limits set, you will get a System Message at the top of your screen notifying any infringements that have occurred.

This video outlines how these features are used.
*Note - Some of the features slider's have changed since this video was recorded

Pirelli Limits Feature [RARE 1.2.0.0 Preview]
Here’s a quick video showcasing an upcoming feature. Pirelli Limits will help enforce the track specific compounds, EOS camber, and starting tyre pressures outlined in Pirelli’s Press Previews for each circuit. Also highlights an easier to use config tab, which should autofill with the available options, aside from the Target Material.

Pirelli Limits Preview Video
Since the VRC Formula Alpha 2023 and 2022 cars have their tyre textures in a zip file, the RARE config file for these cars need to have the string "tyre_textures.zip::" before the rest of the tyre texture name. Also be sure to not have ".dds" in your config.

You can update the config outside of using the in game config menu by opening the config file in RARE\configs\vrc_formula_alpha_2023_csp.ini

Then update these fields with the following


INI:
[COMPOUND_DEFAULTS]
SOFT_COMPOUND=1
MEDIUM_COMPOUND=2
HARD_COMPOUND=3
INTER_COMPOUND=6
WET_COMPOUND=7

[COMPOUND_TEXTURES]
COMPOUND_TARGET_MATERIAL=TYRES_WALL
SOFT_COMPOUND_TEXTURE=tyre_textures.zip::vrc_fa2023_red
MEDIUM_COMPOUND_TEXTURE=tyre_textures.zip::vrc_fa2023_yellow
HARD_COMPOUND_TEXTURE=tyre_textures.zip::vrc_fa2023_white
INTER_COMPOUND_TEXTURE=tyre_textures.zip::vrc_fa2023_green
WET_COMPOUND_TEXTURE=tyre_textures.zip::vrc_fa2023_blue
Hi all, I’ve been AWOL while I was working on the VRC Formula Alpha 2023… but now I’m finally back.

I’ve been reading through the discussion board and I’m taking notes of the issues people have been having.
This weekend I’ll try and get a hotfix out that will fix some issues I’ve seem to be widespread, especially on the preview versions of CSP. I’ll also have a some performance optimization coming alongside the bug fixes.

For those of you that are struggling to use the compound color corrector with the VRC Formula Alpha 2023, I will post an update here shortly explaining how to do it properly since the texture files are compressed within a zip file.
Hey all,

I've been away for a while working on a secret project, but I'm back and and ready to further update RARE.

To help ensure the quality of the mods, to prevent the headaches of dealing with preview versions on RaceDepartment, and to allow anyone to support me further, I have setup a Patreon page and a supporter's discord server. I'd like to continue to make things for the AC community, and Patreon is the solution I have decided on using to help fulfill that wish.

I will CONTINUE to publish final release builds of RARE onto RaceDepartment, but I'm unsure as to what I'll do with the other mods at the moment. I will be more open to creating mods at the request of my Patreon supporters, and I will also be posting all of my experimental mods and mod previews on Patreon.

I plan on hosting online races using RARE once v1.2.0.0 is live, and discord members will be able to join at will. I will also be creating tutorial videos on how to install/utilize any mods that I make, in the near future. This will hopefully help anyone that has been struggling with using these mods.

https://www.patreon.com/Schmawlik
Hi all,

With the amount of work I have on my plate is getting to be a bit too much for a single person, so I am opening up the ACSIM organization to invite some people to become contributors. If you are interested, please send me a message on Discord Schmawlik#0054. I'll modify the permissions throughout the next week or two, in order to find what seems appropriate for each person.

ASCSIM Github Page
Thanks for the quick feedback!

This is a yet another preview version. Changing the way I name preview versions, so if it doesn't match in game, that's why. I'll get that sorted out soonish.

Download: v1.2.0.0-preview650

Installation: Drag and drop downloaded zip onto Content Manager.

CHANGELOG
*new
Features
  • *Added rules presets for two race series, Formula and GT style races
  • *Added compounds tab which allows users to edit compound config while in the sim
  • *Added option for drivers to fill their fuel tanks with the same function as the AI

  • RARE can now be installed with Drag+Drop into Content Manager
Fixes
  • *Fixed DRS beep audio not playing
  • *Changes that were made using the compounds tab, should reflect in game immediately
  • Fixed user settings not being loaded properly
  • Fixed tyre compound restriction function
  • Fixed tyre compound color correction
  • Fixed Alternate AI Level value getting set to 100 after a restart
  • Fixed AI refueling bug
  • Fixed Settings Menu from causing issues when viewing the AI tab
  • AI tab is now allowed during sessions again
  • POSSIBLY FIXED RACE WEEKENDS BEING BROKEN
I ended up cutting some things down and released v1.1.5.0 instead of v1.2.0.0, since a lot of the features were not going to be compatible with the publicly released preview version of CSP v1.80. Version 1.2.0.0 will feature even more stuff than originally was planned, and those of you that have the latest v1.80 preview will have access to some of the features that I had planned for the v1.2.0.0 release.

The following are features that are currently in RARE v1.1.5.0, but are only accessible if you have the latest CSP v1.80 preview version.
Features:
  • AI should randomly select tyres based on the compounds allowed for that track, configured in the car compound config file.
  • AI should change MGU-K delivery and recovery options to try and attack the car ahead (very WIP). They will not visibly have these settings change, you have to monitor the input/output of ERS to valid it working. This issue will be fixed for v1.2.0.0.
Fix:
  • AI are called to the pits in a non-hacky way now.

Check out the roadmap to see what I have planned for RARE v1.2.0.0

RARE ROAD MAP
1682375150169.png
Here's a non preview update for the first time in a while.
I believe I will release fewer update since some people on RD don't quite understand what a "preview" is, so I will resort to hosting testing builds only on Github.

RARE requires track physics access, which is only possible if the surfaces.ini file is modified. So in order to prevent users from having checksum mismatches while trying to play online, I have created a new system that does not alter the existing layouts for tracks. The new system will create a new RARE layout, that I will keep all RARE related modifications within.

How to use RARE now:
1. For each track, if there is not an existing RARE layout, then when you launch the game on the desired layout, you must click this button in order to inject RARE for this track/layout. Clicking this button will create the RARE layout, and reboot Assetto Corsa into the new layout.

1681717867778.png


2. For future sessions on tracks that already have the RARE layout created, you can select the RARE layout in Content Manager to avoid having to do any extra reboots. The layout will have 'RARE' appended to the end of the layout title. "Example Track Layout RARE"

1681718035845.png


3. While in the setup menu before the session starts, you will have access to the RULES and AI tabs in the RARE settings menu. After the session has started, you will not be able to changes settings on these tabs unless you restart the session.

1681718193982.png

Features

  • Manually inject RARE, gone are the days of auto injection.
  • New DRS logic to accurately provide DRS for multiple zones that may share a detection line (Albert Park).
  • New delta to car in front logic. More performant, and more accurate. Now using mini sectors, with the track being divided up into 50 meter sectors that are used to compare against the driver in front of you to determine the time delta.
  • Tyre Compound Restriction: Limit player compound choices based on track to emulate F1 tyre compound restrictions.
  • Tyre Compound Color Correct: Change tyre compound texture based on whether they are the soft, medium, or hard compound .for that track. See the Github Wiki for more information.
  • Added new settings to toggle.
    • Restrict compound choice.
      • Toggle whether or not the user's selection of tyre compounds are limited to the configured compound indexes.
    • HMS compound colors.
      • Changes the tyre compounds to reflect F1's compound colors. Hard(white), Medium(yellow), Soft(red).
    • AI fill fuel tank setting.
      • Toggle whether or not the AI's fuel tank will get filled to the appropriate level based on the number of laps in the race.
  • Track layout system to handle online checksum issues, check Overview page for this mod for details.

Fixes

  • Updated AI forced pitstop logic, hopefully less AI get stuck in the pits.
  • Audio SFX should only be heard when Interior Volume is true.
  • FIXED DRS edge case. If the leader crossed Start/Finish line to start their 3rd lap before you crossed a detection line on your 2nd lap, you could get DRS activated if the other parameters were met.
  • FIXED the DRS popup showing up when DRS rules aren't enabled.
  • FIXED the drivers stuck in pits after teleport.
  • Removed unnecessary invisible RARE windows.
  • Fixed track map being replace with FIA logo.
  • Added functionality to the Race Refueling setting that never actually existed.
PLEASE DELETE OLD RARE FOLDER FROM THE LUA APP DIRECTORY
/assettocorsa/apps/lua/RARE


DO NOT REVIEW THIS APP BASED ON PREVIEW VERSIONS...

Thanks to all who have helped give feedback for the layout issues.

This is a preview version for the upcoming v1.2.0.0 release that is waiting on the public release of CSP v1.80. There are feature that will work with preview versions of CSP v1.80, that will not work with CSP v1.79.

I expect there to be some issues that need to be worked through, so be warned.

Features and Fixes (CSP v1.79 2144)
  • Hopefully fixed RARE failing to create RARE track layouts
  • Added new settings to toggle
    • Restrict compound choice
      • Toggle whether or not the user's selection of tyre compounds are limited to the configured compound indexes.
    • HMS compound colors
      • Changes the tyre compounds to reflect F1's compound colors. Hard(white), Medium(yellow), Soft(red).
    • AI fill fuel tank
      • Toggle whether or not the AI's fuel tank will get filled to the appropriate level based on the number of laps in the race.
  • FIXED infinite RARE directory creation
  • Added functionality to the Race Refueling setting that never actually existed.
  • FIXED the DRS popup showing up when DRS rules aren't enabled.
  • FIXED the drivers stuck in pits after teleport
  • New DRS logic to accurately provide DRS for multiple zones that may share a detection line (Albert Park).
  • New delta to car in front logic. More performant, and more accurate. Now using mini sectors, with the track being divided up into 50 meter sectors that are used to compare against the driver in front of you to determine the time delta.
  • Audio SFX should only be heard when Interior Volume is true.
  • Limit player compound choices based on track to emulate F1 tyre compound restrictions.
  • Change tyre compound texture based on whether they are the soft, medium, or hard compound for that track. See the Features section on the Overview page of this mod for more information.
  • Updated AI forced pitstop logic, hopefully less AI get stuck in the pits.
  • New system to handle online checksum issues, check Overview page for this mod for details
  • FIXED track layout creation for tracks that only have 1 layout and are missing the models.ini file.
  • FIXED tyre compound color changer bug. Works kinda wonky in general on this version of CSP.
  • FIXED DRS edge case. If the leader crossed Start/Finish line to start their 3rd lap before you crossed a detection line on your 2nd lap, you could get DRS activated if the other parameters were met.
  • FIXED Rare layout creation and reboot loop.
I would like to thank those who have been providing good feedback about the bugs they have been encountering in the preview versions leading up to v1.2.0.0.

Here are the bugs I have visibility on and am working on getting ironed out in the coming week.

1681162787118.png


Again, if you are looking for a stable build, releases that have "-preview" postfix are definitely not what you should be downloading.
Small update on how things are going.

Currently, the next v1.2.0.0 update is coming along nicely. However, it is dependent on the public release of CSP v1.80. Once I have finished my tasks for this release, and CSP gets updated, then I will release RARE v1.2.0.0.

Snapshot of v1.2.0.0 issue tracker
1679330281152.png
Hey all, I've been spending some time getting a project setup for RARE on Github to help organize the issues and keep me on somewhat of a schedule.

Here is a sample of what I have tracked at the moment.

1678163624780.png


A lot of the fixes/features rely on the upcoming CSP v1.80, so don't expect a full release until that gets released itself. RARE will again have it's minimum CSP version updated when that comes out as well.

I won't publish any "pre-release" versions on RD, but feel free to checkout any of the branches on github and testing it out yourselves.
PLEASE DELETE OLD F1 REGS AND RARE FOLDERS FROM LUA APP DIRECTORY

/assettocorsa/apps/lua/F1Regs
/assettocorsa/apps/lua/RARE


-Fixed AI tyre debug error
-Preparing script to enable online play in the future

A lot of the issues with AI breaking is not something I can fix. For some reason the in-game physics breaks and causes the AI to go haywire sometimes. I cannot replicate it on my machine, so if anyone has any idea on what can help alleviate this, please let me know.

For those having checksum issues when trying to join online games, please do the following.

1. Disable Auto App Injection Reboot
2. Click the Revert App Injection button

1672950476688.png
PLEASE DELETE OLD F1 REGS AND RARE FOLDERS FROM LUA APP DIRECTORY

/assettocorsa/apps/lua/F1Regs
/assettocorsa/apps/lua/RARE


- Added buttons in 'MISC' settings to revert surfaces.ini file to avoid checksum errors when playing online
- This will not fix previously "broken" surfaces.ini files​
- Removed excess files
- Added some debug values
- Fixed new alternate AI level being set and saved properly
- Removed alternate AI behavior in quali for now
- Added new AI Level Scaling
- You can now, for example, BoP F1 drivers based on 100% AI level, and then use the AI Relative Scale to find a difficulty that suits you​
- Fixed a bunch of minor bugs
PLEASE DELETE OLD F1 REGS FOLDER FROM LUA APP DIRECTORY /assettocorsa/apps/lua/F1Regs

- Fixed DRS beep not playing outside of race session
- Added pos X and Y sliders for Race Control banner
- Fixed AI closing DRS on straights occassionally
- Added settings menu to the setup screen
- (Experimental) Updated AI behavior to make them more raceable
- Added On/Off button for those who struggle to enable the app
At this point in development I’m satisfied with the features that are implemented currently, and will focus on bug fixes and a polish pass for the v1.0 release. This is not the end of new features though, I have more in store. Some future features include the following (not for the v1.0 release):

1. Better AI qualifying behavior
2. Realistic AI tyre strategies and compound choices. (future CSP version required)
3. Full Formula 1 2022 UI elements
4. Virtual Safety Car implementation
5. Maybe a full Safety Car in the distant future.
6. Presets for settings so you can switch it up easily and still have those saved presets available.
7. Custom AI. Long term project of mine to create custom AI to provide better racing, tougher battles, and less crashy AI.

In the future, I believe I want to rebrand F1 Regulations to something more generic. I believe the functionality I’m adding can be utilized for multiple different race types, and as such, I would like the rebrand to make the app not seem like it’s only for F1. I’m open to suggestions for names btw, I’m currently looking at calling it ACSIM (Assetto Corsa Simulation Improvement Mods). With the recent code restructure, I aim to make modules for the different types of racing and allow the user to switch between them (or even have an auto feature to do that based on car type).

As always, if you have any questions, please post in the Discussion board for this app, and I will try and quickly respond. I thank you all for the support :).
- Added AI Alternate Attack option. Adjusts AI aggression based on delta to car ahead (AI seem to fight a little better)
- Added AI tyre life variability sliders (This band-aids the bug where AI stay in the pits for too long). This also allowed me to add some super basic "strategy calls" when deciding when to pit.

1667866587490.png


- Fixed edge case for DRS being allowed when it shouldn't have been
- DRS audio can now be heard outside of race sessions
- Added option to disable or enable race refueling (leave disabled for F1 races)
- Added pit stop debug values
- Added ICE debug values
- Major code refactor
- Lots of back-end work to help me out in the future
Thanks for the feedback and support everyone. I’m working on some bug fixes and refactoring the code for my app. Whenever you have an issue please post screenshots with the debug screen open so I can try and assist you.

Known Bugs:
  • AI all pit at the same time.
    • I’m implementing variability and a variability option slider for AI tyre life to alleviate this issue.
  • Race Control banner scaling for display resolutions higher than 1440p.
  • *Unconfirmed* AI fuel staying at the same level throughout a race.
  • AI getting stuck in pits.
  • *Unconfirmed* AI not registering fastest lap with F1 Leaderboard mod.
Thanks again, and if you have any bugs you need to report for the next update, let me know within the next couple days.
- Added single tyre life limit for AI drivers
- Changed how default settings files are stored
- Added tyre lap count and last pitted lap variables
- DRS sounds now take AC master volume into account
- Fixed an edge case for crossing detection line if the start line is past the finish line and the detection line is not
- Added more variables to the debug screen
- Further removed old code that supports the broken method of disabling DRS

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