Skip to content
William Gawlik edited this page Apr 12, 2023 · 12 revisions

The AI in Assetto Corsa are infamous for being not the best to race against. The tweaks I have implemented are aimed at improving their race-ability, however I have not solved their suicidal tendencies for diving into you through a turn. If you have any suggestions on how to further improve the AI, please reach out to me and lets work together on improving their behavior.

Improving AC AI

There are a couple ways you can improve your racing experience against AI in Assetto Corsa.

  • Creating/Installing better AI lines for each track that you wish to drive on.
  • Finding the AI aggression level that allows for close racing without too many incidents.
    • Typically open wheeled cars require a lower aggression level.
  • CSP car physics scripts can be used to alter the behavior of AI drivers.
    • Example, a launch control script to get AI off the starting grid quicker.
  • Using the RARE AI features.

AI Features

Alternate AI Strength

By default, Assetto Corsa's AI Level parameter is very flawed in my opinion. It causes AI to not be able to go full throttle, once dipping below AI Level 90. I also feel that the AI Aggression parameter needed to be adjusted as well, since there are too many cases of AI dive bombing into turns. This is what led me to create an alternate choice for scaling AI's racing strength.

What does it do?

Alternate AI Strength uses the AI level you set for each car, and uses that number to limit the throttle limit when exiting turns.

Why is this better?

This is significantly better than the default AI Level behavior, because it allows for AI to go full throttle on the straights while still being able to scale the AI's performance up and down.

image

Relative AI Scaling

Tweaking AI Level to fit your racing skill level, and maintaining a BoP across drivers and teams was always a tedious task. Relative AI scaling was made to fix that.

What does it do?

Allows for you to scale all of the drivers AI Level/AI Strength to a certain level. This allows you to create a BoP in Content Manager for drivers/teams based on a 100% relative scale, then you are able to scale back the performance to your skill level.

Why is this better?

It is faster/easier to create BoP'd grids that provide close racing for yourself.

image

Pit When Tyres Worn

One of the biggest downfalls of the original AI pit stop mechanic, was that the AI would only pit if their fuel was low. This would lead to AI driving on completely trashed tyres, and leaving a trail of sparks and embarrassment. This feature was made to alleviate this issue, and allow AI drivers to pit when their tyres are worn.

What does it do?

Forces AI drivers to pit when they have reached a limit that has been set by the user. The limit can be randomized by providing a range, and the AI will randomly have a tyre life limit assigned to them within that range. There are two limits that can be set, one for the average tyre life, and a lower limit for a single tyres life. If either of the limits are reached, then a pit stop call is triggered, and the AI will make a pit stop whenever they can.

Why is this better?

This allows for different strategies to by deployed by the user to try and come out on top at the end of the race. It also helps create a more realistic race.

image

Fill Fuel Tank

Assetto Corsa by default will not fill the AI fuel tank to have enough fuel for an entire race. This is what was the primary logic that had AI drivers pitting, rather than due to tyre wear. Luckily this was a simple fix thanks to the lua sdk.

What does it do?

This feature will fill up the AI drivers fuel tank with enough fuel to complete each lap of the race, plus some spare fuel as a buffer. If the race requires more fuel than the tank can hold, it will simply fill it to the maximum limit that it can hold.

How does it do this?

The fuel level estimate is calculated by reading the KM_PER_LITER' value in the FUEL_EVALsection offuel_cons.ini` from the car data.

[FUEL_EVAL]KM_PER_LITER=2.34

image