Assetto Corsa Finally Gets AI Fixes! – CSP 1.80 Preview



As a part of the latest Custom Shader’s Patch (CSP) Preview, Ilja has introduced various AI tweaks which aim to bring better rain weather behavior for the opponent cars. But hidden amongst all the changes are additional features which help squash issues that have been in Assetto Corsa for years. With promises of more to come, what already is here is very exciting. Long Live AC!

Custom Shader’s Patch Patreon: https://www.patreon.com/x4fab/posts
Historic Zandvoort: https://f3classictracks.sellfy.store/p/ylih/
Zandvoort AI Files: https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/page-2393#post-13391837
RSS 1970 F1 Car: https://racesimstudio.sellfy.store/p/formula-1970/

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like mine or any other Next Level Racing® products, check out NextLevelRacing.com

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0:00 Intro
1:23 Settings
4:31 Race
16:50 Final Thoughts

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41 thoughts on “Assetto Corsa Finally Gets AI Fixes! – CSP 1.80 Preview”

  1. The AI improved a lot, especially in the rain – it was plain broken since the rain overhaul update. BTW the 'avoid sides when raining' was causing CTD's for me and others – if you somehow get CTD's during heavy rain, turn that option off. The 'using simpler AI spline' set to on also works but I prefer to leave that option off.

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  2. I feel that these latest changes to CSP are the best and most important ones to date. For me much more important than the rain settings.
    This will anhance offline-racing so much! Looking very much forward to racing offline even more.
    Thanks Jake for another great video.

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  3. Very nice! A clean race is a rare, nay freak occurrence in online gaming and IRL so I am hoping the AI for the mistakes side of things done get too "fixed" and end up riding on rails.

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  4. So very hyped for whatever AI updates Ilja can bring – it's always been decent AI if you have a good track and car AI but this fixes some of the biggest issues and hopefully more to come. The RSS70 collision box is a few cm smaller than the wheels of the car, so that causes a few AI issues when they're side by side. Thanks for the AI file link, the default AI here were really slow in the final corner.

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  5. I remember trying to race prototypes on this very track years ago. They would crash and fly over the grass around the rear sections of the track, away from the straight. I'm a non-wheel player and therefore I can't aim to race online, so improvements to the AI side of the game were always something I've been looking forward to.

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  6. I hope to see a very improved AI until AC2 also in dry conditions (something in the Automobilista 2 direction), because it's the only real thing this game needs and it can literally lives forever

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  7. Great video man! Do you know something about AI in online races? I usually race with a few friends and we've allways looking to put some AI, but we found that is not possible. This update brings up something to fix this?

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  8. Just firing up this video, very excited for this! I just uninstalled AC recently because almost any AI race would have some kind of annoying foible or issue that would break the race and immersion, namely how cars would fall off the track in dumb ways and then just stop and DNF rather than try and get back onto the track, even if they merely ran wide by a few yards. Or sometimes if a car wrecks and goes back to the pits, it keeps re-entering the race only to blither around at like 30mph in the middle of the track, holding everyone else up and clearly not keeping minimum speed at all. That plus the often nonsensical pit strategies just ruined it for me, which sucks. How much will be fixed? Time to find out <3

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  9. Thanks for using my AI improvements. I have made more for Sergios tracks. You can find them in the link you have posted (GTPlanet in the signature). I asked Sergio about the AI stuff, will see.

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  10. Honestly I think this is all placebo 😉

    It was always possible to race them side by side if the ai line was fine and the sidelines were correct. But the start seemed better I agree on that.

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  11. Thank you for the report. I wasn't aware of the changes. AC is still one of the best for offline racing and better yet thanks to Ilja's work and the community mods and tons of tracks.👍

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  12. Noticed how easy they were to pass into the first corner. They don't go defensive. Not sure why something like that would not be a given?
    Speaking from experience because way back when microprose grand Prix was around I was able to do my own hacks to allow the AI to do just that, along with dozens of other tweaks. It wasn't that difficult a task and yet I very rarely see it implemented in any sim.

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  13. As IMO the most perceptive AC Youtuber, consider doing a fresh intro to modern AC and CSP etc for not only newbies but those who may have installed AC years ago and used it without really updating much other than favorite track and car mods.

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  14. to enjoy driving under rain but without rain I set a preset in the sol planner this way : rain amount 0% – wetness 65 % – puddles 35 % – rain effect difficulty (real) : 4
    ai strenght 100 % (with some cars they're even too slow)
    try targa 73 with the Maserati 250f or tipo 61 it is so fun !

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  15. Great news but as usual major failings in a game have had to be sorted out by the modding community. Can't wait to try this, in the past offline racing in AC was farcical hopefully now it will be much better.

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  16. Will the AI changes take effect if I launch the game through the default launcher? I want to run my custom championship with the new AI, but the Content Manager Lite doesn't support championships.

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  17. Since "sparse grid" is grouped under "AI Splines" I assume it's to do with the paths the AI take. A "spline" smooths a path through a set of points. "Sparse grid" sounds a bit like a coding term, "sparse array" which is for holding a lot of values in a way that doesn't take too much memory – if most of the values are zero. So "sparse grid" should increase performance, path smoothness or both.

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  18. AI lapped cars not always but mostly somewhat moving out the way, AI warming up the car before a flying lap in qualifying, and mechanical retirements for AI and the player is all I want.
    Especially the mechanical retirements part because right now I really have to crank up the aggression if I want to replicate 90s F1 and it's high retirement rate, but thats not realistic since it just means cars retire from crashing into eachother, not engines blowing up and smoking. Plus everyone drives like theyre driving GT cars bumping eachother.

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  19. I tried a few races on the new AI tweaks and frankly, did not see much difference on most tracks. AI behaviour really depends on the track and the mod.
    Although one thing I did see for the first time on the RSS 1970 mod was the car deform on crash and catch fire.

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