1. Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved. The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory. Do not post "I have the same issue" in an existing thread with a game crash, always open your own thread. Do not PM developers and staff members for personal troubleshooting and support.
  2. As part of our continuous maintenance and improvements to Assetto Corsa Competizione we will be releasing small updates on a regular basis during the esports season which might not go through the usual announcement process detailing the changes until a later version update where these changes will be listed retrospectively.
  3. If ACC doesn't start with an error or the executable is missing, please add your entire Steam directory to the exceptions in your antivirus software, run a Steam integrity check or reinstall the game altogether. Make sure you add the User/Documents/Assetto Corsa Competizione folder to your antivirus/Defender exceptions and exclude it from any file sharing app (GDrive, OneDrive or Dropbox)! The Corsair iCue software is also known to conflict with Input Device initialization, if the game does not start up and you have such devices, please try disabling the iCue software and try again. [file:unknown] [line: 95] secure crt: invalid error is a sign of antivirus interference, while [Pak chunk signing mismatch on chunk] indicates a corrupted installation that requires game file verification.
  4. When reporting an issue with saved games, please always zip and attach your entire User/Documents/Assetto Corsa Competizione/Savegame folder, along with the logs and the crash folder (when reporting related to a crash).

ACC 0.7 Discussion

Discussion in 'ACC General Discussions' started by Brado23, Mar 19, 2019.

  1. SebiTheJoker

    SebiTheJoker Gamer

    Look at this and you'll understand some things about the creation of the AI in original AC, not to confuse with ACC but some things probably still aplies in ACC

     
    Last edited: Apr 11, 2019
    jaxx_za, Winston and mr Switchblade like this.
  2. Thug

    Thug Hardcore Simmer

    I did suggest before that it may be good to introduce an 'elastic band' effect on the rolling start.

    This way....
    there wont be any significant gap created,
    there wont be anyone forgetting to pull away,
    there wont be any crashing into each other,
    there wont be anyone getting too far behind,
    there wont be any overtaking before lights out,
    there wont be anyone getting ahead of their qualifying position,

    It would keep a decent gap between each vehicle, but still give you the option to slow down or speed up a little and to get into your road position.
    This effect will obviously be lifted as soon as the lights go out.
     
    Coanda likes this.
  3. Winston

    Winston Hardcore Simmer

    Thanks for posting, really good overview, makes absolute sense.
    Not a million miles away from what I thought although I could only guess at the complexity of the algorithms. The idea about targets and looping forecasting the outcome of braking was an eye opener,and the bit about the brake hint was interesting and how it helps cater for different cars.
     
    Last edited: Apr 11, 2019
    SebiTheJoker likes this.
  4. Coanda

    Coanda Alien

  5. TDS

    TDS Alien

  6. Coanda

    Coanda Alien

    haha yeah maybe.. It was altered before release 7 though. Personally I think issue threads shouldn't be set as fixed when they are clearly not fixed as it creates more confusion. Set them once they are fixed and released.
     
  7. Mike1304

    Mike1304 Alien

    I‘m no programmer and maybe (sorry I meant of course) the term „scripted“ is being used in a wrong way but I think we still know what he meant.

    My understanding of „something was only scripted in older games“ is that an event doesn't happen as a reaction of the human player‘s input but only because the programmer wanted it to happen at just this moment („pre-scripted“).

    If in a first-person-shooter a plane comes crashing to the ground and explodes it‘s not because the player hit it but because the programmer scripted it to add some immersion like in a movie.

    In a racing game the AI-car doesn‘t change it‘s line because it‘s recognising the human player coming from behind and wants to close the door but just because it was a „scripted“ move, which would have happened anyway.

    Or a balloon is flying over the racetrack from east to west, not because of the wind (physics) but because the programmer „scripted“/forced it to fly there...

    Haha, like Lord Kunos said, I have no idea of game developement, I just wanted to mention „balloons“ in ACC forum and hope that I won‘t get banned for that :D:D:D;)
     
  8. Ace Pumpkin

    Ace Pumpkin Alien

    Thank you very much, good Sir. Exactly my point, in better wording.
     
  9. so AI cars are moving on the inside on every straight regardless of the presence of the player?

    never seen that, have you?
     
  10. I think pre-scripted is more like in nfs underground:
    If player is too fast for AI game just put AI cars right behind the player from time to time. Or, in some of "boss figts" boss will run faster in last corners.
     
    chksix likes this.
  11. Karsten Beoulve

    Karsten Beoulve Simracer

    I saw ai swerving weirdly on paul richards straight often.

    Beside that @Minolin lots of people are getting kicked to box even if they did chose drive at race start.... I had it 2 times and it always affected other 3 or 4 cars
     
    Franc Pisek likes this.
  12. Mike1304

    Mike1304 Alien

    Not really, but I’ve seen balloons flying against wind direction. Oh no I did it again! Just kidding, please forgive me!

    As I said I don’t know anything about programming, I just believed to know what the guy meant with the word „scripted“ and brought some (maybe wrong) examples.

    By the way I still can imagine (at least in theory) such „scripted“ racing lines of AI cars in old games. The AI cars „have to drive“ at a programmed route (for example a 1:1 line like in a real life race of the past) with no attention about the human player. If the player survives it‘s good, if not he crashes. I‘m not sure if everyone would have comprehended such a „trick“ in those days. I think most would have said „Wow the AI cars drive like in a real race“ (because they really did because of the 1:1 script) and not simply cue up in a line. And the crashes would have been „racing incidents“ in the eyes of many people. Maybe I‘m wrong but just think of old arcade racers like „Pitstop“ (C64). The AI drivers surely didn‘t have any „AI“ and just drove the lines they were programmed, no matter where the human player was. „Overtaking“ was just „avoiding contact“ in those days.

    Later maybe they improved the trick by not ALWAYS letting them drive the same pattern but varying each lap but still without noticing the human player. And someday the real AI came and the computer-drivers reacted to the human players (like in nowadays sims like AC, ACC).

    But, as I said that’s only my imagination...
     
  13. I guess this is the time when I say "you are right", smile awkwardly and slowly walk back :D :D :D

    you can either follow my advice or ignore it. Up to you.
     
  14. henkjansmits

    henkjansmits Simracer

    Ok probably a minefield but here is my take:

    * Scripted-AI: behaviour that appears like intelligence but is just a set of rules/program created by a developer.

    * "Non-Scripted"-AI: behaviour that is learned automatically using general AI algorithms (e.g. backpropagation, deep learning, etc. etc.) from some goal function.

    So all racing game AI is scripted in that sense. It would be fun to apply the second form to racing games: goal=win the race, not-allowed=cut track, change line in breaking zone etc. If they can do it with flappy bird, why not ACC.

    I think the confusion is probably with "scripted-events" which is also some game related term where seemingly complex but entirely pre-defined things happen if the player crosses some invisible boundary or so.

    My curiousity is mainly whether the AI plays by the same physics rules (tyre grip etc.) as the player in the sense that it can only manipulate gas/brake and steeringwheel. In rf2 i have the impression that is the case based on the mistakes they make (maybe naive). At least in the earlier ACC builds I saw stuff which pointed to the contrary (miraculous corrections).
     
    chksix and Ace Pumpkin like this.
  15. PabloVND

    PabloVND Racer

    The A.I is pretty good now. Just finished some short races and nothing strange to report util more deep analysis.
     
  16. Mike1304

    Mike1304 Alien

    How could I dare to not follow your advice my Lord. :)
    I‘m already gone and thanks for not banning me. :D
     
  17. Ace Pumpkin

    Ace Pumpkin Alien

    Is it an IP protecting thing you are so reluctant to go into details?
    If so I must remind you of rF2.
    It’s better, not by miles, but still.
    So why being so reluctant @Lord Kunos ?
     
    Last edited: Apr 11, 2019
  18. Mike1304

    Mike1304 Alien

    Ace Pumpkin likes this.
  19. Ace Pumpkin

    Ace Pumpkin Alien

  20. Coanda

    Coanda Alien

    I love the new Ai. I would be happy if he would address one big elephant in the room.

    "I know this has probably been raised hundreds of times over the years and even recently kicked off again however I am yet to read an official response. Why does the Ai not know how to handle you when you slow down off line on the straights? ie. cool down lap, out lap or in lap. It confuses the sh!t out of them and they hesitate to drive past you forming a train. This also occurs if you have an off and rejoin the track. For me this fundamental flaw that has been caried over from AC should be high up the list so it finally can be laid to rest. I love the Ai in ACC however some words from LK would be interesting and appreciated"
     
    Ace Pumpkin likes this.
Similar Threads
Forum Title Date
ACC PS4/PS5/XB1/XBX/S General Discussions ACC PS4 - XB1 General Discussions Dec 29, 2021
ACC PS4/PS5/XB1/XBX/S General Discussions ACC physics and depth of simulation discussion Aug 2, 2020
ACC PS4/PS5/XB1/XBX/S General Discussions ACC on consoles - Discussion Jun 12, 2020
ACC Hardware Discussions ACC Graphics and Performance Discussion Oct 29, 2019
ACC General Discussions ACC 1.1 release discussion Oct 24, 2019
ACC Hardware Discussions ACC GFX discussion Nov 14, 2018
ACC General Discussions ACC Release 0.3 discussion Nov 4, 2018
ACC General Discussions ACC Update 0.2 Discussion Sep 23, 2018
ACC General Discussions A discussion about simulation accuracy Sep 26, 2018
ACC Multiplayer ACC dedicated server race start hangs, but only on Nordshleife Apr 13, 2024
ACC Troubleshooting Access violation on game startup . The UE4-AC2 game has crashed Apr 11, 2024
ACC Multiplayer ACC Server Setting Apr 7, 2024
ACC Troubleshooting RealtimeCarUpdate.Heading/Yaw removed from ACC Broadcast UDP in favor of WorldPosZ/Elevation? Apr 4, 2024
ACC Multiplayer Missing information in ACC Server Admin Handbook Version 1.10.0 Apr 3, 2024
ACC Physics ACC inconsistensies should be addressed for the future of the game. (Ex: Braking mechanics & tracks) Apr 3, 2024

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice