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  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.
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  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).

- Improved AI fuel handling

Discussion in 'Chit Chat Room' started by xela1, May 18, 2016.

  1. xela1

    xela1 Racer

    hi there outside,
    does anybody notice a better AI-pit behaviour while running V1.6.1 in short races <20 laps? AI still starts with full fuel tanks (ca 90 l), so they haven't the force to pit for refuel ....
     

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  3. pika4u

    pika4u Hardcore Simmer

    Mmm, don't pit if you can is the better choice.

    Mandatory pit is not an option right now. I guess...
     
  4. Version 1.6.1? Have we had an update already?
     
  5. pika4u

    pika4u Hardcore Simmer

    Should be oculus related if i'm not mistaken...
     
  6. plaid

    plaid Alien

    Would be nice to know if it finally works. I don't want to race for an hour just to see the AI to run out fuel or going to the pits too often.
     
  7. xela1

    xela1 Racer

    again as I shout out in another thread;
    in my opinion the only way to force the ai to pit (refuel) is to minimize the disposable tank capacity e.g. 35 litre for a 20 lap race included one pitstop. But you can adjust it only in Mods data folder car.ini. Don't know what Kunos meant in changelog "improved AI fuel handling", maybe the AI runs partly with e-power.
     
  8. Quffy

    Quffy Alien

    One of the most realistic ways to make AI pit would be for them to pit depending on tyre wear, because I think at the moment the only do it based on fuel. Changing fuel rate or tank capacity isn't the way to go in terms of racing realism.
    But this of course could be harder to implement as the game would need check when the AI driver is experiencing difficulties in controlling the car, in conjunction with detecting lap time loss because of tyre wear and not because an opponent caused them to lose lap time (edit, maybe not a good idea to base tyre change on lap times, since a race is not solo practice, but better to base on tyre wear levels, green, yellow, red). But would already be a great start for more in depth longer races against AI, to be based on tyres and fuel strategy, not only fuel as a reason for pitstop.
     
    Last edited: May 19, 2016

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