Welcome! This is an Assetto Corsa port, ive been working on this map non stop over 3 days, Its mostly finished. Track layout is 11.5km All original credit to the legendary historic assetto corsa track maker: Fat-Alfie All port credits to me of course Whats done: Road Pathing/Ai Pathing AiRace Setup Normal maps on most surfaces More little stuff ------------------------------------------------------------------------------------------------------------------------------------------------ What needs work: Fences grab, i need to add around 20km of mesh roads to solve this Fix AiRace Add small things Fix some tire popping areas (small easy fix) ------------------------------------------------------------------------------------------------------------------------------------------------ IF ANYONE CAN HELP ME WITH AiRACES AND MAKE THEM TAKE TURNS SLOWER PLEASSSE DM ME!!! This map will feature (and need) the Satsuma mod: https://www.beamng.com/resources/satsuma-1000.28052/ For its race, there will be a second race without the satsuma, but you NEED this to play the satsuma race! This maps biggest problem is it needs https://www.beamng.com/resources/ck-dynamic-skybox.33030/ to look very good, When released, please use "partly cloudy 5" See last image for example Layout: Pictures:
Wait is this a higher-quality port compared to Simitar's?? Damn I'm looking forward to this, track is great! I've tried AI Pathing on his port, but it seems only certain cars can handle the downhill corners, sadly. General rule-of-thumb I've noticed when doing AI Pathing for maps is to make the roads just wide enough that the AI can move to certain areas without losing stability, while avoiding inner walls/obstacles and not clipping them. Adding more nodes during corners maybe fixes the issue of AI going through corners too fast, but I can't say for certain, since I can't concrete that evidence. HighDef might be able to help out with that though?
I’m not familiar with the name, but if you mean that guy that did a ton of ports a bit ago then.. sorta.. I didn’t take his file, I ported this on my own, but I recognize he did it first even though it wasn’t that insane of quality (no disrespect to him) the only reason stopping me from releasing this map is adding collision walls via mesh road and I want a working ai race but it’s just so difficult. --- Post updated --- Also I’m not sure who or what HighDef is, could you point me there?
This is one of his tutorials on YT about AI Races, but he's also a member here on the forums. Goes by the same name on YouTube & also does tutorials with davidinark, another YouTuber who details AI Roads!
This is the tutorial I watched when first making ai races, making the race isn’t my problem, the ai taking turns too fast is
No, just: Ai Skill Ai Agreession Ai Randomness I have the settings at Skill: 45 Aggressive: I think 4 Randomness: 0 more aggressive makes them take turns better, but can also make them crash when too high and I think the skill level stops doing anything after a certain level there’s also a tool for “Ai rough road handling” and that helps a lot too