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Old 5 October 11, 14:41   #301
Corgan
 
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Quote:
Originally Posted by Wilfred View Post
Why post something in this GTR2 forum if it is not usable ? Or am I wrong and can you add the line :

AIDraftStickiness=(1.0000)

simply in the AIW file in GTR2 ?

Hope to receive an answer as this could be great stuff !
Yeah, you can add that line, but i doesn't mean that it has any effect. So then, why didn't they add that line to the original tracks' .AIW files? Maybe I'm wrong, but I don't think so, because there are similar lines in other files (player for example) that works for only rFactor. But if I'm wrong, sorry.
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Old 5 October 11, 14:58   #302
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Originally Posted by Corgan View Post
Yes, the problem is that you won't find that entry in original tracks' .AIW file, because this entry is for rFactor tracks. You only find that in tracks that converted from rFactor. So I think this is something that have no effect in GTR2. But who knows... VonDutch??

People make assumptions without definitive data. Odd.

I searched rFactor's "What's New" section of the ReadMe file. There is no reference at all to a new variable "AIDraftStickiness" in any of the versions change logs, from v1.040 to v.1255.

So, you can not (should not) assume this does not apply to GTR2 as well. If a variable/function does not appear in GTR2 default tracks it does not mean necessarily that it will not work with GTR2, especially when that variable/function wasn't added to rFactor post release (meaning, was there already in older versions of the code; when SIMBIN purchased a gMotor2 license, highly provably it was already there).

No one, except SIMBIN, knows if "AIDraftStickiness" works or not.

Maybe Vondutch can check for sure, but if the poster says it works, maybe there is something to it after all...?
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Old 5 October 11, 19:38   #303
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OK, I understand the background of this line and I will give it a try....
Keep you informed.
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Old 6 October 11, 02:20   #304
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Just another question to the ai slowdown:

I've just solved the issue with the slowing down ai after some time of racing due to aero damage. But they still started to drive very slow after about 35 minutes of racing. The laptimes were 7 seconds slower to all cars.
Some time ago I've found an AI patch which solved this problem but I can't find it anymore. So how can I solve this problem?
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Old 6 October 11, 06:35   #305
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AI slowdown (1st post of this topic) :

Quote:
Look for this line "AeroMin=1100.0" Raise this to 7500.0 or higher. What this does is raise the minimum amount of force that it takes for the ai (or your car for that matter) to become damaged. This number takes some trial and error to get right, but 7500 is a good start. Remember that the number can be different for the different vehicles in the game/race. You can also edit other parameters in the .dmg file such as the amount of force required to detach the wing spoiler etc. Again its trial and error, but ISI/Simbin was nice enough to include explanations of most lines in these files. So play around with the settings until you find something that works for you!
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Old 6 October 11, 06:38   #306
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Originally Posted by Chronus View Post
People make assumptions without definitive data. Odd.

I searched rFactor's "What's New" section of the ReadMe file. There is no reference at all to a new variable "AIDraftStickiness" in any of the versions change logs, from v1.040 to v.1255.

So, you can not (should not) assume this does not apply to GTR2 as well. If a variable/function does not appear in GTR2 default tracks it does not mean necessarily that it will not work with GTR2, especially when that variable/function wasn't added to rFactor post release (meaning, was there already in older versions of the code; when SIMBIN purchased a gMotor2 license, highly provably it was already there).

No one, except SIMBIN, knows if "AIDraftStickiness" works or not.

Maybe Vondutch can check for sure, but if the poster says it works, maybe there is something to it after all...?
I did not assume this does not work for GTR2. I said I thought it did not. Of course I'm not sure, it is just my opinion, because I tried it and it doesn't seem to work for me. But O.K., maybe I'm wrong. Anyway what is solved the Ai-don't-follow-me problem is that in the player file I lowered the "AI Max Load" number to 13000.00000. It works for me as maybe the "AIDraftStickiness" thing works for you. I think sometimes it is just imagination...
By the way. Your assumption: "AIDraftStickiness" maybe work. This whole Ai problem is assumption after assumption. When you think you are there, then suddenly seems you were wrong. You know. Another mod, another track. Sooo... But hey. Congrats on your reborn project. Another step towards perfection.
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Old 6 October 11, 10:18   #307
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Quote:
Originally Posted by Wilfred View Post
AI slowdown (1st post of this topic) :
That's what I've done to all cars I'm racing against and they are still slowing down after 35 minutes. A lot of the AI cars have no damage with those changes and drive that way. At gtr4u they say it helps to change the AI to AI collision rate to "1". I'm going to try that out now.
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Old 8 October 11, 02:30   #308
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Originally Posted by ilu2404 View Post
That's what I've done to all cars I'm racing against and they are still slowing down after 35 minutes. A lot of the AI cars have no damage with those changes and drive that way. At gtr4u they say it helps to change the AI to AI collision rate to "1". I'm going to try that out now.
If you've made the changes I suggested or tried my AI Mod for the original cars or the Reborn Mod the cars DO NOT slow down after a half hour or so. All the feedback I've gotten has agreed that at least the slowdown issue is solved by adjusting the threshold at which the AI begin to take on damage. I'd being willing to bet you haven't changed all the parameters that you have to.
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Old 8 October 11, 02:34   #309
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Originally Posted by Corgan View Post
I did not assume this does not work for GTR2. I said I thought it did not. Of course I'm not sure, it is just my opinion, because I tried it and it doesn't seem to work for me. But O.K., maybe I'm wrong. Anyway what is solved the Ai-don't-follow-me problem is that in the player file I lowered the "AI Max Load" number to 13000.00000. It works for me as maybe the "AIDraftStickiness" thing works for you. I think sometimes it is just imagination...
By the way. Your assumption: "AIDraftStickiness" maybe work. This whole Ai problem is assumption after assumption. When you think you are there, then suddenly seems you were wrong. You know. Another mod, another track. Sooo... But hey. Congrats on your reborn project. Another step towards perfection.
Lowering max load results in the AI being more aggressive in general but they still don't try to pass in some situations. I was curious after reading the post so I tried lowering AIDraftStickiness and I did see some increase in the amount of overtakes ON THE STRAIGHTS. It seemed to help most in a multiclass situation where the faster cars are more willing to pass the slower cars (anyone remember seeing GT cars following the Lotus when racing multiclass?) This is where this seems to help. Not going to say 100% but it seems to have some promise.
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Old 8 October 11, 08:02   #310
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Originally Posted by vondutch51 View Post
Lowering max load results in the AI being more aggressive in general but they still don't try to pass in some situations. I was curious after reading the post so I tried lowering AIDraftStickiness and I did see some increase in the amount of overtakes ON THE STRAIGHTS. It seemed to help most in a multiclass situation where the faster cars are more willing to pass the slower cars (anyone remember seeing GT cars following the Lotus when racing multiclass?) This is where this seems to help. Not going to say 100% but it seems to have some promise.
Yes, lowering max load results aggressive behaviour, and then you have to watch them, because they make you make mistakes, and pass you if you are not careful. That's what I meant they stuck on you. In so far, the drafting effect on the straights for me is working well with these numbers in the SIM_ and Championship .gdb files:

Drafting
{
BaseDropoff=2.000 // higher number -> more drafting effect
LeadingExponent=1.0 // higher number -> lower effect on leader
FollowingExponent=2.5 // higher number -> lower effect on followers
}

With the values above, you or the ai can follow the car in front, but when trying to take over, it's not that simple. But if you make it smart, then you can stick in at the end of the straight. On the other hand, you have to brake late, so the other car can stick in as well. It's fun.
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Old 8 October 11, 14:37   #311
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Quote:
Originally Posted by vondutch51 View Post
Lowering max load results in the AI being more aggressive in general but they still don't try to pass in some situations. I was curious after reading the post so I tried lowering AIDraftStickiness and I did see some increase in the amount of overtakes ON THE STRAIGHTS. It seemed to help most in a multiclass situation where the faster cars are more willing to pass the slower cars (anyone remember seeing GT cars following the Lotus when racing multiclass?) This is where this seems to help. Not going to say 100% but it seems to have some promise.

You know, I discovered the same thing in...GTR EVO. It seems that lowering these at a few tracks determined a more resolute behaviour by the AI - they actually do no hesitate or take so long to decide to overtake you.

So...it seems, once again, something odd has happened during the development of a SIMBIN product: some variables (left over? from rFactor) are "abandoned" or ignored, even though they're still usable. As Barry stated many times, SIMBIN devs and QA people didn't have enough time to explore and test everything. [Probably the same thing happened to the SMS folks.]
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Old 13 October 11, 22:17   #312
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Quote:
Originally Posted by vondutch51 View Post
Lowering max load results in the AI being more aggressive in general but they still don't try to pass in some situations. I was curious after reading the post so I tried lowering AIDraftStickiness and I did see some increase in the amount of overtakes ON THE STRAIGHTS. It seemed to help most in a multiclass situation where the faster cars are more willing to pass the slower cars (anyone remember seeing GT cars following the Lotus when racing multiclass?) This is where this seems to help. Not going to say 100% but it seems to have some promise.
"...increase in the amount of overtakes ON THE STRAIGHTS." Agreed vonDutch! In doing so they get their nose alongside going into a corner.

It's reassuring to know I wasn't imagining things.
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Old 29 December 11, 23:20   #313
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Originally Posted by John Green View Post
Thanks mate this has solved a long running problem with the Le Mans 24hr race using Le Mans 24H, Revived Edition v1.0
This version is based on Frank.55's conversion made for GTR2, previously made by Silvain Glapa for NR2003.

Von Dutch's great AI mod solved the huge attrition rate but they were still driving too fast round the corners and continually spinning off.
Changing AI Brake Power Usage to 0.80000 solved it.
Thanks again.
Cheers
John
I've been digging all through this thread for this very problem! I've also darkened the night texture and light settings if anyone is interested. I also notice that the sky is lighter in cockpit that out. That's another thread.
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Old 31 December 11, 01:45   #314
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Just another couple of informal datapoints: I tried the QualRatio vs. RaceRatio values both ways (from 1.0000 to 1.1000...and reversed) and found that the higher the numerical value, the lower the time; i.e., it acts like a percentage of lap speeds. I wound up using 1.0400 for Q times and 1.000 for the race itself (at Hockenheim in the 60s, where you can see exactly how well matched the top speeds are, which was what I was primarily after). Just my .02 euros (you guys know a jillion times more about this than I do).

[Columbo voice] Oh, and just one more thing - in the line:

AISpec=(0.0000,0.0000,1.0000,0.0000) // 4 ways to express AI speed on track, limit the acceration, max speed, their cornering speed, or their deceleration.

if I want to lower the second value ("max speed"), do I change it from a neutral value (zero) to a negative value, like:

AISpec=(0.0000,-0.0100,1.0000,0.0000) // 4 ways to express AI speed on track, limit the acceration, max speed, their cornering speed, or their deceleration. [/Columbo voice]

Last edited by Toonces; 1 January 12 at 04:11.
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Old 31 December 11, 21:36   #315
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Not sure but it could just be a percentage applied to a given value. That seems to be the theme. Try a negative. If it ctds, you know not to.
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Old 5 January 12, 12:05   #316
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Quote:
Originally Posted by Chris Moses View Post

2) I did not like how inconsistent the AI drivers were. Speeding up to recover lost ground and slowing down to when they were out front.

The big adjustment here is in the talent file: "RaceAbility". If you lower this number to from 0.20 for the best drivers to 1.00 to the worst you will get rid of all the slowing down and speeding up in the middle of the races.
I've tried the AI tweaks on Page 1 and they make a hell of a difference....but I don't understand the above. Please can someone explain this in more detail?

Thanks
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Old 6 January 12, 11:31   #317
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Can I use these AI tweaks in GTL?
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Old 6 January 12, 12:02   #318
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Originally Posted by moriah888 View Post
I've tried the AI tweaks on Page 1 and they make a hell of a difference....but I don't understand the above. Please can someone explain this in more detail?

Thanks
You can find that in the talent file (rcd). Read the manual I included with the AI Mod for a more detailed explanation.

I have been planning to update the AI Mod and correct and include some of the new things I have learned in the 3 years since I wrote it. I was all set to upload a new version that was sooo much better than V1 but the HD it was on failed and I lost all the data. So I've been playing around and trying to work on it when I feel motivated. But progress is slow as this type of file editing gives me a headache (not literally) and I only want to do so much. And since I joined an online league (NAGP) most of my available time for sim racing has gone into practicing. When I first wrote this there was almost zero info or discussion about modding the AI available (which is why I started the thread) so some of what I did was wrong.(example I got the qual and race ratios reversed) If you read through this thread though you'll find a lot of great nuggets of info. Stay tuned as I do plan to release a V2 which will implement alot of the stuff I've learned since.

One other thing that just popped into my head is to make sure you don't have the AI to far above your talent level. Ideally you want them as fast or slightly faster than you. If you do that you'll find they ram you much less (almost never for me) and in general behave better relative to you the player.
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Old 6 January 12, 15:07   #319
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Damn thats such a shame about the crashing HDD....would have loved to have experience the new changes....the base version 1 changes have certainly changed the game beyond recognition....
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Old 15 April 12, 18:11   #320
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Quote:
Originally Posted by moriah888 View Post
Can I use these AI tweaks in GTL?
Rather late, but...

I've been using the tutorial to help me redo my copy of GTL...some of the stated values are different between the two titles, but the principles seem to be the same and the races I've done after altering the .HDC, .DMG, .PRL, .aiw, and talent files have been worth the effort put into it.
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Old 13 May 12, 22:36   #321
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I have a problem that is AI related on 2011 Silverstone. The AI enter the esses to fast and spin almost all the time. I tried increasing the grip ai has in the gdb file but no improvement. What can I change to slow them down in thows corners?
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Old 18 May 12, 22:33   #322
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I decided to ask this question here, since the game rFactor uses the same engine/architecture design as GTR2.

It seems when an AI drives a particular car (or cars), it spins out. Does anyone know how i can make this particular car more stable, that is, doesn't over steer as it comes out of a corner (particularly a 3rd gear corner)?
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Old 4 June 12, 23:28   #323
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You can try to create a setup for that car. All stock cars come with setups for stock tracks but not addon tracks. I posted the procedure here.

Another possibility is to edit the AIW for the track.
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Old 28 August 12, 18:01   #324
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The tutorial included with the AI mod has instructions for building different dmg settings for the AI and your car....the process is a bit too involved to simply post here, and so I'd suggest downloading the mod to get the tutorial. Properly done, it does work rather well, tho.
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Old 4 September 12, 13:56   #325
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Is there any command to anticipate AI acceleration after a turn? It would be very useful!
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Old 5 September 12, 18:04   #326
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I have a problem with the setups I made for the ai and myself. On Barcelona for example I start the race with fuel for 23 laps instead of 30 like I have in my saved & favorited setup and the ai using the same car type starts with fuel for 47 laps instead of 30 like I saved the Barcelona.svm. Any ideas?

Last edited by Sphinx666; 5 September 12 at 18:54.
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Old 16 September 12, 15:20   #327
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How can I make the AI more aggressive overtaking and less likely to rear end another car? I end up with Audi R18's losing 2 laps for repairs whenever they come near a GT car...
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Old 19 September 12, 11:14   #328
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Quote:
Originally Posted by Tkrau View Post
Rather late, but...

I've been using the tutorial to help me redo my copy of GTL...some of the stated values are different between the two titles, but the principles seem to be the same and the races I've done after altering the .HDC, .DMG, .PRL, .aiw, and talent files have been worth the effort put into it.
I second that,after altering my copy of GTL as per the instructions by vondutch51 in the first post,the A.I has improved dramatically
You actually get a race out of them now!
They will dive under you into corners,try to force you into making a mistake,also even when you get past them,they will try to retake the position!
Its worth the time and effort to do because the result is a far better racing experience
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Old 30 September 12, 03:24   #329
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Quote:
Originally Posted by Sphinx666 View Post
I have a problem with the setups I made for the ai and myself. On Barcelona for example I start the race with fuel for 23 laps instead of 30 like I have in my saved & favorited setup and the ai using the same car type starts with fuel for 47 laps instead of 30 like I saved the Barcelona.svm. Any ideas?
If I remember it correctly:

1.) If the race distance requires more fuel than the AI tank capacity, the AI will always get a "full" fuel fill at the start and for all remaining pit stops meeting this same condition.

2.) When the remaing race distance (last pit stop) does not require a full fuel fill, the AI will get just enough fuel to finish the race.

3.) If the original race distance requires less fuel than the full AI tank capacity, the AI will get a partial fill with just enough fuel to complete the race distance, and no pit stops for fuel will be required.

This seems to be the AI fuel strategy independant of the player's car fuel strategy and independant of the AI set-up.

Hope this helps to explain.
Cheers!
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Old 30 September 12, 07:35   #330
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Quote:
Originally Posted by carham View Post
If I remember it correctly:

1.) If the race distance requires more fuel than the AI tank capacity, the AI will always get a "full" fuel fill at the start and for all remaining pit stops meeting this same condition.

2.) When the remaing race distance (last pit stop) does not require a full fuel fill, the AI will get just enough fuel to finish the race.

3.) If the original race distance requires less fuel than the full AI tank capacity, the AI will get a partial fill with just enough fuel to complete the race distance, and no pit stops for fuel will be required.

This seems to be the AI fuel strategy independant of the player's car fuel strategy and independant of the AI set-up.

Hope this helps to explain.
Cheers!
Thank you
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Old 30 September 12, 15:25   #331
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If the race requires less fuel than maximum capacity, The AI are carrying as much fuel as mentioned in the race menu before the race start + an extra reserve for about one or two lap. If the menu indicated 30 laps, the AI will carry fuel for 31 or 32 laps

There are some problems on some tracks, since the race laps depend on the values in the GDB files. The stock GTR2 tracks have the number of total laps totaled for 500 km, but most of the time (except Monza and Enna) you will finish three hours before reaching the 500 km mark. But since the AI carries fuel for the number of laps, they most of the time fill more than necessary to complete the race
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Old 6 December 12, 15:56   #332
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Lets see if we can get a more definitive answer to the AI Max Load question through discussion. 1st the basics.

There is an entry in the .PLR file which has been drawn to the communities attention as a quick fix for the lack of overtaking by faster vehicles when generally overtaking, or lapping slower vehicles. The line is -

AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables.

Quote originated from ISI -
"The default value above define the upper bound of the range of the force in Newtons that the car will exert on the road. This value is used only to create an internal table for the physics system."

A couple of things to check by using a lower value -

Are the lap times effected?
Do the AI retain the same stability on the track?

When the ISI F1 series came into being the AI MaxLoad value was the same as the default. Even though the GT series vehicles exert a much lower downforce, the value remains the same.

Should the AI MaxLoad value be re-calculated to the maximum downforce levels a GT vehicle would exert? Consider that an F1 car can achieve a downforce level around 2.5 times it's own weight.

Regards
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Old 3 January 13, 04:24   #333
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Implimenting the QualRatio and RaceRatio in rFactor's Track AIW shows no difference. My problem is if i make the Ai strength strong enough to qualify faster to beat my best qualify time then the Ai are way too fast in my race! Any other method i could use?
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Old 6 January 13, 20:22   #334
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There is also a RaceQualRatio in GTR2, which sets race pace relative to qualifying pace. Make it less than 1, say .95, and race pace will be slower.
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Old 7 January 13, 22:37   #335
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Quote:
Originally Posted by tim4321 View Post
There is also a RaceQualRatio in GTR2, which sets race pace relative to qualifying pace. Make it less than 1, say .95, and race pace will be slower.
Tried this recommendation in rFactor with no success but thanks anyway! It looks like none of this works in rFactor when using either the QualRatio and RaceRatio or RaceQualRatio.
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Old 7 January 13, 23:39   #336
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Apples (rF) and oranges (GTR2), I'm guessing.
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Old 15 January 13, 10:39   #337
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Sorry to bump a new thread, but ive just come over from console gaming (at last lol!!) and picked up race 07 (as i loved Race pro) and had noticed this problem in the xbox versions too.

Hi von. Can this work for race 07 on steam.?
i do find the Ai car a bit on rails when in contact. do i alter all cars to the same value as you ?

Do you just have to edit the torque bit or all of it....



AI Stability and Handling

Another thing that bothered me was how the ai would hardly budge if you gave them a bump yet when they bumped you it would send you flying off the track. Well there is a cure. Go to the .hdc file in your "teams" directory and edit this line; "AITorqueStab=(1.25, 1.25, 1.25)"
Change this to "AITorqueStab=(1.00, 1.00, 1.00)". What this does is make the ai less stable and more like you. This number will vary from car to car but again 1.00 is a good start.

Next find these lines in your .hdc;



AIEvenSuspension=0.0 // averages out spring and damper rates to improve stability (0.0 - 1.0)
AISpringRate=1.0 // spring rate adjustment for AI physics (improves stability)
AIDamperSlow=1.2 // contribution of average slow damper into simple AI damper
AIDamperFast=0.4


DONOT make big changes here or the ai wont be able to comple a lap!!! What's working for me now is this

AIEvenSuspension=0.1 // averages out spring and damper rates to improve stability (0.0 - 1.0)
AISpringRate=1.0 // spring rate adjustment for AI physics (improves stability)
AIDamperSlow=1.1 // contribution of average slow damper into simple AI damper
AIDamperFast=0.3

Again this is all trial and error and different cars will respond differently to the change. Some will require more some less. What this does is make the ai much more human like. They will slide around and be less "perfect".

Last edited by Alfadan; 15 January 13 at 12:38.
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Old 15 January 13, 15:51   #338
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I`ve read a couple of instances in this conversation of a properly formatted .rcd, does anybody have a template? in a lot of talent files there are big discrepancies in positioning of stats some have for instance 0 = .3 or 0=.3 which of these is correct? there are others too, but you know that.
So is there a correct format, and if so can somebody let us know. Thanks.
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Old 18 January 13, 03:09   #339
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What needs to be done for full pace (driver) during a whole race? Raceability=0 in rcd file?

I've also experienced multiple times when let's say car1 pulls a gap off car2 but then car2 will catch up in a few laps after.
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Old 18 January 13, 03:36   #340
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Originally Posted by Insegnanteinglese View Post
I`ve read a couple of instances in this conversation of a properly formatted .rcd, does anybody have a template? in a lot of talent files there are big discrepancies in positioning of stats some have for instance 0 = .3 or 0=.3 which of these is correct? there are others too, but you know that.
So is there a correct format, and if so can somebody let us know. Thanks.
some of the original rcd files have the correct comments that guide you. When I say properly formatted, I mean making sure the numbers you use fall within the range allowable. Your example probably is correct either way.
Here is an example of what I was trying to show.
RaceAbility=1.00 //Range 0 - 6.2 (0 is best)

As long as you do NOT exceed 6.2 or go below zero, you should have a properly formatted rcd file. If you have a really bad driver, and think that using a huge number will slow him down, you would be wrong. 6.2 is the largest number allowed, and thus the slowest driver you can create. If you chose even 6.3, then the game won't accept the rcd file. It is the same as not having an rcd at all.(which then means your car is often very much faster in corners.)
dh
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Old 18 January 13, 03:42   #341
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Originally Posted by n310 View Post
How can I make the AI more aggressive overtaking and less likely to rear end another car? I end up with Audi R18's losing 2 laps for repairs whenever they come near a GT car...
I would bet that is a function of two entirely separate damage files. The Audi's may be overly brittle and prone to heavy damage from small contacts. One curious fact about damage files, if you do not have a damage file, your car will expire at the lightest of impacts. So one possible solution is to compare the GT damage file with the Audi's damage file and try to even up the impact values so both cars can survive.
dh
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Old 18 January 13, 09:39   #342
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Quote:
Originally Posted by davehenrie View Post
some of the original rcd files have the correct comments that guide you. When I say properly formatted, I mean making sure the numbers you use fall within the range allowable. Your example probably is correct either way.
Here is an example of what I was trying to show.
RaceAbility=1.00 //Range 0 - 6.2 (0 is best)

As long as you do NOT exceed 6.2 or go below zero, you should have a properly formatted rcd file. If you have a really bad driver, and think that using a huge number will slow him down, you would be wrong. 6.2 is the largest number allowed, and thus the slowest driver you can create. If you chose even 6.3, then the game won't accept the rcd file. It is the same as not having an rcd at all.(which then means your car is often very much faster in corners.)
dh

thanks dave, so it really doesn`t matter if there are gaps between the = and the numbers?
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Old 18 January 13, 10:52   #343
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im looking at a modders track... i like the default ai for now,

this section of modders zolder aiw file

WorstAdjust=(0.7500) // Used for 70% AI strength option
MidAdjust=(1.0200) // Used for 100% AI strength option (note that AIs now use full throttle above 95% AI strength option)
BestAdjust=(1.1000) // Used for 120% AI strength option
QualRatio=(1.0000) // Used to adjust AI speed in qual compared to base values
RaceRatio=(1.0500) // Used to adjust AI speed in race compared to base values

Im finding the default AI atm okay, could i presume that if i changed these lines above to simbins default (another track:say monza?) i wont find any sudden jumps in difficulty?
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Old 18 January 13, 12:57   #344
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wait a minute isnt this line here a individual multiplier for the AI fuel use. Basically what the 16x fix is but just for the AI???

AI Additional Fuel Mult="1.00000" // Additional fuel multiplier for AIs because of their driving style
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Old 20 January 13, 15:46   #345
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That line can be used to reduce or increase the fuel consumption of AI cars only. It's useful if you find that you consume more/less fuel than the AI.

For example I lowered it to 0.90000 and some tracks, the AI can do 4 more laps with the same load of fuel.

When you increase the fuel consumption in the main game menu, the fuel consumption increases for both your car and the AI.

So that line above is useful if you want the AI to consume fuel at the same rate as you do and have pitstops at approximately the same laps.
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Old 20 January 13, 16:00   #346
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I wondered about that as I recently did a race and noticed while I had to fuel up to do the amount of laps, the AI appeared NOT to and I started on a full tank! Thanks for this.

One question: The AI did 4 more laps at default? Or at the .9?

Den.
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Old 20 January 13, 16:41   #347
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I've wondered about that as well and for the same reasons...my needing to pit for fuel vs the AI's apparently bottomless fuel cells.
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Old 20 January 13, 16:43   #348
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So, going UP in number makes them use more? I'll try it.
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Old 20 January 13, 16:55   #349
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Yes. Upping the value should increase the fuel consumption.

The amount of laps they can do also depends on the track. When lowering the value from 1.0 to 0.9, on some tracks the AI did 4 more laps, on some other tracks they could only manage 2 more
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Old 20 January 13, 17:04   #350
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Might be quite aq difference at a small track like Goodwood than? I recall it was something like a 50 lap race and in the Lotus Cortina my range was in the 33-35 lap range and yet the AI was able to complete the 50 laps with what appeared to be no pitstops!

I'll be checking this out now. YAY!! More obsessiveness for me!!!
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