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#51 |
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Uploader
Join Date: Jun 2006
Location: Cincinnati, Ohio
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Hi Emery
I noticed that a long time ago ![]() The signs for FeelerRight & FeelerLeft are reversed in some ISI cars. They are also in reverse order. All the rest of the feelers are listed left then right while these are right then left. So, does the name really matter? Does the order they are listed in matter? It depends on how the code is written. If we are just defining verts to create a box it probly doesn't matter. I have not seen any difference for correcting the sings or the order. But I do make the signs correct. |
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#52 | |
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Join Date: Mar 2009
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Quote:
Thank you for the help you tried to give aswell as any help that might come .P.S - All A.I drivers (including for player car) apparently follow certain instruction on the PLR file such as the AI Aggression level. Is the A.I Mistakes value among them? |
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#53 |
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Join Date: Feb 2010
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I've actually found that the "player" AI seems to be stuck at 100% AI strength. Not the greatest "feature" when you run a given endurance racing/sports car mod at >100% AI strength and want to run longer races.
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#54 |
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Join Date: Jun 2010
Location: Drivers Seat,Australia
Age: 64
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Great reading, useful stuff. Only comment..glad the AI driver is perfect, as I only use it for a reference or comparison then try to do same (HA!). Good way to learn a track layout & lines. Only other use I see is getting out of sand traps w/out restart...or is there a better way, tell me please.
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#55 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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#56 |
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Join Date: Oct 2007
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Did anybody experience talent files not working? I mean mods that came with talent files - nevertheless I see some of the usual backmarkers in the front rows of every offline race. The talent files are in the correct folder so that's not the issue. Asked this before in another forum with unfortunately not a single reply so I'd be really greatful for any advice.
Thanks in advance W. |
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#57 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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From a October 3, 2008 RSC post by "Tony":
Here's everything I've collected to do with the AI. This is all from ISI. Ok here's the current situation with RCD files: (15/2/07) Aggression 0 - 100 (%) As this number increases the AI will give other cars less room, both while passing and while following. It also increases the frequency at which they try to pass and the increases the threshold they are willing to endure before giving up a pass (or crashing, as the case may be...) The aggression slider in the UI also affects this directly. RCD Aggression * UI Aggression = final....and should always be between 0-100%. Reputation: Courtesy: Recovery: All but worthless or no longer used. Composure: The lower the number, the higher the frequency of "intentional" mistakes. (if AI Mistakes is > 0 in the playerfile) If AI Mistakes in the playerfile is set to 0.0, then the AI drivers never make mistakes. *cough* Well, mistakes that I planned. "intentional" mistakes are things like, taking a turn too wide, or missing a breaking point. Increasing composure also decreases the time between bad driving zones. (also affected by the playerfile variable AI Limiter, see MinRacingSkill below) Speed: 0-100 How close to "optimal" this driver drives a track. This number directly interacts with a variable in the AIW file called "AIRange" AIRange tells us how wide the gap, from 0-100% (expressed as 0.0 to 1.0 in the AIW) The default is 0.1 meaning that the full range of Speed RCD values from 0 to 100, are directly mapped to the top 10% of the max speed = 90-100% For example a driver with 100% speed will drive at (0.9 + 0.1 * 100%) = (0.9 + 0.1 * 1.0) = 100% of what he thinks the track can handle, while a driver with speed = 0 will drive at (0.9 + 0.1 * 0%) = (0.9 + 0.1 * 0) = 90% what he thinks the track can handle. There is a random fluctuation in this value, but it's much less than in previous version where the random fluctuation was so great that it made the original value meaningless. Crash: 0 - 100 % CompletedLaps: 0 - 100% Only used in auto completing laps (skipping practice/qualifying) MinRacingSkill=0 - 100% When the AI Limiter variable(from the playerfile) value is > 0.0, the AI drivers go through cycles of optimal driving and sub-optimal driving where their driving skill falls to MinRacingSkill * Speed. (Set the AI Limiter variable to 0.0, and the AIs will always drive to the best of their ability...every lap) So for example if you have a driver with Speed = 50, a AIRange in the AIWfile = 0.2), and MinRacingSkill = 90 This AI guy will usually drive around at (0.8 + 0.2 * 0.5) = 90% speed (really very very slow....but this is just an example), but will sometimes dip as low as (this speed * MinRacingSkill = (0.9* 0.9) = 81% while having a bad lap.....that is extremely low, but this is just an example with easy numbers. the following are really AI physics parameters, and (except for AI Power Calibration) should probably never need to be changed to "fix" an AI behavior problem. AI Max Load defines the upper bound of the range of the force in Newtons that the car will exert on the road. Is overridden in the HDV file, which makes way more sense anyway. This value is used only to create an internal table for the physics system. AI Min Radius "Minimum radius turn to set up theoretical performance tables (can be overrode in HDV)" AI to AI Collision Rate "Detection rate per second (1-40) for AI-to-AI collisions" AI Tire Model "0.0 = use AI peak slip, 1.0 = use player's dynamic slip, or a blend between the two (can be overrode in TBC with AITireModel)" AI Power Calibration "Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)" The 1st method we ever devised to make AI stronger and weaker was adjusting the grip values. This parameter enables us to scale 3 more car variables with AI driver strength. ************************************************** ** ****************** Auto Line Smooth: 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside When a track is loaded, if this value is non-zero we will attempt to improve the speed of a line by moving the line at each waypoint left and right an inch or so at a time. This is set to 1 by default only because before there was an option to turn this on and off, we always ran this procedure on the fastest line. That means that the line you end up with is slightly (and usually unnoticeably) different than the line that the track builder meant. (a bad side effect of this is that the inside and outside line were often slightly worse than what was intended....that is the main reason why I make this optional.) For future use I would recommend that this only be enabled by the track builder to (maybe) tweak the final bit of performance out of a path (and then disabled again). That way, what end users drive is EXACTLY what the track builder wanted. |
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#58 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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continued:
************************************************** ** **** generally when we're talking about overriding variables from different places, the more specific values override the more general values. (HDV values override PLR values which override RMF variables). In all, I'll be happy to answer specific questions, but I don't have the time at the moment to go looking for every variable that follows (or doesn't) this rule. ************************************************** ** * It sounds like you need to re-record the inside path as well. Inside and outside paths are stored in relation to the fastest path, so whenever you record a new fastest path, your inside and outside paths are now invalid. AISpec Defines 4 different AI driving behaviors that can be altered according to AI strength (RCD value "Speed" in combo with the AI strength slider). Our standard way of adjusting AI strength for a long time was simply to boosting/cutting grip, power, gearing, and fuel use. AISpec represents an effort to make skill mean different things on different tracks. 1) Acceleration: 1 = max limit acceleration (AIs accelerate out of turns slower) 2) Max Speed: 1 = max limit top throttle when driving in highest gear 3) Corner: 1 = max limit cornering speed (AIs take turns slower) 4) Braking: 1 = max increase to the distance of braking zones AIDraftStickiness: a number (in m/s) that gets added to the speed of the car the AI is drafting with when comparing whether or not he wants to get behind other potential draft partners. The reason we have a non-zero number is to prevent spastic bouncing back n forth between two draft partners for slight and temporary changes. ************************************************** ** *********** Q:"What is the difference between Brake Power and Brake Grip? I'm referring to the plr or hdv parameters." A:There are 2 factors in slowing down an AI car: 1) strength of your brakes (AI Brake Power Usage) and 2) the grip of your tires (AI Brake Grip Usage). Basically, if you are finding that AIs are having longer than expecting braking zones, you might want to raise either or both of these. (Although I would 1st try raising the AIBrakingStiffness value discussed below.) Also, there is a related line in the AIW file that I can't find an explanation of: AIBrakingStiffness=(0.6000,0.6000,0.7000) range: a value of 1.0 - 0.0 (though I wouldn't go much lower than .6) Tells the AI how aggressively to brake into a corner for the 3 drive types (rear, 4 wheel drive, & front). When set to 1.0 the AIs wait until the last possible moment to brake and then brake as hard as they can. As that number decreases, they start their braking earlier and don't brake as hard. ************************************************** ** ************* Drafting parameters from the RMF can be overridden with HDV parameters of the same name. The HDV parameters are not mandatory. Any value not specifically written in the HDV will get taken from the RMF. ************************************************** ** ************* The "AI Mistakes" value in the playerfile has nothing directly to do with wrecks. It's simply an option to add a slight frequency of 4 very specific mistake types (taking a turn wide, late acceleration out of a corner, late braking into a corner, or early braking into a corner) into an otherwise flawless* AI driving model. *and by flawless, I mean "as good as I was able to program them". The wrecks you see are more often a result of underestimating how much room a car is going to have when changing position or overestimating the amount of grip a car is going to have at some point in the future. Our AI drivers do not have perfect knowledge of the internal physics system; they often use more simplified (i.e. less accurate) functions to estimate the results of their inputs. The farther ahead in the future an AI tries to predict an event, the greater the chance that he will be wrong (pretty much just like us, except we do a better job of learning) I am surprised that the aggression slider (AI Realism) didn't have a noticeable effect on wreck frequency. That said, the best way to reduce wrecks on a track is to have a really good AIW path. If it's a multiline track (super speedway) make sure that every path (fastest, inside and outside) has no braking sections. Manipulate corridors to prevent AI cars driving into spaces they shouldn't be (like inside a tight corner or too close to walls). A good path and reasonable corridors can fix about 85% of the problems I see. Another 10% can be fixed with good AI setups. Most of the parameters discussed above are efforts to tame the last 5% of AI related errors. all over these: RaceQualRatio SpeedOffset CheatDelta WorstTime MidTime BestTime are no longer used as of at least 1.255 Q: How do I slow down AI during race compared to qualifying? I thought the "RaceQualRatio" parameter shown above would do it, but it doesn't seem to have any effect. A: AI Limiter only takes effect while racing. So if you run a non-zero AI Limiter Value, you should see some variation of lap times over qualifying times. See below for AI Limiter details... Q: In the .gdb file, what does the Attrition parameter actually do? A: nothing in rFactor. Q: How do the AI Limiter and AI Mistakes parameters in the .plr file actually work? (I understand their relationship to the talent values, but what are the units and how are they mathematically related) A: They are not related. AI Mistakes allows the option to add 4 very specific mistakes to the AI at a variable frequency. (These mistake are taking a turn too wide/shallow, being too slow back on the throttle after a corner, being too slow on the brake for a corner, or being too early on the brake for a corner.) You want some numbers? At AI mistakes = 1.0 the driver with the most composure will go at most 200 seconds between brain freezes and at worst 50 seconds. At AI mistakes = 0.5, that same driver goes between 400 & 100 seconds between mistakes. As for the AI Limiter: While this variable is non-zero, cars in the lead will occasionally have a chance to run slower laps. This will help keep the cars bunched up and promote passing. The frequency of these "slow periods" decreases as the number goes from 1 to 0. At 0 each AI drives to the best of his ability each lap (just as he does on a qualifying lap). A higher "Composure" dulls the effect, and makes the AI recover faster from a slow track segment. Search through my old posts, I talk more in depth about the relationship RCD parameters have on this. Q: 6. It looks like the Talent and plr values just tweak an internal randomness to the AI race outcome (qualifying seems more consistent). Is this randomness hard-coded, or can it be set somewhere? Is it possible (for testing) to make 2 lines of AI robots go around a track with no variation or mistakes whatsoever? A: With the current rFactor builds, the randomness (of RCD attributes) has been tamed somewhat (it was a bug in the original release that caused the randomness to play too much of an effect on the skill of an AI driver). This randomness is hard coded. I don't think it's possible to make 2 lines of AIs go around a track with no variations or mistakes. Well, it's possible that they do, but impossible to guarantee. The only intentional randomness I add to the system is a fluctuation of at most a couple of inches on the driving line, but even if I didn't do that, the nature of our system would still introduce slight variations that would snowball over time. |
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#59 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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And on October 7, 2008, MDW1961 added to the same thread after Strava mentioned the problems he was having making the files work:
I'm with Andreh on this. Speed and Minimum racing skill are definitely the key parameters and they do make a difference but during races rather than qualifying and even more over a full season. [emphasis mine] I've created talent files using the editor for st's upcoming Formula 5000 mod (here http://forum.racesimcentral.com/show...93#post3898793 ) and I've based the speed figures for each driver on a fairly complicated calculation taking into account championship positions, placings, laps completed and start/finish ratios etc for the 1973 European season. In rl Teddy Pilette won the championship that year and when I run a full season (15 rounds) three times out of four he will come out on top closely followed by the other top drivers from that season. Those with lower speed values still occasionally have a good result but usually finish lower down the order in the championship. This proves to me that talent files make a difference but over an extended period. As an example Pilette has a speed value of 99.12 and a minimum racing skill of 95. Jock Russell who finished below mid-table in the championship has a speed value of 94.31 and a minimum racing skill of 94. Russell has the odd good race but invariably finishes well down on points over a full season. Not going below90 in the speed range stops the opposition being too slow - depends how realistic you want to be with a particular mod. In rl some formulae are incredibly close, others have a much higher performance difference between the drivers - this is what I'm trying to replicate with the F5000s where you had some grand prix standard drivers racing talented (and sometimes not so talented) amateurs. All the drivers have aggression set to 75 and composure to 95. They still have accidents (even the higher skilled drivers) but I chose to take out this variable to try and prove that speed was the key. I may experiment further with this. It is clear that the track AI settings do come into play. AI range in the AIW file plays a part - the higher the number bewteen 0.1 and 1.0 the bigger the spread over a race distance (I think - this is such a black art!). As far as qualifying is concerned I reckon the talent files make little difference - probably a limitation we have to live with. Just my twopenn'orth - happy lapping! |
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#60 |
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Join Date: Nov 2009
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Question about what I would need to do to the track files to make the AI faster on a specific circuit.
Rummaging through the AIW, I typically see these entries: times=(447.8479,3402823466385288600000000000000000 00000.0000) AIRange=(0.1000) 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. 0.0 - 1.0 I'm not sure if the 1 or the 0 in that last bit will make them go faster or slower. I also don't know what "times" does exactly. Reason I ask is that at 67Spa they're terribly slow through just about every corner, even after I rebuilt the AI via the learning mode. |
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#61 |
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Join Date: Dec 2008
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#62 |
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Join Date: Nov 2009
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Is there anyway to get the AI to 'push on' abit longer if their tyres wear?
In TCL, on tight circuits the AI in the Commodore's pits them every 15 laps, putting them way out of contention |
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#63 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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@lukeanthony - does the default setup give them a full load of fuel and gearing that's appropriate? Otherwise, I think there's an AI fuel use calibration, but you'll get online mismatches if you tinker with it.
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#64 |
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Join Date: Nov 2006
Location: Ireland
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Hi guys, i've recently downloaded the f1 1991 mod. The ai behaviour seems quite good in this mod with regards to fighting each other on track. They're able to slipstream and overtake each other without problem for instance. This has led me to try and do some offline races with this mod.
I'm trying to do a race at the Jiading track (need a track with lots of runoff ). I've observed the ai in the race and a big problem is a large variation in lap times. For instance in the last race, mansell leads and does a 1.46.3 on lap 2. But on lap 3 he only manages a 1.51.0 This is too drastic a change. Reading this thread it seems that the ai limiter and minracingskill values seem important here. Can someone suggest good values to help remove this problem.My second question is with regards to no refueling. Do the ai respect this rule. So for instance in a 56 lap race, if i set the pit strategies so that a car stops on 20, will he start with a full tank and stop just for tyres?? Is there any way to see what fuel the ai is actually carrying. Thanks in advance. |
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#65 | |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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Quote:
Barring large mistakes or traffic, the AI range should be only 2% or so when the tires are up to temp and the engine is running optimally. |
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#66 |
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Join Date: Nov 2006
Location: Ireland
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ok thanks for the reply, i'll have a look at it.
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#67 | |
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Join Date: Nov 2009
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Quote:
Is it possible to change the default setup so they get a full load of fuel? |
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#68 |
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Join Date: Dec 2006
Location: Post Falls Idaho, in a house so new Google can't find it.
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Luke, if you are willing to edit the heck out of things, you can get most of what you want. The tire file for the commodore has an AI tire wear line. IF you decrease that number, (make it smaller) the wear will be reduced and they should leave the car out longer.
As far as the AI not fueling, This is an extreme hack but it works. Reduce the size of your fuel tank to 1 litre. Then edit the engine files to only sip fuel so that 1 litre is enough to last the entire race. Then when the AI pit, they will only need to barely touch the refueling rig to the car and be done. This does however introduce a new problem, with a 1 litre only fuel tank, the ai will never be 'heavy' with fuel. |
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#69 | |
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Join Date: Nov 2009
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Has anyone ever had trouble with the AI, after learning a track, constantly not being able to get round some of the corners?
With the ORSM Bathurst 2006 track, i did the track learning for TCL cars which all completed successfully, but in a race weekend, whenever the Sierra's (and some Commodore's) go through the left-right exiting the chase, they all spin out justabout every lap (the times they don't spin out, they just manage to save a big slide) Has anyone else experienced this, or know of a cure? Quote:
I will have a play around
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#70 |
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Join Date: Aug 2010
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Or you forget all this and make this.I made it in my (not finished yet) Modification.
1.Just go to your Rfactor/Gamdata/Talent folder 2.Make a new Backup folder Called BACK or BU 3.Select all your Talent ....rcd files inside and put them in the new BU Folder. 4.make a new textfile, call it ai.txt 5.open it with windows texteditor or notpad++ and put the following text inside 6.after putted in,klick right Mousebutton on the File ai.txt and rename it to ai.rcd 7.Start rfactor and have fun!!! ai { //Driver Info Abbreviation=ai Nationality= NatAbbrev= //Driver Stats StartsDry=2.0 //Average number of drivers passed during start (-4 - 4) StartsWet=1.0 StartStalls=0.0 //% of starts where driver stalled QualifyingAbility=5.00 //Average qualifying position NOTE: keep GT between 1 -15 RaceAbility=1.00 //Range 0 - 6.2 (0 is best) Consistency=0.70 RainAbility=0.98 //Range 0 - 6.2 (0 is best) Aggression=0.00 Speed=105 Reputation=97.38 Courtesy=100,00 Composure=60 Passing=45.0 //% of times driver completed a successfull pass, not including pit stops or lapped traffic Crash=30.00 //% of times driver crashed Recovery=90 //% of times driver continued after a crash CompletedLaps%=98 Script=default.scp TrackAggression=0.00 // Increase attempted low-speed cornering by adding a minimum onto calculated speed. // Reduce attempted high-speed cornering by multiplying speed by a number less than 1.0. // <adjusted speed> = CorneringAdd + (CorneringMult * <original speed>) CorneringAdd=2.0 CorneringMult=0.99 //AI Throttle Control - how good they are at their own traction control upon throttle application TCGripThreshold=0.0 // Range: 0.0-1.0 TCThrottleFract=0.0 // Range: 0.0-??? TCResponse=0.0 // Range: 0.0-??? //AI skill mistake variables MinRacingSkill = 0.99 Composure = 1.010 //AI ColdBrain variables RaceColdBrainMin=0.69 RaceColdBrainTime=30 QualColdBrainMin=0.79 QualColdBrainTime=30 } ---------------------- greetings RiZoR |
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#71 |
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Join Date: Oct 2007
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Has anyone ever succeeded in making the AI use a specific setup?
I'd like to set up start fuel + pit stop strategy for the ai cars. I followed the various instructions you can find on the web but nothing really worked. This is what I did (tried both for different mods an tracks): 1st method: - saved setup with fixed fuel - hit "assign" button - re-started race event >> the saved setup appeared as standard, but only my own car used it. 2nd method: - copied the saved .svm file into the main vehicle folder and re-named it according to track .gdb file >> nothing happened, obviously the .svm is not used And yes, I've set "Fixed Setups" and "Fixed AI Setups" to "1" in the .PLR file. So, if anyone has an idea what I'm doing wrong I'd be grateful for any hint. Thanks W. EDIT: Having tried some 'extreme' setups it looks like actually the AI DOES use them - except the fuel settings - unfortunately my main objective..... Last edited by weber; 5 July 11 at 19:35. |
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#72 | |
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Join Date: Jan 2007
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LOOOOOL
This guy is not serious at all. Your "tweak" is to change a line in the original PLR file. That's hilarious. Quote:
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#73 | |
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Join Date: Jun 2007
Location: Virginia USA
Age: 38
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Quote:
Not to rain on your parade but much of what you have here pertains to a GTR2 talent file. It doesn't directly translate to rfactor as a lot of the parameters here don't correspond to the code in rfactor. Most of this is corresponds to specific code by Simbin for GTR2 after they purchased the ISI engine. RF doesn't use cold brain or anything with throttle control (TC Grip threshold etc.) I have seen the code for both so I'm fairly well sure of this. @Abujamra, Really helpful post. How about trying to contribute something instead of LOL'ing. By the way Vince has probably forgotten more about rfactor than you have ever known. Plus he and the other VLM guys have created some of the greatest tracks that we have for rfactor and other ISI based sims. So maybe you should keep your mouth shut next time.
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#74 |
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Join Date: Mar 2010
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Hi, I have had my AI tweaked for sometime to a point where I consider it realistic but a new problem has arisen, up till now I've only used 'Race Weekend' option and all is good, I've just installed CTDP's Championship Manager and when using 'Race Season' all AI laptimes are suddenly 3 seconds quicker, as I have tweaked AI not to beat the real lap record I'm under the impression there must be a seperate file for Race Season settings ? Can anyone shed any light please.
Many Thanks, Regards, liberx |
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#75 |
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Join Date: Sep 2010
Location: Formby, NW England
Age: 30
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I think the AI Limiter value is the one you want to look at. It's mentioned a few times in this thread.
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#76 | |
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Join Date: Oct 2006
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Quote:
I can assure you he is quite serious, and furthermore, a lot more intelligent than you. I have tested these settings and it seems that the AI behave much better now. Thanks to all who contributed to the thread with great information. This is why I love this community. |
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#77 |
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Join Date: Feb 2010
Location: Levis, Quebec, Canada
Age: 19
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I agree... I tried them and it's muuuuuch better now, congrats
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#78 |
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Join Date: Aug 2011
Location: Baltimore
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I use these values in my .plr file
Code:
AI Brake_Power Usage="0.90000" // "0.98000" // Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV) AI Brake_Grip Usage="0.80000" // "0.97250" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV) AI Corner_Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV) AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV) AI Min Radius="17.00000" // "20.00000" // Minimum radius turn to set up theoretical performance tables (can be overrode in HDV) AI to AI Collision Rate="40" // "20" // Detection rate per second (1-40) for AI-to-AI collisions Decrease from 1.0 to Less than or equal to .85. |
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#79 | |
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Join Date: Mar 2011
Location: UK
Age: 38
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Can confirm OP has transformed my rFactor experience for the better. Thank you.
I also did this as per taker earlier in the thread: Quote:
Last edited by Trux; 27 October 11 at 20:13. |
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#80 |
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Donated
Join Date: Mar 2009
Location: Local Group-Milky Way-Sun-Earth
Age: 44
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#81 |
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Join Date: Jul 2011
Age: 19
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Hi Guys. just a quick question, i was told you could do more than one race a weekend and i really want to do this. how do i set it to more than one race a weekend?
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#82 |
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Join Date: Feb 2010
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hello! well...it is kind of "old" thread, but no need to open new one...i guess. I hope someone can help here. I downloaded rF F1 Total 2011 mod... which is quite fun to drive.
I like the mod, and with few tweaks (changed names) it´s a solid preview of 2012 mod. But.. playing championships offline is ruined by unreal results, because it´s impossible that HRT,Marussia and ToroRosso fighting for top places! Is there any performance file...or what could be tweaked manualy to get real results with top teams infront! Thank you for reply
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#83 |
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Join Date: Jul 2006
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Look for talent files from another mod and adapt them yourself where you put "driver" ratings into the files and save them as *.rcd file into Talent\Mod folder with matching drivernames i.e.
E:\RFACTOR\GameData\Talent\F1_2011\SebastianVettel .rcd // rFactor Talent File Sebastian Vettel { // Driver Info Nationality=German DateofBirth=03-07-1987 Starts=26 Poles=1 Wins=1 Points=41 BestLap=0 DriversChampionships=0 // Driver stats Aggression=90 Reputation=76 Courtesy=67 Composure=67 Speed=96 Crash=27 Recovery=57 CompletedLaps=53 MinRacingSkill=97 } Thats all I know |
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#84 |
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Join Date: Feb 2010
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tytyty
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#85 |
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Join Date: Jun 2011
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An additional, fairly specific AI question: (pertains to all isi/simbin games though):
- How could we affect the AI's race starts and speed them up? Currently, in nearly all isi-based sims I outstart them just about every time on every track. So usually I let off the gas a bit to have them catch up again. ![]() But I'd rather they'd just start properly. It seems that on VLM tracks, they do better (speedier) race starts than on your average track. Leads me to think it may be something in the track's .aiw file, but I'm not sure. Any ideas for AI improvements here, and hence better racing? |
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#86 |
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Join Date: Apr 2007
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if a mod has no talent files the ai will run off the mods settings and track aiw. I like Hazi's comment were you can add talent files similar to another mod and then u can put in your settings for each driver .I also like to give the AI a custom set and that can help with better human like driving
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#87 |
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Join Date: Jul 2006
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Look waht I have found: Talent File Editor/Converter - not tested:
http://talent-editor.software.informer.com/ |
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#88 |
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Join Date: Jun 2007
Location: Virginia USA
Age: 38
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One more little thing to add to this thread. Keep in mind this is for offline use only. If you go to the hdv file of the mod you want to race and find this line "AIMinPassesPerTick=2" (not all mods use 2 as the value btw) and change it to "AIMinPassesPerTick=6" you will get much better AI behavior. Please note that if you have a older less powerful computer this may drastically affect your FPS. But even very low end systems could probably handle an increase of 1 or 2.(example, increase it from 2->4) This allows the game engine a more accurate measurement of the AI physics and as a result smoother AI behavior. Couple this with the player file and talent file changes mentioned here and you will have much improved AI behavior.
Also keep in mind you need to do this to all the hdv files in the mod. |
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#89 |
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Donated
Join Date: Mar 2009
Location: Local Group-Milky Way-Sun-Earth
Age: 44
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Good advice.
Just to add something interesting to vondutch51's post... GSC is based on isiMotor2, Reiza did a terrific job with it. Its AI is quite well balanced (though it could use vondutch51's tips - the icing on the cake, so to speak; we can however do it ourselves directly). And they set the tick-rate for AI cars much higher: AIMinPassesPerTick=10 No doubt this demands MORE from the cpu, but no doubt this improves the AI's handling of the cars. |
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#90 |
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Join Date: Aug 2011
Location: Baltimore
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Thanks for the tip on AIMinPassesPerTick. I have also seen that setting AITorqueStab to .75 is major improvement, because if the AI rear end me, they're the ones that will most likely go off the race track instead of me... Lowering aggression from 33 to 9 was miniscule in comparison.
Edit: After doing a google search most are suggesting AIPasserPerTick be set 0, (no limit?), since today's CPUs are powerful enough. http://www.nogripracing.com/forum/sh...&postcount=117 Maybe now I can adjust the brake power usage closer to default levels. Edit: In the player file (.plr), I have decided to set the following AI Brake_Power Usage="0.80000" // AI Brake_Grip Usage="0.95000" // instead of .97 Brake power usage, makes the AI "more scared/less brave" when it comes to braking, thus encouraging them to brake early. But leaving AI Brake Grip Usage at the default setting, lets them still have powerful brakes, which is actually desirable when human are infront of them, going into a sharp corner. At the end, this lowers the chances of them rear ending you in slow/chicane entry corners. AI agression was at 15%. Setting AeroMin=7500 (in .dmg), has thus encouraged me to set the ingame damage multiplier to a higher level. The AI indeed were very competitive through out the race, when AI greatly damaged their front aero, usually as a result of running into opponents rear end, their wing detached and they'd go straight to the pits . Also setting AITorqueStab to .80 rather than .75 is ideal.Edit I decided to stop my car completely in the middle of Monza's straight-away, and a pack of 5 AI cars managed to avoid me, by changing directions, instead of slowing down heavily, like in GTR2. Honestly, I have to say the AI is very enjoyable after these tweaks. It's not perfect though, they will get a bit aggressive in overtaking a sharp corner. Last edited by skrusinbin; 11 May 12 at 17:12. |
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#91 |
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Join Date: Aug 2011
Location: Baltimore
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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)
Edit: Anyone know how to get rid of the AI's turbo boost during a standing start :x. It's so cheap. Qualified in 20 ended up in 28 (last). Although 10 of them did end up pitting by the next lap. Last edited by skrusinbin; 25 May 12 at 02:01. |
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#92 |
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Join Date: Dec 2008
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After much playing around with settings in different files (AIW, HDV, RCD) I still haven't got it quite to how I would like.
I think I spend more time tweaking AI values in this game in Notepad++ then I ever do racing ![]() I think my biggest 2 issues are: - From the start of a race they are damned slow out of the starting blocks despite them totally kicking my ass in Qualifying and I will find myself in the bottom half of the grid. Many times I qualify stone wall last but once the race starts I can get into the top 10 within a few laps. However, when the lights go Green I can usually make up a lot of places by the first corner and am very fast in the opening laps. The AI then usually starts beating my quick laps as the race goes on (Fuel/Tire wear?). So basically I find the AI too slow at the start of a race but they set a good pace once the race has got going. - If the AI car is behind me and I'm struggling a train piles up behind me, quite handy if I'm first because I can still win the race, they seem scared to try and put a move on me. I've tried tweaking aggression but then I just get rear ended for my troubles at the next corner... My main mod I play with here is RF3. I like open wheelers and it's about the right sort of pace and learning curve for me as I use a pad and not a wheel. |
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#93 |
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Join Date: May 2012
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Hi all, this thread and other infos found on other forums have been extremely helpful in tweaking the AI into something much more realistic than it first was. Getting rid of the AI limiter and replacing it with AI mistakes was a huge leap forward. I haven't completely got rid of the rear-ending issue because I don't like to make the AI too passive either, but it is within reasonable bounds now. My main remaining problem is kendo's first issue and I think it comes from tire wear.
From the tests I made, it looks like the AI tire wear doesn't impact its lapping times at all. It only makes the AI pit for tires when a certain threshold is reached. The result is that when doing a medium-length race without pit stops I am faster than them in the first laps and slower in the last laps, because my tires wear and their don't, while on the other hand the effect of the fuel load seems correctly taken into account (so they lap faster and faster). This is not very fun and tempts me to set the player tire wear to 0 for fairness, which would be a pity. I have tried playing with the tire files (.tbc). When I increase the "AI wear" parameter, the AIs do pit earlier, but no performance drop-down is ever observable. The "Softness" parameter, while said to be used for AI strategy, doesn't change the time when the AI pits for tires (is it hard-coded?). I guess it only informs the AI's choice of tires after pitting. I wasn't able to go further. Does anybody know additional parameters, or at least how to get the information of the AI's tire setup and tire wear during the race ? |
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#94 |
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Join Date: Apr 2008
Location: Fiat Farm
Age: 50
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@kendo1978 - What seemed to improve slow AI standing starts was increasing LaunchEfficiency in the engine.ini closer to 1.0.
On road courses, when cars are bunched up side-by-side, the AI are somewhat cautious, so that's why they're slow in the initial couple of laps. |
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#95 |
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Join Date: Nov 2006
Location: Ireland
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I'm trying to do some offline racing the endurance series mod, in general I'm pretty happy with the way the ai is performing, and very impressed with the way the prototypes manage the gt traffic.
However I'm having problems getting the performance of the different drivers correct with the talent files. I've taken David Brabham and Simon Pagenaud as examples. SM has a speed of 98 and while of varied DB's speed down to as low as 19. However they constantly set the same laptimes as each other lap after lap both in the race and the qualy. It's as if the game is not picking up the talent files at all. Is there a way of checking this? Am I missing something very fundamental? Thanks in advance for any advice. |
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#96 |
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Join Date: May 2012
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Hi villafan, I don't have your mod but I had the same problem with another mod. The trick is that the driver's name in the vehicle .veh file (Driver = "...") must match exactly the driver's name inside the talent .rcd file. It is the informations inside the files that matter, as far as I know the file names are irrelevant.
If the driver's name is not found in any talent file, it is set with default values, probably 100% everywhere. If the driver's name is found in more than one talent file, who knows which one will be used ? |
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#97 |
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Join Date: Nov 2006
Location: Ireland
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sorry for the slow reply, I've checked the names and they all match up. Thanks anyway.
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#98 |
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Join Date: Jan 2007
Location: Sandy beach on the Pacific Ocean, WA, USA
Age: 46
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Hmmm... Interesting thread! I just started messing around with trying to get a "more human like" AI in off-line races. Just finished two laps at Nord Tourist against a mixed field of 17 DRM Revival cars and while they drove fine I noticed almost half of them had blown their motors somewhere in the second lap!!!!
Any ideas what variables to adjust to help AI preserve their motors a bit better? |
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#99 |
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Join Date: May 2009
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Apologies for bumping an old thread, but I thought it wiser to do that than start a new one.
When tweaking the AI in mods with multiple cars (I'm talking about TCL mainly here), is it more beneficial to run the AI calibration for each individual car, or could I just run one calibration and put it in the base folder for it to be compatible with all the other cars? |
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#100 |
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Join Date: Mar 2011
Location: Valencia, Spain
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The purpose of the AI calibration is to help it drive that particular car. In a series like Formula one you might have success using the same file for all, but when cars are as varied as in TCL I think individual learn files are mandatory.
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