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Unread 9 February 14, 23:25   #1
ratrod13
 
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Default Here's how to get Targa Florio working with AI

With the original GTR2 conversion a vast majority of the mid 1960's AI cars crashes out already on the first lap. After searching for a solution to the problem I came across an AI update made by Tatino for rFactor that also works for GTR2 and solves the issue with the crashing AI (with the exception of GT40 MkIIs but since there weren't any at the 1966 Targa race, this isn't a problem. Guy Ligier in the sole GT40 MkI drives just fine although he did crash on the penultimate lap in the real race but ended up winning his class anyway, haha).

However, with the new AIW file the game now instead crashes back to desktop everytime the car you're driving is passing the 24 km road marker... To solve this issue, TheSky suggests in this thread to replace 3 lines in the AIW file with new values but doing that at least my game crashes already at the start line! Luckily I found that the solution is to instead copy the same 3 lines from the original AIW file and paste them into Tatino's updated AIW. Here's the relevant lines to copy and paste:

lap_length=71845.515625
sector_1_length=23947.33333
sector_2_length=47894.66667

Now the game won't crash to desktop anymore and most of the AI will actually see the checkered flag!

Also don't forget to change the name of the AIW file to RTarga (Regular grid version) which is the one I use. (Don't know how the other two versions of the track will work). Tatino's update also comes with updated and much better cams.

The track still has two major issues which would be great if someone could fix. The first being that most of the AI cars that starts 19th or further down the grid drives directly into their pit spots at the start of the race and then get disqualified for some reason. The second being that if a car stops on track during qualifying, that driver will get a qualifying time equivalent to the time when he stopped, meaning that he will get pole position... Not funny if it's one of the Fulvia's since the faster AIs are mainly only able to pass on the Buonfornello straight. The lapping of back markers isn't an issue unless you drive towards the full 7 or 8 hours. (I usually drive 3 laps races which take about 2 hours and letting my AI teammate driving the middle stint). Anyway, with these two issues present, I've been forced to reduce the starting field to 19 cars as well as skipping qualifying. The smaller field is a pity but at least one can customize the starting grid outside the game.

And speaking of Guy Ligier earlier, here are a few scenery pics I managed to snap of him practising for the big day...






Last edited by ratrod13; 3 April 14 at 08:42.
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Unread 13 April 14, 19:56   #2
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I recently mentioned in another thread that I'm currently trying to set up a starting grid based on the real 1966 Targa Florio and thought I would post some (hopefully inspiring) pics of what I have so far. Any car or track alterations are strictly for my personal use.

72 ALPINE RENAULT A110 (Delageneste/Rosinski)
74 ALPINE RENAULT A110 (Hanrioud/Piot)
76 ALPINE RENAULT A110 (Toivonen/Jansson)
78 ALPINE RENAULT A110 (Vinatier/Orsini)
144 PORSCHE 906 (Arena/Pucci)
148 PORSCHE 906 (Mairesse/Müller)
178 SHELBY COBRA 427 (Freutel/Settember)
218 PORSCHE 906 E (Mitter/Bonnier)
224 PORSCHE 906-8 (Klass/Davis)
226 BIZZARRINI GT STRADA 5300 (Berney/Nieri)



















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Unread 13 April 14, 19:57   #3
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Unread 13 April 14, 20:18   #4
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Some lovely screenshots there. Thanks for the update on your progress.
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Unread 13 April 14, 20:19   #5
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Nice work! And great shots!

Thanks for sharing!
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Unread 13 April 14, 22:02   #6
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Quote:
Originally Posted by David Wright View Post
Some lovely screenshots there. Thanks for the update on your progress.
Ditto!
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Unread 14 April 14, 02:28   #7
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Agree it looks impressive
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Unread 14 April 14, 04:26   #8
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Great to see those headlights at dusk! Or is that dawn?



Wonder if anyone is interested in providing night lighting for the towns and villages?

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Unread 14 April 14, 10:08   #9
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I'm glad you guys enjoyed the screenies! Hopefully they can inspire more people to give the track a go against the AI as it actually works quite well with the fixes I posted about above. It really is a unique time traveling sim racing experience not to be missed.

Quote:
Originally Posted by Wee Scot View Post
Great to see those headlights at dusk! Or is that dawn?
Neither! It's the dark and rainy skies that gives that impression. I think the rain came in the early afternoon at the real 1966 Targa but the AI also switch on their headlights towards the end of the race on a clear day if changing the track's .gdb file values*. (For a realistic daylight cycle when driving a 2 hour race, set the start time to 14:00 and daytime accelaration to 2x in the game).





Also, I've now redone the yellow headlights on the Alpines as they got too saturated. Here's what they look like now. And if you look closely, you can even see the yellow bulbs in the second pic!





*Here are the .gdb file values I use specifically for Targa Florio:

RainLightScale = 0.20
RainFogScale = 0.15
RainFogColourScale = 0.15
RainCloudScale = 0.3

DayAmbientColour = (210,205,190)
DayDirectionalColour = (255,255,230)
DayFogColour = (100,105,110)
DayFogIn = -300.0
DayFogOut = 60000.0
RainDayAmbientColour = (150,150,150)
RainDayDirectionalColour = (45,45,45)
RainDayFogColour = (65,70,75)
RainDayFogIn = -300.0
RainDayFogOut = 25000.0

SunsetAmbientColour = (150,160,160)
SunsetDirectionalColour = (50,50,50)
SunsetFogColour = (50,55,60)
SunsetFogIn = -300.0
SunsetFogOut = 22500.0
RainSunsetAmbientColour = (100,100,100)
RainSunsetDirectionalColour = (40,40,40)
RainSunsetFogColour = (25,30,35)
RainSunsetFogIn = -300.0
RainSunsetFogOut = 25000.0

Last edited by ratrod13; 17 April 14 at 07:51.
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Unread 14 April 14, 13:16   #10
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Quote:
Originally Posted by ratrod13 View Post
It's the dark and rainy skies that gives that impression.
Ah, yes, of course. I should have noticed the rain streaks in those pics. Great work...and great art!
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Unread 14 April 14, 17:30   #11
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I can't wait to try this out. I love driving the Targa just for the fun of it, I've never really got it working as a serious race. I guess the only way would be if you could mod the game to start the cars at intervals etc..

@Ratrod: Have you had a look at 1964? I've managed to collect a reasonable selection from that year.
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Unread 15 April 14, 17:06   #12
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Quote:
Originally Posted by porph View Post
I guess the only way would be if you could mod the game to start the cars at intervals etc..
Yeah, that would be great but I can't see it happen. Also the updated AI have huge problems overtaking each other due to the wish of having them actually finish the race and since the slower classes started in front of the faster ones, that would be a serious problem. I guess the original AI were more able to pass but then they all also crashed out before completing the first lap... The AI overtaking issue isn't a big problem as long as they start in order of their performance with the quickest classes in front. Also, you will be overtaken by them in a second if you do a mistake and it's a pretty big challenge to just complete one lap at competitive speed. Believe me, it's quite a relief to dive into the pits after a full 40-45 minutes of crazy driving and hand over the car to your AI team mate.

In order to get at least something of the real race start experience, I've edited my starting grid so that all cars are lined up in a single line before the start (although they of course started at intervals one by one but the appearance of the grid before start is now very similar to the real race).





Quote:
Originally Posted by porph View Post
Have you had a look at 1964? I've managed to collect a reasonable selection from that year.
It was natural for me to go for the 1966 season since P&G includes quite a few cars from that year's Le Mans (All eight GT40 MkII, I think five GT40 MkI, the three Porsche 906 Langeheck, some regular 906's, and three Ferrari 275 GTB/C).
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Unread 15 April 14, 18:02   #13
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I was thinking about this today and whilst again not entirely accurate I am thinking of running 2-3 races with the classes spread out evenly. That way you can get round the 19 car effective limit and of course it wasn't run as a side by side race..

Gather up the results after the third race of the 57 entrants (I can't lay my hands on every single model) and you'd have a pretty reasonable simulation? Would have to then adjust times for starting position though to simulate the staggered start..
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Unread 15 April 14, 22:56   #14
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That could be an interesting alternative although I'm personally pretty satisfied with how the limited starting field actually works and the racing it provides.

I think at least partially it could definitely be considered as a side by side race as soon as faster cars started to catch up and overtake slower ones. Also within each class I'm sure there were some great racing. For example, there were no less than nine Lancia Fulvia HFs and five Alpine Renaults in the 1966 race (they were entered in the GT1.3 and S1.3 classes respectively but in order to enhance championship game play, I've put them both in the S1 class (Group 4 Sports Cars up to 1300cc) which was one of the three engine capacity classes used for the 1966 International Sports Car Championship). Anyways, here's a cool pic of one of the Fulvia's being overtaken by two Alpines that started several minutes later.



And here's what the modified single line starting grid looks like in game:







The pics above only show the 14 cars I have lined up so far (the four Fulvias at the back aren't really ready yet though) but my plan is to include the following 25 cars and driver line-ups from the 1966 race when done:

18 LANCIA FULVIA HF 1200 (Cella/Marzi)
24 LANCIA FULVIA HF 1200 (Tornielli/Pietromarchi)
34 LANCIA FULVIA HF 1200 (Cosentino/Orecchioni)
36 LANCIA FULVIA HF 1200 (Maglioli/Crosina)
54 FERRARI 275 GTB/C (Marchesi/Sinibaldi)
72 ALPINE RENAULT A110 (Delageneste/Rosinski)
74 ALPINE RENAULT A110 (Hanrioud/Piot)
76 ALPINE RENAULT A110 (Toivonen/Jansson)
78 ALPINE RENAULT A110 (Vinatier/Orsini)
114 ALFA ROMEO GIULIA TZ2 (Zeccoli/"Geki")
124 ALFA ROMEO GIULIA TZ2 (Federico/"Shangri-La")
126 ALFA ROMEO GIULIA TZ2 (Pinto/Todaro)
130 ALFA ROMEO GIULIA TZ2 (Bianchi/Bussinello)
144 PORSCHE 906 (Arena/Pucci)
148 PORSCHE 906 (Mairesse/Müller)
162 AUSTIN HEALEY MK III (Worswick/Minshaw)
176 FORD GT40 (Ligier/Greder)
178 AC SHELBY COBRA 427 (Freutel/Settember)
196 FERRARI DINO 206 S (Guichet/Baghetti)
204 FERRARI DINO 206 S (Scarfiotti/Parkes)
210 FERRARI DINO 206 S (Biscaldi/Casoni)
218 PORSCHE 906 E (Mitter/Bonnier)
224 PORSCHE 906-8 (Klass/Davis)
226 BIZZARRINI GT STRADA 5300 (Berney/Nieri)
228 FERRARI 275 GTB/C (Conti/Venturi)
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Unread 16 April 14, 18:06   #15
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Quote:
Originally Posted by ratrod13 View Post
The pics above only show the 14 cars I have lined up so far (the four Fulvias at the back aren't really ready yet though) but my plan is to include the following 25 cars and driver line-ups from the 1966 race when done:

18 LANCIA FULVIA HF 1200 (Cella/Marzi)
24 LANCIA FULVIA HF 1200 (Tornielli/Pietromarchi)
34 LANCIA FULVIA HF 1200 (Cosentino/Orecchioni)
36 LANCIA FULVIA HF 1200 (Maglioli/Crosina)
54 FERRARI 275 GTB/C (Marchesi/Sinibaldi)
72 ALPINE RENAULT A110 (Delageneste/Rosinski)
74 ALPINE RENAULT A110 (Hanrioud/Piot)
76 ALPINE RENAULT A110 (Toivonen/Jansson)
78 ALPINE RENAULT A110 (Vinatier/Orsini)
114 ALFA ROMEO GIULIA TZ2 (Zeccoli/"Geki")
124 ALFA ROMEO GIULIA TZ2 (Federico/"Shangri-La")
126 ALFA ROMEO GIULIA TZ2 (Pinto/Todaro)
130 ALFA ROMEO GIULIA TZ2 (Bianchi/Bussinello)
144 PORSCHE 906 (Arena/Pucci)
148 PORSCHE 906 (Mairesse/Müller)
162 AUSTIN HEALEY MK III (Worswick/Minshaw)
176 FORD GT40 (Ligier/Greder)
178 AC SHELBY COBRA 427 (Freutel/Settember)
196 FERRARI DINO 206 S (Guichet/Baghetti)
204 FERRARI DINO 206 S (Scarfiotti/Parkes)
210 FERRARI DINO 206 S (Biscaldi/Casoni)
218 PORSCHE 906 E (Mitter/Bonnier)
224 PORSCHE 906-8 (Klass/Davis)
226 BIZZARRINI GT STRADA 5300 (Berney/Nieri)
228 FERRARI 275 GTB/C (Conti/Venturi)
Looking back at it yes '66 looks like a good, do-able year. The only car on that list I don't have is the Dino 206.. Maybe I'll have to learn to create a mod.. I really wish we could figure out the issue with cars > 20 pitting..

Oh also was the modified starting grid easy to do? That's a really good idea.
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Unread 17 April 14, 07:56   #16
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Very easy. I just deleted every second grid entry and then renumbered the remaining slots. Below are the modified .aiw file lines for anyone who would like to try it out.

[GRID]
GridIndex=0
Pos=(-6531.151,42.111,4725.651)
Ori=(.01,-.365,-.046)
GridIndex=1
Pos=(-6533.899,41.974,4734.428)
Ori=(.017,6.034,-.044)
GridIndex=2
Pos=(-6535.738,41.758,4743.722)
Ori=(.029,6.126,-.044)
GridIndex=3
Pos=(-6536.601,41.411,4752.729)
Ori=(.039,6.193,-.044)
GridIndex=4
Pos=(-6537.409,41.065,4761.648)
Ori=(.039,6.195,-.044)
GridIndex=5
Pos=(-6538.177,40.717,4770.601)
Ori=(.039,6.199,-.044)
GridIndex=6
Pos=(-6538.92,40.367,4779.563)
Ori=(.039,6.201,-.044)
GridIndex=7
Pos=(-6539.657,40.016,4788.524)
Ori=(.039,6.201,-.044)
GridIndex=8
Pos=(-6540.416,39.667,4797.484)
Ori=(.039,6.196,-.044)
GridIndex=9
Pos=(-6541.234,39.32,4806.433)
Ori=(.039,6.19,-.044)
GridIndex=10
Pos=(-6542.014,38.97,4815.392)
Ori=(.04,6.207,-.044)
GridIndex=11
Pos=(-6542.064,38.577,4824.54)
Ori=(.046,.071,-.044)
GridIndex=12
Pos=(-6541.067,38.168,4833.637)
Ori=(.046,.161,-.044)
GridIndex=13
Pos=(-6539.284,37.757,4842.614)
Ori=(.047,.223,-.044)
GridIndex=14
Pos=(-6536.407,37.315,4851.223)
Ori=(.05,.354,-.044)
GridIndex=15
Pos=(-6532.562,36.797,4859.51)
Ori=(.066,.481,-.044)
GridIndex=16
Pos=(-6528.345,36.178,4867.467)
Ori=(.068,.49,-.044)
GridIndex=17
Pos=(-6524.117,35.559,4875.387)
Ori=(.067,.491,-.044)
GridIndex=18
Pos=(-6519.896,34.945,4883.302)
Ori=(.067,.489,-.044)
GridIndex=19
Pos=(-6515.639,34.333,4891.195)
Ori=(.061,.497,-.044)
GridIndex=20
Pos=(-6511.386,33.723,4899.098)
Ori=(.06,.49,-.044)
GridIndex=21
Pos=(-6507.635,33.153,4907.132)
Ori=(.053,.385,-.044)
GridIndex=22
Pos=(-6505.075,32.698,4915.568)
Ori=(.048,.202,-.044)
GridIndex=23
Pos=(-6503.543,32.287,4924.357)
Ori=(.041,.089,-.044)
GridIndex=24
Pos=(-6503.144,31.916,4933.298)
Ori=(.04,6.163,-.044)
GridIndex=25
Pos=(-6504.515,31.559,4942.176)
Ori=(.037,6.101,-.044)
GridIndex=26
Pos=(-6506.979,31.256,4950.787)
Ori=(.031,5.964,-.044)
GridIndex=27
Pos=(-6510.809,30.99,4958.792)
Ori=(.031,5.755,-.044)
GridIndex=28
Pos=(-6515.313,30.726,4966.442)
Ori=(.03,5.75,-.044)
GridIndex=29
Pos=(-6519.881,30.46,4974.16)
Ori=(.031,5.747,-.044)

Last edited by ratrod13; 17 April 14 at 20:55.
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Unread 14 January 15, 16:01   #17
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After getting fed up with that the faster AI cars can't even pass slower cars on the 6 km straight when using the updated aiw file, I decided to give the original AI a go again. With some tweaking to the original aiw file as well as the track's gdb file, a majority of the AI cars now actually sees the checkered flag AND are able to pass slower cars on the Buonfornello straight.

Here are the values I use:

aiw file

WorstAdjust=(0.8000)
MidAdjust=(0.9500)
BestAdjust=(1.0500)
QualRatio=(0.9200)
RaceRatio=(0.9500)

gdb file

RoadDryGrip = 0.94
AIDryGrip = 1.04
RoadWetGrip = 0.85
AIWetGrip = 0.95

I've also done a lot of general tweaks to the game over the last few years (that also affect the Targa AI) but the changes described above are likely the most important to have an exciting Targa experience.

And the rain keeps pouring down at the 1966 race... If one look real closely, two red Autodelta TZ2:s can be seen racing in the distance. And no, the Taunus is not part of the race and the dirt road is not part of the track...

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Unread 16 January 15, 17:24   #18
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I forgot that some time ago I also removed the collision detection from 6-7 stone posts that caused the AI to crash out during wet track conditions when using the updated AI file. Unfortunately, there are several hundreds of them and I didn't write down which ones I edited. Most likely these posts could have been a major reason that many of the AI cars crashed out before completing the first lap also in dry conditions with the original AI file.
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Unread 17 January 15, 20:11   #19
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I've added some more cars to my 1966 Targa grid including the two Giulia 1600 GTA:s that were present at the event but for some reason were rejected by the organizers. Anyway, that won't stop me from including them in the race. I haven't been able to locate any pics of the cars but I guess they could have looked something like this...


No. 42 ALFA ROMEO GIULIA 1600 GTA (Svedi/Sabbia)


No. 44 ALFA ROMEO GIULIA 1600 GTA (de Tommasi/Ardizzone)
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Unread 10 June 16, 17:46   #20
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I too have recreated the great 1966 Targa Florio race.

I have close to 100% of the real entered cars and I am racing against 60 (real cars, real skins) opponents with no issues.

Thanks alot for sharing all this informations about .aiw files and all the rest as it had really helped me to make this track-grid work like a charm.

Also removed collision value of a few posts in the .trk file and I now have only the ocasional normal accidents/failures.

Again, thank you very much.

Cheers.
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Unread 13 January 17, 08:38   #21
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hey this is all pretty neat!

you guys should post some replay vids on youtube etc, would be cool to watch
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