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Old 10 July 12, 18:39   #1
GTRacer123
 
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Default AI sliding at LeMans

Hey guys, is there a way to adjust the AI's sliding/spinning percentage or something? My AI's slide alot sometimes at the first turn after the long straight of the Arnage corner. It's a high speed turn.

I have the LeMans revived edition track and no running mods, just addon skins installed for 24H, GT and NGT classes.
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Old 17 July 12, 17:53   #2
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Hey guys, is there a way to adjust the AI's sliding/spinning percentage or something? My AI's slide alot sometimes at the first turn after the long straight of the Arnage corner. It's a high speed turn.

I have the LeMans revived edition track and no running mods, just addon skins installed for 24H, GT and NGT classes

82 views and none posted a reply so I posted again my topic, I will appreciate answers please.

And now I'm having another problem, when I switch to AP the driver keeps sliding at the same turn after the long straight of the Arnage corner. My tires aren't dead yet and it keeps happening almost every lap now, how can I prevent all this from happening?

Thanks in advance.
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Old 17 July 12, 18:39   #3
yetisaj
 
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Quick fix:

Add these lines to the .gdb file and adjust accordingly. Be wary that having more grip will dramatically change your laptimes and it will cause online mismatches.

RoadDryGrip = 1.00
AIDryGrip = 1.05
RoadWetGrip = 0.80
AIWetGrip = 0.90
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Old 18 July 12, 03:19   #4
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Originally Posted by yetisaj View Post
Quick fix:

Add these lines to the .gdb file and adjust accordingly. Be wary that having more grip will dramatically change your laptimes and it will cause online mismatches.

RoadDryGrip = 1.00
AIDryGrip = 1.05
RoadWetGrip = 0.80
AIWetGrip = 0.90
I played with it alot of times, no results achieved.

I noticed something though, everytime I use a Lambo Murcielago R-GT all this happens, including most of all the NGT classes.

I tried a Ferrari 550 Maranello (which is faster) and none happened, not sure about the NGT but I don't think it happened since the AI wasn't packed up behind very far. Both the 550 and the Murcielago were using the same setups.
I also noticed the 550 breaks earlier than the Murcielago. The Murcielago breaks often right about starting the right turn making it sometimes going into a sliding drift turn then halts. Same for the NGT's.

So I don't know what's the issue with the Murcielago.
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Old 18 July 12, 09:22   #5
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Hi GTRacer123.... If they are just skins........

1. Do the AI do this to all tracks (at comparable braking/turns), or just at the LeMans track?
2. Are there any Driver files supplied with the skins?
3. What Aggression and difficulty levels are the game set at?

Starting with these these might help pin down the solution.

Regards Barry
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Old 21 July 12, 00:46   #6
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Quote:
Originally Posted by barry View Post
Hi GTRacer123.... If they are just skins........

1. Do the AI do this to all tracks (at comparable braking/turns), or just at the LeMans track?
2. Are there any Driver files supplied with the skins?
3. What Aggression and difficulty levels are the game set at?

Starting with these these might help pin down the solution.

Regards Barry
Hi barry.

To be honest, I don't really know but I'm pretty sure they do fine on other tracks, it's just at that turn at LeMans, mostly when I use a Murcielago as my car.
Driver files supplied with the skins, I don't know, all I did is installed the skins as it is mentioned.
Aggression and strength is 95% - psychotic.

Hope this helps, if not let me know.
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Old 21 July 12, 11:14   #7
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AI Brake Power Usage="0.92000" // Fraction of theoretical brake power that AI attempt to use
AI Brake Grip Usage="0.92000" // Fraction of theoretical brake grip that AI attempt to use
AI Corner Grip Usage="0.70000" // Fraction of theoretical cornering grip that AI attempt to use


These are the lines in your .plr file you may want to adjust.
As you can see mine have been set pretty low as I was testing, but the AI now behave properly.
The first two lines will adjust how hard and late the AI get on the brakes and the third line adjusts how fast the AI will go around the corner.

In your case I think you were talking about the kink before Indianapolis and I noticed the AI were pretty much trying to take it flat out and then panicing as they hit the apex too fast. At first I was able to tweak the AIW file to make that kink a little bit sharper thus prompting the AI to slow down a bit but this would take forever and a day to tweak the whole track so I thought better of that tactic.
Using the above lines in your .plr you can calm the AI down quite considerably, however if you find the AI is now a little bit slow you are still free to up their strength using the in game slider to compensate.
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Old 21 July 12, 19:00   #8
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Quote:
Originally Posted by cunnox View Post
AI Brake Power Usage="0.92000" // Fraction of theoretical brake power that AI attempt to use
AI Brake Grip Usage="0.92000" // Fraction of theoretical brake grip that AI attempt to use
AI Corner Grip Usage="0.70000" // Fraction of theoretical cornering grip that AI attempt to use


These are the lines in your .plr file you may want to adjust.
As you can see mine have been set pretty low as I was testing, but the AI now behave properly.
The first two lines will adjust how hard and late the AI get on the brakes and the third line adjusts how fast the AI will go around the corner.

In your case I think you were talking about the kink before Indianapolis and I noticed the AI were pretty much trying to take it flat out and then panicing as they hit the apex too fast. At first I was able to tweak the AIW file to make that kink a little bit sharper thus prompting the AI to slow down a bit but this would take forever and a day to tweak the whole track so I thought better of that tactic.
Using the above lines in your .plr you can calm the AI down quite considerably, however if you find the AI is now a little bit slow you are still free to up their strength using the in game slider to compensate.
So will those 3 lines also include when I switch to AP? Because it's not just the AI, when I switch to AP about 80% of the total race time the driver slides at that corner.

And how do you upload a picture from a saved picture on a computer in this forum? Can't find a browse images or something, anyway I have one edited in red circle to show you exactly where is my issue on the track because it's not before Indianapolis (sometimes slidings happens there but not often), my issue is at the first corner of the Porsche curves if that makes more details.

Arnage corner -> long straight -> on the exit of the long straight is a right corner high speed (Porsche curves), there is where all the slidings are happening.

http://en.wikipedia.org/wiki/File:Ci..._track_map.svg
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Old 22 July 12, 02:58   #9
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Quote:
Originally Posted by GTRacer123 View Post
And how do you upload a picture from a saved picture on a computer in this forum?
Is the image a .jpg? The forum will only accept a .jpg format.

And, in my experience, that's a weird corner for the AI to lose it...in mine (w/Von Dutch AI modifications), if they overcook a corner it'll be either in the Mulsanne chicanes, sometimes the Mulsanne curve itself (the hard rt at the end of the straight), or more often at the Indy corner and they end up in the sand a bit.
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Old 22 July 12, 06:04   #10
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Try this ever so slightly edited .aiw file, remember to backup first.
The AI line through that corner was not that good, I have made them take a tighter line and it seems to help a bit.
The AI parameters in my first post also work when using auto pilot.
Attached Files
File Type: rar LM24HRE_Tweaked_AIW.rar (240.6 KB, 20 views)
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Old 22 July 12, 08:38   #11
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Me personly! I wouldn't edit my plr file unless the issue happens on other tracks too
The AIW file needs alot of work! Its terrible, I myself are slowly tweaking it as I learn, (my main issue is wet races , ai drives on the grass and spins
We need to get a team of chaps to find all the issues of that track and get someone to fix it, I can't remember who the AIW magicians are
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Old 22 July 12, 14:08   #12
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Quote:
Originally Posted by cunnox View Post
Try this ever so slightly edited .aiw file, remember to backup first.
The AI line through that corner was not that good, I have made them take a tighter line and it seems to help a bit.
The AI parameters in my first post also work when using auto pilot.
Seems your aiw file worked, only saw 1 car sliding, but that's ok, doesn't always happen. But now they slide elsewhere lol. Mostly NGT classes, the location is at the Porsche curves too. It's at the 5th corner of the Porsche curves, a left turn.

1st right turn - 1st left turn - 2nd left turn - 2nd right turn - 3rd left turn, that is where they slide on breaking, most of all this happens on the beginning few laps, lap 1 to 5.

By the way, where is the .plr file?
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Old 22 July 12, 14:12   #13
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Quote:
Originally Posted by GTRacer123 View Post
...where is the .plr file?
GTR2 main directory > UserData > your profile name > .plr
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Old 23 July 12, 14:28   #14
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Originally Posted by Tkrau View Post
GTR2 main directory > UserData > your profile name > .plr
I can't find it -.- there's nothing inside my userdata folder, there already is a topic about it, I have no idea why I don't have a folder of my name in it. Is it because I installed the game in a custom made folder? The reason I installed it that way is because I did not want all its files to be layed out in the bottom of the program files folder page.
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Old 23 July 12, 17:20   #15
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I don't know what to say about that. I have two different installs (one for GT, NGT, DTM, etc...doorslammers, and one for ALMS, LMS, Prototypes,etc...the Big Boys) inside a main GTR2 directory on my F drive and each of those has its own .plr in the path I laid out above, except for adding in the relevant folder for which install it is.

I can say that, if you're under either Vista or 7, you should not install to the main program directory...that can cause issues w/the installs, mostly due to the UAC settings. Your 'custom made folder'...where is it?
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Old 24 July 12, 01:01   #16
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Quote:
Originally Posted by Tkrau View Post
I don't know what to say about that. I have two different installs (one for GT, NGT, DTM, etc...doorslammers, and one for ALMS, LMS, Prototypes,etc...the Big Boys) inside a main GTR2 directory on my F drive and each of those has its own .plr in the path I laid out above, except for adding in the relevant folder for which install it is.

I can say that, if you're under either Vista or 7, you should not install to the main program directory...that can cause issues w/the installs, mostly due to the UAC settings. Your 'custom made folder'...where is it?
I have win7 and I installed the game in drive C since I only have 1 drive in my laptop. So it's in C/program files x86/sgtr2 (note: "sgtr2" is the custom made folder, so all the game files are in that folder)

Another note, I also have gtr2 on an older pc with winXP and I installed it the same way but without a custom made folder. It's in C/program files. After the installation, I noticed how all the files are layed out in the bottom of the program files folder so yeah I did not want all this to be like it was on my laptop that is why I made a custom made folder and put all the gtr2 installations in it.

On my winXP pc, I have my name folder inside the username data folder. On laptop win7, I don't have anything.
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Old 24 July 12, 01:17   #17
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The XP install should be fine, as XP doesn't even have UAC.

As far as the laptop install goes, all I can suggest is maybe re-installing outside the program folder altogether (C\GTR2), as that should not allow UAC to affect it. UAC only looks in the C\program\etc files.

I do wonder how the game runs at all without a .plr file, unless it's designed to automatically generate one on its own if/when the player somehow doesn't do one. I don't know enough about the way the game's coded to be able to tell.
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Old 24 July 12, 05:26   #18
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Owner/APPdata/Virtual Store/Programsx86/Gtr2 is where your player file is located under Win7
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Old 24 July 12, 05:53   #19
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The path on my system (Win7 64 bit) to that directory is a bit different...

* name */AppData/Local/Virtual Store/Program Files (x86)/* list of files there *

...but, as I said, my install isn't in the default location. If it is there, that would explain why the game works.
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Old 24 July 12, 08:01   #20
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Quote:
Originally Posted by Tkrau View Post
I do wonder how the game runs at all without a .plr file, unless it's designed to automatically generate one on its own if/when the player somehow doesn't do one. I don't know enough about the way the game's coded to be able to tell.
Just tried to play without a PLR. file and the game CTD so i wouldn't recommend that.
One way i use to stop AI sliding is to increase both front and rear wing settings in the HDC. file.
Also changing tyres might help,the default GTR2 tyres are not as grippy as say the tyres from the FIA GT 2008 and 2010 mod,this won't solve the problem fully but it will help
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Old 24 July 12, 16:15   #21
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Quote:
Originally Posted by WildBill View Post
Owner/APPdata/Virtual Store/Programsx86/Gtr2 is where your player file is located under Win7
OMG you're a life saver! How the hell did you know about this?!?!

Thank you so freaking much dude.

By the way, so now I just drag my folder name to the main directory userdata folder of GTR2? Or just leave it there and edit whatever I wanna edit.

Thanks again.
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Old 24 July 12, 16:18   #22
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Leave it there...the game apparently knows where it is.
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