rec.autos.simulators

Kamikaze AI NR2002

GMpartsgu

Kamikaze AI NR2002

by GMpartsgu » Sat, 23 Feb 2002 12:46:21

Anyone else seeing that the AI doesnt seem to notice when cars are stopped
or wrecked on the track in NR2002 ?
 Ive had it almost a week now, and at the speedways, the small spins that
leave plenty of room on the track for avoidance are ignored by the AI in
favor of full tilt boogie wrecks. Its comical watching 18 or more cars pile
up over these paltry incidents at pretty much any track actually.
 Im guessing that AI isnt seeing the cars far enough ahead maybe ? If i
remember, in N4 they are better at checking up for wrecks. I dont diddle
with any of the setting files, and dont see anything in the opponent manager
that would fix the lack of collision avoidance. Any suggestions are rewarded
with beer. :) Thanks fer listening !
Andre Warrin

Kamikaze AI NR2002

by Andre Warrin » Sat, 23 Feb 2002 18:28:12



I didn't really notice this.. when a crash occurs the AI do crash into
the the crashed cars, but as far as I have seen it all looked very
realistic, ie no way they could have avoided the wrecks.

On WG on the other hand the AI really crashes too much. I have driven
about 20 races now on WG, and within the first 5 laps guaranteed that
the AI will cause a big pileup :-/

Andre

The Other Larr

Kamikaze AI NR2002

by The Other Larr » Sun, 24 Feb 2002 03:47:21

You have the "WON Emulation" option turned on.  It's in the .INI file.

:)

-Larry


GMpartsgu

Kamikaze AI NR2002

by GMpartsgu » Sun, 24 Feb 2002 09:06:19

Maybe i do. Just seems weird. My favorite one was me spun out at The Rock,
backed up against the wall between turn 3 and 4 waiting for traffic to
clear, and here comes a small pack of 2 wide (6 cars maybe). The high line
cars made no attempt to brake, and railed into me like i wasnt even there.
Mayhem ensues, and while those cars are stopped, here comes more cars in
line in the groove. They too run Mad Max style into the AI that railed into
me. Soon enough, you have the "big one" that seems unlikely at these tracks.
I have seen this same behavior at Indy and 1 other track that slips my mind
right now.
 Besides the strange lack of OGL support, that is my only gripe NR2002 is a
nice improvement over N4. My favorite addition is the tire scrub you can
hear before the tires start squealing. As a member of the non force feedback
community, it really helps with tire management and audio tactile feedback
(i made that up :D )
 Enough blathering for now, where is that tavern wench with my ale ??
jason moy

Kamikaze AI NR2002

by jason moy » Sun, 24 Feb 2002 17:07:09


>  Besides the strange lack of OGL support

OGL works fine.  I'm guessing the reason it's 'unsupported' is because
Papyrus recognizes the need to patch it to include texture
compression.  Whenever the first Papy patch comes out, OpenGL will be
the way to go in N2002.  On a 64mb video card you should still be able
to get clear textures at 1280x960x16, and depending on the card you
should see a clear FPS advantage.

Jason

GMpartsgu

Kamikaze AI NR2002

by GMpartsgu » Mon, 25 Feb 2002 09:01:01

No support was probably a poor choice of words for the OGL option. why they
didnt include texture compression for it is puzzling considering Nvidia
cards are infesting the planet :)
Biz

Kamikaze AI NR2002

by Biz » Mon, 25 Feb 2002 15:11:53

For some suspicious *** type reason I think Uncle Bill got involved.  Although I really don't
think that, but it did cross my mind.

--
Biz

"Don't touch that please, your primitive intellect wouldn't understand
alloys and compositions and,......things with molecular structures,....and
the....." - Ash



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