rec.autos.simulators

NR2003: AI still inconsistent from one track to the next

Marc Collin

NR2003: AI still inconsistent from one track to the next

by Marc Collin » Mon, 10 Feb 2003 15:07:33

No one has replied to my earlier message about the AI ignoring incidents in
practice mode...it's like they only slow down based on a yellow flag, not on
what they are "seeing."  Sorry, but after having this same issue since N3,
it sucks.

The next issue has also been around since N3...that is, the AI aren't based
on some realistically driveable model for each track.  If you set them to
100%, at some tracks they are unbeatable (uncatchable) and at others
relatively easy to beat.

I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob and
his generous contributions to our community.  I have used his set-ups for N4
and NR2002 extensively.  Of course, he was also involved in testing and
developing NR2003.  Fire up Michigan and after quite a while manage a
37.661, which puts me 37th in the field.  I am not an alien, but I have been
around the block a few times and with a great set-up I should be able to at
least make the bottom of the top third of the field at an easy track like
Michigan.  So I decide to go check out Bob's set-up notes, which always list
his best time: 37.660.

Within 10 minutes I was within 1/1000th of a second of the set-up guru's
best time, yet it is only good for 37th place???

Without labouring over this with details from many tracks, suffice it to say
that, once again, you cannot set all the tracks to 100% AI and enjoy a
realistic season.  If Bob Stanley's best set-up for track A yields a 43rd
place and for track B a 15th and for track C a 1st, there is something
wrong.  They are all ovals and Bob knows more than 99.9% of NR2003
purchasers out there about set-ups and can drive better than at least 98% of
them.  It's the same old problem--the AI at 100% are too fast at most
tracks, but it is the inconsistency that is the major problem.  If you could
set them to some value and then know that they would be consistently
competent (as a group), who would care what that value was?  Instead of
fixing the problem, we get adaptive AI and auto-adjusting AI...neither of
which supplies a "realistic" simulation.  Either the player car has a major
problem or the AI speed and intelligence is a major problem.

Oh yeah, did I also mention that I am annoyed that another N4 bug/feature is
still present: the non-existent full field option.  Instead, if you go to a
track that inexplicably can't handle the full field, it sets the number of
cars to that track's upper limit (39, for example).  Then, unless you
manually reset the field, you will get only 39 cars at every track from then
on.  Very annoying.

The new physics are great, but after paying full price for another update,
even if it is the sentimental last one, it is aggravating to be reminded of
oversights from the days of N3 that are still not addressed.

Marc

--
****************************************************************************
Marc Collins

Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
****************************************************************************

Tom Pabs

NR2003: AI still inconsistent from one track to the next

by Tom Pabs » Mon, 10 Feb 2003 16:52:08

Marc....

I don't know if the AI slider was ever supposed to be set a one
setting....and have that be universally correct (compared to something, I'm
not sure what) for all tracks.  To me, if its a "slider"....its meant to be
"moved."   Seems like sort of a common sense thingy.....LOL.  Since I don't
run in "season mode" I guess it would be frustrating if you are not allowed
to alter the AI settings for each track/race.  Is that true?

Alternately, when I want to race against the AI at a track that I am fairly
competent at.....I try to find a "slider" setting that has the top of the
field running at or near what the real WC cars run (top of their field) at
the same track (taking into consideration any variables in
weather....depending on what data you are using for the real WC speeds/lap
times).  Of course, this requires keeping a log of these settings for each
track....if you want to repeat a race at any time in the future.  Not too
difficult.

I don't think the adaptive AI was meant for us *** simmers.  Do you?

I can't comment on the AI "ignoring incidents on track" in practice
sessions....haven't run any yet.  However, if that is universal to all
tracks, my guess is there's a setting out of whack in the "papy_ai.ini"
file....someone is sure to find it and post a correction (like JJ
Johnston....or someone with similar skills in hacking/improving Papy's AI
performance).

I don't think using Bob Stanley's setups as a "benchmark" of what the AI
"should" be running....is a reasonable proposition.  While Bob's setups are
excellent, indeed.....they are not meant to be AI benchmarking
devices....are they?  If you use one of Bob's setups and you are running at
lap speeds equivalent to the real WC drivers....then find a suitable AI
slider setting that matches up....and bingo....problem over!  And by the
way, if you only took 10 minutes to be as fast as Bob's notes say he
is....then I would guess there's a lot more speed left in that
setup.....with further adjustments.  You shouldn't have even warmed your
tires practically....in 10 minutes.  Perhaps you were "fudging" a little bit
in your time statement?  Or, maybe trying to impress us a little bit?

To explain the "inexplicably"....some WC tracks don't have enough pit stalls
for 42 cars.....so the field gets reduced to the number of pit stalls it
does have.  That used to be a lot of WC tracks....now its just a few.
Having to manually reset to "full field, 42 cars" doesn't seem like such a
bummer.......to me at least.

Calling NR2003 "another update" is being a little unrealistic....IMHO.  And,
I think its unfair to those people at Papyrus (who were not around when N3,
or N4 were produced) who worked very hard (again, IMHO) on getting as much
of the "goodies" packed into NR2003 as they did (and some cools stuff we'd
not even been asking for) because it was the "last" of the Papy NASCAR sims!
Fortunately, I think most of them will view your post, as I did.......as
being from a little too ***of a "POV"......I don't think they'll lose any
sleep over your being aggravated at their work.

I'm not trying to be a smart-ass here.....just trying to balance the scales
a little bit.....for the newbies to this sim racing community who might have
mistakenly read your post and thought it contained anything of merit.  It
doesn't.

Regards,

Tom


****************************************************************************

> Marc Collins

> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?

****************************************************************************

- Show quoted text -

jwilso

NR2003: AI still inconsistent from one track to the next

by jwilso » Mon, 10 Feb 2003 23:22:18

not sure but wouldn't the auto setting on AI address this problem?

> Marc....

> I don't know if the AI slider was ever supposed to be set a one
> setting....and have that be universally correct (compared to something,
I'm
> not sure what) for all tracks.  To me, if its a "slider"....its meant to
be
> "moved."   Seems like sort of a common sense thingy.....LOL.  Since I
don't
> run in "season mode" I guess it would be frustrating if you are not
allowed
> to alter the AI settings for each track/race.  Is that true?

> Alternately, when I want to race against the AI at a track that I am
fairly
> competent at.....I try to find a "slider" setting that has the top of the
> field running at or near what the real WC cars run (top of their field) at
> the same track (taking into consideration any variables in
> weather....depending on what data you are using for the real WC speeds/lap
> times).  Of course, this requires keeping a log of these settings for each
> track....if you want to repeat a race at any time in the future.  Not too
> difficult.

> I don't think the adaptive AI was meant for us *** simmers.  Do you?

> I can't comment on the AI "ignoring incidents on track" in practice
> sessions....haven't run any yet.  However, if that is universal to all
> tracks, my guess is there's a setting out of whack in the "papy_ai.ini"
> file....someone is sure to find it and post a correction (like JJ
> Johnston....or someone with similar skills in hacking/improving Papy's AI
> performance).

> I don't think using Bob Stanley's setups as a "benchmark" of what the AI
> "should" be running....is a reasonable proposition.  While Bob's setups
are
> excellent, indeed.....they are not meant to be AI benchmarking
> devices....are they?  If you use one of Bob's setups and you are running
at
> lap speeds equivalent to the real WC drivers....then find a suitable AI
> slider setting that matches up....and bingo....problem over!  And by the
> way, if you only took 10 minutes to be as fast as Bob's notes say he
> is....then I would guess there's a lot more speed left in that
> setup.....with further adjustments.  You shouldn't have even warmed your
> tires practically....in 10 minutes.  Perhaps you were "fudging" a little
bit
> in your time statement?  Or, maybe trying to impress us a little bit?

> To explain the "inexplicably"....some WC tracks don't have enough pit
stalls
> for 42 cars.....so the field gets reduced to the number of pit stalls it
> does have.  That used to be a lot of WC tracks....now its just a few.
> Having to manually reset to "full field, 42 cars" doesn't seem like such a
> bummer.......to me at least.

> Calling NR2003 "another update" is being a little unrealistic....IMHO.
And,
> I think its unfair to those people at Papyrus (who were not around when
N3,
> or N4 were produced) who worked very hard (again, IMHO) on getting as much
> of the "goodies" packed into NR2003 as they did (and some cools stuff we'd
> not even been asking for) because it was the "last" of the Papy NASCAR
sims!
> Fortunately, I think most of them will view your post, as I did.......as
> being from a little too ***of a "POV"......I don't think they'll lose
any
> sleep over your being aggravated at their work.

> I'm not trying to be a smart-ass here.....just trying to balance the
scales
> a little bit.....for the newbies to this sim racing community who might
have
> mistakenly read your post and thought it contained anything of merit.  It
> doesn't.

> Regards,

> Tom



> > No one has replied to my earlier message about the AI ignoring incidents
> in
> > practice mode...it's like they only slow down based on a yellow flag,
not
> on
> > what they are "seeing."  Sorry, but after having this same issue since
N3,
> > it sucks.

> > The next issue has also been around since N3...that is, the AI aren't
> based
> > on some realistically driveable model for each track.  If you set them
to
> > 100%, at some tracks they are unbeatable (uncatchable) and at others
> > relatively easy to beat.

> > I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob
and
> > his generous contributions to our community.  I have used his set-ups
for
> N4
> > and NR2002 extensively.  Of course, he was also involved in testing and
> > developing NR2003.  Fire up Michigan and after quite a while manage a
> > 37.661, which puts me 37th in the field.  I am not an alien, but I have
> been
> > around the block a few times and with a great set-up I should be able to
> at
> > least make the bottom of the top third of the field at an easy track
like
> > Michigan.  So I decide to go check out Bob's set-up notes, which always
> list
> > his best time: 37.660.

> > Within 10 minutes I was within 1/1000th of a second of the set-up guru's
> > best time, yet it is only good for 37th place???

> > Without labouring over this with details from many tracks, suffice it to
> say
> > that, once again, you cannot set all the tracks to 100% AI and enjoy a
> > realistic season.  If Bob Stanley's best set-up for track A yields a
43rd
> > place and for track B a 15th and for track C a 1st, there is something
> > wrong.  They are all ovals and Bob knows more than 99.9% of NR2003
> > purchasers out there about set-ups and can drive better than at least
98%
> of
> > them.  It's the same old problem--the AI at 100% are too fast at most
> > tracks, but it is the inconsistency that is the major problem.  If you
> could
> > set them to some value and then know that they would be consistently
> > competent (as a group), who would care what that value was?  Instead of
> > fixing the problem, we get adaptive AI and auto-adjusting AI...neither
of
> > which supplies a "realistic" simulation.  Either the player car has a
> major
> > problem or the AI speed and intelligence is a major problem.

> > Oh yeah, did I also mention that I am annoyed that another N4
bug/feature
> is
> > still present: the non-existent full field option.  Instead, if you go
to
> a
> > track that inexplicably can't handle the full field, it sets the number
of
> > cars to that track's upper limit (39, for example).  Then, unless you
> > manually reset the field, you will get only 39 cars at every track from
> then
> > on.  Very annoying.

> > The new physics are great, but after paying full price for another
update,
> > even if it is the sentimental last one, it is aggravating to be reminded
> of
> > oversights from the days of N3 that are still not addressed.

> > Marc

> > --

****************************************************************************
> > Marc Collins

> > Your mouse has moved. Windows must be restarted for the change
> > to take effect. Reboot now?

****************************************************************************

- Show quoted text -

Jay Taylo

NR2003: AI still inconsistent from one track to the next

by Jay Taylo » Tue, 11 Feb 2003 02:13:03

Actually manualy setting the AI to 100% gives you very consistant results.
While tuning the settings in NR2003 myself and most of the beta team did
numerous runs at all the tracks and generated tons on data on fast and
average lap times.  This was what was used to set the AI's speeds. I know
myself personally I've been able to get top 10 qual positions at almost
every track, and can definately qual in the top 20 everywhere.  Poles are
few and far between, as they should be.  Also notice the AI's qual speeds
can vary some from race to race, this is because of the drivers stats being
"rerolled" everytime you enter the track.   One of the biggest factors is
the car set you use.  The default one that comes with NR2003 is decent and
should give you good results, however the full set at the pitwagon site will
probably give you slightly more even and realistic results.

The goal of setting the 100% difficulty was to make it a real challenge for
even the best sim racers to qualify and race upfront.  While nothing is
perfect, I feel that from all the feedback we got thru testing we are pretty
damn close this time around.  The only two tracks that might be a little to
fast are the roadcourses.  Admittedly the AI at these two tracks might be a
touch faster on average then compared to the rest of the tracks.  Keep in
mind that ever person that drives NR2003 also has good and bad tracks.
Personally I struggle to run in the top 20 at Homestead, but I know others
can run in the top 10 there consistantly, so in that case it's just me being
off there.

Jay Taylor

Marc Collin

NR2003: AI still inconsistent from one track to the next

by Marc Collin » Tue, 11 Feb 2003 02:11:58

Once again Tom, you are an ass.  Your message was quite reasonable and
respectful until you couldn't stop yourself from saying my message contained
nothing of merit.

If you are not annoyed by bugs and oversights that were pointed out 3
versions ago, so be it.  Shut the *&%# up about Sears Point/Infineon
accuracy, then, too, to be consistent, since the vast majority wouldn't
notice and could care less.

The point is that 100% AI *DOES NOT* represent true WC speeds.  And how
closely it represents them varies dramatically from one track to the next.
So great orb of wisdom, tell us what someone--a newbie or old timers like
us--should set their AI to if they want the "realistic" experience that this
title is striving to provide.  Looking forward to your reply.

Marc


> Marc....

> I don't know if the AI slider was ever supposed to be set a one
> setting....and have that be universally correct (compared to something,
I'm
> not sure what) for all tracks.  To me, if its a "slider"....its meant to
be
> "moved."   Seems like sort of a common sense thingy.....LOL.  Since I
don't
> run in "season mode" I guess it would be frustrating if you are not
allowed
> to alter the AI settings for each track/race.  Is that true?

> Alternately, when I want to race against the AI at a track that I am
fairly
> competent at.....I try to find a "slider" setting that has the top of the
> field running at or near what the real WC cars run (top of their field) at
> the same track (taking into consideration any variables in
> weather....depending on what data you are using for the real WC speeds/lap
> times).  Of course, this requires keeping a log of these settings for each
> track....if you want to repeat a race at any time in the future.  Not too
> difficult.

> I don't think the adaptive AI was meant for us *** simmers.  Do you?

> I can't comment on the AI "ignoring incidents on track" in practice
> sessions....haven't run any yet.  However, if that is universal to all
> tracks, my guess is there's a setting out of whack in the "papy_ai.ini"
> file....someone is sure to find it and post a correction (like JJ
> Johnston....or someone with similar skills in hacking/improving Papy's AI
> performance).

> I don't think using Bob Stanley's setups as a "benchmark" of what the AI
> "should" be running....is a reasonable proposition.  While Bob's setups
are
> excellent, indeed.....they are not meant to be AI benchmarking
> devices....are they?  If you use one of Bob's setups and you are running
at
> lap speeds equivalent to the real WC drivers....then find a suitable AI
> slider setting that matches up....and bingo....problem over!  And by the
> way, if you only took 10 minutes to be as fast as Bob's notes say he
> is....then I would guess there's a lot more speed left in that
> setup.....with further adjustments.  You shouldn't have even warmed your
> tires practically....in 10 minutes.  Perhaps you were "fudging" a little
bit
> in your time statement?  Or, maybe trying to impress us a little bit?

> To explain the "inexplicably"....some WC tracks don't have enough pit
stalls
> for 42 cars.....so the field gets reduced to the number of pit stalls it
> does have.  That used to be a lot of WC tracks....now its just a few.
> Having to manually reset to "full field, 42 cars" doesn't seem like such a
> bummer.......to me at least.

> Calling NR2003 "another update" is being a little unrealistic....IMHO.
And,
> I think its unfair to those people at Papyrus (who were not around when
N3,
> or N4 were produced) who worked very hard (again, IMHO) on getting as much
> of the "goodies" packed into NR2003 as they did (and some cools stuff we'd
> not even been asking for) because it was the "last" of the Papy NASCAR
sims!
> Fortunately, I think most of them will view your post, as I did.......as
> being from a little too ***of a "POV"......I don't think they'll lose
any
> sleep over your being aggravated at their work.

> I'm not trying to be a smart-ass here.....just trying to balance the
scales
> a little bit.....for the newbies to this sim racing community who might
have
> mistakenly read your post and thought it contained anything of merit.  It
> doesn't.

> Regards,

> Tom



> > No one has replied to my earlier message about the AI ignoring incidents
> in
> > practice mode...it's like they only slow down based on a yellow flag,
not
> on
> > what they are "seeing."  Sorry, but after having this same issue since
N3,
> > it sucks.

> > The next issue has also been around since N3...that is, the AI aren't
> based
> > on some realistically driveable model for each track.  If you set them
to
> > 100%, at some tracks they are unbeatable (uncatchable) and at others
> > relatively easy to beat.

> > I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob
and
> > his generous contributions to our community.  I have used his set-ups
for
> N4
> > and NR2002 extensively.  Of course, he was also involved in testing and
> > developing NR2003.  Fire up Michigan and after quite a while manage a
> > 37.661, which puts me 37th in the field.  I am not an alien, but I have
> been
> > around the block a few times and with a great set-up I should be able to
> at
> > least make the bottom of the top third of the field at an easy track
like
> > Michigan.  So I decide to go check out Bob's set-up notes, which always
> list
> > his best time: 37.660.

> > Within 10 minutes I was within 1/1000th of a second of the set-up guru's
> > best time, yet it is only good for 37th place???

> > Without labouring over this with details from many tracks, suffice it to
> say
> > that, once again, you cannot set all the tracks to 100% AI and enjoy a
> > realistic season.  If Bob Stanley's best set-up for track A yields a
43rd
> > place and for track B a 15th and for track C a 1st, there is something
> > wrong.  They are all ovals and Bob knows more than 99.9% of NR2003
> > purchasers out there about set-ups and can drive better than at least
98%
> of
> > them.  It's the same old problem--the AI at 100% are too fast at most
> > tracks, but it is the inconsistency that is the major problem.  If you
> could
> > set them to some value and then know that they would be consistently
> > competent (as a group), who would care what that value was?  Instead of
> > fixing the problem, we get adaptive AI and auto-adjusting AI...neither
of
> > which supplies a "realistic" simulation.  Either the player car has a
> major
> > problem or the AI speed and intelligence is a major problem.

> > Oh yeah, did I also mention that I am annoyed that another N4
bug/feature
> is
> > still present: the non-existent full field option.  Instead, if you go
to
> a
> > track that inexplicably can't handle the full field, it sets the number
of
> > cars to that track's upper limit (39, for example).  Then, unless you
> > manually reset the field, you will get only 39 cars at every track from
> then
> > on.  Very annoying.

> > The new physics are great, but after paying full price for another
update,
> > even if it is the sentimental last one, it is aggravating to be reminded
> of
> > oversights from the days of N3 that are still not addressed.

> > Marc

> > --

****************************************************************************
> > Marc Collins

> > Your mouse has moved. Windows must be restarted for the change
> > to take effect. Reboot now?

****************************************************************************

- Show quoted text -

Larr

NR2003: AI still inconsistent from one track to the next

by Larr » Tue, 11 Feb 2003 02:40:22

Does Bob have setups for NR2003 up already?  Where ?

Larry


****************************************************************************

> Marc Collins

> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?

****************************************************************************

- Show quoted text -

Joe M

NR2003: AI still inconsistent from one track to the next

by Joe M » Tue, 11 Feb 2003 04:03:35

He posted them at the teamlightspeed forum under the setups topic:

http://www.sportplanet.com/team-lightspeed/board/

--
Joe M.


> Does Bob have setups for NR2003 up already?  Where ?

> Larry



> > No one has replied to my earlier message about the AI ignoring incidents
> in
> > practice mode...it's like they only slow down based on a yellow flag,
not
> on
> > what they are "seeing."  Sorry, but after having this same issue since
N3,
> > it sucks.

> > The next issue has also been around since N3...that is, the AI aren't
> based
> > on some realistically driveable model for each track.  If you set them
to
> > 100%, at some tracks they are unbeatable (uncatchable) and at others
> > relatively easy to beat.

> > I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob
and
> > his generous contributions to our community.  I have used his set-ups
for
> N4
> > and NR2002 extensively.  Of course, he was also involved in testing and
> > developing NR2003.  Fire up Michigan and after quite a while manage a
> > 37.661, which puts me 37th in the field.  I am not an alien, but I have
> been
> > around the block a few times and with a great set-up I should be able to
> at
> > least make the bottom of the top third of the field at an easy track
like
> > Michigan.  So I decide to go check out Bob's set-up notes, which always
> list
> > his best time: 37.660.

> > Within 10 minutes I was within 1/1000th of a second of the set-up guru's
> > best time, yet it is only good for 37th place???

> > Without labouring over this with details from many tracks, suffice it to
> say
> > that, once again, you cannot set all the tracks to 100% AI and enjoy a
> > realistic season.  If Bob Stanley's best set-up for track A yields a
43rd
> > place and for track B a 15th and for track C a 1st, there is something
> > wrong.  They are all ovals and Bob knows more than 99.9% of NR2003
> > purchasers out there about set-ups and can drive better than at least
98%
> of
> > them.  It's the same old problem--the AI at 100% are too fast at most
> > tracks, but it is the inconsistency that is the major problem.  If you
> could
> > set them to some value and then know that they would be consistently
> > competent (as a group), who would care what that value was?  Instead of
> > fixing the problem, we get adaptive AI and auto-adjusting AI...neither
of
> > which supplies a "realistic" simulation.  Either the player car has a
> major
> > problem or the AI speed and intelligence is a major problem.

> > Oh yeah, did I also mention that I am annoyed that another N4
bug/feature
> is
> > still present: the non-existent full field option.  Instead, if you go
to
> a
> > track that inexplicably can't handle the full field, it sets the number
of
> > cars to that track's upper limit (39, for example).  Then, unless you
> > manually reset the field, you will get only 39 cars at every track from
> then
> > on.  Very annoying.

> > The new physics are great, but after paying full price for another
update,
> > even if it is the sentimental last one, it is aggravating to be reminded
> of
> > oversights from the days of N3 that are still not addressed.

> > Marc

> > --

****************************************************************************
> > Marc Collins

> > Your mouse has moved. Windows must be restarted for the change
> > to take effect. Reboot now?

****************************************************************************

- Show quoted text -

Tim

NR2003: AI still inconsistent from one track to the next

by Tim » Tue, 11 Feb 2003 04:34:28

Well, not to be argumentive, but so far I've ran jasper setup at MIS, fast setup at lowes, and I can win at MIS (or finish high with the fixed) and i get waxed at lowes.

But I do agree with you that it probably should be a bit uneven for most drivers.

--
Tim White
www.intracmotorsports.com


  Actually manualy setting the AI to 100% gives you very consistant results.
  While tuning the settings in NR2003 myself and most of the beta team did
  numerous runs at all the tracks and generated tons on data on fast and
  average lap times.  This was what was used to set the AI's speeds. I know
  myself personally I've been able to get top 10 qual positions at almost
  every track, and can definately qual in the top 20 everywhere.  Poles are
  few and far between, as they should be.  Also notice the AI's qual speeds
  can vary some from race to race, this is because of the drivers stats being
  "rerolled" everytime you enter the track.   One of the biggest factors is
  the car set you use.  The default one that comes with NR2003 is decent and
  should give you good results, however the full set at the pitwagon site will
  probably give you slightly more even and realistic results.

  The goal of setting the 100% difficulty was to make it a real challenge for
  even the best sim racers to qualify and race upfront.  While nothing is
  perfect, I feel that from all the feedback we got thru testing we are pretty
  damn close this time around.  The only two tracks that might be a little to
  fast are the roadcourses.  Admittedly the AI at these two tracks might be a
  touch faster on average then compared to the rest of the tracks.  Keep in
  mind that ever person that drives NR2003 also has good and bad tracks.
  Personally I struggle to run in the top 20 at Homestead, but I know others
  can run in the top 10 there consistantly, so in that case it's just me being
  off there.

  Jay Taylor

Marc Collin

NR2003: AI still inconsistent from one track to the next

by Marc Collin » Tue, 11 Feb 2003 08:22:08

Well, Bob's (and I realise he is not the benchmark of all set-ups, but let's
also admit they are damned good compared to everything else that's out there
or that comes with the game) set-up at California usually yields a top 2 in
practice, while his Michigan set-up usually relegates one to 43rd, to pick
two tracks that are probably the most similar.  Sorry, but I can't believe
Bob (or me for that matter) is super competent and competitive at
California, but can't figure out Michigan worth a damn.

I agree that we all have our better and worse tracks, but I would love to
see set-ups posted that the creator can accomplish what you have suggested:
top 10 at each track with AI set at 100%.  Then, if I can't do it, it is my
driving skills (or lack thereof) that are holding me back, not maladjusted
AI.  I have been waiting since N3 for this.  Bob has told me directly that
his set-ups for N4 and NR2002 will not accomplish this, because he just
tweaks them for his own best performance.  He said the AI speeds in N4 and
NR2002 are inconsistent, etc. just as I outlined in this post.  I was hoping
NR2003 would be better.  Jay, is it?

Do you have set-ups that you can do top 10 in practice at all tracks?  Or
just a few like California/Michigan, Atlanta/Texas, Daytona/Tally, etc.
would prove the point.

Bob's set-ups yield the following (typically) out of interest:

California - 2nd
Michigan - 43rd

Atlanta - 10th
Texas - 18th

Infineon - 14th
Watkins Glen - 43rd

Bristol - 5th

Rockingham - 1st

Darlington - 3rd

Homestead - 15th

Martinsville - 38th

I sincerely hope that you are correct and that it is just a matter of time
before the best set-ups are developed.  It just hasn't happened yet after
the same assumption in N4 and NR2002, so I wasn't too optimistic.  But I
would love to proven wrong!

Marc


Jay Taylo

NR2003: AI still inconsistent from one track to the next

by Jay Taylo » Tue, 11 Feb 2003 08:52:16

I can run top 10 at most of the tracks, and top 20 at all the others besides
the road course ( which I'm just not real strong at).  However physically
being able to do it, doesn't mean I can every time.  The AI vary some from
race to race so while I might be a very strong top 10 or better car one
time, I'll be struggling to get near the top 10 the next race even with the
same conditions.  As for their practice speeds, I never used those as a
gauge, only their actual race and qual speeds.  I personally like this
aspect so I never can count on exactly what to expect from the AI, and that
each race is different and new.   As for my setups, yes I developed a bunch
while doing lines for the AI, and general game tuning. However I can't say
they'll work for everyone.
The fast setups in general should get you in the top 20 atleast pretty much
everywhere.  I also don't think matching your fastest lap against the AI's
fastest lap is good for alot besides qualifiying.  It really matters more
over the course of a full tire run.  Some tracks I give up some speed to out
last the AI, others I get beat a little on tire wear but am faster for 20
laps.  I dont have having exactly the way I want it yet, but I'm getting
close.

Regarding the AI speeds and real life speeds..  The AI in NR2003 were set to
run about what we felt was physically possible for the human player to run.
Balancing them to real life speeds would be pointless if the player doesn't
match up.  While it would be nice to nail real life cup speeds perfectly, it
was always the main goal to capture the track characteristics, and
experience first.  Some tracks are close to RL speeds some are not, but
hopefully the experience will be close everywhere.

Jay Taylor


> Well, Bob's (and I realise he is not the benchmark of all set-ups, but
let's
> also admit they are damned good compared to everything else that's out
there
> or that comes with the game) set-up at California usually yields a top 2
in
> practice, while his Michigan set-up usually relegates one to 43rd, to pick
> two tracks that are probably the most similar.  Sorry, but I can't believe
> Bob (or me for that matter) is super competent and competitive at
> California, but can't figure out Michigan worth a damn.

> I agree that we all have our better and worse tracks, but I would love to
> see set-ups posted that the creator can accomplish what you have
suggested:
> top 10 at each track with AI set at 100%.  Then, if I can't do it, it is
my
> driving skills (or lack thereof) that are holding me back, not maladjusted
> AI.  I have been waiting since N3 for this.  Bob has told me directly that
> his set-ups for N4 and NR2002 will not accomplish this, because he just
> tweaks them for his own best performance.  He said the AI speeds in N4 and
> NR2002 are inconsistent, etc. just as I outlined in this post.  I was
hoping
> NR2003 would be better.  Jay, is it?

> Do you have set-ups that you can do top 10 in practice at all tracks?  Or
> just a few like California/Michigan, Atlanta/Texas, Daytona/Tally, etc.
> would prove the point.

> Bob's set-ups yield the following (typically) out of interest:

> California - 2nd
> Michigan - 43rd

> Atlanta - 10th
> Texas - 18th

> Infineon - 14th
> Watkins Glen - 43rd

> Bristol - 5th

> Rockingham - 1st

> Darlington - 3rd

> Homestead - 15th

> Martinsville - 38th

> I sincerely hope that you are correct and that it is just a matter of time
> before the best set-ups are developed.  It just hasn't happened yet after
> the same assumption in N4 and NR2002, so I wasn't too optimistic.  But I
> would love to proven wrong!

> Marc



> > Actually manualy setting the AI to 100% gives you very consistant
results.
> > While tuning the settings in NR2003 myself and most of the beta team did
> > numerous runs at all the tracks and generated tons on data on fast and
> > average lap times.  This was what was used to set the AI's speeds. I
know
> > myself personally I've been able to get top 10 qual positions at almost
> > every track, and can definately qual in the top 20 everywhere.  Poles
are
> > few and far between, as they should be.  Also notice the AI's qual
speeds
> > can vary some from race to race, this is because of the drivers stats
> being
> > "rerolled" everytime you enter the track.   One of the biggest factors
is
> > the car set you use.  The default one that comes with NR2003 is decent
and
> > should give you good results, however the full set at the pitwagon site
> will
> > probably give you slightly more even and realistic results.

> > The goal of setting the 100% difficulty was to make it a real challenge
> for
> > even the best sim racers to qualify and race upfront.  While nothing is
> > perfect, I feel that from all the feedback we got thru testing we are
> pretty
> > damn close this time around.  The only two tracks that might be a little
> to
> > fast are the roadcourses.  Admittedly the AI at these two tracks might
be
> a
> > touch faster on average then compared to the rest of the tracks.  Keep
in
> > mind that ever person that drives NR2003 also has good and bad tracks.
> > Personally I struggle to run in the top 20 at Homestead, but I know
others
> > can run in the top 10 there consistantly, so in that case it's just me
> being
> > off there.

> > Jay Taylor

Marc Collin

NR2003: AI still inconsistent from one track to the next

by Marc Collin » Tue, 11 Feb 2003 11:35:30

I agree that the AI speeds need to be pegged to human players first and the
real WC speeds a distant second.

I think you will find consistent reports that certain tracks are "easy" to
beat the AI and others are incredibly difficult.

Just as a favour, since the files are so small, could you post your
California and Michigan race set-up that you can do top-10's with?  These
tracks are the most similar yet have the most divergent AI in my experience,
with the California AI being slower than they should be and the Michigan
being faster.  This will be your chance to show Bob up real good :)

If a number of us can see that with the right set-up the AI is similarly
difficult to beat at these two tracks, the issue can be put to rest.

Thanks,

Marc


> I can run top 10 at most of the tracks, and top 20 at all the others
besides
> the road course ( which I'm just not real strong at).  However physically
> being able to do it, doesn't mean I can every time.  The AI vary some from
> race to race so while I might be a very strong top 10 or better car one
> time, I'll be struggling to get near the top 10 the next race even with
the
> same conditions.  As for their practice speeds, I never used those as a
> gauge, only their actual race and qual speeds.  I personally like this
> aspect so I never can count on exactly what to expect from the AI, and
that
> each race is different and new.   As for my setups, yes I developed a
bunch
> while doing lines for the AI, and general game tuning. However I can't say
> they'll work for everyone.
> The fast setups in general should get you in the top 20 atleast pretty
much
> everywhere.  I also don't think matching your fastest lap against the AI's
> fastest lap is good for alot besides qualifiying.  It really matters more
> over the course of a full tire run.  Some tracks I give up some speed to
out
> last the AI, others I get beat a little on tire wear but am faster for 20
> laps.  I dont have having exactly the way I want it yet, but I'm getting
> close.

> Regarding the AI speeds and real life speeds..  The AI in NR2003 were set
to
> run about what we felt was physically possible for the human player to
run.
> Balancing them to real life speeds would be pointless if the player
doesn't
> match up.  While it would be nice to nail real life cup speeds perfectly,
it
> was always the main goal to capture the track characteristics, and
> experience first.  Some tracks are close to RL speeds some are not, but
> hopefully the experience will be close everywhere.

> Jay Taylor



> > Well, Bob's (and I realise he is not the benchmark of all set-ups, but
> let's
> > also admit they are damned good compared to everything else that's out
> there
> > or that comes with the game) set-up at California usually yields a top 2
> in
> > practice, while his Michigan set-up usually relegates one to 43rd, to
pick
> > two tracks that are probably the most similar.  Sorry, but I can't
believe
> > Bob (or me for that matter) is super competent and competitive at
> > California, but can't figure out Michigan worth a damn.

> > I agree that we all have our better and worse tracks, but I would love
to
> > see set-ups posted that the creator can accomplish what you have
> suggested:
> > top 10 at each track with AI set at 100%.  Then, if I can't do it, it is
> my
> > driving skills (or lack thereof) that are holding me back, not
maladjusted
> > AI.  I have been waiting since N3 for this.  Bob has told me directly
that
> > his set-ups for N4 and NR2002 will not accomplish this, because he just
> > tweaks them for his own best performance.  He said the AI speeds in N4
and
> > NR2002 are inconsistent, etc. just as I outlined in this post.  I was
> hoping
> > NR2003 would be better.  Jay, is it?

> > Do you have set-ups that you can do top 10 in practice at all tracks?
Or
> > just a few like California/Michigan, Atlanta/Texas, Daytona/Tally, etc.
> > would prove the point.

> > Bob's set-ups yield the following (typically) out of interest:

> > California - 2nd
> > Michigan - 43rd

> > Atlanta - 10th
> > Texas - 18th

> > Infineon - 14th
> > Watkins Glen - 43rd

> > Bristol - 5th

> > Rockingham - 1st

> > Darlington - 3rd

> > Homestead - 15th

> > Martinsville - 38th

> > I sincerely hope that you are correct and that it is just a matter of
time
> > before the best set-ups are developed.  It just hasn't happened yet
after
> > the same assumption in N4 and NR2002, so I wasn't too optimistic.  But I
> > would love to proven wrong!

> > Marc



> > > Actually manualy setting the AI to 100% gives you very consistant
> results.
> > > While tuning the settings in NR2003 myself and most of the beta team
did
> > > numerous runs at all the tracks and generated tons on data on fast and
> > > average lap times.  This was what was used to set the AI's speeds. I
> know
> > > myself personally I've been able to get top 10 qual positions at
almost
> > > every track, and can definately qual in the top 20 everywhere.  Poles
> are
> > > few and far between, as they should be.  Also notice the AI's qual
> speeds
> > > can vary some from race to race, this is because of the drivers stats
> > being
> > > "rerolled" everytime you enter the track.   One of the biggest factors
> is
> > > the car set you use.  The default one that comes with NR2003 is decent
> and
> > > should give you good results, however the full set at the pitwagon
site
> > will
> > > probably give you slightly more even and realistic results.

> > > The goal of setting the 100% difficulty was to make it a real
challenge
> > for
> > > even the best sim racers to qualify and race upfront.  While nothing
is
> > > perfect, I feel that from all the feedback we got thru testing we are
> > pretty
> > > damn close this time around.  The only two tracks that might be a
little
> > to
> > > fast are the roadcourses.  Admittedly the AI at these two tracks might
> be
> > a
> > > touch faster on average then compared to the rest of the tracks.  Keep
> in
> > > mind that ever person that drives NR2003 also has good and bad tracks.
> > > Personally I struggle to run in the top 20 at Homestead, but I know
> others
> > > can run in the top 10 there consistantly, so in that case it's just me
> > being
> > > off there.

> > > Jay Taylor

Larr

NR2003: AI still inconsistent from one track to the next

by Larr » Wed, 12 Feb 2003 03:47:38

Thanks!

Larry


> He posted them at the teamlightspeed forum under the setups topic:

> http://www.sportplanet.com/team-lightspeed/board/

> --
> Joe M.



> > Does Bob have setups for NR2003 up already?  Where ?

> > Larry



> > > No one has replied to my earlier message about the AI ignoring
incidents
> > in
> > > practice mode...it's like they only slow down based on a yellow flag,
> not
> > on
> > > what they are "seeing."  Sorry, but after having this same issue since
> N3,
> > > it sucks.

> > > The next issue has also been around since N3...that is, the AI aren't
> > based
> > > on some realistically driveable model for each track.  If you set them
> to
> > > 100%, at some tracks they are unbeatable (uncatchable) and at others
> > > relatively easy to beat.

> > > I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob
> and
> > > his generous contributions to our community.  I have used his set-ups
> for
> > N4
> > > and NR2002 extensively.  Of course, he was also involved in testing
and
> > > developing NR2003.  Fire up Michigan and after quite a while manage a
> > > 37.661, which puts me 37th in the field.  I am not an alien, but I
have
> > been
> > > around the block a few times and with a great set-up I should be able
to
> > at
> > > least make the bottom of the top third of the field at an easy track
> like
> > > Michigan.  So I decide to go check out Bob's set-up notes, which
always
> > list
> > > his best time: 37.660.

> > > Within 10 minutes I was within 1/1000th of a second of the set-up
guru's
> > > best time, yet it is only good for 37th place???

> > > Without labouring over this with details from many tracks, suffice it
to
> > say
> > > that, once again, you cannot set all the tracks to 100% AI and enjoy a
> > > realistic season.  If Bob Stanley's best set-up for track A yields a
> 43rd
> > > place and for track B a 15th and for track C a 1st, there is something
> > > wrong.  They are all ovals and Bob knows more than 99.9% of NR2003
> > > purchasers out there about set-ups and can drive better than at least
> 98%
> > of
> > > them.  It's the same old problem--the AI at 100% are too fast at most
> > > tracks, but it is the inconsistency that is the major problem.  If you
> > could
> > > set them to some value and then know that they would be consistently
> > > competent (as a group), who would care what that value was?  Instead
of
> > > fixing the problem, we get adaptive AI and auto-adjusting AI...neither
> of
> > > which supplies a "realistic" simulation.  Either the player car has a
> > major
> > > problem or the AI speed and intelligence is a major problem.

> > > Oh yeah, did I also mention that I am annoyed that another N4
> bug/feature
> > is
> > > still present: the non-existent full field option.  Instead, if you go
> to
> > a
> > > track that inexplicably can't handle the full field, it sets the
number
> of
> > > cars to that track's upper limit (39, for example).  Then, unless you
> > > manually reset the field, you will get only 39 cars at every track
from
> > then
> > > on.  Very annoying.

> > > The new physics are great, but after paying full price for another
> update,
> > > even if it is the sentimental last one, it is aggravating to be
reminded
> > of
> > > oversights from the days of N3 that are still not addressed.

> > > Marc

> > > --

****************************************************************************
> > > Marc Collins

> > > Your mouse has moved. Windows must be restarted for the change
> > > to take effect. Reboot now?

****************************************************************************

- Show quoted text -

Tom Pabs

NR2003: AI still inconsistent from one track to the next

by Tom Pabs » Wed, 12 Feb 2003 07:10:17

Marc...

As I stated, I wasn't trying to be a smart ass......but your post doesn't
contain anything of merit, IMHO.....and that statement was made for the
newbies only.  I'm pretty confident all of the experienced sim drivers would
realize your post was of no merit.

By "no merit"....I'm again, not trying to be a smart ass....honest.  What I
mean by that is it contains false premises.  IMHO, you are trying to compare
targets that have "moving bullseyes"....and that is just a waste of
time...usually.  And, requiring that the Papy production team develop an AI
code that has the AI running at all 26 WC tracks....at (or near) their
real-life race speeds....when the game option AI Strength slider is set to a
global value of 100%.....is just ridiculous.  It shows you don't really
understand the AI coding.....or how the sim actually operates.  Again, this
adds a "no merit" value to your post.  You are also assuming the AI performs
equally at all sessions of a race....and it doesn't.  It never has...even
from the N3 days.

If you want to obtain a "realistic experience" racing against the AI
cars......then you must do some work on your own.  Its easy to do....it just
takes time to do it.  Most of us, who regularly race against the AI (I do
this regularly...by adding AI cars to fill out online races with just a few
friends in the race)....have been doing this since the N3 days.  The process
is something like this:

1.  Go to NASCAR.com or a varying number of other resources and find out
what the real-world qual or race times/speeds were at a given track....in
2002 (for the entire field....front to back).  As WC races are run this
year.....you should log that same data and this will allow you to update
your data to real-world WC, 2003 speeds/times at each track.  Also, record
the weather conditions as best you can (ambient temp.....range too.....if it
varied for the entire event/qual period).

2.  Once you have this data for a track....let's say, Daytona (spring
race...and a different set for the fall race would then be required).....you
can go to the Daytona NR2003 track and create a race session with the same
or equivalent weather conditions....and the AI slider set at 100%.  Let the
field qualify (ignore practice sessions speeds/lap times).  Now...compare
those results to the real-life data from the same track.

3.  Make adjustments to the AI slider (up or down as needed) until the field
is qualifying at or near the same lap times/speeds "spread" as the real-life
data.  Once you get this set...then check the race speeds/lap times
too...make sure those are also in line with the real-life data.  If that is
okay, record your AI slider setting for that track.  What ever it
is....that's what it needs to be (at a given weather setting) for the AI to
be performing at or near "realistic experience" levels.  You will find this
will almost never be exactly 100% at any track....at least it wasn't for
NR2002.

Now...you have a "baseline" bullseye.....by which you can compare your own
driving skills/setup.......depending on your goals.  If you want to finish
in the top 10 consistently....then adjust the AI slider from your baseline
value....until you can....if that's what you want to do!  There's many other
things you can do......but nothing is of merit until you establish a
baseline for the AI that has a fixed bullseye.  This is the only way I know
to do it.......compare everything to real-world WC driver performance.

In recalling these AI slider values for NR2002.....I know that it was about
only 95% for Sears Point (though the track config was slightly different
from the Papy track to the real track).....and it was around 112% for
Talladega.  Those two tracks had the biggest variation....if I recall
correctly....from the 100% settings.  I would expect NR2003 to have less of
a "spread" from 100%...for many reasons too numerous to mention here.

Once again, I'm sorry you took offense to my terminology.....it wasn't meant
to be a personal attack or anything like that.  I apologize to you....and
will try to choose my words more carefully in these posts.

Regards,

Tom

"Marc Collins" <marc_coll...@sympatico.ca> wrote in message

news:zZv1a.191$606.51561@news20.bellglobal.com...
> Once again Tom, you are an ass.  Your message was quite reasonable and
> respectful until you couldn't stop yourself from saying my message
contained
> nothing of merit.

> If you are not annoyed by bugs and oversights that were pointed out 3
> versions ago, so be it.  Shut the *&%# up about Sears Point/Infineon
> accuracy, then, too, to be consistent, since the vast majority wouldn't
> notice and could care less.

> The point is that 100% AI *DOES NOT* represent true WC speeds.  And how
> closely it represents them varies dramatically from one track to the next.
> So great orb of wisdom, tell us what someone--a newbie or old timers like
> us--should set their AI to if they want the "realistic" experience that
this
> title is striving to provide.  Looking forward to your reply.

> Marc

> "Tom Pabst" <tmpa...@attbi.com> wrote in message
> news:IMn1a.46058$Ec4.38294@rwcrnsc52.ops.asp.att.net...
> > Marc....

> > I don't know if the AI slider was ever supposed to be set a one
> > setting....and have that be universally correct (compared to something,
> I'm
> > not sure what) for all tracks.  To me, if its a "slider"....its meant to
> be
> > "moved."   Seems like sort of a common sense thingy.....LOL.  Since I
> don't
> > run in "season mode" I guess it would be frustrating if you are not
> allowed
> > to alter the AI settings for each track/race.  Is that true?

> > Alternately, when I want to race against the AI at a track that I am
> fairly
> > competent at.....I try to find a "slider" setting that has the top of
the
> > field running at or near what the real WC cars run (top of their field)
at
> > the same track (taking into consideration any variables in
> > weather....depending on what data you are using for the real WC
speeds/lap
> > times).  Of course, this requires keeping a log of these settings for
each
> > track....if you want to repeat a race at any time in the future.  Not
too
> > difficult.

> > I don't think the adaptive AI was meant for us hardcore simmers.  Do
you?

> > I can't comment on the AI "ignoring incidents on track" in practice
> > sessions....haven't run any yet.  However, if that is universal to all
> > tracks, my guess is there's a setting out of whack in the "papy_ai.ini"
> > file....someone is sure to find it and post a correction (like JJ
> > Johnston....or someone with similar skills in hacking/improving Papy's
AI
> > performance).

> > I don't think using Bob Stanley's setups as a "benchmark" of what the AI
> > "should" be running....is a reasonable proposition.  While Bob's setups
> are
> > excellent, indeed.....they are not meant to be AI benchmarking
> > devices....are they?  If you use one of Bob's setups and you are running
> at
> > lap speeds equivalent to the real WC drivers....then find a suitable AI
> > slider setting that matches up....and bingo....problem over!  And by the
> > way, if you only took 10 minutes to be as fast as Bob's notes say he
> > is....then I would guess there's a lot more speed left in that
> > setup.....with further adjustments.  You shouldn't have even warmed your
> > tires practically....in 10 minutes.  Perhaps you were "fudging" a little
> bit
> > in your time statement?  Or, maybe trying to impress us a little bit?

> > To explain the "inexplicably"....some WC tracks don't have enough pit
> stalls
> > for 42 cars.....so the field gets reduced to the number of pit stalls it
> > does have.  That used to be a lot of WC tracks....now its just a few.
> > Having to manually reset to "full field, 42 cars" doesn't seem like such
a
> > bummer.......to me at least.

> > Calling NR2003 "another update" is being a little unrealistic....IMHO.
> And,
> > I think its unfair to those people at Papyrus (who were not around when
> N3,
> > or N4 were produced) who worked very hard (again, IMHO) on getting as
much
> > of the "goodies" packed into NR2003 as they did (and some cools stuff
we'd
> > not even been asking for) because it was the "last" of the Papy NASCAR
> sims!
> > Fortunately, I think most of them will view your post, as I did.......as
> > being from a little too anal of a "POV"......I don't think they'll lose
> any
> > sleep over your being aggravated at their work.

> > I'm not trying to be a smart-ass here.....just trying to balance the
> scales
> > a little bit.....for the newbies to this sim racing community who might
> have
> > mistakenly read your post and thought it contained anything of merit.
It
> > doesn't.

> > Regards,

> > Tom

> > "Marc Collins" <marc_coll...@sympatico.ca> wrote in message
> > news:Fem1a.6759$Pg6.1380808@news20.bellglobal.com...
> > > No one has replied to my earlier message about the AI ignoring
incidents
> > in
> > > practice mode...it's like they only slow down based on a yellow flag,
> not
> > on
> > > what they are "seeing."  Sorry, but after having this same issue since
> N3,
> > > it sucks.

> > > The next issue has also been around since N3...that is, the AI aren't
> > based
> > > on some realistically driveable model for each track.  If you set them
> to
> > > 100%, at some tracks they are unbeatable (uncatchable) and at others
> > > relatively easy to beat.

> > > I downloaded Bob Stanley's set-ups.  I have no end of respect for Bob
> and
> > > his generous contributions to our community.  I have used his set-ups
> for
> > N4
> > > and NR2002 extensively.  Of course, he was also involved in testing
and
> > > developing NR2003.  Fire up Michigan and after quite a while manage a
> > > 37.661, which puts me 37th in the field.  I am not an alien, but I
have
> > been
> > > around the block a few times and with a great set-up I should be able
to
> > at
> > > least make the bottom of the top third of

...

read more »

Marc Collin

NR2003: AI still inconsistent from one track to the next

by Marc Collin » Wed, 12 Feb 2003 13:36:22

So I rest my case...each and every user needing to do a detailed research
project just to enjoy the main premise of the game--a championship
season--is ridiculous.  No wonder so many don't bother and just play online.
Unfortunately, 90% of the people playing online drive like they should have
been forced to complete a few races offline and actually finish higher than
43rd before being allowed online.

When the average experienced user can take the fast set-up at California and
Michigan and achieve roughly the same results (since the skill level is the
same), the game will have been designed properly (at least for those two
tracks).  When one track is easy to place in the top 3 and the other you
have to struggle to make it to the bottom 3, something is seriously wrong.

Marc

"Tom Pabst" <tmpa...@attbi.com> wrote in message

news:crV1a.66855$Ec4.56128@rwcrnsc52.ops.asp.att.net...
> Marc...

> As I stated, I wasn't trying to be a smart ass......but your post doesn't
> contain anything of merit, IMHO.....and that statement was made for the
> newbies only.  I'm pretty confident all of the experienced sim drivers
would
> realize your post was of no merit.

> By "no merit"....I'm again, not trying to be a smart ass....honest.  What
I
> mean by that is it contains false premises.  IMHO, you are trying to
compare
> targets that have "moving bullseyes"....and that is just a waste of
> time...usually.  And, requiring that the Papy production team develop an
AI
> code that has the AI running at all 26 WC tracks....at (or near) their
> real-life race speeds....when the game option AI Strength slider is set to
a
> global value of 100%.....is just ridiculous.  It shows you don't really
> understand the AI coding.....or how the sim actually operates.  Again,
this
> adds a "no merit" value to your post.  You are also assuming the AI
performs
> equally at all sessions of a race....and it doesn't.  It never has...even
> from the N3 days.

> If you want to obtain a "realistic experience" racing against the AI
> cars......then you must do some work on your own.  Its easy to do....it
just
> takes time to do it.  Most of us, who regularly race against the AI (I do
> this regularly...by adding AI cars to fill out online races with just a
few
> friends in the race)....have been doing this since the N3 days.  The
process
> is something like this:

> 1.  Go to NASCAR.com or a varying number of other resources and find out
> what the real-world qual or race times/speeds were at a given track....in
> 2002 (for the entire field....front to back).  As WC races are run this
> year.....you should log that same data and this will allow you to update
> your data to real-world WC, 2003 speeds/times at each track.  Also, record
> the weather conditions as best you can (ambient temp.....range too.....if
it
> varied for the entire event/qual period).

> 2.  Once you have this data for a track....let's say, Daytona (spring
> race...and a different set for the fall race would then be
required).....you
> can go to the Daytona NR2003 track and create a race session with the same
> or equivalent weather conditions....and the AI slider set at 100%.  Let
the
> field qualify (ignore practice sessions speeds/lap times).  Now...compare
> those results to the real-life data from the same track.

> 3.  Make adjustments to the AI slider (up or down as needed) until the
field
> is qualifying at or near the same lap times/speeds "spread" as the
real-life
> data.  Once you get this set...then check the race speeds/lap times
> too...make sure those are also in line with the real-life data.  If that
is
> okay, record your AI slider setting for that track.  What ever it
> is....that's what it needs to be (at a given weather setting) for the AI
to
> be performing at or near "realistic experience" levels.  You will find
this
> will almost never be exactly 100% at any track....at least it wasn't for
> NR2002.

> Now...you have a "baseline" bullseye.....by which you can compare your own
> driving skills/setup.......depending on your goals.  If you want to finish
> in the top 10 consistently....then adjust the AI slider from your baseline
> value....until you can....if that's what you want to do!  There's many
other
> things you can do......but nothing is of merit until you establish a
> baseline for the AI that has a fixed bullseye.  This is the only way I
know
> to do it.......compare everything to real-world WC driver performance.

> In recalling these AI slider values for NR2002.....I know that it was
about
> only 95% for Sears Point (though the track config was slightly different
> from the Papy track to the real track).....and it was around 112% for
> Talladega.  Those two tracks had the biggest variation....if I recall
> correctly....from the 100% settings.  I would expect NR2003 to have less
of
> a "spread" from 100%...for many reasons too numerous to mention here.

> Once again, I'm sorry you took offense to my terminology.....it wasn't
meant
> to be a personal attack or anything like that.  I apologize to you....and
> will try to choose my words more carefully in these posts.

> Regards,

> Tom

> "Marc Collins" <marc_coll...@sympatico.ca> wrote in message
> news:zZv1a.191$606.51561@news20.bellglobal.com...
> > Once again Tom, you are an ass.  Your message was quite reasonable and
> > respectful until you couldn't stop yourself from saying my message
> contained
> > nothing of merit.

> > If you are not annoyed by bugs and oversights that were pointed out 3
> > versions ago, so be it.  Shut the *&%# up about Sears Point/Infineon
> > accuracy, then, too, to be consistent, since the vast majority wouldn't
> > notice and could care less.

> > The point is that 100% AI *DOES NOT* represent true WC speeds.  And how
> > closely it represents them varies dramatically from one track to the
next.
> > So great orb of wisdom, tell us what someone--a newbie or old timers
like
> > us--should set their AI to if they want the "realistic" experience that
> this
> > title is striving to provide.  Looking forward to your reply.

> > Marc

> > "Tom Pabst" <tmpa...@attbi.com> wrote in message
> > news:IMn1a.46058$Ec4.38294@rwcrnsc52.ops.asp.att.net...
> > > Marc....

> > > I don't know if the AI slider was ever supposed to be set a one
> > > setting....and have that be universally correct (compared to
something,
> > I'm
> > > not sure what) for all tracks.  To me, if its a "slider"....its meant
to
> > be
> > > "moved."   Seems like sort of a common sense thingy.....LOL.  Since I
> > don't
> > > run in "season mode" I guess it would be frustrating if you are not
> > allowed
> > > to alter the AI settings for each track/race.  Is that true?

> > > Alternately, when I want to race against the AI at a track that I am
> > fairly
> > > competent at.....I try to find a "slider" setting that has the top of
> the
> > > field running at or near what the real WC cars run (top of their
field)
> at
> > > the same track (taking into consideration any variables in
> > > weather....depending on what data you are using for the real WC
> speeds/lap
> > > times).  Of course, this requires keeping a log of these settings for
> each
> > > track....if you want to repeat a race at any time in the future.  Not
> too
> > > difficult.

> > > I don't think the adaptive AI was meant for us hardcore simmers.  Do
> you?

> > > I can't comment on the AI "ignoring incidents on track" in practice
> > > sessions....haven't run any yet.  However, if that is universal to all
> > > tracks, my guess is there's a setting out of whack in the
"papy_ai.ini"
> > > file....someone is sure to find it and post a correction (like JJ
> > > Johnston....or someone with similar skills in hacking/improving Papy's
> AI
> > > performance).

> > > I don't think using Bob Stanley's setups as a "benchmark" of what the
AI
> > > "should" be running....is a reasonable proposition.  While Bob's
setups
> > are
> > > excellent, indeed.....they are not meant to be AI benchmarking
> > > devices....are they?  If you use one of Bob's setups and you are
running
> > at
> > > lap speeds equivalent to the real WC drivers....then find a suitable
AI
> > > slider setting that matches up....and bingo....problem over!  And by
the
> > > way, if you only took 10 minutes to be as fast as Bob's notes say he
> > > is....then I would guess there's a lot more speed left in that
> > > setup.....with further adjustments.  You shouldn't have even warmed
your
> > > tires practically....in 10 minutes.  Perhaps you were "fudging" a
little
> > bit
> > > in your time statement?  Or, maybe trying to impress us a little bit?

> > > To explain the "inexplicably"....some WC tracks don't have enough pit
> > stalls
> > > for 42 cars.....so the field gets reduced to the number of pit stalls
it
> > > does have.  That used to be a lot of WC tracks....now its just a few.
> > > Having to manually reset to "full field, 42 cars" doesn't seem like
such
> a
> > > bummer.......to me at least.

> > > Calling NR2003 "another update" is being a little unrealistic....IMHO.
> > And,
> > > I think its unfair to those people at Papyrus (who were not around
when
> > N3,
> > > or N4 were produced) who worked very hard (again, IMHO) on getting as
> much
> > > of the "goodies" packed into NR2003 as they did (and some cools stuff
> we'd
> > > not even been asking for) because it was the "last" of the Papy NASCAR
> > sims!
> > > Fortunately, I think most of them will view your post, as I
did.......as
> > > being from a little too anal of a "POV"......I don't think they'll
lose
> > any
> > > sleep over your being aggravated at their work.

> > > I'm not trying to be a smart-ass here.....just trying to balance the
> > scales
> > > a little bit.....for the newbies to this sim racing community who
might
> > have
> > > mistakenly read your post and thought it contained anything of merit.
> It
> > > doesn't.

> > > Regards,

...

read more »

John DiFoo

NR2003: AI still inconsistent from one track to the next

by John DiFoo » Thu, 13 Feb 2003 00:26:28


> So I rest my case...each and every user needing to do a detailed research
> project just to enjoy the main premise of the game--a championship
> season--is ridiculous.  No wonder so many don't bother and just play online.
> Unfortunately, 90% of the people playing online drive like they should have
> been forced to complete a few races offline and actually finish higher than
> 43rd before being allowed online.

> When the average experienced user can take the fast set-up at California and
> Michigan and achieve roughly the same results (since the skill level is the
> same), the game will have been designed properly (at least for those two
> tracks).  When one track is easy to place in the top 3 and the other you
> have to struggle to make it to the bottom 3, something is seriously wrong.

> Marc

     [serious snippage]

California.ini
-----------------
[ai track]
ai_accel_modifier = 1.00                        ; acceleration grip efficiency
ai_decel_modifier = 0.90                        ; braking grip efficiency
ai_fuel_use = 0.98                              ; > 1.0 = more fuel consumed
ai_grip_modifier = 1.05                         ; > 1.0 = more grip
ai_drag_modifier = 1.08                         ; > 1.0 = more drag, which is
slower

Michigan.ini
-----------------
[ai track]
ai_accel_modifier = 1.20                        ; acceleration grip efficiency
ai_decel_modifier = 0.88                        ; braking grip efficiency
ai_fuel_use = 0.96                              ; > 1.0 = more fuel consumed
ai_grip_modifier = 1.06                         ; > 1.0 = more grip
ai_drag_modifier = 1.04                         ; > 1.0 = more drag, which is
slower

The biggest difference is in the accel modifier (which I suppose
means less slippage when accelerating out of the corners).  For the
others there are small advantages for the Michigan AI (and why the
hey should fuel use be a variable from track to track?  From trial
and error I found that .93 will ensure the AI pits when you do-
and I will note that fuel mileage for _me_ seems better than before).

    John DiFool

--
============================================
Reach heaven far too high
============================================


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