You are also correct that the NASCAR series has been far, far, far behind
GPL in this regard. As the most extreme example, which I try in all sims as
a test, is drive backwards on a track in GPL and watch the AI react to you.
Then try it in N3, N4, NR2002 or NR2003. Case rested.
Marc
-Will
It's not the adaptive speed however.
GPL was actually quite forgiving to newbies in this regard. Once you get
within 5% of the speed of the AI, there are very, very few problems (we all
know the one notorious one). The AI seem to be especially wary of a car
driving erratically (the player!!).
In NR2003, you have to be within 0.5% of the speed of the AI to avoid being
treated like a pinball. I can only assume that increasing the AI's
awareness distance kills the frame rates and/or causes mayhem on pit lane.
Otherwise, Papy would have fixed it long ago.
Marc
> > Agreed this is a serious problem. Look back a bit at my posts about
> > Marty--it is basically undriveable because of the "blind" AI. The
> behaviour
> > of the AI during practise mode at the larger ovals also suggests they
are
> > blind. Look at how they pile into an incident as though it wasn't
there.
> > Unless a yellow flag comes on, which it doesn't during practise mode,
the
> AI
> > range of view out the front seems to be about 2 or 3 virtual feet in
front
> > of the car--far too little to react to anything be that braking points,
> > incidents, whatever.
> > You are also correct that the NASCAR series has been far, far, far
behind
> > GPL in this regard. As the most extreme example, which I try in all
sims
> as
> > a test, is drive backwards on a track in GPL and watch the AI react to
> you.
> > Then try it in N3, N4, NR2002 or NR2003. Case rested.
> > Marc
Marc
From the Watkins Glen track.ini:
ai_decel_modifier = 0.77 ; braking grip efficiency
ai_drafting_distance = 1.15 ; car lengths behind while
racing
ai_dlongpad_scale = 1.8 ; scales padding in braking
zones (smaller = more scaling)
ai_dlat_pad = 0.8
Now the same values from Infineon:
ai_decel_modifier = 0.78 ; braking grip efficiency
ai_drafting_distance = 1.15 ; car lengths behind while
racing
ai_dlongpad_scale = 1.5 ; scales padding in braking
zones (smaller = more scaling)
ai_dlat_pad = 0.8
From Martinsville:
ai_decel_modifier = 0.94 ; braking grip efficiency
ai_drafting_distance = 1.07
ai_dlongpad_scale = 5.0
ai_dlat_pad = 0.9
And from Atlanta, to show how different the speedway AI is:
ai_decel_modifier = 0.70 ; braking grip efficiency
ai_drafting_distance = 1.25 ; car lengths behind while
racing
ai_dlongpad_scale = 25.0 ; scales padding in braking
zones (smaller = more scaling)
ai_dlat_pad = 0.85
First it seems like the AI braking grip at Martinsville is way off compared
to other tracks, so it might be helpful to reduce the ai_decel_modifier
there. Drafting distance might not be a major effect, but again if they
can't anticipate properly then increasing the drafting distance a tad might
help. The ai_dlongpad_scale is the one that I think will really make a
difference. Have you tried it? I found that at Infineon I wasn't getting
rear ended much, and notice that it has the smallest value for
ai_dlongpad_scale. Perhaps reducing it to 1.4 at all the problem tracks
would help. Also ai_dlat_pad is not documented in the files I looked at but
would seem to have something to do with the lateral separation the AI uses
in the braking zone. I think changing this might help another problem I
had, which was that AI would go for the dive bomb pass without enough room,
tag me as they tried to go around, and spin me in the process. It is not
clear whether it should be reduced or increased though, it doesn't appear to
work the same way as ai_dlongpad_scale.
Unfortunately I have guests here this weekend and I don't know when I will
have time to test any of this stuff. If anyone has tried or will try any of
these parameters I would really like to hear what kind of results you get.
Thanks,
Hal
ai_dlongpad_scale = X.X ; scales padding in braking zones (smaller = more
scaling)
Jay Taylor
> > Agreed this is a serious problem. Look back a bit at my posts about
> > Marty--it is basically undriveable because of the "blind" AI. The
> behaviour
> > of the AI during practise mode at the larger ovals also suggests they
are
> > blind. Look at how they pile into an incident as though it wasn't
there.
> > Unless a yellow flag comes on, which it doesn't during practise mode,
the
> AI
> > range of view out the front seems to be about 2 or 3 virtual feet in
front
> > of the car--far too little to react to anything be that braking points,
> > incidents, whatever.
> > You are also correct that the NASCAR series has been far, far, far
behind
> > GPL in this regard. As the most extreme example, which I try in all
sims
> as
> > a test, is drive backwards on a track in GPL and watch the AI react to
> you.
> > Then try it in N3, N4, NR2002 or NR2003. Case rested.
> > Marc
ai_drafting_distance = 1.2 ; (was 1.15) car lengths
behind while racing
ai_dlongpad_scale = 0.8 ; (was 1.8) scales padding
in braking zones (smaller = more scaling)
ai_dlat_pad = 1.2 ; (was 0.8)
With these values I was still getting light taps occasionally, but they were
well within control and most of the time if I made a deliberate mistake the
AI simply went around me without contact. It's not perfect yet, I still
need to do some fine tuning, but I think the cure to the braking zone
problem lies in those three variables. Won't fix the problems with accident
avoidance, but it should make the road courses and maybe even the short
tracks much more playable.
> > The speed and braking you use during the creation of the AI's lines has
> > little effect on their speeds or braking. The smoothness of the lines
is
> > how the AI calculate their speeds, not the actual speeds values recorded
> in
> > the lp's. Your best bet is to try to go into your track.ini and look in
> the
> > ai_track section and adjust this value.....
> > ai_dlongpad_scale = X.X ; scales padding in braking zones (smaller =
> more
> > scaling)
> > Jay Taylor