I have done this at Dover - from 103 to 101 and using a new Dover AI. The
change is not that dramatic. /THansen
I have done this at Dover - from 103 to 101 and using a new Dover AI. The
change is not that dramatic. /THansen
What op. strength levels are people running with in Nascar2? I have been
trying to run The Rock and I am becoming frustrated. At 100% I can
qualify usually in the top 15, but after about 10 laps into a race the
computer cars start running laps over 152 and leave me in the dust (I
run race laps from 149 - 151). Even the back markers are running
consistant laps over 150. When running a race at 99% I can always take
the pole and the race is nowheres near as difficult as at 100% - the CCs
are running laps at about 150 or slightly above. I would think the
difficulty difference between 99 and 100% would be pretty small, but in
gameplay it seems extreme (at least IMHO).
Have you tried dropping the RELS line in the rocking.txt file down from
101 to 100 and leaving the opponent strength at 100%? Perhaps that
would not be as dramatic as changing the opponent strength from 100% to
99%.
--
Emory University Graduate School of Arts & Sciences
The IWCCCARS Project: Q & A Representative
Nascar Setups Page: http://userwww.service.emory.edu/~ebusch/
> > Have you tried dropping the RELS line in the rocking.txt file down from
> > 101 to 100 and leaving the opponent strength at 100%? Perhaps that
> > would not be as dramatic as changing the opponent strength from 100% to
> > 99%.
> I have done this at Dover - from 103 to 101 and using a new Dover AI. The
> change is not that dramatic. /THansen
What do you mean "a new Dover AI" Tom? Hopefully one that causes the
field to break up a bit and not all run the same speed around the track.
Dave (davids) Sparks
Late Night League
http://www.sequoia-dev.com/Hawaii/latenite.html
> What op. strength levels are people running with in Nascar2? I have been
> trying to run The Rock and I am becoming frustrated. At 100% I can
> qualify usually in the top 15, but after about 10 laps into a race the
> computer cars start running laps over 152 and leave me in the dust (I
> run race laps from 149 - 151). Even the back markers are running
> consistant laps over 150. When running a race at 99% I can always take
> the pole and the race is nowheres near as difficult as at 100% - the CCs
> are running laps at about 150 or slightly above. I would think the
> difficulty difference between 99 and 100% would be pretty small, but in
> gameplay it seems extreme (at least IMHO).
--
Chuck Stuart - Mesquite TX USA
RaceTime utility program for Nascar1/Indycar2.
http://www.metronet.com/~cstuart/
: I run 100% at most tracks. Ran a modem race last night at Pocono and we
: boosted the AI to 101% because we were blowing past the field too easily at
: 100%.
Well I think the AI are too fast at Dover. During practice at least 6
drivers easily beat the track record. I'm thinking about lowering the
RELS line in the track.txt file.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: > Have you tried dropping the RELS line in the rocking.txt file down from
: > 101 to 100 and leaving the opponent strength at 100%? Perhaps that
: > would not be as dramatic as changing the opponent strength from 100% to
: > 99%.
: I have done this at Dover - from 103 to 101 and using a new Dover AI. The
: change is not that dramatic. /THansen
I changed Dovers to 102. At first I tried 101, but it seemed that the
AI couldn't quite get up to the Track Record speed. 102 seems to me to
be about the Goldilocks number for Dover.
Have you tweaked the AI to keep those bastards from entering the track
from the pits and leaping out to the wall at about 80mph in the middle
of the back stretch? God, this kills me everytime. One has to catch
them just right or else they will just "merge" right "never you mind".
Man, what Sunday grandma just got a NASCAR license?! Every one of those
guys that pull that stunt should be black-flagged and DQ'ed if they do
it again!
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: >
: > > Have you tried dropping the RELS line in the rocking.txt file down from
: > > 101 to 100 and leaving the opponent strength at 100%? Perhaps that
: > > would not be as dramatic as changing the opponent strength from 100% to
: > > 99%.
: >
: > I have done this at Dover - from 103 to 101 and using a new Dover AI. The
: > change is not that dramatic. /THansen
: I tried this at The Rock and it worked like a charm ('tho it feels a bit
: like cheating :). Thanks for the info Eric BTW).
Well, I look at it as "bug fixing". Now that N2 uses realistic means of
recording lap times, I don't think the AI should be able to tromp on
real track records on a track. I also don't think they should be way
behind on speed either. If I can't keep up with them and they aren't
creating highly inflated track records, then I know it's me. But, if
they blow the doors off the Real NASCAR track records, then I'm going in
with scissors and "fix" them boys where it counts. Right there below
the BLAP line...
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Patrick,
> I have been
> trying to run The Rock and I am becoming frustrated. At 100% I can
> qualify usually in the top 15, but after about 10 laps into a race the
> computer cars start running laps over 152 and leave me in the dust (I
> run race laps from 149 - 151). Even the back markers are running
> consistant laps over 150. When running a race at 99% I can always take
> the pole and the race is nowheres near as difficult as at 100% - the
CCs
> are running laps at about 150 or slightly above. I would think the
> difficulty difference between 99 and 100% would be pretty small, but in
> gameplay it seems extreme (at least IMHO).
Found it out the same way as you. At 99% the race becomes boring as I am
drving up and away, at 100% OPPS even the 20th place car is as fast as I
am.
I did some tests and noted down the laptimes from opponents at different
opponent strengths settings:
Rockingham Phoenix
101 23.9xx 28.8xx
100 24.1xx 29.1xx
99 24.5xx 29.7xx
98 24.7xx 29.9xx
Well, it looks like there is a difference of .2xx seconds per lap between
one OPPS and the next higher/lower. But the difference between 99 and 100%
is at around half a second. Way to much !!!
I have not checked other tracks but I assume it will be the same.
The next problem is that the AIs cant pass. At 100% I can get into the
Top5 with a good Q-run and a quick first lap. After some laps the 4 cars
in front of me will be half a second faster per lap and will open up a
large gap. But the 20 cars behind me will form a traffic jam because
no-one is able to pass me. But if one finally passes me or I let one by he
too will drive laps half a second faster than me.
That is not nice Papyrus !
Georg
That bit me the other day, going low to pass when I saw the guy head
towards the pits. What a mess when he changed his mind.... I just
about had heart failure!
Stuart
--
Stuart Booth
Somewhere in Oxfordshire, England, UK