rec.autos.simulators

N2K2 AI Patches

Tom Pabs

N2K2 AI Patches

by Tom Pabs » Tue, 09 Jul 2002 23:20:05

Is anyone working on definitive (track by track) after-market updates/fixes
for the AI in N2K2?  I tried Nim's AI site......nothing.

TP

Goy Larse

N2K2 AI Patches

by Goy Larse » Wed, 10 Jul 2002 00:58:28


> Is anyone working on definitive (track by track) after-market updates/fixes
> for the AI in N2K2?  I tried Nim's AI site......nothing.

I wouldn't think so Tom, Nigel Pattinson hasn't released an updated
rpy->lp converter for NR2002, so it may be down to lack of proper tools
really, that is if they still use that for making AI, I haven't done any
AI work since N3 myself, and even then it was on a very limited scale
and all down to having the proper tools

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

jason moy

N2K2 AI Patches

by jason moy » Wed, 10 Jul 2002 02:59:00



You could play around with the values in the track.ini files.  You
can't fix glaring problems, but you can change their behavior to suit
your tastes a bit more. I haven't messed with these much in N2k2, but
in N4 I simmed 100% races to try and get the cautions in the 5-10
range by increasing/decreasing the drafting distance and had some
decent results.  From what I can tell, increasing the distance that
the AI cars follow each other at most tracks would be helpful, since
Papy seems to have gotten a bit of Nascar Heat syndrome this year,
with the AI bunching up and trying to go 3-wide at every track.

I believe there is also a global AI file in the N2k2 root dir altho I
haven't played with much aside from GPL.  It should be possible, with
a little experimentation, to make their braking distances and
acceleration a bit more realistic.

Jason

Tom Pabs

N2K2 AI Patches

by Tom Pabs » Wed, 10 Jul 2002 14:42:56

Thanks for the info, Goy.  I was more looking to see if someone was doing
definitive work on the AI.  I have enough to do with track graphics.  I
start fooling with the AI and I'll never get anything completed....lol...

A comment, however:  The rpy-to-lp converter would be more of a tool to
change their line.  That seems okay...its their behavior that needs work,
IMHO.  It seems that unless you are going within a certain percentage of
their speed....they just don't see you.  Also, they make passing attempts
(on the road courses) in very bad places....usually resulting in a wreck.  I
wonder if there's some kind of "global aggression factor"....that can be
turned down?

Oh well, guess I'll have to stick to racing dumber humans!.....lol...   Just
kidding.

TP



> > Is anyone working on definitive (track by track) after-market
updates/fixes
> > for the AI in N2K2?  I tried Nim's AI site......nothing.

> I wouldn't think so Tom, Nigel Pattinson hasn't released an updated
> rpy->lp converter for NR2002, so it may be down to lack of proper tools
> really, that is if they still use that for making AI, I haven't done any
> AI work since N3 myself, and even then it was on a very limited scale
> and all down to having the proper tools

> Beers and cheers
> (uncle) Goy

> "The Pits" http://www.theuspits.com/

> "A man is only as old as the woman he feels"
> --Groucho Marx--

jason moy

N2K2 AI Patches

by jason moy » Wed, 10 Jul 2002 16:01:07

Tom, try fiddling with the drafting distance in the track.ini files.

It seems odd, but even at the non-drafting tracks that variable is
used to determine how closely the AI follow each other.  I'll poke
around and see if I can find an aggression multiplier as I haven't
fiddled with the N4/2k2 AI since last summer.

I did have a nice set of N4 track.ini's at one time that were tested
so that the AI would rarely if ever wreck on starts/restarts and
dropped into single file quickly at most tracks, but unfortunately
that died with my N4 install. =(

The only problem with messing with drafting distance is that green
flag passing can be rare at some tracks.  That said, most passing in
NASCAR occurs later in the race as pit/tire strategies play out, so it
may be more realistic.  

The current 2-3 wide all the way around the track is definitely not
what I see when I turn my TV on on sundays.

Jason



>Thanks for the info, Goy.  I was more looking to see if someone was doing
>definitive work on the AI.  I have enough to do with track graphics.  I
>start fooling with the AI and I'll never get anything completed....lol...

>A comment, however:  The rpy-to-lp converter would be more of a tool to
>change their line.  That seems okay...its their behavior that needs work,
>IMHO.  It seems that unless you are going within a certain percentage of
>their speed....they just don't see you.  Also, they make passing attempts
>(on the road courses) in very bad places....usually resulting in a wreck.  I
>wonder if there's some kind of "global aggression factor"....that can be
>turned down?

>Oh well, guess I'll have to stick to racing dumber humans!.....lol...   Just
>kidding.

>TP




>> > Is anyone working on definitive (track by track) after-market
>updates/fixes
>> > for the AI in N2K2?  I tried Nim's AI site......nothing.

>> I wouldn't think so Tom, Nigel Pattinson hasn't released an updated
>> rpy->lp converter for NR2002, so it may be down to lack of proper tools
>> really, that is if they still use that for making AI, I haven't done any
>> AI work since N3 myself, and even then it was on a very limited scale
>> and all down to having the proper tools

>> Beers and cheers
>> (uncle) Goy

>> "The Pits" http://www.theuspits.com/

>> "A man is only as old as the woman he feels"
>> --Groucho Marx--

Goy Larse

N2K2 AI Patches

by Goy Larse » Wed, 10 Jul 2002 16:19:32


> Thanks for the info, Goy.  I was more looking to see if someone was doing
> definitive work on the AI.  I have enough to do with track graphics.  I
> start fooling with the AI and I'll never get anything completed....lol...

> A comment, however:  The rpy-to-lp converter would be more of a tool to
> change their line.  That seems okay...its their behavior that needs work,
> IMHO.  It seems that unless you are going within a certain percentage of
> their speed....they just don't see you.  Also, they make passing attempts
> (on the road courses) in very bad places....usually resulting in a wreck.  I
> wonder if there's some kind of "global aggression factor"....that can be
> turned down?

> Oh well, guess I'll have to stick to racing dumber humans!.....lol...   Just
> kidding.

Oh well, like I said Tom, I haven't done much AI work so I dont really
have a clue :-)

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

John DiFoo

N2K2 AI Patches

by John DiFoo » Thu, 11 Jul 2002 03:45:01


> Tom, try fiddling with the drafting distance in the track.ini files.

> It seems odd, but even at the non-drafting tracks that variable is
> used to determine how closely the AI follow each other.  I'll poke
> around and see if I can find an aggression multiplier as I haven't
> fiddled with the N4/2k2 AI since last summer.

> I did have a nice set of N4 track.ini's at one time that were tested
> so that the AI would rarely if ever wreck on starts/restarts and
> dropped into single file quickly at most tracks, but unfortunately
> that died with my N4 install. =(

> The only problem with messing with drafting distance is that green
> flag passing can be rare at some tracks.  That said, most passing in
> NASCAR occurs later in the race as pit/tire strategies play out, so it
> may be more realistic.

> The current 2-3 wide all the way around the track is definitely not
> what I see when I turn my TV on on sundays.

> Jason

     I tried increasing the drafting distance at Zenjoltis (a fantasy track
of course) to prevent all the silly sideswiping that goes on there.  When
I changed it from 1.2 (default) to 1.6, they stopped all the swarming,
but they also >stopped< trying to pass at >all<, and it was follow-the-
leader for the entire race.
    As a sidenote, there seems to be a 'turbulence barrier' about two
seconds behind a pack of drafting cars, and it is VERY difficult to
break through this barrier and catch the pack ahead if all the cars
involved are closely matched (i.e. the ones in front have to***up).
So in the above situation, you had all these draft trains separated by two
seconds, going around and around...
    In real life the various air currents and turbulences are much 'dirtier'
than they are in the game...

    John DiFool

db

N2K2 AI Patches

by db » Thu, 11 Jul 2002 22:54:24

Have you tried the Nashville AI?

As I recall, someone tweaked the track.ini files for each track. But,
Ummm.... I think they were for arcade mode, so they're probably not what
you're looking for. I never tried them myself.


db

N2K2 AI Patches

by db » Thu, 11 Jul 2002 23:31:46

Actually, their lines play a major role in some of the AI problems. The game
is ultra sensitive to the lp lines. Any minor imperfections cause the AI
cars to slow dramatically. I'm guessing this is why the grip is higher for
the AI even when set to 100% (and most tracks have them at over 100.) It
seems they tried to minimize the slowdowns with extra grip and higher
aggression when attacking the corners (ai_line_modifier in the track.ini.)
These combine to create AI that enter corners too fast, slow too much at the
transitions (which are the most difficult parts to make smooth lp lines) and
are too fast once they get set in the corner.

As for the overall aggression, as someone else has already mentioned,
increasing the draft distance can keep them from making too many passing
attempts. The problem I've had is never really being able to find a good
balance between passing and accidents. There is usually either no passing at
all where the leaders end up single file behind the back markers or a total
wreck fest.

Most of the things that really need improving are in the code though. Like
you said, they will usually make passing attempts at the worst times, and
when they have a clear passing situation, they just ride the brakes behind a
significantly slower car. Or when they do make an attempt, they pull out of
line so ***ly that they scrub off all their speed so they can't make the
pass.

But I'm just happy that they fixed the problems the first patch created ;).

Dave Boyle


> Thanks for the info, Goy.  I was more looking to see if someone was doing
> definitive work on the AI.  I have enough to do with track graphics.  I
> start fooling with the AI and I'll never get anything completed....lol...

> A comment, however:  The rpy-to-lp converter would be more of a tool to
> change their line.  That seems okay...its their behavior that needs work,
> IMHO.  It seems that unless you are going within a certain percentage of
> their speed....they just don't see you.  Also, they make passing attempts
> (on the road courses) in very bad places....usually resulting in a wreck.
I
> wonder if there's some kind of "global aggression factor"....that can be
> turned down?

> Oh well, guess I'll have to stick to racing dumber humans!.....lol...
Just
> kidding.

> TP




> > > Is anyone working on definitive (track by track) after-market
> updates/fixes
> > > for the AI in N2K2?  I tried Nim's AI site......nothing.

> > I wouldn't think so Tom, Nigel Pattinson hasn't released an updated
> > rpy->lp converter for NR2002, so it may be down to lack of proper tools
> > really, that is if they still use that for making AI, I haven't done any
> > AI work since N3 myself, and even then it was on a very limited scale
> > and all down to having the proper tools

> > Beers and cheers
> > (uncle) Goy

> > "The Pits" http://www.racesimcentral.net/

> > "A man is only as old as the woman he feels"
> > --Groucho Marx--

Goy Larse

N2K2 AI Patches

by Goy Larse » Fri, 12 Jul 2002 07:11:21


> But I'm just happy that they fixed the problems the first patch created ;).

Really ? ......I never would have noticed :-)

Beers and cheers
(uncle) Goy

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Tom Pabs

N2K2 AI Patches

by Tom Pabs » Sun, 14 Jul 2002 00:14:02

Thanks for all the good info, guys......apparently many of you fool around
with the AI more than I do.  As I originally said, I'm looking for a "canned
fix" for the AI in N2K2.....something done by someone who has been playing
with Papy AI since the N2/N3 days....preferably (like Nim Cross).  I know
that I could "tweak" various ini settings myself.....but as stated, I don't
have time to get into that and continue to do track graphics......and all
the other work I have with PR activities.  I would love to become an AI
specialist.  Someone want to take over re-doing all the stupid signage and
so forth in the N2K2 tracks?   Then I'd have time to become an N2K2 AI
specialist.  .....lol....

TP



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