> Dave...
> I'm assuming you don't include a link to your site....because there isn't one.
Pits"
Beers and cheers
(uncle) Goy
http://www.racesimcentral.net/
"A man is only as old as the woman he feels........"
--Groucho Marx--
> Dave...
> I'm assuming you don't include a link to your site....because there isn't one.
Beers and cheers
(uncle) Goy
http://www.racesimcentral.net/
"A man is only as old as the woman he feels........"
--Groucho Marx--
This is a partial quote from my reply to your previous post:
"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(Papyrus) 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."
Now, each track will have it's own individual problems depending on the lp
files. Because of this I've stayed away from any potential global settings
found in the papy_ai.ini file in the root N2002 folder. There are a few
settings in that file that might help your situation if you want to take
that route. They are pretty obvious if you just skim through the file (iirc
mostly dealing with accel/decel grip.)
Each track.ini file has several settings that might also help you minimize
your problems. The obvious ones are ai_accel_modifier, ai_decel_modifier,
ai_grip_modifier and ai_drag_modifier. All pretty much self explanatory and
the files usually have a little descriptive comment for each variable. A
couple that might help keep the AI from running you over on corner entry are
ai_dlongpad_scale and ai_drafting_distance.
Dave Boyle
> > Dave...
> > I'm assuming you don't include a link to your site....because there
isn't one.
> Not sure if Dave has his own site, but his work can be found at "The
> Pits"
Now all I need to do is to actually make something to release, heheh.
db
> Nope, don't have my own site. No plans to ever make one either. So like it
> or not Goy, looks like yer stuck with me ;).
> Now all I need to do is to actually make something to release, heheh.
Beers and cheers
(uncle) Goy
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
TP
> > Dave...
> > I'm assuming you don't include a link to your site....because there
isn't one.
> Not sure if Dave has his own site, but his work can be found at "The
> Pits"
> Beers and cheers
> (uncle) Goy
> http://www.theuspits.com
> "A man is only as old as the woman he feels........"
> --Groucho Marx--
Thank you very much....that was exactly the kind of information I was
looking for.
I think it would be best to take just one "test track"....and fool around
with this stuff to see what effects changes have (that way I can measure
things like turn speed and so forth....with some consistency).
I'm going to put 20 or 30 hours into this. Is there a place (forum) I can
reach you (where you'll check posts regularly)? Or can we exchange email as
Thanks again, for a lot more information than you provided previously.
Regards,
Tom
> This is a partial quote from my reply to your previous post:
> "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(Papyrus) 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."
> Now, each track will have it's own individual problems depending on the lp
> files. Because of this I've stayed away from any potential global settings
> found in the papy_ai.ini file in the root N2002 folder. There are a few
> settings in that file that might help your situation if you want to take
> that route. They are pretty obvious if you just skim through the file
(iirc
> mostly dealing with accel/decel grip.)
> Each track.ini file has several settings that might also help you minimize
> your problems. The obvious ones are ai_accel_modifier, ai_decel_modifier,
> ai_grip_modifier and ai_drag_modifier. All pretty much self explanatory
and
> the files usually have a little descriptive comment for each variable. A
> couple that might help keep the AI from running you over on corner entry
are
> ai_dlongpad_scale and ai_drafting_distance.
> Dave Boyle
> > Dave...
> > Don't remember if I did or not.....but I do remember the last time I
> visited
> > that string....there was no information given I was looking for. And
I'm
> > not trying to be rude to you, but you don't provide information I'm
> looking
> > for in this post, either. I'm assuming you don't include a link to your
> > site....because there isn't one. That being said, I'm not looking to
weed
> > through hundreds of lines of AI code, not understanding what I'm looking
> at.
> > I don't have time to become an AI code expert, I'm looking for someone
who
> > is - to answer a few questions. If you have written some kind of a
> > "tutorial" or have some notes on your own of what the entries do/mean
and
> > where they are located (one .ini file, multiple .ini files?), I'd love
to
> > take a look at that.
> > Short of that, can you tell me what line or code entries (or combination
> > thereof) alters the AI's rate of acceleration. Is it a global setting,
or
> > individual per track (or are there both)? That would get me started
with
> > what I want to experiment with. That would be very helpful, thanks.
> > Regards,
> > Tom