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Rec.Autos.Simulators Archive

No more AI pileups, sort of...

2 posts by 2 people · 05 Mar 2001 22:46 UTC - 06 Mar 2001 01:20 UTC

Tom Bond 05 Mar 2001 22:46 UTC#198037
I think I found something that will help avoid the big pileups by the AI. I haven't seen this mentioned elsewhere, so forgive me if this has already been hashed out. In the \Papyrus\NASCAR Racing 4\papy_ai.ini file look for the following section and statements: [ driver ] driver_consistency_to_dlong_lookahead_dev = 0.4 driver_consistency_to_dlat_lookahead_dev = 0.4 Changing the values to 2.0 appears to make the AI look further ahead for trouble and slow down sooner rather than go full speed into a melee. I tested it at a few tracks about a dozen times each purposefully creating a mess and looking at the replays to see what the AI is doing. They do slow down sooner than with the default values which enables them to avoid the pileups, for the most part. A few stragglers still joined the party, but overall I found it to be a good improvement. I haven't tested it with values above 2.0 or different values for each variable, so maybe someone can do that and let us know if it works better. Of course, I have no idea how or if this will affect the AI in adverse ways, so use at your own peril. Bondzai
hmm sounds good! I will give it a try. It has been pretty lame to be sitting on the track after having spun and having someone slam into you 8 seconds later! NB "Bondzai" <[email hidden]> wrote in message news:yHUo6.37415$[email hidden]... > I think I found something that will help avoid the big pileups by the AI.I
Quoted text (19 lines)> haven't seen this mentioned elsewhere, so forgive me if this has already > been hashed out. In the \Papyrus\NASCAR Racing 4\papy_ai.ini > file look for the following section and statements: > > [ driver ] > driver_consistency_to_dlong_lookahead_dev = 0.4 > driver_consistency_to_dlat_lookahead_dev = 0.4 > > Changing the values to 2.0 appears to make the AI look further ahead for > trouble and slow down sooner rather than go full speed into a melee. I > tested it at a few tracks about a dozen times each purposefully creating a > mess and looking at the replays to see what the AI is doing. They do slow > down sooner than with the default values which enables them to avoid the > pileups, for the most part. A few stragglers still joined the party, but > overall I found it to be a good improvement. > > I haven't tested it with values above 2.0 or different values for each > variable, so maybe someone can do that and let us know if it works better. > Of course, I have no idea how or if this will affect the AI in adverse
ways, > so use at your own peril. > > Bondzai > > >

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