In article <_w_l5.27104$[email hidden]>, karaya-
[email hidden] says...
The big villains in F1 2000 for me are (in no particular order):
Both Minardis (but more Mazzacane);
Jacques Villeneuve (when overtaking for position only);
Eddie Irvine (anytime, any place, anywhere).
I should take a look at Irvine's AI sometime - he's a kamikaze. Slows
too abruptly at any point you're behind him, or just takes plain dumb
lines through corners. *Always* take it easy passing this guy!
--
s i m a g e r y @ h o t m a i l . c o m
Hello,
I -really- enjoy F12000, but at times, can get "unnerved" by the A/I
drivers.
Is anyone aware of an A/I-fix patch (maybe 3rd party), or know if EA
plans on another F12k patch? Blackhole M.S. website has some A/I
files, but nothing that seems to be a global A/I fix(?).
A semi-decent A/I "seems" to be buried in F12k (somewhere..). Yet
after watching them drive, it seems they're set to
"super-aggresive-mode". No A/I cars want to give-way, it's just
full-blown "get the hell out of my way" driving. If just toned-down a
bit, racing would run much smoother.
Funny, EA's SCGT's A/I drivers can be a good match, and are =much=
better (less crazy) than F12k's. Wish those A/I settings could be
imported into F12000.
EA should easily be able to straigten this out without too much
trouble?
Thx, Matt
On Mon, 14 Aug 2000 05:54:33 GMT, teehole <holysmokes!@spammy.net>
thus spoke:
> Funny, EA's SCGT's A/I drivers can be a good match, and are =much=
>better (less crazy) than F12k's. Wish those A/I settings could be
>imported into F12000.
You thinks so? In SCGT the AI cards deliberately try to run you off
the road when passing. It's just that the SCGT cars can take more
damage and a little push and shove is easier to handle than in an F1
car.
--
Nos
I find SCGT's AI positively evil. If you are lapping them, they never pull
aside, but race with you. They will slam into you in turns or run into the
back of you regardless of the situation. By far, the SCGT AI is the game's
biggest problem IMO.
I find the AI in F12K a little bit better, as they will move aside once in a
while and have not willfully slammed into me. There should be blue flags
waving in F12K and SCGT.
Dave Pawlikowski
[email hidden]
www.cushdrive.com
Quoted text (22 lines)
> > I -really- enjoy F12000, but at times, can get "unnerved" by the A/I > drivers. > > Is anyone aware of an A/I-fix patch (maybe 3rd party), or know if EA > plans on another F12k patch? Blackhole M.S. website has some A/I > files, but nothing that seems to be a global A/I fix(?). > > A semi-decent A/I "seems" to be buried in F12k (somewhere..). Yet > after watching them drive, it seems they're set to > "super-aggresive-mode". No A/I cars want to give-way, it's just > full-blown "get the hell out of my way" driving. If just toned-down a > bit, racing would run much smoother. > > Funny, EA's SCGT's A/I drivers can be a good match, and are =much= > better (less crazy) than F12k's. Wish those A/I settings could be > imported into F12000. > > EA should easily be able to straigten this out without too much > trouble? > > Thx, MattIn article <[email hidden]>, [email hidden] says...
Yeah, I saw that Canada brain-fart. What a tool. But then again, I'm
running some third-party AI plugs... maybe they factored that in! ;-)
> > Eddie Irvine (anytime, any place, anywhere).
>
> Well, Eddie has certainly improved quite a bit in this regard in the last few
> years. Sounds like the John Surtees syndrome.
> That's what everybody says, but I'm afraid that was before my time! (at
least, before I followed the sport! ;-)
--
s i m a g e r y @ h o t m a i l . c o m
Quoted text (17 lines)
> BriGuy wrote: > > > The big villains in F1 2000 for me are (in no particular order): > > > Both Minardis (but more Mazzacane); > > Jacques Villeneuve (when overtaking for position only); > > The above two sound pretty true to life. In last weekend's race at Hungary, Marc > Gene, the other Minardi driver, held up Irvine for several laps because he didn't > think the blue flag was for him. > > Jacques has caused a few crashes this year with ill-advised driving, most notably > his incredibly lame attempt at passing Coulthard during the Canadian GP in the > rain. Two laps in a row he locked it up uncontrollably. The second time, he > slid right by Coulthard and took out Ralf Schumacher. And in Hungary he hit de > la Rosa on the first lap. >BriGuy wrote:
> The big villains in F1 2000 for me are (in no particular order):
> Both Minardis (but more Mazzacane);
> Jacques Villeneuve (when overtaking for position only);
The above two sound pretty true to life. In last weekend's race at Hungary, Marc
Gene, the other Minardi driver, held up Irvine for several laps because he didn't
think the blue flag was for him.
Jacques has caused a few crashes this year with ill-advised driving, most notably
his incredibly lame attempt at passing Coulthard during the Canadian GP in the
rain. Two laps in a row he locked it up uncontrollably. The second time, he
slid right by Coulthard and took out Ralf Schumacher. And in Hungary he hit de
la Rosa on the first lap.
> Eddie Irvine (anytime, any place, anywhere).
Well, Eddie has certainly improved quite a bit in this regard in the last few
years. Sounds like the John Surtees syndrome.
Dave Ewing
--
*****************************************************
David A. Ewing
Xilinx Boulder [email hidden]
*****************************************************
On Mon, 14 Aug 2000 05:54:33 GMT, teehole <holysmokes!@spammy.net>
wrote:
My last post was off-topic, here's a more specific post:
I -really- enjoy F12000, but at times, can get "unnerved" by the A/I
drivers.
Is anyone aware of an A/I-fix patch (maybe 3rd party), or know if EA
plans on another F12k patch? Blackhole M.S. website has some A/I
files, but nothing that seems to be a global A/I fix(?).
A semi-decent A/I "seems" to be buried in F12k (somewhere..). Yet
after watching them drive, it seems they're set to
"super-aggresive-mode". No A/I cars want to give-way, it's just
full-blown "get the hell out of my way" driving. If just toned-down a
bit, racing would run much smoother.
Thanks, Matt
Matt wrote;
> A semi-decent A/I "seems" to be buried in F12k (somewhere..). Yet
>after watching them drive, it seems they're set to
>"super-aggresive-mode". No A/I cars want to give-way, it's just
>full-blown "get the hell out of my way" driving. If just toned-down a
>bit, racing would run much smoother.
>
Yeah, edit the ai_pen.ini file found in the "Save" folder.
This will cut their balls off:
pace_weave=(-0.10)
closing_vel=(8.0)
minimum_vel=(7.0)
safe_dist=(12.0)
You can edit the Season00\Vehicles\game.gbd file to
give the AI setups with more grip, since all the
defaults use hard tires and low wings. That helps.
Or you can edit the veh files the AI will use. Boost
the wheel inertia to 4.0 or more, and reduce tire stiffness
to about 37 and they won't spinout so much and are
slower off the start.
Also, it seems the AI are coded to get paybacks.
If you tap them, they will play rough. Get aggressive
going into the first turn and they will play rough.
But if you do the above tweaks, and keep your starting
position in the pack until past the first turn, and don't
tap anyone, you can get thru the first lap at even Monaco,
without being touched and no pile ups, 10 times in a row.
This is even with the AI set at only 85%.
You know, what I think is happening with sims is that
$40 is not enough to make a profit on a finished product,
given the small market share. Also, a sim is so complex
to make and play, that they just don't have time to put
all the possible options in a visual interface, which would
be cluttered and confusing anyway. Since no publisher
has the guts to charge $100 we pay $40 cash and pay
for the rest by waiting for patches, and spending a lot
of time fussing and tweaking. I don't expect it to be
any different with WSC.
Tom
One more thing, reducing the penalty for AI mistakes keeps
the train running smoothly. This is a copy of my
ai_pen.ini file:
[AIPENALTIES]
offgroove=(-0.2) // penalty for driving off the racing line 1
offgroove_pits=(-2.0) // penalty for driving off line in pits
steady_lateral=(-0.1) // penalty for swerving (should not exceed offgroove or
offgroove_pits) .45
offroad=(-50.0) // penalty for driving on grass
faroff=(-30.0) // penalty for driving into wall 130
collision=(-10.0) // penalty for hitting another car
collision_inc=(-20.0) // penalty for hitting another car harder
tight_turn=(-1.0) // penalty for turning at edge of ability (other than
turns required to follow racing line) 5
impossible_turn=(-2.0) // penalty for turning beyond edge of ability 8
depth=(-50.0) // penalty for being off racing line heading onto
grass
dest_lateral=(-25.0) // head for destination such as pit stall or starting
location (at end of formation lap)
pace_weave=(-0.10) // weaving during formation lap .5
[AIOBSTACLES] // Note: 1 m/s is roughly 2 mph and roughly 3 kph
closing_vel=(8.0) // closing velocity (m/s) to decide to pass
(suggestion: any value more than 10.0 may cause worse havoc) 8w
minimum_vel=(7.0) // minimum velocity (m/s) to obey closing velocity rule
(prevents standstill if car in front stops completely) 5? 7w
safe_dist=(12.0) // if we decide to follow, stay <safe_dist> meters
behind other car 12w
// 6 spa, 12 monaco not 9,
BriGuy wrote:
I was referring to the virtual John Surtees in GPL who is notorious for driving up
your rear end, not his real life counterpart, who was nowhere near this maniacal.
Dave Ewing
--
*****************************************************
David A. Ewing
Xilinx Boulder [email hidden]
*****************************************************
Quoted text (7 lines)
> I> > Eddie Irvine (anytime, any place, anywhere). > > > > Well, Eddie has certainly improved quite a bit in this regard in the last few > > years. Sounds like the John Surtees syndrome. > > > That's what everybody says, but I'm afraid that was before my time! (at > least, before I followed the sport! ;-)On 16 Aug 2000 17:45:17 GMT, [email hidden] (TToommLL) wrote:
I tried your entire ai_pen.ini (nothing else yet) in a quick race,
and it did work quite well at Monaco! Especially the formation lap,
much calmer than usual.
Then I headed to Monza, then tried about 8-9 race starts. Your
settings at least seemed to "try" to work (i.e., less weaving, etc.)
but the silly A/I cars, they went nuts before they could reach
start-positions.
On the last one, I watched the formation-lap again, (forcing cockpit
view-modes) at Monza. Nick Heidfeld (for some unknown reason) after
the first chicane, decided to slow-down to about 20mph. Nothing wrong
with his car (no damage at all), but he's got another 12 cars in tow
behind him, all moving like a stop-and-go traffic jam. I'm already at
my start-spot (pre-picked, 12th), waiting. Go to camera view again,
and Heidfeld and 12 other cars are wayyyyy back there, moving at
20mph, it's gonna be a while.
While waiting to start, I go to outside sky-view, and can see David
Coultard (#1 pole) starting to "drift" down the track (was funny
actually). He was past his start position about 100 yards, on a
continual, crawling, coast. He just kept coasting.
Looking down the start line, I saw several other cars that must have
wanted to coast, but were stopped by cars in front of them (Villeneuve
was one of them, 2 others too). Heidfeld and pack is slow, so we just
sit and wait maybe 2-3 minutes, pole-sitter coasting, others touching
each other.
Then as by magic, all is normal, the race is ready to start. One
quick look again, and all cars are back in position, none are out of
line, a perfect line-up. As if nothing happened at all.
This showed me that all cars are "forced" in proper spots, right
before any race. Which also shows that whoever programmed the A/I
cars, probably knew some very messy things happen during a formation
lap. As if the programmer(s) said, 'ahh, screw this, we'll just
-reset- all the cars to proper spots, right before the light goes
green.
Heck, it's really only the first 20-50 seconds(?) of any race start
that cause the majority of all problems. I really don't have many A/I
car problems, at least after the first 2-4 chicanes/turns of any race.
Oh well, it sure looks like the formation-lap was a last-minute
programming afterthought. It's pretty munged. But without the
formation-lap, frame-rate suffers greatly on the 1st lap. Need the
frame-rate on the critical start, and the critical start is very
messy.
Kinda funny actually; an entire sim messed up by the first 20-50
seconds of most any race-start.
I took a look at the game.gbd file, what's the name of the line to
change?
I have more problems (at least starting in 12th place) with cars in
front of me not starting fast enough; I have to drive around them to
get moving. Then of course they catch up, and it's messy. Then the
usual "rear-end'ing", the rear-wing is gone, or get knocked (spun) out
of the race.
Wonderful (sigh....), but probably true. Unless EA can create a
better patch for F12000 (version 1.09 already), I'll probably end up
getting GP2.5, errr, GP3!..<g>. sometime in the future.
Otoh, maybe 3rd party programmers can fix those first 20-50 seconds.
Thanks for all the tips!, Matt
------------------------
Quoted text (13 lines)
>> A semi-decent A/I "seems" to be buried in F12k (somewhere..). Yet >>after watching them drive, it seems they're set to >>"super-aggresive-mode". No A/I cars want to give-way, it's just >>full-blown "get the hell out of my way" driving. If just toned-down a >>bit, racing would run much smoother. >> > >Yeah, edit the ai_pen.ini file found in the "Save" folder. >This will cut their balls off: >pace_weave=(-0.10) >closing_vel=(8.0) >minimum_vel=(7.0) >safe_dist=(12.0)Quoted text (7 lines)
>You can edit the Season00\Vehicles\game.gbd file to >give the AI setups with more grip, since all the >defaults use hard tires and low wings. That helps. >Or you can edit the veh files the AI will use. Boost >the wheel inertia to 4.0 or more, and reduce tire stiffness >to about 37 and they won't spinout so much and are >slower off the start.Quoted text (8 lines)
>Also, it seems the AI are coded to get paybacks. >If you tap them, they will play rough. Get aggressive >going into the first turn and they will play rough. >But if you do the above tweaks, and keep your starting >position in the pack until past the first turn, and don't >tap anyone, you can get thru the first lap at even Monaco, >without being touched and no pile ups, 10 times in a row. >This is even with the AI set at only 85%.Quoted text (10 lines)
>You know, what I think is happening with sims is that >$40 is not enough to make a profit on a finished product, >given the small market share. Also, a sim is so complex >to make and play, that they just don't have time to put >all the possible options in a visual interface, which would >be cluttered and confusing anyway. Since no publisher >has the guts to charge $100 we pay $40 cash and pay >for the rest by waiting for patches, and spending a lot >of time fussing and tweaking. I don't expect it to be >any different with WSC.Quoted text (31 lines)
>One more thing, reducing the penalty for AI mistakes keeps >the train running smoothly. This is a copy of my >ai_pen.ini file: > >[AIPENALTIES] >offgroove=(-0.2) // penalty for driving off the racing line 1 >offgroove_pits=(-2.0) // penalty for driving off line in pits >steady_lateral=(-0.1) // penalty for swerving (should not exceed offgroove or >offgroove_pits) .45 >offroad=(-50.0) // penalty for driving on grass >faroff=(-30.0) // penalty for driving into wall 130 >collision=(-10.0) // penalty for hitting another car >collision_inc=(-20.0) // penalty for hitting another car harder >tight_turn=(-1.0) // penalty for turning at edge of ability (other than >turns required to follow racing line) 5 >impossible_turn=(-2.0) // penalty for turning beyond edge of ability 8 >depth=(-50.0) // penalty for being off racing line heading onto >grass >dest_lateral=(-25.0) // head for destination such as pit stall or starting >location (at end of formation lap) >pace_weave=(-0.10) // weaving during formation lap .5 > >[AIOBSTACLES] // Note: 1 m/s is roughly 2 mph and roughly 3 kph >closing_vel=(8.0) // closing velocity (m/s) to decide to pass >(suggestion: any value more than 10.0 may cause worse havoc) 8w >minimum_vel=(7.0) // minimum velocity (m/s) to obey closing velocity rule >(prevents standstill if car in front stops completely) 5? 7w >safe_dist=(12.0) // if we decide to follow, stay <safe_dist> meters >behind other car 12w >// 6 spa, 12 monaco not 9, >I'm sure F1-2000 models drafting (maybe not turbulence). I can surely
reach higher speeds while drafting and turning into a high-speed corner
behind another car causes the follower to push.
Jason.
TToommLL wrote:
> Neither models drafting or turbulence from opponents.
> (bring it on F1RS3).
>
> Tom
>
--
Jason Monds
http://www.proracingclub.com - Pro Racing Club! (N3, GPL)
http://members.home.net/stuff.mondsj/csp - Car Sim Project
(Please remove 'no extra spork' when replying)
Matt wrote;
[snip]
>Oh well, it sure looks like the formation-lap was a last-minute
>programming afterthought. It's pretty munged. But without the
>formation-lap, frame-rate suffers greatly on the 1st lap. Need the
>frame-rate on the critical start, and the critical start is very
>messy.
I should mention that I don't use the formation lap for the
reasons you've detailed. I also only use an AI field of 11 cars.
This boosts the fps greatly. I also turn of the mirrors at the
start and use on "lookback" button on my wheel.
About the formation lap at Monza, I tried it and changing
minimum_vel to 4.0 helps some, but still got the pole guy
creeping away and a very long wait.
>
> I took a look at the game.gbd file, what's the name of the line to
>change?
>
At the bottom of the file is a list of tracks. But what I've started
doing is changing the veh files for the cars to give the AI
(and myself) much more tire grip. I change stiffness for each tire
to 30.0 (an easy number to change to). Then I just switch
to "hard" tires in the garage menu. "Soft" tire grip, but the tires
last longer than "EA" softs. Since the AI setups use hard tires,
this gives them "soft" tires.
>I have more problems (at least starting in 12th place) with cars in
>front of me not starting fast enough; I have to drive around them to
>get moving. Then of course they catch up, and it's messy. Then the
>usual "rear-end'ing", the rear-wing is gone, or get knocked (spun) out
>of the race.
>
Yep, the problem with my tweaks is they are overly tame for
the start. When I say "keep your starting position in the pack"
I meant don't pass anyone until after the first turn. If you start
at 7th, stay in 7th until after the first turn. Not very realistic
I know, but it works for getting a good race going.
>I'll probably end up
>getting GP2.5, errr, GP3!..<g>. sometime in the future.
I took a look at it and deleted it. While it gets a faster
fps than F1 2000 with the same gfx settings, I can't get
it fast enough to race. I can race F1 2000 because
it has the options to reduce the number of AI drivers
and turn off the mirrors, reduce car detail and textures.
I do that and get a much better fps than with GP3.
However, with WSC delayed, and if F1RS3 gets delayed,
and if GP3 LWFF gets patched, I'll probably buy it and
upgrade my video card. They are both half finished and
GP3 has some of the half that F1 2000 doesn't.
GP3 still feels a bit more in contact with the road,
F1 2000 has better vertical force modeling.
F1 2000 Spa is awful, but Spain is very good.
GP3 Spa seems good, but Spain is way off.
Neither has a good replay system from within a race.
Neither has a good complete FF.
Neither models drafting or turbulence from opponents.
(bring it on F1RS3).
Neither has graphical beauty comparable to Solitude
and the new cars for GPL.
Why did I get addicted to modern F1? What was
I thinking?
Tom
Oh, one thing, GP3 has beyond state of the art weather!
On 22 Aug 2000 04:41:28 GMT, [email hidden] (TToommLL) wrote:
re: formation
Well it's just a "damn shame" the race starts can be so rough. I will
try to stay in formation<g>.
>I should mention that I don't use the formation lap for the
>reasons you've detailed. I also only use an AI field of 11 cars.
>This boosts the fps greatly.<<<<<<<<<<
I want the full field running. If qualifying at the top end (maybe
top 5/7), the A/I cars behind aren't a big problem.
Yet I still hear (via radio) lots of damage reports during races.
Lots of missing wings, etc. Sounds like too much to me (what happens
when 5 aggressive drivers want to enter a chicane at the same time).
I'm guessing you're setting this to help A/I cars gain more control
than anything else. The tire-wear for soft tires seems accurate
enough. But if setting stiffness to 30 helps overall A/I racing, then
it's worth trying.
Re: GP3
The same thing I was probably (an easier sitting than GPL??...<g>).
One thing I'm curious about, since you've tried GP3; do you still
remember how GP3 Japan and Austria A-1 circuits were, compared to
F12k?
For me, F12k's Austria is a complete RUSH to drive! I'm almost into
the high 1m12's (just a "few" seconds slower than the casual
hot-lapper<g>). But track action is just great!
Watching F1 on TV, it's very easy to see real F1 cars jumping around
on poor surfaces. I think F12k modeled this extremely well. Same with
Japan, it has some really challenging areas. The last chicane before
the turn to the finish line is a -nasty- little spot! It's fun just
"klunking" through there, much less getting it just right.
Then I compared both circuits with a very nice GP2 trackpack,
including Austria A-1, and it's just so "sleepy", and dull. It's so
easy, I can look off and drink coffee while driving, look away from
the screen for 2-4 seconds at a time (I can't do this with F12k). The
GP2 track is flat, very few bumps, just "ride-the-driving-line".
Same with GP2 Japan, it's more hilly than GP2's Austria (add-on), but
the pavement is so dang smooth. Hard to explain I guess, maybe it's
because the circuit has no bumps or abnormal surface to the track.
Heheh, I find the last chicane at F1k2 Japan a whole lot tougher than
GP2's.
Even with F12k's tires "boing'n" around, it's the track-surfaces I
have so much fun with, trying to handle it all. With GP2, it feels
like I'm driving on a newly paved road (just too smooth).
Anyway, -everything- I've said is based on the "blind assumption"
that GP3's circuits (track surfaces) are still the same as GP2's. They
could be more radical than F12k's for all I know.
---
Other things observed in F12k; after races start (60 seconds later)
or in practice, qualify, etc., I'm finding F12k A/I cars challenging,
but -very- easy to get along with. The A/I cars seem to go out of
their way, to "not" get in my way (i.e,. overtaking, the A/I is fine,
as long as it's "fairly" obvious they're about to be passed).
Also, if I go off-track, it seems all A/I drivers will make -every-
effort to allow me on again, unless I'm just plain silly and blatantly
pull out and get blasted (my fault).
I did some short tests, as if stalled on the track, went to sky-view,
then slowly moved the car around, then stopped in different areas (on
the driving-line, a bit on the line, semi-sideways on the line, etc.).
In most spots, all A/I cars made every effort to avoid hitting me.
Yet if I was on the driving-line, but in a -high- speed blind-spot,
they nailed me good! This shouldn't happen, but still the A/I does
pretty well. I think GP3 would handle this better (GP2 does).
If F12k gets another patch (it should!), I'd be happy to see the
first 60 seconds of all race-starts calmed-down a bit. And some
"fixing" so 2/3/4/5 A/I cars stop trying to enter certain slow-speed
corners/chicanes, designed to handle one car (or "barely" 2) at a
time.
That, and a better digital wheel display. The numbers are so tiny I
don't have enough time to get a good look at anything, unless hitting
the pause button. I have a new add-on wheel-file, but the digital
numbers are still too small.
>Oh, one thing, GP3 has beyond state of the art weather!
I know, and I have not seen GP3, but it still sounds as if GP3 is GP2
with weather and new graphics. If so, I won't get GP3, if driving has
the same old "GP2-feel" to it, same track-surface types (so smooth),
guided steering, etc.
Wish there was a GP3 demo, I bet there won't be.
Matt


































