Race Sim Central
Rec.Autos.Simulators Archive

Re: GPL - Brands Hatch AI too slow??

5 posts by 4 people · 06 Jun 2000 - 08 Jun 2000

Show off! :o) I struggle to get in the 1:36's and in my version of Brands, the fastest AI are consistently getting low 1:36's... What sort of times are you getting!? markgame wrote:
Quoted text (10 lines)> I know I am not that fast a driver! The AI at Brands Hatch seems very > slow compared to the other tracks. I've tried changing the > dlong_speed_adj_coeff = 1.000 (it was 1.125) but the AI seems just as > slow. Is there some other adjustment I can make?? > > -- > Email: [email hidden] > > Sent via Deja.com http://www.deja.com/ > Before you buy.
markgame 06 Jun 2000#264982
I know I am not that fast a driver! The AI at Brands Hatch seems very slow compared to the other tracks. I've tried changing the dlong_speed_adj_coeff = 1.000 (it was 1.125) but the AI seems just as slow. Is there some other adjustment I can make?? -- Email: [email hidden] Sent via Deja.com http://www.deja.com/ Before you buy.
TToommLL 07 Jun 2000#264812
You have to turn it up, not down. The AI looks at the values with the waypoints in the race.lp files. That tells them what the ideal position (across the track) they should try to be in and what the ideal speed is. Those values are multiplied by dlong_speed_adj_coeff. Also, just set dlong_speed_maximum = 4.0. That way the top speed possible on the straight isn't clipped. Tom
Ed Solheim 07 Jun 2000 18:34 UTC#264730
TToommLL wrote: > Also, just set dlong_speed_maximum = 4.0. That way > the top speed possible on the straight isn't clipped. A setting of 4.0 is a bit on the "hairy" side tho... as it would translate to something like 320 mph! (1.0 = 80mph) IIRC, 2.1 - 2.2 should be more realistic tho.. -- All the best, Ed Solheim ** Proud member of the GPLEA ** (Remove SPAM-GUARD in address to reply)
TToommLL 08 Jun 2000#264520
Ed Solheim wrote; >> Also, just set dlong_speed_maximum = 4.0. That way >> the top speed possible on the straight isn't clipped. > >A setting of 4.0 is a bit on the "hairy" side tho... as it would translate >to something like 320 mph! (1.0 = 80mph) > It didn't remember what it translated too. So I just suggested raising the ceiling to a level where he could be sure it wouldn't matter. I didn't remember if the AI at that track was being capped at a top speed allowable of 150 or what. But I knew that 4.0 was high enough not to inhibit dlong_speed_adj_coeff at a realistic level. That way he could be sure he wouldn't be blowing by them on the "straights". I got into tweaking the AI because at the time I was a no-talent at trail braking. I'd turn down the AI so that I could keep up in the turns and they ended up with top speeds of 150 on the straights. I'm talking about all tracks now. At that time I didn't know how to edit the race.lp files. And I wanted them to have slower lap times but with cars as good as mine. In other words I wanted them to drive like me. So I set all the dlong_speed_maximum way up to 4.0 where it was irrelevent. Then set all the dlong_speed_adj_coeff to 1.0. Set all the various hype variables to 1.0. Turned off all magic_grip. That way the AI had cars like me. Same engine, same tires. Then I started expirementing with the bounds of variables like alertness, smoothness, etc. I found that the range you can tweak those for and still keep the AI smart enough to complete a lap only allows for a somewhat limited range of laptimes. ( about 1:05 to 1:10 qualifying Glen ). So I turned down the hype on some of them just a little to get a wider field. However, the less skilled drivers couldn't make it around the Ring or Spa, and all were way to slow or fast for me at other tracks. So I eventually gave in and used some of the "cheat" variables like dlong_speed_adj_coeff to make the AI go a little faster or slower than the cars were capable of, and just enough magic_grip to keep the dummies on the road. It made them seem more human, that's for sure. But still the most realistic way is to edit the race.lp. A lot of work though, so I just did some "problem turns" like the 4th at the Glen. The less smooth and alert drivers tended to slide off, that is, if they didn't already ram into the back of me. So I had them brake sooner. It worked great, they went wide open on the straight, a Lotus could go just as fast as my Lotus, and the other cars as fast as they could, and then they braked a little earlier into that turn so that we could all make it aroung the track. Problem was, Clark was no longer a genius. The ultimate would be a different race.lp data for each driver. But I guess at 148k apiece for the Ring, Papyrus would have to put all that in slower memory, move more data around, etc. So they made a choice and went for the ability to have a wide field of talent in any race, to mirror the kind of spreads the real races had. F1 2000 took a different approach. If you dial down the AI, their braking and acceleration points change, not the speed they will travel the corners and straights at. However, they all change. So you don't get a wide field. Also, at some tracks the hotshoes have already blown out the AI, whereas with GPL you could make the AI do a sub minute Glen, or even Monza, or they could take several minutes. Not as realistic as F1 2000, but more flexible. I like the F1 2000 AI myself. Don't know how the hotshoes who can do 1:14 Monaco feel about it. Poor things! Tom

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy