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N2: Announcing Enhanced AI!!

13 posts by 9 people · 22 Nov 1997 - 03 Dec 1997

ANNOUNCEMENT! ANNOUNCEMENT! ANNOUNCEMENT! We are proud to announce the availability of Artificial Intelligence enhancements for Papyrus/Sierra's NASCAR Racing 2! The CCG NASCAR2 AI Project has 5 enhanced AI's for NASCAR2, with more coming. Currently we have produced enhanced AI for the following tracks: Talladega Martinsville Bristol Michigan Darlington C***te Our goal is to reproduce as faithfully as possible the experience of racing against and with Winston Cup drivers. These enhanced AI's are not just minor tweaks. We have provided new racing grooves and realistic speeds. Our aim is to put "Intelligence" back into AI! While a few of the tracks above still have their rough spots with the AI, we are sure you will enjoy racing in NASCAR2 against our new AI. For full information and files, point your browser to the Official CCG NASCAR2 AI Project site: [link lost in import] But, don't stop there!!!! Throughout our testing we have discovered that the Driver Skills numbers are VERY important. We have tested our enhanced AI against all of the driver skills numbers we could find. If you want to get the full experience of our enhanced AI, it is highly suggested that you use our Driver Skills numbers. While, Jon is still working on "fine tuning" our numbers, we have found that without our numbers you may only experience 30-40% of the enhanced AI experience. You can download our Driver Skills numbers at ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip The file format requires the excellent program from IWCCCARS called N2 Starting Grid. If you do not have this program, please read the included README.TXT file for information on downloading this program. [Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project web site! We also wish to thank our beta testers (Andre, Joe, L.C., and the Hawg). This project would not have been possible except for the many who have contributed to the Simulated Auto Racing community. Many thanks to all who have contributed to furthering our enjoyment of simulated racting!] Now go racing!!!!!! -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
ANNOUNCEMENT! ANNOUNCEMENT! ANNOUNCEMENT! We are proud to announce the availability of Artificial Intelligence enhancements for Papyrus/Sierra's NASCAR Racing 2! The CCG NASCAR2 AI Project has 6 enhanced AI's for NASCAR2, with more coming. Currently we have produced enhanced AI for the following tracks: Talladega Martinsville Bristol Michigan Darlington C***te Our goal is to reproduce as faithfully as possible the experience of racing against and with Winston Cup drivers. These enhanced AI's are not just minor tweaks. We have provided new racing grooves and realistic speeds. Our aim is to put "Intelligence" back into AI! While a few of the tracks above still have their rough spots with the AI, we are sure you will enjoy racing in NASCAR2 against our new AI. For full information and files, point your browser to the Official CCG NASCAR2 AI Project site: [link lost in import] But, don't stop there!!!! Throughout our testing we have discovered that the Driver Skills numbers are VERY important. We have tested our enhanced AI against all of the driver skills numbers we could find. If you want to get the full experience of our enhanced AI, it is highly suggested that you use our Driver Skills numbers. While, Jon is still working on "fine tuning" our numbers, we have found that without our numbers you may only experience 30-40% of the enhanced AI experience. You can download our Driver Skills numbers at ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip The file format requires the excellent program from IWCCCARS called N2 Starting Grid. If you do not have this program, please read the included README.TXT file for information on downloading this program. [Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project web site! We also wish to thank our beta testers (Andre, Joe, L.C., and the Hawg). This project would not have been possible except for the many who have contributed to the Simulated Auto Racing community. Many thanks to all who have contributed to furthering our enjoyment of simulated racting!] Now go racing!!!!!! -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
The following is a CCG NASCAR2 AI Project beta tester's report on the final version of AI for C***te Motor Speedway. To see what he is talking about point your browser to [link lost in import] Also he was running drivers' skills numbers which can be obtained at: ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip First off, Lap 1 Turn 1 is already vastly improved. Only one start of several resulted in a significant slowdown, and that by the inside lane. Other starts produced a *slight* slowdown, but nothing more than I feel could be very typical of the first turn chaos that surely must exist in full-sized Nascar racing. (Remember, when testing, I always start dead last.) Once underway, it was "every man for himself, and the devil's after 'em all". Ol' Snowdog was right, these boys get after each other... you race AMONG them! It was GREAT! At some tracks, with default AI, I would get the feeling that the AI sort of played "follow the leader" around the track, and did their best to move aside if I challenged them. Sort of like they were out there for my entertainment and for me to use to practice racing with. NOT HERE! Here, I got the feeling that the AI's mentality is: "We came here to RACE! And who are YOU?" (You being me.) Up ahead, I would see them racing two (on rare occassions three wide) into the turns... would even see them crowd the low car almost onto the apron... very realistic (to me) aggressive racing. Once I adjusted the RELS to suit my abilities, the entries and exits matched my driving style nicely, as were the doglegs. Thus, there was a lot of smooth, close racing. Make a bobble, and I had a car fender stuck under me. No sense in trying to pinch him out... he'd hold... might as well back out and hold that outside groove and hope I wouldn't get "freight trained" by a string of hot AI's. Was able to watch the reaction of the AI during some cautions, and all seemed okay. Even had a chance to see how they'd react after a horrific front stretch wreck that involved about a dozen cars (in which I got "collected"!). It was such a mess that after getting straight and chasing for the yellow, we all came to a stop and waited for the crash to be cleared up before going after the pace car. Sure enough, the AI sorted themselves out, paced at the right speed, and away we went. No funky behavior. I stayed with this race a bit to see how the AI would react to all the damaged/slow cars on the track, and they seem to go on the attack better. That's good too. As far as I'm concerned, this one's a "keeper". -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
>The following is a CCG NASCAR2 AI Project beta tester's report on the >final version of AI for C***te Motor Speedway. To see what he is >talking about point your browser to >[link lost in import] >Also he was running drivers' skills numbers which can be obtained at: >ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip [snipped a very good summary of the AI]
Quoted text (7 lines)>As far as I'm concerned, this one's a "keeper". >-- >**************************** Michael E. Carver ************************* > Upside out, or inside down...False alarm the only game in town. >=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-
Thanks for posting this site address. I didn't know about it, and as far as I'm concerned the entire site's a "keeper." Jerry Morelock
Greg Hick 24 Nov 1997#383963
Does this affect the "validity" of the track stats for racing in leagues? Since my AI will react differently than the stock AI I would think the races couldn't be rated together. Other than that this sounds like a upgrade I want, I just want to make sure I can still race in leagues without having to have the game installed twice. Greg Hicks
Quoted text (18 lines)>>The following is a CCG NASCAR2 AI Project beta tester's report on the >>final version of AI for C***te Motor Speedway. To see what he is >>talking about point your browser to >>[link lost in import] >>Also he was running drivers' skills numbers which can be obtained at: >>ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip >[snipped a very good summary of the AI] >>As far as I'm concerned, this one's a "keeper". >>-- >>**************************** Michael E. Carver ************************* >> Upside out, or inside down...False alarm the only game in town. >>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=- >Thanks for posting this site address. I didn't know about it, and as far
as >I'm concerned the entire site's a "keeper." >Jerry Morelock
% Does this affect the "validity" of the track stats for racing in leagues? % Since my AI will react differently than the stock AI I would think the races % couldn't be rated together. Other than that this sounds like a upgrade I % want, I just want to make sure I can still race in leagues without having to % have the game installed twice. This is a very good question. And one that only your league director can tell you for sure. I would like to think that they would actually want you to race against a "stiffer" and more realistic AI, but then I am biased (ain't I)? Here's the solution that I use while testing our AI. Make a sub-directory in the track directory where you are installing the new AI. I like to call it ORIG. Example for C***te: ..NASCAR2\TRACKS\CHRLTTE\ORIG I then copy the original *.lp and CHRLTTE.TXT files into this directory. Make another directory called CCG (or whatever) and copy the new AI files into this one. Renaming the CHRLTTE.CCG file to CHRLTTE.TXT. Then whenever you want to run against the original AI, just copy the files from the ORIG directory to the CHRLTTE directory (overwriting the files that are there). Or when you want to run the CCG files, just copy the contents of the CCG directory into CHRLTTE. You can do this for all the enhanced AI tracks... % > % >> % >>The following is a CCG NASCAR2 AI Project beta tester's report on the % >>final version of AI for C***te Motor Speedway. To see what he is % >>talking about point your browser to % >>[link lost in import] % >>Also he was running drivers' skills numbers which can be obtained at: % >>ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip % >> -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
DRedick8 27 Nov 1997#384469
Mike, I've found a BIG problem when the AI pit at Tally.. They seem to go THROUGH the pit wall after passing it, and once several cars are in the pits, they tend to turn sideways, as if avoiding a wreck, and the spotter says "wreck in the pits". Thus, once a yellow comes out, it stays out until the end of the race. I haven't tried the other enhanced AI's yet, but when I do I'll be sure to let you know of any problems I see with it. Redick's NASCAR2 Site: http://members.aol.com/dredick825/index.html The #1 BGN source on the 'Net...100 cars, race logos, messages, and more No Piracy Network Member; N2 Project Team Member
Jim Ekwal 29 Nov 1997#384762
> can someone please tell me where to get these new enhanced AI's someone told me > an address but it sent me to the wrong place. > thanks > chris Here's what I saved: Subject: N2: Announcing Enhanced AI!! Date: 22 Nov 1997 22:24:54 GMT From: Reply-To: Organization: Teleport - Portland's Public Access (503) 220-1016 Newsgroups: rec.autos.simulators ANNOUNCEMENT! ANNOUNCEMENT! ANNOUNCEMENT! We are proud to announce the availability of Artificial Intelligence enhancements for Papyrus/Sierra's NASCAR Racing 2! The CCG NASCAR2 AI Project has 6 enhanced AI's for NASCAR2, with more coming. Currently we have produced enhanced AI for the following tracks: Talladega Martinsville Bristol Michigan Darlington C***te Our goal is to reproduce as faithfully as possible the experience of racing against and with Winston Cup drivers. These enhanced AI's are not just minor tweaks. We have provided new racing grooves and realistic speeds. Our aim is to put "Intelligence" back into AI! While a few of the tracks above still have their rough spots with the AI, we are sure you will enjoy racing in NASCAR2 against our new AI. For full information and files, point your browser to the Official CCG NASCAR2 AI Project site: [link lost in import] But, don't stop there!!!! Throughout our testing we have discovered that the Driver Skills numbers are VERY important. We have tested our enhanced AI against all of the driver skills numbers we could find. If you want to get the full experience of our enhanced AI, it is highly suggested that you use our Driver Skills numbers. While, Jon is still working on "fine tuning" our numbers, we have found that without our numbers you may only experience 30-40% of the enhanced AI experience. You can download our Driver Skills numbers at ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai10.zip The file format requires the excellent program from IWCCCARS called N2 Starting Grid. If you do not have this program, please read the included README.TXT file for information on downloading this program. [Special thanks to Jon Guest for designing The CCG NASCAR2 AI Project web site! We also wish to thank our beta testers (Andre, Joe, L.C., and the Hawg). This project would not have been possible except for the many who have contributed to the Simulated Auto Racing community. Many thanks to all who have contributed to furthering our enjoyment of simulated racting!] Now go racing!!!!!! -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hi!, Here is the site: [link lost in import] So far I have only tried the C***te AI, but I'am impressed, It adds a new challenge to the AI. At 101% I used to have a top-5 car at C***te. With the new AI I was struggling to enter the top 20 when I first tried it! Later, John
Mudcat10 30 Nov 1997#384923
can someone please tell me where to get these new enhanced AI's someone told me an address but it sent me to the wrong place. thanks chris
What I did for the Marty AI patch was to, B4 applying the patch, zip up the whole directory into a file called marty.zip. Then I applied the patch. Then when it came time to run the league race I zipped the patched directory into a file called ptchmrty.zip and unzipped marty.zip into that directory & told it to overwrite everything. Now I have both zipped up & can unzip & install as needed. Steve +-----------------------------------+-------------------------------------+ | And quickly he's subdued | Split_S3 on IRC | | Thru constant pain and disgrace | Steve-S on TEN | | This young boy learns their rules | Unforgiven (unfg) on Warbirds | | Metallica | Dweebs of Death - Cadet | +-----------------------------------+-------------------------------------+ | www.concentric.net/~steve-s | Dale Earnhardt #1 | +-------------------------------------------------------------------------+

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