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Rec.Autos.Simulators Archive

GPL; the intelligence of AI on new tracks!

3 posts by 3 people · 28 Mar 1999 - 28 Mar 1999

SteveBla 28 Mar 1999#458728
Indeed! The ovals make a nice addition to GPL, and provide a great learning opportunity, as you can focus on the car's behavior and how setup changes affect it more easily when you're not dealing with learning a complex track as well. The possibility exists for great online racing also, with close competion from start to finish. Yes they do. Besides the obvious problems with the walls, they seem to have difficulty in traffic. I ran a pro short race at Loudon the other day, and couldn't qualify better than 5th, about a second off Clark's pole time. For the first part of the race, all was well; the AI were fast and the racing was close. But once we hit traffic, they lost their speed advantage and I ended up lapping the entire field. That would never happen at any of the standard tracks! But I expect a bit of tweaking on the LP files for Loudon will solve that, so maybe it'll get ironed out soon. Thanks to Dave Noonan for his efforts, and the guys at [link lost in import] for sharing 'em with us. Steve B. remove "edy" from address for email
Jan Kohl 28 Mar 1999#458729
Arto, I'm guessing that it's because we're trying to manipulate Indycar and NASCAR .lp files with GPL. Probably what's happening is that since the brakes on 30 year old cars are not what they are now, that the AI find it impossible to stop in the same space that modern Indycars and NASCAR cars can. If this is true, we'll have to look at making some new AI files for these tracks to make the pitting work a little better... Cheers! ??Jan Kohl?? **The Pits Performance Team** Computer Systems Programmer USAF Air-Ground Operations School Hurlburt Field, FL Castle Graphics - http://www.castlegraphics.com/ The Pits - http://www.theuspits.com/
Quoted text (12 lines)>But the AI drivers seem to have some serious problems in these ovals: >sometimes they seem to drive along the concrete, all tyres pointing >to the wall. In that they do not drive very fast, though... :) >But the most difficult to the poor AI's seems to drive to the pits >after the cooling lap: many of them seem to find out too late that it >is time to stop; they make a very quick turn to their pit places and >crash to the pit wall. In the race where I was 3rd, at least 3 or 4 >drivers crashed there so badly that their cars got fire. And poor Jacky >Ickx crashed so badly to his pit wall that his car made pirouettes in >the air, the height was at least 20 to 30 meters! ;-/ >I saved this final episode - "coming home" - with all these strange >incidents. If somebody is interested, I can send it in mail...
Wosco 28 Mar 1999#458730
This is a good point. Try going into the gpl_ai.ini file and scroll to the bottom to the GP section. There, raise the braking efficiency a lot. What this does is allow the AI to brake harder when it is needed, yet doesn't change anything for when they are racing. This is also used for keeping the AI from running into the back of you while racing. What it does is just allows the AI to brake extra hard if it is an emergency situation like when about to hit the wall at the end of the game. Tell me how it works, I don't feel like testing it out right now. Jesse
Quoted text (34 lines)|Arto, I'm guessing that it's because we're trying to manipulate Indycar and |NASCAR .lp files with GPL. Probably what's happening is that since the |brakes on 30 year old cars are not what they are now, that the AI find it |impossible to stop in the same space that modern Indycars and NASCAR cars |can. If this is true, we'll have to look at making some new AI files for |these tracks to make the pitting work a little better... | |Cheers! | | |??Jan Kohl?? **The Pits Performance Team** |Computer Systems Programmer |USAF Air-Ground Operations School |Hurlburt Field, FL | |Castle Graphics - http://www.castlegraphics.com/ |The Pits - http://www.theuspits.com/ | |>But the AI drivers seem to have some serious problems in these ovals: |>sometimes they seem to drive along the concrete, all tyres pointing |>to the wall. In that they do not drive very fast, though... :) |>But the most difficult to the poor AI's seems to drive to the pits |>after the cooling lap: many of them seem to find out too late that it |>is time to stop; they make a very quick turn to their pit places and |>crash to the pit wall. In the race where I was 3rd, at least 3 or 4 |>drivers crashed there so badly that their cars got fire. And poor Jacky |>Ickx crashed so badly to his pit wall that his car made pirouettes in |>the air, the height was at least 20 to 30 meters! ;-/ |>I saved this final episode - "coming home" - with all these strange |>incidents. If somebody is interested, I can send it in mail... | | |

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