I want to know if I should relegate this to online use only or keep hoping
that reasonable AI may be coming soon....
Marc
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****************************************************************************
Marc Collins
[email hidden]
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Will NR2003 get a patch to fix aggressive AI?
Marc Collins asked whether a patch fixing NR2003's AI was coming. Posters described AI that dive-bombed and wrecked human drivers but not each other, and Haqsau and others experimented with track.ini AI padding values to reduce it. Unconfirmed claims said a patch was in testing; the thread also drifted into GP3/GP4 AI and the ideal racing line in league races.
Automated summary.
In article <kTfwa.1841$[email hidden]>, Marc Collins
<[email hidden]> writes
>I want to know if I should relegate this to online use only or keep hoping
>that reasonable AI may be coming soon....
>
Don't let the b*st*rds get you down. Or should that be:
Don't let the b*st*rd AI get you. :)
Any tracks that you'd recommend for offline racing, or are the AI still
just plain sh*te?
Actually, my new neighbour has GP3, so I thought I'd bung mine back on
my system so I could whip his butt as a 'Welcome to the neighbourhood!'
kind of thing. Anyway, I know its not the same kind of racing, but I'll
give Geoff Crammond his dues here, his AI programming ain't too bad.
They still get predictable and do some bone-head moves now and again, as
if you're not there, but I love it when they make a complete pants of a
corner or drive into each other whilst dicing, something I've hardly
ever seen a PAPY NASCAR AI driver doing, except when there's a spin
ahead and they drive into each other as if they're blind.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
I would imagine a patch should be coming out sometime soon but I wouldn't
count on the AI being any better.
"Peter Ives" <[email hidden]> wrote in message
news:[email hidden]...
> In article <kTfwa.1841$[email hidden]>, Marc Collins
> <[email hidden]> writes
> >I want to know if I should relegate this to online use only or keephoping
Quoted text (24 lines)
> >that reasonable AI may be coming soon.... > > > > Don't let the b*st*rds get you down. Or should that be: > > Don't let the b*st*rd AI get you. :) > > Any tracks that you'd recommend for offline racing, or are the AI still > just plain sh*te? > > Actually, my new neighbour has GP3, so I thought I'd bung mine back on > my system so I could whip his butt as a 'Welcome to the neighbourhood!' > kind of thing. Anyway, I know its not the same kind of racing, but I'll > give Geoff Crammond his dues here, his AI programming ain't too bad. > They still get predictable and do some bone-head moves now and again, as > if you're not there, but I love it when they make a complete pants of a > corner or drive into each other whilst dicing, something I've hardly > ever seen a PAPY NASCAR AI driver doing, except when there's a spin > ahead and they drive into each other as if they're blind. > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -21.77On Wed, 14 May 2003 02:01:04 +0100, Peter Ives
<[email hidden]> wrote:
>if you're not there, but I love it when they make a complete pants of a
>corner or drive into each other whilst dicing, something I've hardly
>ever seen a PAPY NASCAR AI driver doing, except when there's a spin
>ahead and they drive into each other as if they're blind.
If Papy's AI started making contact with each other and the player
cars I could already imagine the horrible feedback. "WTF, Jeff Gordon
dove inside me at Turn 3 at Bristol and spun me around, what horrible
AI!!"
Jason
On Wed, 14 May 2003 02:26:26 GMT, [email hidden] (Jason Moyer)
wrote:
At some tracks it's bad at others it's real good,just a few minutes
ago I was running Richmond, was getting ready to check up fom going 4
into the corner when Jeff green "seemed" to see me closing fast under
him, jumped left and took out Rusty and Dave Blaney.
Had another one where the were definatly doing a little rubbin' for
position then lost it in the corner and collected 10 cars in the mess
(got me about 12 spots since I had time to hit the grass and avoid the
spin)
Quoted text (13 lines)
>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives ><[email hidden]> wrote: > >>if you're not there, but I love it when they make a complete pants of a >>corner or drive into each other whilst dicing, something I've hardly >>ever seen a PAPY NASCAR AI driver doing, except when there's a spin >>ahead and they drive into each other as if they're blind. > >If Papy's AI started making contact with each other and the player >cars I could already imagine the horrible feedback. "WTF, Jeff Gordon >dove inside me at Turn 3 at Bristol and spun me around, what horrible >AI!!" >Why? Because they've been like this, more or less, since NR4?
Marc
"Mike Grandy" <[email hidden]> wrote in message
news:BFgwa.159$[email hidden]...
Quoted text (35 lines)
> I would imagine a patch should be coming out sometime soon but I wouldn't > count on the AI being any better. > > "Peter Ives" <[email hidden]> wrote in message > news:[email hidden]... > > In article <kTfwa.1841$[email hidden]>, Marc Collins > > <[email hidden]> writes > > >I want to know if I should relegate this to online use only or keep > hoping > > >that reasonable AI may be coming soon.... > > > > > > > Don't let the b*st*rds get you down. Or should that be: > > > > Don't let the b*st*rd AI get you. :) > > > > Any tracks that you'd recommend for offline racing, or are the AI still > > just plain sh*te? > > > > Actually, my new neighbour has GP3, so I thought I'd bung mine back on > > my system so I could whip his butt as a 'Welcome to the neighbourhood!' > > kind of thing. Anyway, I know its not the same kind of racing, but I'll > > give Geoff Crammond his dues here, his AI programming ain't too bad. > > They still get predictable and do some bone-head moves now and again, as > > if you're not there, but I love it when they make a complete pants of a > > corner or drive into each other whilst dicing, something I've hardly > > ever seen a PAPY NASCAR AI driver doing, except when there's a spin > > ahead and they drive into each other as if they're blind. > > -- > > Peter Ives (AKA Pete Ivington) > > Remove ALL_STRESS before replying via email > > If you know what's good for you, don't listen to me :) > > GPLRank Joystick -50.63 Wheel -21.77 > >
"Marc Collins" <[email hidden]> wrote in message
news:6rjwa.2405$[email hidden]...
> Why? Because they've been like this, more or less, since NR4?
Precisely. It's obviously not too easy to get a full grid to act like
humans.
Set your expectation level at "videogame" (because that's what it is) and
you'll be less disappointed.
Regards,
Mark Davison
V8 Thunder OVAL Deputy Admin
Car #69
http://www.v8thunder.com
Umm the problem is that the AI are a bunch of wreckers... to the
human. They will stick their nose under you and then drive right
through you and spin you around at just about every track. They don't
seem to do it to each other though...
Brian Oster
On Wed, 14 May 2003 02:26:26 GMT, [email hidden] (Jason Moyer)
wrote:
Quoted text (14 lines)
>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives ><[email hidden]> wrote: > >>if you're not there, but I love it when they make a complete pants of a >>corner or drive into each other whilst dicing, something I've hardly >>ever seen a PAPY NASCAR AI driver doing, except when there's a spin >>ahead and they drive into each other as if they're blind. > >If Papy's AI started making contact with each other and the player >cars I could already imagine the horrible feedback. "WTF, Jeff Gordon >dove inside me at Turn 3 at Bristol and spun me around, what horrible >AI!!" > >JasonIn article <[email hidden]>, Brian Oster
<bgoster@swbell**nosmap**.net> writes
>Umm the problem is that the AI are a bunch of wreckers... to the
>human. They will stick their nose under you and then drive right
>through you and spin you around at just about every track. They don't
>seem to do it to each other though...
>Which means that the AI routines aren't very forgiving. It seems as
though the algorithms, once they've given the green light for an
overtaking move, don't applying any recalculations to temper that move.
I think imho that the reason the AI don't seem to have problems with
each other is because of 3 things:
1) the AI driving doesn't fluctuate as much as the human driver
resulting in fewer green light calculations for overtaking.
2) When a green light calculation has happened for the AI car behind,
because all AI calculations are happening 40 to 50 times a second, the
AI car in front reacts to this overtaking move almost spontaneously, so
avoiding a collision.
3) Not enough fuzzy logic is in there to make things variable enough
allowing for AI miscalculations.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (18 lines)
>On Wed, 14 May 2003 02:26:26 GMT, [email hidden] (Jason Moyer) >wrote: > >>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives >><[email hidden]> wrote: >> >>>if you're not there, but I love it when they make a complete pants of a >>>corner or drive into each other whilst dicing, something I've hardly >>>ever seen a PAPY NASCAR AI driver doing, except when there's a spin >>>ahead and they drive into each other as if they're blind. >> >>If Papy's AI started making contact with each other and the player >>cars I could already imagine the horrible feedback. "WTF, Jeff Gordon >>dove inside me at Turn 3 at Bristol and spun me around, what horrible >>AI!!" >> >>Jason >They don't appear to know where the humans are, or more precisely how big
the human cars are. The problem I have had, which sounds like it is the
same one you guys are talking about, is that when they try to pass you in
the braking zone they miscalculate the distance required, catch the corner
of your bumper with the corner of their bumper, and spin you. If they hit
you straight on it usually isn't that big a deal, it's when they try the
dive bomb pass that the trouble starts. I have had some success fixing this
by changing parameters in the track.ini file. Again, this assumes that you
are talking about the same AI problem that I am, which occurs primarily at
road courses and short tracks. So far the best results I get are by
changing the following parameters as shown (in the [ ai_track ] section):
ai_drafting_distance = 1.6
ai_dlongpad_scale = 1000
ai_dlat_pad = 1.4
These values are for Watkins Glen and may still need tweaking for other
tracks. Basically the idea is to force them to keep a little bit more
distance from you (ai_drafting_distance and ai_dlat_pad) and to force them
to decide earlier in the braking zone whether or not they want to try a
passing move (ai_dlongpad_scale). This is all trial-and-error of course, so
your mileage may vary. I would really like to hear from other people
whether these values work for them or not.
"Peter Ives" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (49 lines)
> In article <[email hidden]>, Brian Oster > <bgoster@swbell**nosmap**.net> writes > >Umm the problem is that the AI are a bunch of wreckers... to the > >human. They will stick their nose under you and then drive right > >through you and spin you around at just about every track. They don't > >seem to do it to each other though... > > > Which means that the AI routines aren't very forgiving. It seems as > though the algorithms, once they've given the green light for an > overtaking move, don't applying any recalculations to temper that move. > > I think imho that the reason the AI don't seem to have problems with > each other is because of 3 things: > > 1) the AI driving doesn't fluctuate as much as the human driver > resulting in fewer green light calculations for overtaking. > > 2) When a green light calculation has happened for the AI car behind, > because all AI calculations are happening 40 to 50 times a second, the > AI car in front reacts to this overtaking move almost spontaneously, so > avoiding a collision. > > 3) Not enough fuzzy logic is in there to make things variable enough > allowing for AI miscalculations. > > >On Wed, 14 May 2003 02:26:26 GMT, [email hidden] (Jason Moyer) > >wrote: > > > >>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives > >><[email hidden]> wrote: > >> > >>>if you're not there, but I love it when they make a complete pants of a > >>>corner or drive into each other whilst dicing, something I've hardly > >>>ever seen a PAPY NASCAR AI driver doing, except when there's a spin > >>>ahead and they drive into each other as if they're blind. > >> > >>If Papy's AI started making contact with each other and the player > >>cars I could already imagine the horrible feedback. "WTF, Jeff Gordon > >>dove inside me at Turn 3 at Bristol and spun me around, what horrible > >>AI!!" > >> > >>Jason > > > > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -21.77In article <b9uoa2$nslc6$[email hidden]>, Haqsau
<[email hidden]> writes
>They don't appear to know where the humans are, or more precisely how big
>the human cars are. The problem I have had, which sounds like it is the
>same one you guys are talking about, is that when they try to pass you in
>the braking zone they miscalculate the distance required, catch the corner
>of your bumper with the corner of their bumper, and spin you.
If that was the case then I think you'd also find the AI cars doing the
same to each other because they are unable to calculate how big the car
is. This just doesn't seem to happen.
>If they hit
>you straight on it usually isn't that big a deal, it's when they try the
>dive bomb pass that the trouble starts.
But I believe the dive bomb pass comes from the initial green light
calculation for the AI based upon the speed of the human driver. I
believe this miscalculation of the distance required is because human
drivers don't brake evenly, unlike the AI drivers.
When a green light calculation is made to pass a slower braking AI
driver it works fine because AI braking is generally very even and
therefore the calculation will be a 'good choice' on most occasions.
Because human drivers don't brake so evenly, what appears as an initial
green light passing opportunity soon becomes a non-passing opportunity,
but because the green light for an overtaking manoeuvre has been given
(based upon even braking) it appears to go ahead anyway. No
recalculation is made to determine whether to change the AI drivers mind
which, like I said, against the other AI drivers is fine because in most
cases no further calculation would be necessary. If the AI driver is
slow at the start of the braking zone then they're going to be slow all
the way through. No problem. Human drivers just aren't like that.
Maybe I'm wrong, but if they are further back then all that is going to
do is reduce the number of green light overtaking opportunities, because
the actual overtaking algorithm won't allow this now that you are just
that little bit further ahead. Unless you start braking a little bit
harder or earlier than you were before, that is.
If that is the case then I would expect that you're going to find fewer
overtaking manoeuvres in general, both against human and AI drivers.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (19 lines)
>I have had some success fixing this >by changing parameters in the track.ini file. Again, this assumes that you >are talking about the same AI problem that I am, which occurs primarily at >road courses and short tracks. So far the best results I get are by >changing the following parameters as shown (in the [ ai_track ] section): > >ai_drafting_distance = 1.6 >ai_dlongpad_scale = 1000 >ai_dlat_pad = 1.4 > >These values are for Watkins Glen and may still need tweaking for other >tracks. Basically the idea is to force them to keep a little bit more >distance from you (ai_drafting_distance and ai_dlat_pad) and to force them >to decide earlier in the braking zone whether or not they want to try a >passing move (ai_dlongpad_scale). This is all trial-and-error of course, so >your mileage may vary. I would really like to hear from other people >whether these values work for them or not. > >Quoted text (29 lines)
> >"Peter Ives" <[email hidden]> wrote in >message >news:[email hidden]... >> In article <[email hidden]>, Brian Oster >> <bgoster@swbell**nosmap**.net> writes >> >Umm the problem is that the AI are a bunch of wreckers... to the >> >human. They will stick their nose under you and then drive right >> >through you and spin you around at just about every track. They don't >> >seem to do it to each other though... >> > >> Which means that the AI routines aren't very forgiving. It seems as >> though the algorithms, once they've given the green light for an >> overtaking move, don't applying any recalculations to temper that move. >> >> I think imho that the reason the AI don't seem to have problems with >> each other is because of 3 things: >> >> 1) the AI driving doesn't fluctuate as much as the human driver >> resulting in fewer green light calculations for overtaking. >> >> 2) When a green light calculation has happened for the AI car behind, >> because all AI calculations are happening 40 to 50 times a second, the >> AI car in front reacts to this overtaking move almost spontaneously, so >> avoiding a collision. >> >> 3) Not enough fuzzy logic is in there to make things variable enough >> allowing for AI miscalculations. >>
"Peter Ives" <[email hidden]> wrote in message
news:[email hidden]...
>
> If that was the case then I think you'd also find the AI cars doing the
> same to each other because they are unable to calculate how big the car
> is. This just doesn't seem to happen.
>
Yes, but as you point out further down (snipped, sorry), the AI are more
predictable so they don't need as much padding between each other as you do
between an AI and a human.
Didn't seem to work that way. Somewhat fewer perhaps because they were no
longer attempting foolish passes, but they were still making passes, just
doing it more cleanly.
Quoted text (10 lines)
> > Maybe I'm wrong, but if they are further back then all that is going to > do is reduce the number of green light overtaking opportunities, because > the actual overtaking algorithm won't allow this now that you are just > that little bit further ahead. Unless you start braking a little bit > harder or earlier than you were before, that is. > > If that is the case then I would expect that you're going to find fewer > overtaking manoeuvres in general, both against human and AI drivers. >In article <ba17ci$oeb69$[email hidden]>, Haqsau
<[email hidden]> writes
That's good to hear. Possibly because that extra distance has minimised
just too many green light overtaking calculations, and now only gives
the green light when the human driver properly leaves the door open
whilst, at the same time, giving the human driver a chance to see it
coming. Hopefully this won't make the AI too predictable when defending
the corner. Also, because the AI don't seem to make too many mistakes
when braking for corners, does it still allow for passes between just
the AI drivers?
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (21 lines)
> >"Peter Ives" <[email hidden]> wrote in >message >news:[email hidden]... >> >> >> Maybe I'm wrong, but if they are further back then all that is going to >> do is reduce the number of green light overtaking opportunities, because >> the actual overtaking algorithm won't allow this now that you are just >> that little bit further ahead. Unless you start braking a little bit >> harder or earlier than you were before, that is. >> >> If that is the case then I would expect that you're going to find fewer >> overtaking manoeuvres in general, both against human and AI drivers. >> > >Didn't seem to work that way. Somewhat fewer perhaps because they were >no >longer attempting foolish passes, but they were still making passes, just >doing it more cleanly. >I haven't really watched them carefully enough. Maybe I will do some more
testing over the weekend, save the replay, and see what they do. In the
meantime though I would encourage you to try this. You can always back up
the track.ini first so that you can correct it if you are not satisfied.
The reason I would like other people to try it is that it is possible that
the changes I have made are only relevant to my particular driving style.
It may or may not work for someone else. I would really like to get some
feedback from other people on whether these changes work for them or not.
"Peter Ives" <[email hidden]> wrote in message
news:wXbX9CA$[email hidden]...
Quoted text (14 lines)
> > That's good to hear. Possibly because that extra distance has minimised > just too many green light overtaking calculations, and now only gives > the green light when the human driver properly leaves the door open > whilst, at the same time, giving the human driver a chance to see it > coming. Hopefully this won't make the AI too predictable when defending > the corner. Also, because the AI don't seem to make too many mistakes > when braking for corners, does it still allow for passes between just > the AI drivers? > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -21.77OK, I am not sure what's going on here...
Here are the original WG values from the track.ini
ai_drafting_distance = 1.15 ; car lengths behind while
racing
ai_panic_decel = 4.5 ; G's of extra deceleration
inducing panic
ai_dlongpad_scale = 1.8 ; scales padding in braking
zones (smaller = more scaling)
ai_dlat_pad = 0.8
You have increased the distance between cars while racing from 1.15 to
1.6--that makes sense given the problem we are trying to address.
You have changed the dlongpad_sclae from 1.8 to 1000, which dramatically
lessens the scaling re: padding in braking zones. OK, what the hell does
that mean? What is "scale padding"? I know what a braking zone is. I
think I know what padding would refer to. But what exactly this value does
if you go up or down from the default is a mystery to me at this point. The
fact that you have changed the value by a factor of 500 and it hasn't "blown
up" the AI suggests it doesn't do much.
Lastly, you have increased dlat_pad from .8 to 1.4. Presumably the pad part
refers to padding again, but what is the dlat referring to here? I may be
mistaken, but dlong and dlat are distance latitude and distance longitude.
So would this value be attempting to pad more distance between the sides of
the cars so the AI don't turn into the human so carelessly in corners?
This may be a hopeless venture, but if the AI can finally have some "I," the
game will be worth playing offline. I actually doubt it is possible for two
reasons: i) it hasn't happened in the previous umpteen versions and ii) Papy
and the testers would have figured it out by now--this isn't a first-time
out rush job.
Marc
"Haqsau" <[email hidden]> wrote in message
news:b9uoa2$nslc6$[email hidden]...
this
> by changing parameters in the track.ini file. Again, this assumes thatyou
so
a
Quoted text (7 lines)
> They don't appear to know where the humans are, or more precisely how big > the human cars are. The problem I have had, which sounds like it is the > same one you guys are talking about, is that when they try to pass you in > the braking zone they miscalculate the distance required, catch the corner > of your bumper with the corner of their bumper, and spin you. If they hit > you straight on it usually isn't that big a deal, it's when they try the > dive bomb pass that the trouble starts. I have had some success fixingQuoted text (13 lines)
> are talking about the same AI problem that I am, which occurs primarily at > road courses and short tracks. So far the best results I get are by > changing the following parameters as shown (in the [ ai_track ] section): > > ai_drafting_distance = 1.6 > ai_dlongpad_scale = 1000 > ai_dlat_pad = 1.4 > > These values are for Watkins Glen and may still need tweaking for other > tracks. Basically the idea is to force them to keep a little bit more > distance from you (ai_drafting_distance and ai_dlat_pad) and to force them > to decide earlier in the braking zone whether or not they want to try a > passing move (ai_dlongpad_scale). This is all trial-and-error of course,Quoted text (39 lines)
> your mileage may vary. I would really like to hear from other people > whether these values work for them or not. > > > > "Peter Ives" <[email hidden]> wrote in message > news:[email hidden]... > > In article <[email hidden]>, Brian Oster > > <bgoster@swbell**nosmap**.net> writes > > >Umm the problem is that the AI are a bunch of wreckers... to the > > >human. They will stick their nose under you and then drive right > > >through you and spin you around at just about every track. They don't > > >seem to do it to each other though... > > > > > Which means that the AI routines aren't very forgiving. It seems as > > though the algorithms, once they've given the green light for an > > overtaking move, don't applying any recalculations to temper that move. > > > > I think imho that the reason the AI don't seem to have problems with > > each other is because of 3 things: > > > > 1) the AI driving doesn't fluctuate as much as the human driver > > resulting in fewer green light calculations for overtaking. > > > > 2) When a green light calculation has happened for the AI car behind, > > because all AI calculations are happening 40 to 50 times a second, the > > AI car in front reacts to this overtaking move almost spontaneously, so > > avoiding a collision. > > > > 3) Not enough fuzzy logic is in there to make things variable enough > > allowing for AI miscalculations. > > > > >On Wed, 14 May 2003 02:26:26 GMT, [email hidden] (Jason Moyer) > > >wrote: > > > > > >>On Wed, 14 May 2003 02:01:04 +0100, Peter Ives > > >><[email hidden]> wrote: > > >> > > >>>if you're not there, but I love it when they make a complete pants ofQuoted text (19 lines)
> > >>>corner or drive into each other whilst dicing, something I've hardly > > >>>ever seen a PAPY NASCAR AI driver doing, except when there's a spin > > >>>ahead and they drive into each other as if they're blind. > > >> > > >>If Papy's AI started making contact with each other and the player > > >>cars I could already imagine the horrible feedback. "WTF, Jeff Gordon > > >>dove inside me at Turn 3 at Bristol and spun me around, what horrible > > >>AI!!" > > >> > > >>Jason > > > > > > > -- > > Peter Ives (AKA Pete Ivington) > > Remove ALL_STRESS before replying via email > > If you know what's good for you, don't listen to me :) > > GPLRank Joystick -50.63 Wheel -21.77 > >I'm pretty sure dlong and dlat stand for "distance longitudinal" and
"distance lateral" respectively, but I'm not sure if that is considered in
reference to a vehicle axis system or a track axis system. Anyway, as long
as you keep your car pointed in the right direction that would be
approximately the same thing.
I started on the assumption that you would want to increase the distance
between the cars to prevent hitting, so I tried increasing ai_dlat_pad and
decreasing ai_dlongpad_scale, as the comments seem to suggest. Doesn't
work. The only effect I got for decreasing ai_dlongpad_scale was that it
made the AI driver wait until later in the braking zone before trying to go
by me. That actually increased the incidences, because it meant he was
still trying to get by me at turn-in. So I looked at a few other tracks and
found that some used a very high value, and tried that just to see if it
made a difference, rather than spending all night trying to tweak it by
minute amounts. It seemed to work well, so I left it that way. Might still
need some fine tuning, that's one of the reasons I would like to get other
people to try it.
Anyway it seemed that the most effective way to make sure the AI don't
rearend you in the braking zone is to make sure they are a little farther
behind when you get there, i.e. increase ai_drafting_distance. Then to make
sure they don't hit you when they try to go around you need to increase
ai_dlat_pad. Finally it seems like increasing ai_dlongpad_scale stops the
last minute suicidal dive bomb passes.
Again, I can't swear this is going to work for everybody, but we'll never
know unless we get some people to try it and tell us how it went <big hint>.
"Marc Collins" <[email hidden]> wrote in message
news:O5yxa.5799$[email hidden]...
deceleration
> inducing panic
> ai_dlongpad_scale = 1.8 ; scales padding inbraking
does
> if you go up or down from the default is a mystery to me at this point.The
> fact that you have changed the value by a factor of 500 and it hasn't"blown
> up" the AI suggests it doesn't do much.
>
> Lastly, you have increased dlat_pad from .8 to 1.4. Presumably the padpart
> refers to padding again, but what is the dlat referring to here? I may be
> mistaken, but dlong and dlat are distance latitude and distance longitude.
> So would this value be attempting to pad more distance between the sidesof
> the cars so the AI don't turn into the human so carelessly in corners?
>
> This may be a hopeless venture, but if the AI can finally have some "I,"the
> game will be worth playing offline. I actually doubt it is possible fortwo
> reasons: i) it hasn't happened in the previous umpteen versions and ii)Papy
> and the testers would have figured it out by now--this isn't a first-time
> out rush job.
>
> Marc
>
Quoted text (7 lines)
> OK, I am not sure what's going on here... > > Here are the original WG values from the track.ini > > ai_drafting_distance = 1.15 ; car lengths behind while > racing > ai_panic_decel = 4.5 ; G's of extraQuoted text (10 lines)
> zones (smaller = more scaling) > ai_dlat_pad = 0.8 > > You have increased the distance between cars while racing from 1.15 to > 1.6--that makes sense given the problem we are trying to address. > > You have changed the dlongpad_sclae from 1.8 to 1000, which dramatically > lessens the scaling re: padding in braking zones. OK, what the hell does > that mean? What is "scale padding"? I know what a braking zone is. I > think I know what padding would refer to. But what exactly this valuePeter Ives <[email hidden]> wrote in message news:<[email hidden]>...
> Actually, my new neighbour has GP3, so I thought I'd bung mine back on
> my system so I could whip his butt as a 'Welcome to the neighbourhood!'
> kind of thing. Anyway, I know its not the same kind of racing, but I'll
> give Geoff Crammond his dues here, his AI programming ain't too bad.
I just fired up Austria after the GP today and had a *long* hard
chuckle at the AI.
Still they all move to the outside of the track at the start, meaning
I start at the back and am still P6 out of turn 1.
The guy in P5 moved to the inside of the track at turn 2, to defend
his line, or so I thought. I was about to give the AI some credit for
doing that, when he swerved back to the outside right across my
nose...
The only thing they did get right is DC being unable to drive and
spinning off.
"Marc Collins" <[email hidden]> wrote in message news:<kTfwa.1841$[email hidden]>...
> I want to know if I should relegate this to online use only or keep hoping
> that reasonable AI may be coming soon....
>
> Marc
To be fair, NR2003 was NR2002 v1.1, so I guess NR2004 would have been
the NR2003 patch if it was going to be released.
In article <[email hidden]>, Nick
<[email hidden]> writes
Yeah, I just tried A1 and it does seem to be prone to that, though not
always. Bet you couldn't do that everytime, or even at all on the other
tracks. You also didn't mention the level you had it set to. I suspect
it was rookie which is meant to be easy. ;-)
>The guy in P5 moved to the inside of the track at turn 2, to defend
>his line, or so I thought. I was about to give the AI some credit for
>doing that, when he swerved back to the outside right across my
>nose...
>What's wrong with that? Were you expecting him to just let you get a
good run at him around the outside? If you're not alongside him then
he'll want to get the best line through the corner. The failure I've
found is that somethimes they stick to the inside so much when defending
the corner that they'll slow down too much causing you to have to either
brake harder than usual, or take a wider line, just to avoid going into
the back of the AI car.
>The only thing they did get right is DC being unable to drive and
>spinning off.
Now that's uncannily accurate. However, did you check to see how he got
up and running again? You'd have noticed how they don't do the pivot on
the central axis thing in order to get pointed in the right direction.
The AI actually seem to use the same laws of physics as the human
driver.
Ok then. Of the sims that you have experienced lately or still play,
which one(s) would you say rate the highest for AI behaviour that looks
most human-like?
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (14 lines)
>Peter Ives <[email hidden]> wrote in >message news:<[email hidden] >o.uk>... >> Actually, my new neighbour has GP3, so I thought I'd bung mine back on >> my system so I could whip his butt as a 'Welcome to the neighbourhood!' >> kind of thing. Anyway, I know its not the same kind of racing, but I'll >> give Geoff Crammond his dues here, his AI programming ain't too bad. > >I just fired up Austria after the GP today and had a *long* hard >chuckle at the AI. > >Still they all move to the outside of the track at the start, meaning >I start at the back and am still P6 out of turn 1. >I must be the only person on the face of the earth who doesn't have a problem
with the ai.....(ducking)....
Mike
I don't either, I'd rather race the AI than be involved in the online mayhem
they call races.
Phil
"Race1530" <[email hidden]> wrote in message
news:[email hidden]...
> I must be the only person on the face of the earth who doesn't have aproblem
> with the ai.....(ducking)....
>
> Mike
Peter Ives <[email hidden]> wrote in message news:<[email hidden]>...
No, it was Pro, and no, you can't do it at Monaco, but you can do it
everywhere else.
Well, when he swerved back across, he removed my front wing and his
rear wing. That was the problem. There is absolutely no chance of
going around the outside of T2 at Austria, so I was about to give it
full credit for realising this and defending the line.
To be fair, that is correct.
> Ok then. Of the sims that you have experienced lately or still play,
> which one(s) would you say rate the highest for AI behaviour that looks
> most human-like?
Gran Turismo! Er, sorry, bad joke. That's a good question. The only
game I can play with the AI and not think about the bad things they
are doing is GPL. Okay, you occasionally get rear-ended, but on the
whole it's pretty damn good. Nascar Racing 2003 has some good 'AI vs
AI' AI, so the races look amazing by themselves, but as soon as I try
to race with them, it falls apart. Stick your nose underneath someone,
and they seem to be so keen to give you room that they end up wrecking
themselves (on ovals). As mentioned already in this post, the
rear-ending is a bigger issue than before on road courses as well. The
LFS AI is pretty good for emulating the touring car style of racing,
even if it is a complete hog with more than a few cars.
Quoted text (20 lines)
> In article <[email hidden]>, Nick > <[email hidden]> writes > >Peter Ives <[email hidden]> wrote in > >message news:<[email hidden] > >o.uk>... > >> Actually, my new neighbour has GP3, so I thought I'd bung mine back on > >> my system so I could whip his butt as a 'Welcome to the neighbourhood!' > >> kind of thing. Anyway, I know its not the same kind of racing, but I'll > >> give Geoff Crammond his dues here, his AI programming ain't too bad. > > > >I just fired up Austria after the GP today and had a *long* hard > >chuckle at the AI. > > > >Still they all move to the outside of the track at the start, meaning > >I start at the back and am still P6 out of turn 1. > > > Yeah, I just tried A1 and it does seem to be prone to that, though not > always. Bet you couldn't do that everytime, or even at all on the other > tracks. You also didn't mention the level you had it set to. I suspect > it was rookie which is meant to be easy. ;-)Quoted text (12 lines)
> >The guy in P5 moved to the inside of the track at turn 2, to defend > >his line, or so I thought. I was about to give the AI some credit for > >doing that, when he swerved back to the outside right across my > >nose... > > > What's wrong with that? Were you expecting him to just let you get a > good run at him around the outside? If you're not alongside him then > he'll want to get the best line through the corner. The failure I've > found is that somethimes they stick to the inside so much when defending > the corner that they'll slow down too much causing you to have to either > brake harder than usual, or take a wider line, just to avoid going into > the back of the AI car.Quoted text (8 lines)
> >The only thing they did get right is DC being unable to drive and > >spinning off. > > Now that's uncannily accurate. However, did you check to see how he got > up and running again? You'd have noticed how they don't do the pivot on > the central axis thing in order to get pointed in the right direction. > The AI actually seem to use the same laws of physics as the human > driver.No one has confirmed any knowledge of a patch that is being worked on...
Marc
"Marc Collins" <[email hidden]> wrote in message
news:kTfwa.1841$[email hidden]...
****************************************************************************
> Marc Collins
> [email hidden]
>
> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?
>****************************************************************************
>
>
Quoted text (7 lines)
> I want to know if I should relegate this to online use only or keep hoping > that reasonable AI may be coming soon.... > > Marc > > -- >In article <[email hidden]>, Nick
<[email hidden]> writes
And get up to P6? I doubt that very much. Maybe you can gain a few
places this way, but certainly not overtake 2/3rds of the field. Before
posting my original follow-up I did test this out several times over and
A1 was the weakest, but on the other tracks often cars would be 3 wide
not allowing for this kind of thing. Is this with the patch btw?
Perhaps they improved things with the patch.
Well I must have done about 100+ starts in the past couple of weeks and
not once have I had my front wing removed by this kind of behaviour.
Perhaps you were just unlucky. Yeah, sometimes they get things wrong
during the starts and drive as if you're not there (especially when they
move sideways and tap wheels), but the more you understand how to avoid
this, the less this happens. What I've noticed is that, when you're
alongside an AI car they seem to have strict rules as to which part of
the track they think is theirs and which part is yours. As long as you
stick to your part of the track they keep away. As a result, I have
very few side on collisions.
Now why did I suspect you liked GPL? Funnily, when I was talking about
the decent GP3 AI, it was in comparison to GPL (as well as N2k2/3) that
I had in mind.
I must have driven hundreds, if not thousands, of hours against the GPL
AI and, too be honest, it disappoints me. They slide from left to right
(not steer), their overtaking is poor, never making most of the draft.
They actually bleed off speed when overtaking as they move out because
they get too close. Do they ever defend the corner? (Sorry its been a
few weeks since I last played it, but I don't think they do much). Mind
you, they often don't have to, relying on their superior braking
abilities.
They are extremely predictable. I watched an AI race - and 2 cars in
particular - at Rouen once. The following car was at least a second
quicker a lap, but every lap he would get off line when approaching one
of the least likely corners to overtake on, when he was way too far back
to even stand a chance of making a pass. As a consequence he would lose
at least a second through that corner to the car in front who was taking
the corner normally, having to make it up over the course of the lap, by
which time, when he got to the same corner he would make the same
mistake again. He never got into a decent overtaking situation
throughout the whole race.
The reason you never run into an AI car is because their crash avoidance
is so extreme. Try this:
At Monza as you run down towards the fast sweeping left hander (Ascari I
believe) just after the bridge and before Parabolica. If you are
overtaking an AI car on the left as you get towards the bridge and are
about 2/3rds of a length past it the car, start moving over to the right
side of the track into his line. He will back up so much to avoid any
contact as to drop back by some 2 or 3 seconds. If he was any good he
would have seen you moving across, dropped back slightly and then got in
your slipstream through Ascari ready for a pass on the straight, but
because he wants to avoid any kind of contact he backs off completely.
I won't bother to mention the dodgy physics.
This is not to say I don't enjoy GPL, otherwise why would I have spent
so long on it, but its AI is deeply flawed.
> Nascar Racing 2003 has some good 'AI vs
>AI' AI, so the races look amazing by themselves, but as soon as I try
>to race with them, it falls apart. Stick your nose underneath someone,
>and they seem to be so keen to give you room that they end up wrecking
>themselves (on ovals).
Mmm, sounds familiar to another Papyrus product.
> As mentioned already in this post, the
>rear-ending is a bigger issue than before on road courses as well. The
>LFS AI is pretty good for emulating the touring car style of racing,
>even if it is a complete hog with more than a few cars.
Yeah, haven't raced it for a while, but I do recall its bully-boy
driving style.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (30 lines)
>Peter Ives <[email hidden]> wrote in >message news:<[email hidden]. >uk>... >> In article <[email hidden]>, Nick >> <[email hidden]> writes >> >Peter Ives <[email hidden]> wrote in >> >message news:<[email hidden] >e.c >> >o.uk>... >> >> Actually, my new neighbour has GP3, so I thought I'd bung mine back >on >> >> my system so I could whip his butt as a 'Welcome to the >neighbourhood!' >> >> kind of thing. Anyway, I know its not the same kind of racing, but I'll >> >> give Geoff Crammond his dues here, his AI programming ain't too bad. >> > >> >I just fired up Austria after the GP today and had a *long* hard >> >chuckle at the AI. >> > >> >Still they all move to the outside of the track at the start, meaning >> >I start at the back and am still P6 out of turn 1. >> > >> Yeah, I just tried A1 and it does seem to be prone to that, though not >> always. Bet you couldn't do that everytime, or even at all on the other >> tracks. You also didn't mention the level you had it set to. I suspect >> it was rookie which is meant to be easy. ;-) > >No, it was Pro, and no, you can't do it at Monaco, but you can do it >everywhere else. >Quoted text (18 lines)
>> >The guy in P5 moved to the inside of the track at turn 2, to defend >> >his line, or so I thought. I was about to give the AI some credit for >> >doing that, when he swerved back to the outside right across my >> >nose... >> > >> What's wrong with that? Were you expecting him to just let you get a >> good run at him around the outside? If you're not alongside him then >> he'll want to get the best line through the corner. The failure I've >> found is that somethimes they stick to the inside so much when defending >> the corner that they'll slow down too much causing you to have to either >> brake harder than usual, or take a wider line, just to avoid going into >> the back of the AI car. > >Well, when he swerved back across, he removed my front wing and his >rear wing. That was the problem. There is absolutely no chance of >going around the outside of T2 at Austria, so I was about to give it >full credit for realising this and defending the line. >Quoted text (19 lines)
>> >The only thing they did get right is DC being unable to drive and >> >spinning off. >> >> Now that's uncannily accurate. However, did you check to see how he got >> up and running again? You'd have noticed how they don't do the pivot on >> the central axis thing in order to get pointed in the right direction. >> The AI actually seem to use the same laws of physics as the human >> driver. > >To be fair, that is correct. > >> Ok then. Of the sims that you have experienced lately or still play, >> which one(s) would you say rate the highest for AI behaviour that looks >> most human-like? > >Gran Turismo! Er, sorry, bad joke. That's a good question. The only >game I can play with the AI and not think about the bad things they >are doing is GPL. Okay, you occasionally get rear-ended, but on the >whole it's pretty damn good.In article <[email hidden]>, Nick
<[email hidden]> writes
<snip>
Sorry about a 2nd follow-up, but I've just read this again and it does
make me wonder. Knowing how difficult it is to damage the cars, how
would his tapping his tail across your front wing have removed both his
rear and your front? More likely his wheel would have made contact with
your wing first in that case. Long before his rear wing.
It seems to me that, this being a very heavy braking area where cars
have to brake from 170+mph down to 40mph, it is more likely that he
moved across in front of you and you rear-ended him at speed because he
had started to brake and you hadn't. Am I right or am I right? :)
Unless you have some kind of damage editor. If so, can you tell me
which one as I really dislike the heavy beating these cars seem to be
able to take.
<snip>
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (19 lines)
> >> >The guy in P5 moved to the inside of the track at turn 2, to defend >> >his line, or so I thought. I was about to give the AI some credit for >> >doing that, when he swerved back to the outside right across my >> >nose... >> > >> What's wrong with that? Were you expecting him to just let you get a >> good run at him around the outside? If you're not alongside him then >> he'll want to get the best line through the corner. The failure I've >> found is that somethimes they stick to the inside so much when defending >> the corner that they'll slow down too much causing you to have to either >> brake harder than usual, or take a wider line, just to avoid going into >> the back of the AI car. > >Well, when he swerved back across, he removed my front wing and his >rear wing. That was the problem. There is absolutely no chance of >going around the outside of T2 at Austria, so I was about to give it >full credit for realising this and defending the line. >i can confirm that ive spoken to a guy who was part of the original beta
crew who is currently testing the new patch.
but anything more im going to have to deny.
pez
"Marc Collins" <[email hidden]> wrote in message
news:a1bya.3924$[email hidden]...
hoping
****************************************************************************
****************************************************************************
> >
> >
>
>
Quoted text (7 lines)
> No one has confirmed any knowledge of a patch that is being worked on... > > Marc > > "Marc Collins" <[email hidden]> wrote in message > news:kTfwa.1841$[email hidden]... > > I want to know if I should relegate this to online use only or keepQuoted text (7 lines)
> > that reasonable AI may be coming soon.... > > > > Marc > > > > -- > > >Quoted text (7 lines)
> > Marc Collins > > [email hidden] > > > > Your mouse has moved. Windows must be restarted for the change > > to take effect. Reboot now? > > >Yes there will be a patch and no I am not a tester.
"Alex 'pez' Porazinski" <[email hidden]> wrote in message
news:babp6u$5i$[email hidden]...
****************************************************************************
****************************************************************************
> > >
> > >
> >
> >
>
>
Quoted text (25 lines)
> i can confirm that ive spoken to a guy who was part of the original beta > crew who is currently testing the new patch. > > but anything more im going to have to deny. > > pez > > "Marc Collins" <[email hidden]> wrote in message > news:a1bya.3924$[email hidden]... > > No one has confirmed any knowledge of a patch that is being worked on... > > > > Marc > > > > "Marc Collins" <[email hidden]> wrote in message > > news:kTfwa.1841$[email hidden]... > > > I want to know if I should relegate this to online use only or keep > hoping > > > that reasonable AI may be coming soon.... > > > > > > Marc > > > > > > -- > > > > > >Quoted text (8 lines)
> > > Marc Collins > > > [email hidden] > > > > > > Your mouse has moved. Windows must be restarted for the change > > > to take effect. Reboot now? > > > > > >Yes there will be a patch and no I am not a tester.
****************************************************************************
> > > Marc Collins
> > > Your mouse has moved. Windows must be restarted for the change
> > > to take effect. Reboot now?
****************************************************************************
Quoted text (24 lines)
> i can confirm that ive spoken to a guy who was part of the original beta > crew who is currently testing the new patch. > but anything more im going to have to deny. > pez > > No one has confirmed any knowledge of a patch that is being worked on... > > Marc > > > I want to know if I should relegate this to online use only or keep > hoping > > > that reasonable AI may be coming soon.... > > > Marc > > > --I'm sure there are many patches for many games that are being worked on
right now. Don't worry.
"Marc Collins" <[email hidden]> wrote in message
news:a1bya.3924$[email hidden]...
hoping
****************************************************************************
****************************************************************************
> >
> >
>
>
Quoted text (7 lines)
> No one has confirmed any knowledge of a patch that is being worked on... > > Marc > > "Marc Collins" <[email hidden]> wrote in message > news:kTfwa.1841$[email hidden]... > > I want to know if I should relegate this to online use only or keepQuoted text (7 lines)
> > that reasonable AI may be coming soon.... > > > > Marc > > > > -- > > >Quoted text (7 lines)
> > Marc Collins > > [email hidden] > > > > Your mouse has moved. Windows must be restarted for the change > > to take effect. Reboot now? > > >Thanks for answering the original question!
Marc
"Alex 'pez' Porazinski" <[email hidden]> wrote in message
news:babp6u$5i$[email hidden]...
****************************************************************************
****************************************************************************
> > >
> > >
> >
> >
>
>
Quoted text (25 lines)
> i can confirm that ive spoken to a guy who was part of the original beta > crew who is currently testing the new patch. > > but anything more im going to have to deny. > > pez > > "Marc Collins" <[email hidden]> wrote in message > news:a1bya.3924$[email hidden]... > > No one has confirmed any knowledge of a patch that is being worked on... > > > > Marc > > > > "Marc Collins" <[email hidden]> wrote in message > > news:kTfwa.1841$[email hidden]... > > > I want to know if I should relegate this to online use only or keep > hoping > > > that reasonable AI may be coming soon.... > > > > > > Marc > > > > > > -- > > > > > >Quoted text (8 lines)
> > > Marc Collins > > > [email hidden] > > > > > > Your mouse has moved. Windows must be restarted for the change > > > to take effect. Reboot now? > > > > > >Peter Ives <[email hidden]> wrote in message news:<[email hidden]>...
> And get up to P6? I doubt that very much. Maybe you can gain a few
> places this way, but certainly not overtake 2/3rds of the field. Before
> posting my original follow-up I did test this out several times over and
> A1 was the weakest, but on the other tracks often cars would be 3 wide
> not allowing for this kind of thing. Is this with the patch btw?
> Perhaps they improved things with the patch.
Yes I was in P6. And yes they were on Pro. And yes I can do it on
almost all the tracks. And yes I have been able to do it since Formula
One Grand Prix on my Amiga. And yes it was with the patch.
> Well I must have done about 100+ starts in the past couple of weeks and
> not once have I had my front wing removed by this kind of behaviour.
> Perhaps you were just unlucky.
Mebbe.
> Yeah, sometimes they get things wrong
> during the starts and drive as if you're not there (especially when they
> move sideways and tap wheels), but the more you understand how to avoid
> this, the less this happens.
That's learning how to drive the AI. It should be the other way
around.
> Sorry about a 2nd follow-up [No problem, I pasted it here], but I've just
> read this again and it does
> make me wonder. Knowing how difficult it is to damage the cars, how
> would his tapping his tail across your front wing have removed both his
> rear and your front? More likely his wheel would have made contact with
> your wing first in that case. Long before his rear wing.
Maybe his wheel did hit me first, but his wheel stayed on and his rear
wing came off. It doesn't really matter, coz you can lap just as
quickly with no wings ;-)
> It seems to me that, this being a very heavy braking area where cars
> have to brake from 170+mph down to 40mph, it is more likely that he
> moved across in front of you and you rear-ended him at speed because he
> had started to brake and you hadn't. Am I right or am I right? :)
You are wrong. We weren't in the braking zone, we were approaching it.
He moved to the right, then swerved back across, way before the
braking zone. Believe me, as an experienced sim racer, I know when I
rear-end someone :-D
> Now why did I suspect you liked GPL? Funnily, when I was talking about
> the decent GP3 AI, it was in comparison to GPL (as well as N2k2/3) that
> I had in mind.
Okay, we just aren't gonna get along :-), but I'll give my side of the
discussion anyway...
> They slide from left to right
> (not steer)
<UNFUNNY COMMENT: How about from right to left?>
Yes, that's true, but that's not really an AI thing. I think getting
the cars around the track with a CC line is just plain maths, making
them do it cleverly is AI. So that comes down to the maths part.
> their overtaking is poor, never making most of the draft.
Jeez, you play Nascar a lot, don't you? <GRIN> BTW it's called
slipstreaming in real racing. The 'draft' only comes into play at
Monza, Spa or Le Mans. Try some twisty tracks and you'll realise that
overtaking is all about getting the power down early out of the turns,
not being able to follow other people.
> I won't bother to mention the dodgy physics.
Wh?!?! Gak! Splowf!? Gggh! And you play GP4? Three wheels on my
Minardi, new lap record...
> Mmm, sounds familiar to another Papyrus product.
You know, I specifically put that in there in contrast to GPL. Unless
you mean Nascar 4, or something. <Damn, 2 unfunny comments in one
post. I must spend too much time in r.a.s...>
---
Having thought about it more, I think actually the reason why I don't
recall any major problems with the GPL AI is because most of my
concentration is in driving my own car, looking at my marks, only
peripherally checking what the other cars are doing. When I drive GP4,
because it's so far removed in the physics department, I can literally
drive one-handed, looking around at other cars, waving to my mum in
the stands etc, so there is just more time to check out what the AI is
doing. Maybe that has something to do with it.
By the way, I personally think GP4 is the worst Geoff Crammond F1
game. GP2 is the one I played the most, probably because GP3 took
longer than ever, but I had the most fun in the wet in GP3 - despite
the tyre model seemingly coded like this:
class Tyre
{
bool grip;
};
<Ruud, have you tried this in racer? It might be the tyre model holy
grail...>
<Aww, crap. That's 3 unfunny comments...>
However, GP3 wasn't that much of a step up from GP2 (the protracted
development meant that when it was released, everything else on the
market looked twice as good). When I got GP4 I was gutted. Absolutely
gutted. In the words of Doug Ellison (I think) from the West Racing
forums, 'Geoff, what HAVE you done?'.
Regards,
In article <[email hidden]>, Nick
<[email hidden]> writes
Wow, you must be really good at this game. I'm not too shabby myself,
but just can't seem to match this. Do you mean that you can get up to
P6 without ramming half the cars out of the way?
Partially, though you appear to have snipped the important bit about
sticking to your part of the track when alongside an AI driver. Now I
would have thought this would be common sense in real-life driving as
well, but moreso here because you just can't see the AI drivers to
either side of you and so you have to learn to stick to your part of the
track. This works the same with GPL. However, with GPL if you
accidentally move over to their side of the track their crash avoidance
routines come into play and so accidents are more rare. So its not just
about learning to drive the AI its about learning to drive safer.
Irrelevant. We are discussing the AI's merits not the game as a whole.
But its almost impossible to lose a wing with GP3 without some serious
collision velocity. You know that, c'mon? Someone driving across my
line in GP3 won't damage my car unless I get airborn.
Get along? We just have different viewpoints, that's all.
Did you read the whole of my previous post. You know, the part where I
mentioned about have done over a thousand hours against the GPL AI?
Believe me, as you should be able to realise from my sig., I've spent a
whole lot more hours on GPL than I have playing NASCAR.
>> I won't bother to mention the dodgy physics.
>
>Wh?!?! Gak! Splowf!? Gggh! And you play GP4? Three wheels on my
>Minardi, new lap record...
>
No, I play GP3. And once again we are talking about the AI dodgy
physics not the game physics.
Trust me, when I was doing a whole lot of GPL driving with a joystick I
could do pretty much the same and that is why I have had time to study
the flaws in its AI.
>By the way, I personally think GP4 is the worst Geoff Crammond F1
>game. GP2 is the one I played the most, probably because GP3 took
>longer than ever, but I had the most fun in the wet in GP3 - despite
>the tyre model seemingly coded like this:
>
Perhaps GP4 is terrible. Never played it. I'm talking about GP3 AI, so
why start talking about all this other stuff?
Yeah that's 3 irrelevant comments, too. :)
>However, GP3 wasn't that much of a step up from GP2 (the protracted
>development meant that when it was released, everything else on the
>market looked twice as good). When I got GP4 I was gutted. Absolutely
>gutted. In the words of Doug Ellison (I think) from the West Racing
>forums, 'Geoff, what HAVE you done?'.
>
Whatever. Let's be straight here. I was refering specifically to GP3
AI not to the game in general. If you dislike the game overall then
that's just fine with me. I never said it was the bee's-knees. I was
specifically talking about the AI behaviour.
>Regards,
Note my sig. below. It may tell you something. ;-)
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (13 lines)
>Peter Ives <[email hidden]> wrote in >message news:<[email hidden] >o.uk>... >> And get up to P6? I doubt that very much. Maybe you can gain a few >> places this way, but certainly not overtake 2/3rds of the field. Before >> posting my original follow-up I did test this out several times over and >> A1 was the weakest, but on the other tracks often cars would be 3 wide >> not allowing for this kind of thing. Is this with the patch btw? >> Perhaps they improved things with the patch. > >Yes I was in P6. And yes they were on Pro. And yes I can do it on >almost all the tracks. And yes I have been able to do it since Formula >One Grand Prix on my Amiga. And yes it was with the patch.Quoted text (15 lines)
>> Well I must have done about 100+ starts in the past couple of weeks and >> not once have I had my front wing removed by this kind of behaviour. >> Perhaps you were just unlucky. > >Mebbe. > >> Yeah, sometimes they get things wrong >> during the starts and drive as if you're not there (especially when they >> move sideways and tap wheels), but the more you understand how to >avoid >> this, the less this happens. > >That's learning how to drive the AI. It should be the other way >around. >Quoted text (11 lines)
>> Sorry about a 2nd follow-up [No problem, I pasted it here], but I've just >> read this again and it does >> make me wonder. Knowing how difficult it is to damage the cars, how >> would his tapping his tail across your front wing have removed both his >> rear and your front? More likely his wheel would have made contact with >> your wing first in that case. Long before his rear wing. > >Maybe his wheel did hit me first, but his wheel stayed on and his rear >wing came off. It doesn't really matter, coz you can lap just as >quickly with no wings ;-) >Quoted text (11 lines)
>> It seems to me that, this being a very heavy braking area where cars >> have to brake from 170+mph down to 40mph, it is more likely that he >> moved across in front of you and you rear-ended him at speed because >he >> had started to brake and you hadn't. Am I right or am I right? :) > >You are wrong. We weren't in the braking zone, we were approaching it. >He moved to the right, then swerved back across, way before the >braking zone. Believe me, as an experienced sim racer, I know when I >rear-end someone :-D >Quoted text (7 lines)
>> Now why did I suspect you liked GPL? Funnily, when I was talking about >> the decent GP3 AI, it was in comparison to GPL (as well as N2k2/3) that >> I had in mind. > >Okay, we just aren't gonna get along :-), but I'll give my side of the >discussion anyway... >Quoted text (17 lines)
>> They slide from left to right >> (not steer) > ><UNFUNNY COMMENT: How about from right to left?> > >Yes, that's true, but that's not really an AI thing. I think getting >the cars around the track with a CC line is just plain maths, making >them do it cleverly is AI. So that comes down to the maths part. > >> their overtaking is poor, never making most of the draft. > >Jeez, you play Nascar a lot, don't you? <GRIN> BTW it's called >slipstreaming in real racing. The 'draft' only comes into play at >Monza, Spa or Le Mans. Try some twisty tracks and you'll realise that >overtaking is all about getting the power down early out of the turns, >not being able to follow other people. >Quoted text (17 lines)
>> Mmm, sounds familiar to another Papyrus product. > >You know, I specifically put that in there in contrast to GPL. Unless >you mean Nascar 4, or something. <Damn, 2 unfunny comments in one >post. I must spend too much time in r.a.s...> > >--- > >Having thought about it more, I think actually the reason why I don't >recall any major problems with the GPL AI is because most of my >concentration is in driving my own car, looking at my marks, only >peripherally checking what the other cars are doing. When I drive GP4, >because it's so far removed in the physics department, I can literally >drive one-handed, looking around at other cars, waving to my mum in >the stands etc, so there is just more time to check out what the AI is >doing. Maybe that has something to do with it. >Quoted text (9 lines)
>class Tyre >{ > bool grip; >}; > ><Ruud, have you tried this in racer? It might be the tyre model holy >grail...> ><Aww, crap. That's 3 unfunny comments...> >Please do me a favor and tell Papy to turn off that "ideal racing line"
while in multiplayer. (Perhaps the administrator could be give a toggle
feature). All of our league races turn into "Follow the line" instead of
"Drive the Track".....very boring and unrealistic.
Mr. B
"Chad Rogers" <[email hidden]> wrote in message
news:2Pdya.384594$[email hidden]...
on...
****************************************************************************
****************************************************************************
Quoted text (14 lines)
> Yes there will be a patch and no I am not a tester. > > "Alex 'pez' Porazinski" <[email hidden]> wrote in message > news:babp6u$5i$[email hidden]... > > i can confirm that ive spoken to a guy who was part of the original beta > > crew who is currently testing the new patch. > > > > but anything more im going to have to deny. > > > > pez > > > > "Marc Collins" <[email hidden]> wrote in message > > news:a1bya.3924$[email hidden]... > > > No one has confirmed any knowledge of a patch that is being workedQuoted text (16 lines)
> > > > > > Marc > > > > > > "Marc Collins" <[email hidden]> wrote in message > > > news:kTfwa.1841$[email hidden]... > > > > I want to know if I should relegate this to online use only or keep > > hoping > > > > that reasonable AI may be coming soon.... > > > > > > > > Marc > > > > > > > > -- > > > > > > > > > >Quoted text (9 lines)
> > > > Marc Collins > > > > [email hidden] > > > > > > > > Your mouse has moved. Windows must be restarted for the change > > > > to take effect. Reboot now? > > > > > > > > > >Quoted text (8 lines)
> > > > > > > > > > > > > > > > > > > >Peter Ives <[email hidden]> wrote in message news:<[email hidden]>...
> Wow, you must be really good at this game. I'm not too shabby myself,
> but just can't seem to match this. Do you mean that you can get up to
> P6 without ramming half the cars out of the way?
Yes.
> >That's learning how to drive the AI. It should be the other way
> >around.
> >
> Partially, though you appear to have snipped the important bit about
> sticking to your part of the track when alongside an AI driver.
That's common sense. Everybody does that. I thought you were being
condescending.
> But its almost impossible to lose a wing with GP3 without some serious
> collision velocity. You know that, c'mon? Someone driving across my
> line in GP3 won't damage my car unless I get airborn.
Now we seem to be getting somewhere. I was actually talking about GP4,
not GP3 ;-) Try GP4 out, you'll realise that it really is a backwards
step. By the way, I never noticed cars swerving around in front of me
in GP3 before the braking zone, but it's clear to see in GP4. And
also, after checking it out more, they DON'T obey the rules of physics
any more than in GPL (this is GP4 I'm talking about).
> Perhaps GP4 is terrible. Never played it. I'm talking about GP3 AI, so
> why start talking about all this other stuff?
I have always been talking about GP4. Yes it is terrible. The reason
why we can't agree is that we are talking about different games ;-)
You originally said 'give Geoff Crammond his dues here, his AI
programming ain't too bad.', which wasn't GPx specific, so I was
giving a counter-example in GP4.
"MrB" <[email hidden]> wrote in
news:QqEya.926909$F1.114819@sccrnsc04:
Doesn't the host control that? It should be toggle-able in the race
setup.(been too long away from Papy online, so I'm not 100% on that issue)
dave henrie
Quoted text (8 lines)
> Please do me a favor and tell Papy to turn off that "ideal racing > line" while in multiplayer. (Perhaps the administrator could be give a > toggle feature). All of our league races turn into "Follow the line" > instead of "Drive the Track".....very boring and unrealistic. > > Mr. B > >In article <[email hidden]>, Nick
<[email hidden]> writes
<snipped>
>You originally said 'give Geoff Crammond his dues here, his AI
>programming ain't too bad.', which wasn't GPx specific, so I was
>giving a counter-example in GP4.
Oh well, fare enough. And man, did I think you were just exaggerating
things about GP3 just to make a point. :) Anyways, I did mention GP3
right at the start when refering to my neighbour, guess you must have
missed it:
>Actually, my new neighbour has GP3, so I thought I'd bung mine back on
>my system so I could whip his butt as a 'Welcome to the neighbourhood!'
>kind of thing.
In fact, he now has a copy of GP4, though his system is so slow (PII
350) that it struggles to run it. Frankly, I think I need to advise him
to start spending that money more wisely - like on a computer upgrade.
Guess I won't be bothering to ask him to let me try GP4 out on mine,
either. :)
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -21.77
Peter Ives <[email hidden]> wrote in message news:<[email hidden]>...
Yeah, I guess I did ;-)
If you ever get bored of GP3, try GP4 for a few days and you'll be
hooked on GP3 again...
Quoted text (8 lines)
> >You originally said 'give Geoff Crammond his dues here, his AI > >programming ain't too bad.', which wasn't GPx specific, so I was > >giving a counter-example in GP4. > > Oh well, fare enough. And man, did I think you were just exaggerating > things about GP3 just to make a point. :) Anyways, I did mention GP3 > right at the start when refering to my neighbour, guess you must have > missed it:Quoted text (9 lines)
> >Actually, my new neighbour has GP3, so I thought I'd bung mine back on > >my system so I could whip his butt as a 'Welcome to the neighbourhood!' > >kind of thing. > > In fact, he now has a copy of GP4, though his system is so slow (PII > 350) that it struggles to run it. Frankly, I think I need to advise him > to start spending that money more wisely - like on a computer upgrade. > Guess I won't be bothering to ask him to let me try GP4 out on mine, > either. :)In article <[email hidden]>, [email hidden]
says...
Nope, not controllable by the host.
Quoted text (15 lines)
> "MrB" <[email hidden]> wrote in > news:QqEya.926909$F1.114819@sccrnsc04: > > > Please do me a favor and tell Papy to turn off that "ideal racing > > line" while in multiplayer. (Perhaps the administrator could be give a > > toggle feature). All of our league races turn into "Follow the line" > > instead of "Drive the Track".....very boring and unrealistic. > > > > Mr. B > > > > > Doesn't the host control that? It should be toggle-able in the race > setup.(been too long away from Papy online, so I'm not 100% on that issue) > dave henrie >In article <[email hidden]>, John Simmons
<[email hidden]> writes:
Even if it were controllable by the host, it wouldn't change our races. I have
the ideal line in use when I run on Saturdays...<g> I can't see where to turn
in well enough otherwise.
Eldred
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