[Can't believe I am starting one of these threads...]
I raise this issue because I have noticed that the AI in NR2002
often can turn a corner at a speed at which I am in the wall (or the
bushes, on a road course). What factors affect turning radius?
I am sure of course that setup is critical, including things such as
weight distribution and so on, as well as "driving aids" which
actually may not be of a benefit past a certain point (including
the ability on the part of the driver).
John DiFool
--
============================================
Reach heaven far too high
============================================
Don't compare what you can do in the car to what the AI can do. They have
their own set of physics rules.
You should only compare what you can do with what other humans can do.
"John DiFool" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (19 lines)
> [Can't believe I am starting one of these threads...] > > I raise this issue because I have noticed that the AI in NR2002 > often can turn a corner at a speed at which I am in the wall (or the > bushes, on a road course). What factors affect turning radius? > I am sure of course that setup is critical, including things such as > weight distribution and so on, as well as "driving aids" which > actually may not be of a benefit past a certain point (including > the ability on the part of the driver). > > John DiFool > > -- > ============================================ > Reach heaven far too high > ============================================ > > >That's a little ridiculous since you race against AI in the sim.
Marc
"Mike White" <[email hidden]> wrote in message
news:07_%9.11$[email hidden]...
> Don't compare what you can do in the car to what the AI can do. Theyhave
Quoted text (27 lines)
> their own set of physics rules. > > You should only compare what you can do with what other humans can do. > > "John DiFool" <[email hidden]> wrote in message > news:[email hidden]... > > [Can't believe I am starting one of these threads...] > > > > I raise this issue because I have noticed that the AI in NR2002 > > often can turn a corner at a speed at which I am in the wall (or the > > bushes, on a road course). What factors affect turning radius? > > I am sure of course that setup is critical, including things such as > > weight distribution and so on, as well as "driving aids" which > > actually may not be of a benefit past a certain point (including > > the ability on the part of the driver). > > > > John DiFool > > > > -- > > ============================================ > > Reach heaven far too high > > ============================================ > > > > > > > >On Tue, 4 Feb 2003 23:48:20 -0500, "Marc Collins"
<[email hidden]> wrote:
>That's a little ridiculous since you race against AI in the sim.
>
>Marc
well, Car physics computation take a lot of cpu for 1 car ( player car
), so imagine for 40cars .... :)
regards,
>> Don't compare what you can do in the car to what the AI can do. They
>have
>> their own set of physics rules.
I think they don't have any "physics" just polyline path :)
Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
GPLRank Normal:-44.24 Monster:-124.44
LFS GTI Online 1:31:02
LFS GTI Offline (HLVC) 1:31:38
On Tue, 4 Feb 2003 23:48:20 -0500, "Marc Collins"
<[email hidden]> wrote:
>That's a little ridiculous since you race against AI in the sim.
Like Sebasti�n said (and he knows his stuff :) ), AI cars normally get
treated differently, more simplistically, since it would cost CPU time
if you would do the scientific thing.
A ghost-lap replay already becomes quite convincing. And costs very
little. :)
Also accounts for braking (and driving), I'm afraid.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/


































