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Charterhall New Ai


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#1 Tato

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Posted Jan 21 2019 - 04:45 AM

A usual airfield layout among many others, but interesting to drive due to long curves.

Drop the files into your tracks\chart folder, but is better to backup existing ones first.

Attached File  Charterhall_new_AI_by_Tato.7z   68.75K   35 downloads

Notes:

- tested with 65, 67 and SportCar Extra mod;
- includes specific track.ini for 65, 67 and Sportcar.

Known Issues

- AI cars have the tendency to go wide at first hairpin (Lodge Corner);
- AI cars sometimes hit those damned no-cut barrels... :beatdeadhorse: :gaah:

#2 db312

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Posted Jan 21 2019 - 06:21 AM

As usual, there is no comparison... Your AI files updated are much much more better !
But wait to Gliebzeit who will explain that with nice details and a good native English ! :)

Meanwhile, I can only say that you're a good fairy Tato ! ;)
https://youtu.be/rTgx7VYkzx0

Thanks a lot !!! :up:

Edited by db312, Jan 21 2019 - 06:22 AM.


#3 Tato

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Posted Jan 21 2019 - 09:14 AM

Thanks Denis, your warm feedback is always welcome. :hug:

But I'm not a wizard, is just loooong work with patience on the files, and sometimes AI behave in an unpredictable and unwanted way though... :bigcry2:

Just for knowing, in this track major issues was with overtaking lines (almost wrong, I've completely redo them) and missing/wrong/inappropriate behaviour flags, included missing tyre warmup (otherwise AI cars do the entire race with cold tyres...).
Another point that I think is often underrated or even unknown: min and max race lines are there not only for AI to return to pit slowly after a mechanical failure and as recovery point when press Shift+R, but moreover and almost - at least for me - to make AI aware of the track limits and help to keep that guys on the track. Because of this, at certain tracks I've spent more working time - even days, sometimes - to manually do new min and max race lines point by point, and why often they are so very different from real limits on the track or I leave a very narrow passage at some track's sections instead of a full wide road as is expected to be. But again, is always a fragile compromise, and often AI do wrong thing anyway, i.e. at the race start.

#4 gliebzeit

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Posted Jan 21 2019 - 09:56 AM

Tato, your attention to all of the details needed to make the AI behave in a realistic manner shows your dedication and hard work.  Thank you for these wonderful files.

:)

#5 db312

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Posted Jan 21 2019 - 12:41 PM

I imagine well that you have made a hard work Tato... But as you know, it's one thing to do a hard work, and another to achieve something really good...

So, I've just try to race with your AI update, and to my taste, all the defaults that you describe are gone !
In addition the AI is fast and well balanced, it's just a pleasure to race against it !

:thanks: :thanks: :thanks:

So che mi ripeto, ma sinceramente, dovresti fare una pagina dedicata ai tuoi AI updates... Non sarebbe presuntuoso, credi mi...

Ancora bravo Tato ! :thumbup:

#6 marco lenarduzzi

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Posted Jan 22 2019 - 04:33 PM

Thanks Tato,much appreciated :up:

#7 jonny'o

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Posted Jan 22 2019 - 05:50 PM

Thanks Tato, I love this track!!!! it is often used in Clandestines Trophy.




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