Posted Jan 06 2011 - 12:53 PM
does anyone knows how to get the sportscars AI a little smarter ? every time when the leaders are going to lap the back markers, they simply don´t. They just form a crocodile procession behind the back markers and stay there. they don´t even attempt to pass. No matter how fast they are before reaching the back markers, when they get to them, they just stick at their speed and stay there. so, it makes the races relly easy for me. All I have to do is stay behind the leaders ( and they are much faster than me) in about 10th place and wait till they get to the first backmarker. Then , no matter how spreaded they are, they form a single line and reduce to the backmarker pace. When I reach them, is just a matter to get on the longest straight, and overtake them all at once. Then I start to open a 5 seconds gap per lap. At the end of the race I´m at least a lap ahead of the second place. I tryed to change the pass 1 and pass 2 files swaping the order, but it didn´t work, Seems to me that the AIs know only one racing line intead of the three lines they ought to know in order to overtake. Does anyone know the cure for this ?
Posted Jan 06 2011 - 06:24 PM
Posted Jan 08 2011 - 01:05 PM
Posted Jan 08 2011 - 01:58 PM
At Nurburg overtaking is realy hard for this heavy and big cars. Only one thing I can improve is the top speed at long straight which can help alittle with overtaking. Targa... I haven't made a lap around Targa without 10 crashes yet So I don't touch AI there. I have Brand Hatch AI. I've changed some flags in lps to improove overtaking decisions. I will post it. I don't work on Spa because I'm waiting for Spa67. Original lps looking good to me except top speeds at straights for gt cars. I'll check it.
Posted Jan 08 2011 - 03:56 PM
Rock on !!!
Posted Jan 08 2011 - 04:30 PM
Your AI files for GT are definitely some "must have".
To increase the top speed, do you define yourself a new line from a replay with rpytolp tool ? Or other technic ?
Posted Jan 09 2011 - 03:50 AM
I feel it's better to make GT AI from replays. When I worked on Le Mans lps I've compared car acceleration (speed vaues in lp) after Mulsanne cornere. I used my Ferrari GT replay, original bsarthe lps and speed in lps generated by AI editor. I can say that AI editor produced greater acceleration than f1 car can do, and gt cars have lower acceleration. If we use f1 lps for gt AI cars try to accelerate according to lps. To compensate this we need lower dlong speed coefficient, and this has affect on top speed.
So for Bsarthe I used replays with Ferrari for race, pass1&2. But speeds for Mulsanne straight, for section down to Maison Blanche and on star-finish straight are from Ford MK4 replay. Same process I used for Reims lps, but I haven't posted it
AI for Daytona, Sebring and Monza also was made from Ferrari replays, but I didn't use Ford's top speed there. I feel it works pretty well without it.
For Nurburg I'll maybe make new lp from replays.
I'll upload new files in thread where all my GT lps are.
Edited by Pavel, Jan 09 2011 - 03:52 AM.
Posted Jan 10 2011 - 01:27 PM
Posted Jan 10 2011 - 01:50 PM
Posted Jan 15 2011 - 05:40 AM
Posted Jan 20 2012 - 12:47 PM
In the race though I was lapped by lap 6. AI cars went some 10 seconds quicker than in qualifying!
Anyone else having the same experience?
Posted May 12 2012 - 11:05 AM
Since GT mod relese I tried to improving AI. I've released some files. Now I'm ready to release full pack of new files for this great mod.
In new archive you can find new files for each track for this mod + files for Surfers Paradise. For every championship track there are drivGT ini, trackGT.ini and lps. Also there is BACKUP folder with original ini-files. My new files don't improve passing too much on some tracks. But I feel they race little better now. Also with short practice AI cars cannot set good times because of traffic. So Int/Pro Long races are better suit this mod.
NTP set to 1.0 in gplaGT.ini. Change it to value you want.
Notes about some tracks:
AI passing attempts on banking parts of the track was very dangerous. So I stoped them from doing this.
Same as with Dautona - no passing on banking now.
There are sometimes start crashes at Eau Rouge.
Targa is a problem. Track is very long, but there are not so many places to overtake. Also more than 70% of the track set as 'no passing' for AI. If track makers made so then they had reasons for that. So I've add more passing flags in places where it was possible.
I've added more passing flags into lp-files. There are some improvements, Ai cars make more passing attempts, but usually unsuccessful.
AI drive unrealistic through chicane on oval entrance. The way chicane was made for this track it is impossible to make good AI.
Surfers track was release with GT specefic-mod program covers. Program shows race date in August. For GTseason.ini I use Surfers 12 Hours date:
name=Surfers Paradise 12 Hours
trackShortName = Surfers Paradise
flag = austrflg
EDIT: New files are here http://srmz.net/inde...=30#entry123298
Edited by Pavel, Jan 27 2017 - 03:46 PM.
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