Look here. The corridor or the right side was altered. The blue line on the right is shortened, before it was red over the curb. So the lines change the colour. White on the left side and blue at the right side is the corridor
Hi Mark. Some time ago I said Mugello would need a good aiw. I´ve found actually only tintops need it. The current one is perfect for formula cars, with very late braking points. Only GTs struggle to get good pace. Cheers.
I'll take a look mate, it might be worth just copying the fastest to a Fast_ow1 path and then doing a new fastest
If you're referring to "Mugello_Circuit_AC_v1.06" i did quite a bit of AIW work over the past year on improving GT performance into T1 and throughout this fine track and it has always been one of my all time favorite tracks! The original Pit line transistion to the Fast line was poor so i made a new Pit line with improved entrance and exit transistions to the Fast line plus a improved blocking line. Edit: I recently became aware a v1.1 was available so will do some further testing and if it warrants i will transfer my AIW work into v1.1.
The Trembling Mountain 1.2 track has a .rcd file for setting different Ai lines to specific cars. Never seen this before. for example: McLaren_F1 { default { TremblingMountain_Int { DrivingLine = LOW_DOWNFORCE_FAST Endurance_1999_GTP { default { TremblingMountain_Int { DrivingLine = LMP_FAST
Yep, you can even assign FAST PATHS to every single driver if you wanted....but that would be a lot of work! @t0p5ecret I'm never gonna finish my Bathurst AIW, do you want to take a look at it to compare to yours (can't see it on first page?), The Esses is the only problem area with various cars that I was struggling to get right. I got them working very well across the rest of the Mountain (no dabbing of brakes into McPhillamy so they're smooth/fast for example), better through The Chase and Murrays plus various other tweaks to Corridors around the track. If you want it just shout
Ok, guys. I can confirm, it works Set different waypoints in both AI lines to nearly speed zero. Norma LMP3 stopped at the "brake point" for LMP_FAST. Same for Brabham BT20. They stopped at the "brake point" for LOW_DOWNFORCE_FAST, GT3 did not stop at both point. while using FASTEST. Oreca did not stop. Maybe a naming issue in the .rcd
You can do like i have been doing & take it one awesome step further & add your prefered drivers with their attributes into your RCD file to make it very unique and use your "Endurance_1999_GTP" as an example & we will pretend the following drivers are in this mod: NOTE: It's important to use the name listed under "Classes" in the car mod's VEH files so it can detect and properly use the RCD file. Also, very important to never use a space between words and always use a underscore like this ex. "Endurance_1999_GTP". Endurance_1999_GTP { default { TremblingMountain_Int { DrivingLine = LMP_FAST } Alain Prost { Aggression = 90.0 Composure = 96.0 Speed = 95.0 QualifySpeed = 94.00 WetSpeed = 93.0 StartSkill = 100.0 Crash = 1.0 Recovery = 94.0 CompletedLaps = 96.0 MinRacingSkill = 95.0 } Gerhard Berger { Aggression = 85.0 Composure = 90.0 Speed = 87.0 QualifySpeed = 86.0 WetSpeed = 84.0 StartSkill = 96.0 Crash = 2.0 Recovery = 92.0 CompletedLaps = 94.0 MinRacingSkill = 88.0 } }
Hey guys, brilliant work that goes on here. I'm sure many of you have experienced the AI booting you off the track as if you were not even there. Is this issue fixable in the AIW files or is this a shortcoming of the game in its current state? Thanks for all your great work!
Good lines make the racing more real, the aggression setting you run also can make a big difference to being punted.