Thanks great job. Can now race with the Mak-Corp Group C cars without them crashing all the time. Thanks again.
Here is a small improvement of Hockheimring AIW: https://steamcommunity.com/sharedfiles/filedetails/?id=1430926955 Some cars had sometimes rollovers at turn 3 (DTM, GP and National layout) because of hitting the curb on the inner side. This should be gone. Asked Tommy78 for permission. He said ok. Here´s an rfcmp for easy update: https://mega.nz/file/6lFGRACD#uReyZgHHxtRu7yStz3aw5PwEeUFIVQ5uBbygRmUZSjk Also another little fix on Silverstone 1975 turn 3: https://mega.nz/file/vlU0WKpZ#dTkMx6Lt1IndscDn75MBZcAmQy2TXXw5-ct4jO6T3I0
Thanks so much for the update to Silverstone 1975. I have been eagerly waiting for this fix and AI tracking is now much better. However, the Historic EVE F3s are still bouncing off the inner curbs on their way through the chicane.
The Historics should really have their own lines, they don't behave well with a FASTEST line created using a modern car.
Do we have good AIW for the different layouts that include the Nordschliefe (S397) and for Bathurst 2016 (version of Nibiru) ? ThX Edit I want to have the best offline experience for layouts including the Nords (especially Nuburging combined), which implies the best AI possible. And I want to invest a little more in Bathurst.
Which AI and agression settings do you use? Just let the AI race against the AI. In two 10 min. races there were one accident each race at the end of the chicane. Tested with 100% ai/36 ag. and 110% Ai and 74 agr. Edit: ok, did a new one. Should work now. Waiting for MarkJames feedback.
I'm sure Nib didn't do anything to the AIW at Bathurst, that was already with the track, he just updated the graphix and all the (at the time) advertising for the 2 weekends. (GT3 & V8Supercars). Just watch out for the 'kin helicopters. SS
Hey there Mark. I've noticed a couple of bugs in Ahvenisto that make the track unplayable with the AI. They have lots of trouble getting out of the pits without crashing. The starting point of the race is totally messed up, all cars spawn at the same point in the middle of nowhere. Otherwise I haven't noticed any major issue with the AI, though haven't tested it with many different cars either. Cheers.
Hey mate, thanks for the feedback, that's all with Heikki mate, I'm waiting on him coming back to me with a final build and then I'll tweak further and he'll put out a V1 .0 or whatever he's happy calling it. He's slowed down a bit as he's back at work now where he lives and not stuck at home.
Hi mate I did an AIW for Bathurst 2016 V3 that fixed cars across the top of the mountain, it's an AIW only in the first post but I'll package it up for everyone as an rfcmp.
It would be fantastic ! I'm starting to like Bathurst a lot. Have you planned to make an AIW for the Nordschliefe or a layout including it (personally I mainly use the Nurburgring Combined). I do not know if there are possible improvements as it is a recent and official track. Thanks.
Ok i have updated the first post with the Bathurst V3.1 update. On the 397 front, I have sent them my version of Circuit D'Azur, which I am still tweaking for various year F1's as I get told about how they handle. I have started to look at Le Mans but am having issues in Dev mode with it. The Green hell... hmmm maybe :S
@t0p5ecret Can u explain this setting? Thank you mate. "AI Brake_Power Usage":0.92, "AI Brake_Power Usage#":"Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)",
That value is a percentage. Below 1.00 reduces brake effectiveness. Above 1.00(100%) increases AI braking. Can be used to customize a track, but as stated, the HDV values may override.