Could a kind AI guru take a look at these Team Tchacha tracks? He does great work with the tracks themselves, but the AI are a complete disaster. Really only good for online use at the moment. https://steamcommunity.com/profiles/76561198394400265/myworkshopfiles/?appid=365960
I believe you're misunderstanding what AI Limiter does. At zero, the AI's laptimes won't vary except for track conditions (weather, real road, fuel load, tire compound) and having to avoid traffic and they are strictly controlled by the combination of the AI Difficulty slider and the RCD speed value. When there is no RCD skill, then they are assigned a random skill... sadly, S397 started leaving out RCDs, at least for a stretch when they initially began releasing content, so you should plan on making your own via adding skins. In older ISI titles, the Talent file is what we now call the RCD. As you increase the AI Limiter, that increases the range of laptimes with an oscillator that is supposed to imitate a real driver surging and falling back, like getting a second wind and then tiring. At a fairly low value (10-20?), the oscillations quickly swamp the RCD speed because the 0-100 speed rating only covers a range of about 2 sec per minute in laptime. Thus I recommend a very low AI Limiter (1 or 2) for AI play so the RCD is effective. If you're testing RCD values, you need the AI Limiter at zero. As I recall, the reason you don't want AI Limiter at zero for normal play is that it removes AI engine failures (or some similar feature) plus it's nice to have a little of the AI surge & fall back.
That was incredibly informative! So I clearly misunderstood what the Limiter did, and no I know to start reading up on creating RCDs via skins. Many thanks for the info. Edit: Bugger, so in t0p5ecret's recommendations, he meant a Limiter value of precisely 0.40, an actual fraction of 1? Not 1.0 = 100 in the player slider, with 0.40 = 40 in the player slider? Edit 2: That made the world of difference. No more 20-car trains, gaps in the field to overtake into; that was fun.
Don't be daft, no reason to apologise. So, in the json set it to 0.44, do I do anything with the in-game (Limiter) slider? Wish this game was less obscure at times.
Ok so after much internal deliberation I have put up my Circuit D'Azur 1.02 AIW update in the first post, a few people have been asking about it, I haven't heard any feedback from S397 on it so I'm putting it up for people to try and give me some feedback. Corvette GT3 and I assume GTE will still graze the outside armco at hairpin, so I'd suggest simply not running that car if you are running GT3s here. Change log in first post.
Updated first post with new Adelaide 1.08, please uninstall the previous if you have it installed. This fixes the AI leaving and entering pits/colliding with garage walls. Change log in first post.
No mate the only thing you should be adjusting with the slider post applying those settings is the AI skill to suit you and the track.
AI test teasers at Mugello Circuit showing improvements in slipstreaming passes with a good AIW and proper settings! Prost slipstream passes Capelli Berger slipstream passes De Cesoris but loses position into T1 Ferrari slipstream passes Vette
Did some optimizations on both infield layouts of Gateway Motor Speedway: https://forum.studio-397.com/index.php?threads/gateway-motor-speedway.63660/ Sent the AIWs to Leonardo. Maybe he uses it for a futher update of his track. Did some tweaks on the corridors at the end ot the pitlane wall, preventing the AI to touch it. There were also some bucklings on the left/right/block line which caused the AI to slow down. Straightend them and now it seems fine.
Hi guys, I've been recently trying Tchachalowski's fantastic ovals. They are not playable atm because the AI suddenly brakes very hard at certain turns, though not always. When it's not the case the racing seems pretty good, so maybe correcting that issue could change the game with these great recent additions.
You will be nominated for Sainthood if you can get them to pass cars heading to the pits. i.e. Le Mans, the entire lap....
Absolutely impressive what you guys are doing here! Thx so much to all of you. Especially credit to you Mark. In my last Video there are some words about you and your work! Keep it on guys. (Btw when is Magione ready?)
All good mate. I have a couple more in the works at the moment, thanks for the kind words mate appreciate it
Anyone that's subscribed to the Global Endurance Cup 2019-20 it now has my updated AIW for Circuit de Spa-Francorchamps, this includes a path for the LMP cars a new Fastest path for the GTEs, fixed pit exits and a working rolling start. I'll update the first post as I am going to work through all of the tracks for the team producing this mod.
I only know his version of Gateway MP. The AIW is very bad (complete wrong pit lane path, some bucklings in fastest line etc.) Are all of his tracks affected? I will take a look this evening.