Track AIWs

Discussion in 'Third Party Content' started by t0p5ecret, Sep 17, 2019.

  1. atomed

    atomed Member

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    “And the wind secretly whispered...Brnoooo"
    William Shakespeare :rolleyes:
     
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  2. Flatspotter

    Flatspotter Registered

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    But before that it shouted, "Rouen les Essarts!" :D
     
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  3. buzz hornet

    buzz hornet Registered

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    Any chance you can look at Symmons Plains again - the cars no longer get stuck with the exception of one car. Which I think is the first car allocated to the first garage. Using the FVR mod 2019/20 Jamie Whincup can't get out of the puts - all the other runners can. Thanks :)
    This occurs in single and multiplayer.
     
  4. t0p5ecret

    t0p5ecret Registered

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    Sure can mate, there will be a new version of the Gold Coast up tonight as well with cut track detection.
     
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  5. buzz hornet

    buzz hornet Registered

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    Awesome :)
     
  6. GertjanD

    GertjanD Registered

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    @t0p5ecret I posted a question sometime ago on your suggestions for editing the json file to improve the AI. I wonder whether you can explain what these settings mean and why you change them? It would be much appreciated, just as your improvments to AIWs. I might throw you some nice kudos for your hard work ;-)
     
  7. Manfredk2

    Manfredk2 Guest

    What is the concrete problem there? Which layout? Better always write exactly what is not working :)
     
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  8. t0p5ecret

    t0p5ecret Registered

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    Hi all, first post updated with Gold Coast 0.7d update, adding tyres to pit exit and cut track detection.
     
  9. AlexHeuskat

    AlexHeuskat Registered

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    sorry to ask here, how to repack a track with a new more layout added?
     
  10. atomed

    atomed Member

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    Great to have you back Mark.
     
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  11. Flatspotter

    Flatspotter Registered

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    Too slow at turn 1 (I think they apex too early), too slow at Virage Samson and the turn before that, too slow at Virage du Paradis (also apex too early). This is for the 1955-1971 course.
     

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  12. buzz hornet

    buzz hornet Registered

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    Thanks Mark for Gold Coast update, I'll provide screenshot for Symmons Plains issue.
     
  13. t0p5ecret

    t0p5ecret Registered

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    Cheers mate I'll take a look tonight
     
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  14. t0p5ecret

    t0p5ecret Registered

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    Morning all, I've updated the first post with the link to the new Laguna Seca 1.1 by @Andrea1968 this is a complete rework of the whole circuit textures etc etc. with my AIW. It looks awesome now with no more saturation or glare.
     
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  15. buzz hornet

    buzz hornet Registered

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    Cool - let me know if you want the screenshots - it's pretty obvious running 24 cars the first car can't get out - the rest can.
     
  16. buzz hornet

    buzz hornet Registered

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    Hey Mark, I get this error. I assume the base mod was 0.6b?
    Had no issue with 0.7c.
     

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  17. buzz hornet

    buzz hornet Registered

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    Just back to Symmons - I think the issue is also related to the fact there are not enough garages. After the AI do their laps they don't teleport back to the garage (as its occupied). Not sure if you force them to teleport back, as the cars behind barge past the car in front regardless.
     

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  18. t0p5ecret

    t0p5ecret Registered

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    Yep checking it out now, I’ve balls something up!
     
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  19. t0p5ecret

    t0p5ecret Registered

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    Yep that was it, I uninstalled all of mine and started from 0.7b,c then a newly packaged 7d , all working now, link updated
     
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  20. buzz hornet

    buzz hornet Registered

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    Many thanks :)
     

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