ok thx for the feedback. Forget my second question I try it out and then I will see what on my system happens with AI calibration=2 good to hear you have found a working solution for you
MikeZ made the following post in the unstable forum, as that gets wiped I've copied his post here for now until I get time to update and clean up the first post on page 1. It's in relation to the code change in the recent build 590 regarding AI overtaking on long straights: --------- Hey Marc, I want to say thank you for the time and effort in testing and the feedback here. I appreciate it. This wasn't a big change by any means (after all the release notes did say, "small change"). There were no new algorithms or logic changes, this was a bug fix. While debugging I looked for a car that should have been more aggressive following a slower car then stepped through the code tracking the problem to a variable that (by growing larger than I intended) was often disrupting the relative velocity computations between them. I capped it & watched a dozen or so races and this behavior seemed to improve. Somethings to keep in mind: 1) The rcd "Speed" values are not constant throughout the race (though they change slower the closer to 0.0 your playerfile "AI Limiter" value is)....they fluctuate slightly throughout the race. 2) Also, upon RCD load (which happens between every session) the speed values have a small pseudo normal variation added. 3) The AI are extra careful behind the player's car. They try *really* hard not to ram the player in the back. As a consequence of that code, it is possible to keep the AI confused and behind you if you if you are actively working to mess with the AI instead of racing. In the standard retail build you're not privy to this second by second speed information, but in Mod Mode, you can see the current "Speed" value for the displayed AI car while in the AIW editor on the 3rd line up from the bottom (the line that reads, "track xx.xx obst xx.xx per x.xx", per = percentage of what the AI physics considers optimal speed. *) That is the value I use to determine when I think cars should attempt a pass or not. (The AI don't use this value though....they determine when to pass based only on what they perceive....having to brake before they want to...counting up the moments they think they are losing staying behind this guy...) One more thing. The RCD aggression values are not as significant as the playerfile aggression value. What I mean by that is, those rcd values (1-100%)are mapped into a %20 range whose start slides from 0 to 80% based on that playerfile slider. So an AI driver with %100 aggression while the Playerfile aggression is %0 is about as "aggressive" as an AI driver with %0 aggression when the playerfile aggression is set to 21%. These numbers aren't exact, but you get the idea. I did my tests between 25% and 50% playerfile aggression. * FYI "track" shows how much more meters per second the car could go to be limited by the track, "obst" means the same but limited by his relationships with other cars. When ever one of those values is negative, you know what the AI is slowing down in response to.
Loading custom paths from the loose track directory (*.aip files contain info for a single path) This working in the last build? And in this case.... someone knows how to create the *.aip files? Enviado desde mi GT-I9100 mediante Tapatalk
Doesn't work for me. You can create aip files in devmode (AIW editor) but I have no idea how to name them or what I have to do to make them load with the track. The best documentation I have found for this "feature" is a single line in the latest changelog.
same thing happens to me .... I searched information about this and found nothing .... maybe more information about it is necessary .... thanks for the reply tosch Enviado desde mi GT-I9100 mediante Tapatalk
Is it possible to make it so ai cars pit when losing parts of their car or is it a glitch that needs to be solved.
Hi all! My prolbem is sopmetimes the ai overtake in straight, but sometimes stuck behind slower car, why? Is there any trick to improve AI to use their slipstream to overtake and don't brake in straights behind slower car? (Sorry for ym bad English)
Sorry my English is not fluently, this mean i have to raise agression in RCD file, and this helps that AI cars use slepstream?
ISI/Mike could you shed a little light on this line in the Build 590 changelog please: Loading custom paths from the loose track directory (*.aip files contain info for a single path) I'm just about to create a "mini series" with the AI where I want to give them differing Paths on a couple of tracks so not sure whether to do it the current way (http://isiforums.net/f/showthread.p...ettings-Thread?p=246577&viewfull=1#post246577) or whether it's easier/quicker with the *aip? and also whether these will become shareable for others to use without having to package everything up and/or me uploading the whole track. Thanks -=-=-=- Tidied up First Post and added link to the AIW Creation Tutorial.
Tinkering with the virtual teams, I can get the slow AI drivers to qualify slow & finishing order is okay, but why is it that the slow AI driver can turn the fastest lap? What should be a growing gap between lead drivers and backmarkers just closes up and 4-5 seconds covers the 9-car field after a 40 minute race. Any suggestions for values in the RCD file?
here's mine for my current URD Championship mod, spread is decent in races with fastest guys always at the front and slowest at the rear (plr - AI Limter="025"). If you have Qualifying Speed higher than Speed then they will hold up cars in the race so I always find it's best to have similar values for this. It could do with some tweaking in areas but it's good enough for now: //[[gMb1.002f (c)2013 ]] [[ ]] EnduroURD { default { StepDistance = 5.0 StepSpeed1 = 20.3 StepSpeed2 = 30.5 StepSpeed3 = 40.0 StepSpeed4 = 51.0 StepSpeed5 = 61.0 StepSpeed6 = 72.0 StepSpeed7 = 92.0 StepSpeed8 = 122.0 DrivingLine = FASTEST CorneringCaution = 30.0 } Jonathon Webb { Nationality = Mexican DateofBirth = 26-2-1990 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 96.6 Reputation = 95.9 Courtesy = 50 Composure = 20 Speed = 77 QualifySpeed = 77 WetSpeed = 92.0 StartSkill = 97.0 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 98 } James Moffat { Nationality = Polish DateofBirth = 18-9-1985 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 92.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 76 QualifySpeed = 76 WetSpeed = 93.0 StartSkill = 98.0 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 98 } Max Chilton { Nationality = Canadian DateofBirth = 12-3-1987 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 95.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 83 QualifySpeed = 83 WetSpeed = 93.0 StartSkill = 95 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 98 } Chaz Mostert { Nationality = Polish DateofBirth = 9-2-1981 Starts = 56 Poles = 2 Wins = 2 DriversChampionships = 0 Aggression = 94.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 80 QualifySpeed = 80 WetSpeed = 93.0 StartSkill = 96 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 99 DrivingLine = LOWNDES } Jamie Whincup { Nationality = American DateofBirth = 5-4-1987 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 90.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 88 QualifySpeed = 90 WetSpeed = 93.0 StartSkill = 110 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 95 } David Reynolds { Nationality = South African DateofBirth = 16-6-1982 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 92.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 85 QualifySpeed = 85 WetSpeed = 93.0 StartSkill = 108 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 90 } Fabian Coulthard { Nationality = British DateofBirth = 13-3-1973 Starts = 123 Poles = 12 Wins = 1 DriversChampionships = 0 Aggression = 97.6 Reputation = 22.9 Courtesy = 50 Composure = 20 Speed = 78 QualifySpeed = 78 WetSpeed = 98.0 StartSkill = 100 Crash = 7.5 Recovery = 93.0 CompletedLaps = 92.3 MinRacingSkill = 92 } Marcos Ambrose { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 89.6 Reputation = 30.9 Courtesy = 50 Composure = 20 Speed = 64 QualifySpeed = 64 WetSpeed = 91.0 StartSkill = 95.0 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 98 } Michael Caruso { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 88.6 Reputation = 50.9 Courtesy = 50 Composure = 20 Speed = 70 QualifySpeed = 70 WetSpeed = 92.0 StartSkill = 98 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 99 } Garth Tander { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 98.6 Reputation = 38.9 Courtesy = 50 Composure = 20 Speed = 84 QualifySpeed = 84 WetSpeed = 92.0 StartSkill = 105 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 97 } James Courtney { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 84.6 Reputation = 65.9 Courtesy = 50 Composure = 20 Speed = 92 QualifySpeed = 92 WetSpeed = 91.0 StartSkill = 110 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 92 } Kyle Busch { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 99.6 Reputation = 20.9 Courtesy = 50 Composure = 20 Speed = 58 QualifySpeed = 58 WetSpeed = 91.0 StartSkill = 92 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 93 } Kurt Busch { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 99.0 Reputation = 21.0 Courtesy = 50 Composure = 20 Speed = 54 QualifySpeed = 54 WetSpeed = 85.0 StartSkill = 94 Crash = 5.1 Recovery = 92.0 CompletedLaps = 84.0 MinRacingSkill = 94 } Jimmy Johnson { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 92.0 Reputation = 96.0 Courtesy = 50 Composure = 20 Speed = 50 QualifySpeed = 50 WetSpeed = 85.0 StartSkill = 92.0 Crash = 5.1 Recovery = 92.0 CompletedLaps = 84.0 MinRacingSkill = 95 } Tim Slade { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 91.0 Reputation = 92.0 Courtesy = 50 Composure = 20 Speed = 66 QualifySpeed = 66 WetSpeed = 91.0 StartSkill = 101 Crash = 5.1 Recovery = 80.0 CompletedLaps = 90.0 MinRacingSkill = 89 } Mark Winterbottom { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 95.0 Reputation = 74.0 Courtesy = 50 Composure = 20 Speed = 82 QualifySpeed = 82 WetSpeed = 95.0 StartSkill = 108 Crash = 5.1 Recovery = 99.0 CompletedLaps = 87.0 MinRacingSkill = 97 } Jason Bright { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 88.0 Reputation = 89.0 Courtesy = 50 Composure = 20 Speed = 68 QualifySpeed = 78 WetSpeed = 91.0 StartSkill = 102 Crash = 98 Recovery = 89.0 CompletedLaps = 94.0 MinRacingSkill = 92 } Paul Di Resta { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 93.0 Reputation = 82.0 Courtesy = 50 Composure = 20 Speed = 84 QualifySpeed = 84 WetSpeed = 88.0 StartSkill = 101 Crash = 99 Recovery = 91.0 CompletedLaps = 37.0 MinRacingSkill = 90 } Lee Holdsworth { Nationality = Canadian DateofBirth = 12-3-1987 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 93.6 Reputation = 96.9 Courtesy = 50 Composure = 20 Speed = 65.0 QualifySpeed = 65.0 WetSpeed = 87.0 StartSkill = 107 Crash = 100 Recovery = 95.0 CompletedLaps = 25.3 MinRacingSkill = 90 } Alex Buncombe { Nationality = British DateofBirth = 3-8-1977 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 88.6 Reputation = 96.9 Courtesy = 89.0 Composure = 90 Speed = 0.0 QualifySpeed = 10.0 WetSpeed = 87.0 StartSkill = 91.0 Crash = 5.5 Recovery = 95.0 CompletedLaps = 15.3 MinRacingSkill = 10.0 } Craig Lowndes { Nationality = Canadian DateofBirth = 12-3-1987 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 95.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 91 QualifySpeed = 94 WetSpeed = 93.0 StartSkill = 110 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 98 } Russell Ingall { Nationality = Polish DateofBirth = 9-2-1981 Starts = 56 Poles = 2 Wins = 2 DriversChampionships = 0 Aggression = 110 Reputation = 98.9 Courtesy = 10 Composure = 20 Speed = 78 QualifySpeed = 78 WetSpeed = 93.0 StartSkill = 104 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 99 } Lewis Hamilton { Nationality = American DateofBirth = 5-4-1987 Starts = 0 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 90.6 Reputation = 90.9 Courtesy = 50 Composure = 20 Speed = 82 QualifySpeed = 80 WetSpeed = 93.0 StartSkill = 98 Crash = 5.5 Recovery = 98.0 CompletedLaps = 94.3 MinRacingSkill = 95 } Jenson Button { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 98.6 Reputation = 38.9 Courtesy = 50 Composure = 20 Speed = 76 QualifySpeed = 76 WetSpeed = 92.0 StartSkill = 96 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 97 } Andy Priaulx { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 84.6 Reputation = 65.9 Courtesy = 50 Composure = 20 Speed = 80 QualifySpeed = 80 WetSpeed = 91.0 StartSkill = 95.0 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 92 } Sebastian Vettel { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 99.6 Reputation = 20.9 Courtesy = 50 Composure = 20 Speed = 78 QualifySpeed = 78 WetSpeed = 91.0 StartSkill = 91 Crash = 5.1 Recovery = 95.0 CompletedLaps = 92.3 MinRacingSkill = 93 } Shane Van Gisbergen { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 99.0 Reputation = 21.0 Courtesy = 50 Composure = 20 Speed = 84 QualifySpeed = 84 WetSpeed = 85.0 StartSkill = 109 Crash = 5.1 Recovery = 92.0 CompletedLaps = 84.0 MinRacingSkill = 94 } Rick Kelly { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 91.0 Reputation = 92.0 Courtesy = 50 Composure = 20 Speed = 76 QualifySpeed = 76 WetSpeed = 91.0 StartSkill = 108 Crash = 5.1 Recovery = 80.0 CompletedLaps = 90.0 MinRacingSkill = 89 } Todd Kelly { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 95.0 Reputation = 74.0 Courtesy = 50 Composure = 20 Speed = 62 QualifySpeed = 62 WetSpeed = 95.0 StartSkill = 105 Crash = 5.1 Recovery = 99.0 CompletedLaps = 87.0 MinRacingSkill = 97 } Will Davison { Nationality = Spanish DateofBirth = 7-7-1982 Starts = 23 Poles = 0 Wins = 0 DriversChampionships = 0 Aggression = 88.0 Reputation = 89.0 Courtesy = 50 Composure = 20 Speed = 68 QualifySpeed = 68 WetSpeed = 91.0 StartSkill = 107 Crash = 98 Recovery = 89.0 CompletedLaps = 94.0 MinRacingSkill = 92 } }
Cant even remember if this is covered in this thread already but just for clarity: If you have a Multicar mod and you want the AI to use a specific setup then "Fixed Setups" in the plr wont work correctly so leave that at 0, as all cars regardless of make/model/power will use the setup you have assigned to the car you have loaded. So to get around that you need to create a setup for each individual type of car, sounds time consuming but actually it's fairly quick and a 5 Car mod can be done in no time when you know how. This is especially handy for those times the AI have too long/short Gearing for a particular track (Le Mans anyone!), so here's what to do: For starters load the first individual car into Silverstone International, select the appropriate Gearing and try it out on track (if you wish, you dont have too) to make sure it's OK, then in game Save the setup but NOT to the default location for that Track, instead scroll up and hit the . to go back a Folder and save it there, for now call it 'Silverstone_Team Name' Alt-Tab or Quit the game, open up File Explorer and navigate to rfactor2\userdata\player\settings and in there you'll have 'Silverstone_Team Name.svm' Now the first thing is to name the Track part identically to the Folder name for that track, so that's 'SilverstoneInternational' as you can see from the Folders under userdata\player\settings Secondly you need to name the 'Team Name' to that which matches the VEH file, this can be found in Game on the scoring page under TEAM funnily enough! So when that's all done you should have the following setup (example) for the AI: SilverstoneInternational_Aston Martin Racing.svm This then tells the game to load that setup for that particular Team for that particular Track, like I said when you know how and get used to doing it it really only takes a few minutes to do. Should another track be simlar and use the same Gearing for example you simply copy the svm and name that accordingly 'PalmBeachRC_Aston Martin Racing.svm' for example. If of course there are different types of Car under One Team name then make a polite request to the modder to change it, or if you're into creating your own Offline Championships (as I) then you can easily alter the VEH Team Name to suit your needs. Sounds like a lot of effort but it really is simple & quick and only needs to be done once, you will then have hours of fun against the AI using the proper Gearing for the Mulsanne Straight
If you are planing a longer race with 50lap or above don´t forgett to adjust the fuel level, otherwise the ai will go to the pits to early
I cant get that to work currently, if I set it to the lowest the AI still run lap after lap without pitting.
maybe they use a minimum fuel level but i testet it at lemans the ai with the standart fuel level stopped earlier. I will test it again.
Hi Marc, Do you have any particular setting so that quads don't seem to have been drinking gallons of vodka prior to racing? I tried to make a video with them but it was impossible. .. Thanks in advance enviado mediante tapatalk
Another thread has been recently open talking about some interesting questions regarding AI track learning mode. I am not sure if all the questions were answered by reading this thread but surely MarcG knows since he posted and gathered most info. In addition to the question about if the line is effectively altered by this learning I would like to add... If the line is altered, is there a way that learning file is imported and used to modify the original AIW. That would help us, track modders, a lot to refine AI behaviour. This is the thread I refer to: http://isiforums.net/f/showthread.php?t=21073