extra tracks AI

Discussion in 'General Discussion' started by realkman666, Dec 17, 2013.

  1. realkman666

    realkman666 Registered

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    Those who think the AI in rFactor 2 is bad are probably used to playing multiplayer, because there are few games that have better race AI than rF2. That may be true for ISI tracks, but several of the extra tracks are just bad in that respect.

    It's great that people are being praised for their work, but taking months to build a track for it to finally not be raceable because of the bad AI is just sad.
    Moreover, I don't understand why someone who's proud of his work wouldn't want every aspect to be great. It would be great if settings could be left alone for all tracks, and right now some tracks are just too wild for that to be possible.

    Fuji has been greatly improved, but the AI is still too slow in the long sweeper.
    AI is 5 seconds faster than it should be at Croft.
    Last turn at Putnam just wrecks the whole lap.
    I think Imola is way too fast.
    AI super slow at Topeka and Texas, two tracks I really like.
    etc.

    Also...
    Generally, AI has a tendency to form a train rather than trying to pass and some "second lanes" are way too far from the preferred line, so their movements are just ridiculous sometimes. Maybe that's something worth thinking about. And is it just me or do the AI cars put the power down much easier than I can?

    I read the pdf about making AIWs but I wouldn't even know what to load or to work with, so...
     
  2. o0thx11380o

    o0thx11380o Registered

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    This is also how I feel, about replay track cameras... That is one thing hardly any modders put effort into and it makes me sad :(
     
  3. realkman666

    realkman666 Registered

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    Yes! Some tracks have really bad angles that zoom on the ugly ass textures of the terrain, lol.
     
  4. o0thx11380o

    o0thx11380o Registered

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    Yes! Last night I decided to try a 20 car race at mid ohio.... the train was crazy and I also noticed that every time I leave a corner chasing an AI they always seem to accelerate way faster than me no matter what strength I set them to.

    [​IMG]

    [​IMG]

    [​IMG]
     
  5. realkman666

    realkman666 Registered

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    You don't like multiclassing? :p

    I remember finding a setting that made the cars spread out more, but not since I reinstalled. The search is on!
     
  6. TIG_green

    TIG_green Registered

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    There is a setting in plr. File which makes the AI spread out more. Default setting is to make close racing between AI which causes train effect. As far as I know, AI don't have same physics than human players so earlier acceleration is possible.
     
  7. realkman666

    realkman666 Registered

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    AI Limiter

    I'll play with it, I remember getting some nice effects from this.
     
  8. MarcG

    MarcG Registered

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    ISI are currently working on a better learning system for the AI, that should help the poor aiw tracks out somewhat. The initial showing of this was in the last build but it's a bit iffy, so hopefully the upcoming build will add extra weight to this feature.
     
  9. UOPshadow

    UOPshadow Registered

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    Fingers for better AI learning are crossed.
     
  10. Black75

    Black75 Registered

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    guys, there's another "little" problem in rF2 AI (mmmm i have to say this is from rF1 also): or you accept to start from the bottom of the grid, 'cause AI makes qualy laps in "dishuman" (lol) way but then, in race became similar to you... or if you want to fight for the pole then you race alone after few laps.
    there should be a sort of break-even-point , or similar thing ^^'.
    imho... always imho... :)
     
  11. realkman666

    realkman666 Registered

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    Ya. I wonder if Wonder Reiza will fix everything.
     
  12. MarcG

    MarcG Registered

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    I've found that stems from talent "Qualifying Speed", have that the same as "Speed" and the AI dont "wait around for you" so much.
     
  13. 88mphTim

    88mphTim racesimcentral.net

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    Also having effectively just a few drivers doesn't help. I made an 18 car AI field for the BTCC Honda to reduce that issue.
     
  14. datanode

    datanode Registered

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    BTCC Honda :) I think I will need to do the same to ensure it is all working correctly
     
  15. MarcG

    MarcG Registered

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    I've never noticed the train effect as I always run with a minimum 15 AI, usually 19-29 is my preferred amount, battles and spread out racing without any PLR changes.
     
  16. UOPshadow

    UOPshadow Registered

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    A propos Qulifying... in rf1 the AI most of the time sets its best time in the first timed lap, after that they don't improve. Is it still like that in rf2?
     
  17. MarcG

    MarcG Registered

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    No
     
  18. Black75

    Black75 Registered

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    woah, i'll try to do these changes in talents, maybe next race with both AI and friends will be more balanced! tnx! ;)
     
  19. Black75

    Black75 Registered

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    in rF2 is impossible this, because of the real-road ;) more realistic & more funny!
     
  20. realkman666

    realkman666 Registered

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    Let 2014 bring proper AI to mods.
     

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