hexagramme
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There is the aero "shunt" from the cars behind, where the car infront will see a boost as it were. Could that be it?
That sounds very likely.
There is the aero "shunt" from the cars behind, where the car infront will see a boost as it were. Could that be it?
I got in with that, but I was on the que list and couldn't drive. I don't have spectator mode on, I checked. I also heard a constant crash/car contact noise. There was another guy too who was on que list and was wondering the same thing. Would say this is some kind of a new bug what is happening only to some.
I'm also surprised that there are only one stock car server with enough (or any) drivers.
Remember if you joined in qually and didn't set a time, you would have been knocked out in the next session.
BUT... I had a session where I was on the server, but it didn't load me officially....my name remained at the bottom with the server. Something broke in this build I think!
OK maybe I have to learn something new here...
I checked my observations and here is the situation:
Jacksonville, 100% AI, 100% damage, 25 % aggression, AI Limited 5%, 20 AI
- The orange car was in front after the start, doing ~ 325kph (sry for the metric units, don't kill me for that. haha), others following in line
- Then, orange car pulls to the bottom line loosing speed (why? I don't know really...) The brown car got into the lead then.
- Even 5 laps later he did manage to push to over 330kph without slipstream, without bump drafting.
- The orange car fell back to the end of the field.
That is just odd to me. Being in front means you are slower than the guys behind you in the slipstream. That's why Sprint Cup drivers do more than 80% rearview driving and only 20 % out the front at Dega and Daytona when at the sharp end of a group.
So, what is causing this? And can I get rid of it? Is it just AI parameters? or could it be wrong drag parameters in the physics? Or is it just me, missing anything important?
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Have you tried putting aggression back to default, sounds as if you have made them mindless. I have had great times in singleplayer at Jacksonville.
Man, ovals I'm running aggression up at like 80%, seems to work great XD
Just tried this out. It wasn't great, but it did improve the racing experience. The AI are actually less aggressive.
Weird, but whatever works I guess?
I know you from "Stockcar Evolution" forum, was about maybe 7-8 years ago, while you working with your team on a stock-car mod for rF1. The whole amount of knowledge, level of detail and effort you and the team put in impressed me.Thanks!
I am here to help the community with Stockcar questions and help provide feedback to ISI for the stockcars and oval racing in general.
All feedback is good right now as it will be collaborated and looked at for future development of stockcars.
Are the stockcars perfect right now? NO. But they are headed in the right direction and head and heels over what we could do with them in rF1.
High quality tracks being produced and future AI work and they will be a lot of fun in single player as well. Look forward to getting to know a lot of you better.
Cheers,
Mike
Depends very much on the specific AI-driver. Every AI-driver has his own charackteristic, some are more agressive than others.Just tried this out. It wasn't great, but it did improve the racing experience. The AI are actually less aggressive.
Weird, but whatever works I guess?
I see a diference in AI behaviour, regarding Brookdale and Jacksonville, which i drove lately.At the moment there are two different concepts how the AI cars move around the track.
For Jacksonville they use the left/right path (drivinglines=2 in AIW file). In Mountain Peak they use the fastest path (drivinglines=1). Both tracks have no block path. Both tracks are pretty similar in my opinion. Did someone notice a difference in AI behaviour?
I wonder what would happen with a reduced AIDraftStickiness (it is at 4.00 for all tracks).
I believe you use the rfm Tim included in the first post.Quick question for online hosting these:
How do I activate the Stock Car plug-ins? The dedicated hose PC only has the game installed without any sign-in details, I can't use mine due to special permissions and the website admin doesn't remember his (lol...) so I hope that part isn't necessary.
Thanks Tim and the crew for a great racing sim.
After testing a few days now, there are a couple things we would like to see in an upcoming update.
1 Be able to stop pit repairs to avoid going a lap down.
2 This may be fixed in an update coming already, but the AI don't line up rite during a caution they go all over the track and one slow car can mess it all up.
3 Make the AI pit during a caution
4 Speed up AI at all tracks, Like at Mountain Peak I lapped the field in a 4x fuel, 4x tires, 4x track lap %, AI set too 100%, now I know I can up the ai percent but if done correctly a player would not have to adjust the %. in other words I like to simulate a full race in about an hour so 4X everything and there ya go.
Other than that its pretty FANTASTIC, NO OTHER SIM IN THE PAST COULD OR CAN DO WHAT RF2 CAN - I've owned them all!!!!!!!!