dosequis56
Registered
I have written a .NET tool that will modify AIW files. Current use is to insert a set of waypoints in-between existing points in tight corners. The tool will compute position and axis for these points so they flow with the existing waypoints they go between. When I go into the game, they have good corridors and I will do some minor tweaks to paths while looking at calculated speed and orientation (NOTE: Orientation has some minor affect on AI speed, at least for an AI driving my car). Next, I run laps in my F1 car with an AI behind the wheel. The AI does pretty well and I can see smoother turn radius through the corner. With some playing around, I get the AI to do good lap times. However, the AI that are NOT driving my car struggle through the corner with the extra waypoints. They stutter on and off the accelerator seeming to be lost. I tried stuff like manually setting AI speed vs. the calculated speed; but this only seem to affect the AI driving MY car. My goal here is to fix tracks like Monaco where the AI cannot get around the hairpin due to the jaggy edges of the AIW path.
So corridors look good, pathinfo seems good (note, -1, -1 for last two fields), orientation seems good but even if I completely turn the orientation on its head it has very little impact on the AI, calculated speeds look similar to prior values (just more of them).
My guess is that the AI is doing some calculation assuming fixed spacing of the waypoints. Just strange that the AI driving my car does not.
So corridors look good, pathinfo seems good (note, -1, -1 for last two fields), orientation seems good but even if I completely turn the orientation on its head it has very little impact on the AI, calculated speeds look similar to prior values (just more of them).
My guess is that the AI is doing some calculation assuming fixed spacing of the waypoints. Just strange that the AI driving my car does not.