What a detailed report and serious way of working man !!! I will test ASAP and report if the realroad issues are not gone.
This behaviour in most cases comes from an offset of the fast-path (or another recorded AI path) line at the start/finish line and can be solved with the Editor. Go to path sub menu, select Visible/actionable Path: Fastest Mark the waypoints besides where the offset is (mark some more ) Now open the manipulations section and click "normalize curve. That should solve that.
Vielen Dank Peter! The Update really looks promising. Did a quick testrun and found no problems. Will do a long run later and try the updated realroad Hm...tough task but my first guess would be this guy! (Although he was there all over the track in earlier builds...)
I've completly overlooked this thread ^^ . Thank you Leonardo for sharing your work and this track with us! Will do some races this weekend on this track and report back my experience. cheers alex
I've done a quick test yesterday, and the road feeling is better now, there is still some bumpy feeling, but less than 1.30 version. If you can smooth it again, try to. I have noticed slow pass (a bit early braking) on some quick turns with AI (like I think you identify already). I not notice any issue on my PC, love the ambient and textures. But it was a pleasure to drive with FR3.5 on this track, I loved this challenging track in LFS, now it's in rF2, so continue to polish this diamond, it will be a must have for sure.
What major features remain to be implemented? Is real road functioning? Is AI up to snuff? Sorry lost track of this thread and looks like release notes don't have open items...
Hi Peter, First thank you very much for sharing this track conversion with us! Want give you feedback about some things I noticed. - FPS drops on the peak of the small hill short before start/finish around 15 -20 FPS down. - AI brakes approximately on the same place without any reason. - Track Surface in this area produce some rattle on my wheel. IMO the AI need some (quick) improvement because ATM it's not possible to race against them. (I used URD EGT mod) Apart from this I love this track and how the immersion come over me Unfortunately I'm a noob inside the devmode and with this ai things because of this I can't offer help (will try to take a look at the ai path but I don't expect a enlightenment ) greets alex
After i answered this: with this: i was curious an opened the track in DevMode. After taking a look at the fast path i had to again think it over, because the fast path didn't have an offset. But the "line" of it sometimes was under the road-surface. I don't know how you did create the fast path, maybe with a 3rd party tool. BUT if that results in such a behaviour of the AI, i would suggest to use the ISI AIW Editor and create the fast path by driving it with a real car, directly on the track. I did it and it solved the slow-down problem. I just had to do the "normalize curve" manipulation, as described above. I attach my AIW file here, so you can test it, or create your own instead. Here are 2 Videos (excuse the poor quality, i am no Video artist ) AI with original fast path AI with new fast path EDIT I forgot to say that my AIW just was made to try to get rid of the slow down of the AI in front of the start/finish line. The rest of the lap i didn't care for my driving line. So don't expect too much.
Hi readapg, This is a really good hint. I have my own tools, to ground the AIW on realroad surfaces, so that this can easily be fixed. Normally i set the AIW points nearly 10cm above the Surface, and may be the road changed a bit. I did the grounding long Time ago and didn't check the y-position again, because i did not realize the influence to AIs. Thanks for this help. Leonardo1962 (Peter)
That's a part of what a forum is good for. With your AIW manipulation tool, are you able to move the fast path in every direction? If yes, i would like to suggest to move it more into the middle of the track in corners and give it a line, as smooth as possible, overall. The AI will do faster laptimes then, i guess.
I also had a look and discovered the fast path simply follows the main path, so is therefore undefined. There is a small kink in the main path and as left/right are undefined we have all three paths in one. The main path looks solid enough, so creating a new fast path (left and right can probably be left alone as these will be auto calculated) and a block path is all that will be required. Took it for a quick test on the GP track and it worked as expected.
Great to see collaboration and people helping out one another in here! We'll all benefit from a Blackwood with good quality AI!
Blackwood - Mission: AI Anti-train: View attachment 17124 View attachment 17125 View attachment 17126
Hi, I made some improvements and updated the Blackwood track to version (1.32) : + fixed AIW (reduced AI throttle lift at finish) + longer skidmarks (you might get a very dirty track) + Icons show DRS areas + improved cameras View attachment 17215 View attachment 17216 View attachment 17217 (dirty realroad) (rainy realroad) (at night) Link : Blackwood_v1.32.rfcmp Leonardo1962 (Peter)