Hi all, my next work now is aout the AI.
I really appreciate all feedbacks and i take them in consideration.
There are some of them that will occur sooner or later depending of my knowledge limits also but my focus is on ai first.
As explained before (i think) the mod is created for single player but you can use it on leagues.
For leagues anyway, the cars had to be historicaly right and i doubt you will find some drivers to love DNF 70% of the races with a car like the Osella lol.
But that frustration was the real deal hehe.
Another point is leagues mods generally are made to have all the same physics. In my vision of historical content, having a driver leading with an Osella is an immersion breaker.
So, yes, you could drive with friends but this mod is not done for an equal BOP of course. Be warned.
So, a solution can be to use AI to complete the grid. (Or play alone in the dark nights for those who have no friends lol)
But, to achieve that, the mod must work pretty well with ai.
There are some limitations where i can't fix of course but as far as i'm working now on ai in rfactor 2, i have good hopes to do something good.
What to expect in future AI updates (some already done) :
- BOP for all teams
- Different lines (aiw path) for different drivers style (all tracks)
- Strong and weak points historicaly wright for all cars
(Ex Arrows was known to be an understeering car. Powerfull but badly build. This must be reflected in ai physics as it is already build in this mindset for the human physics.)
These little points will better reflect the historical context and put the human drivers in a more lifelike way of thinking.
Developping a race strategy is far more interesting if you can feel the weak and strong points of your adversaries and not just fighting robots.
Did this car in front have chances to finish the race? Did he can use more boost or be more conservative for fuel? Did this driver will fight or surrender more easy?
- Wear rate
- Fuel consumption
- Pit strategies
- Drivers talent file and composure.
All of this should be implemented but with game limitations of course.
Last but not least, the ai must be a plug and play method for all cars and tracks.
My philosophy is :
You first have to test with any cars with a choosen difficulty level on any track from the season.
When you find what difficulty level that match your level of driving, you can start a championship.
All cars and tracks you choose from the season will be balanced between them to match the same level of difficulty.
But of course, if you are driving an Osella (no, i don't hate Osella, this is just a good illustration lol), don't select the difficulty level to race on midfield. In this case, you will be flying against ai in a williams. Where is the challenge then ?
Cheers, stay tuned.