Marussia MR01 GP Car v1.0 Released

because the A.I use a totally different and less complex tyre file than you...thats why racing them is a joke imo
 
because the A.I use a totally different and less complex tyre file than you...thats why racing them is a joke imo

The AI will never have the same Physics but a good approximation can't be that hard to script. Anything is better than the way they rocket off into the distance at the moment. I always start at the back of the grid anyway when offline , it seems pointless starting further forward to get mugged into last place anyway by unrealistically quick AI on the first lap while I warm my tyres up..
 
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Yeah no need to feel bad if can't compete with them. Good thing there's setting to adjust AI's level. Changing weather and road conditions are going to be big challenge for ISI so that AI's speed will stay consistent when compared to human driver.
 
BTW AI level setting is currently set as percentage. I think it would be better to express it as pure number and something other than values around 100. For example 95 % will make user think AI is going almost as fast as real drivers even though it's nothing like that. However I don't know what would be good. Maybe values between -25...+25 and 0 would be neutral. Maybe it should be called "AI speed calibration" or something like that. Also there should be individual setting for every vehicle and track combination.
 
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Can you run with 100% brake pressure that is preset by default? I have it go down to 65% ... So I wonder if real cars are 100% brake pressure, I can not brake and downshift at the same time.
 
The default setup is not good... but working on it a little you can set the brake pressure to 100%...
In Malaysia I ride in 1:37:xxx / 1:38:xxx with brake pressure at 100% and Fuel for 15 laps
 
I've had it for a week now. No problems before.

Firewall disabled, antivirus not blocking, router restarted. I don't understand what else it could be.
We've never had this issue be a problem with the software (unless MM was down, which it isn't). I'm a bit stumped, but something must have changed for you when this started...
 
I have a slight problem that means that I can't drive the car. I don't know whether it is that I have a old version of rF2 (build 134) or my track (Watkins Glen v0.2) but when I click race, the throttle automatically sticks at high but not quite full throttle making the car un-drivable. There is no problem with any AI opponents or when I activate AI control. Any help would be greatly appreciated. Thanks.
Update to 156.
 
Are there plans to add information to the other two leds on the steering wheel (like speed or split or rounds etc)?

And is it possible to deny the use of DRS for the ai outside the DRS-zones in practice and qualifying in malaysia?
Probably.

Currently we are set for 2012 rules, but I'm sure there will be changes to this for the 2013 rules at some point.
 
Hello ISI. Here some trouble with WET tyres. They are live only 3-4 laps! Race settings: Overcast/Storm, rain 100%, hum 100%. Why?

We tested today with 20 racers on my server. After 3-4 lap, we have 50-60% for front tyres and 65-70% for rear tyres. :\ I think, you don't complete work for rain physics. :(
There have been some changes to wet weather on tracks recently. I guess it is possible that the next build and/or component releases will fix this, but I also have had tires last a lot longer than that myself with build 156... Sure it was wet enough?
 
But DA says they had 100% rain...

:confused:
I've seen an issue reported where rain at the beginning of a session (without a wet session prior to it which carries over) may look wet, but not be wet. So slicks would actually work better than wets until the track is actually physically wet...

Sorry can't give anything 100% solid. My mind is skewed between what's in public builds and in testing. Either way, there's stuff coming I know that.
 
Well that aint very correct tho, FISI is 2s+ per lap faster which i count atleast to be rather big difference in world of high performance OW cars where its usually tenths or hunreds that splits the cars.
?? MR01 was approx 3-5 seconds a lap slower.
 
Yeah that's the case at the moment. Just did few laps on heavy rain and tires will last 3 or max 4 laps if driven very carefully. For sure tire model is not complete yet especially when track is very wet.
Thanks for the confirmation. Were you lapping late into a wet session?
 
Tim...

Going on what you said above about not being able to leave the pits and run full tilt straight away, which is obviously completely realistic and what I do myself and what I`d want rf2 to simulate I`m wondering why the AI nail the throttle and push 100% as soon as the rev limiter is released?

The AI, be it AI you are racing or AI that drive the player car for a stint, blast out of the pits at top racing speeds and don`t do any form of warm up at all...

Not very realistic imo and going on from this thread I posted in the wish list thread I really hope this can be changed so that the AI do proper, realistic warm up laps (maybe two or three depending on the conditions etc) and also do proper, realistic warm down laps after a race or session has ended.

I know this is a bit of a wish also and this might not be the apropriate thread for a post like this but I was prompted to post again about this when I read your above post.

I hope something can be done about this as it really would add loads to the end of session/race realism imo.

:)
Computer AI in rF2 race rF1 human physics, to put it (very) simply. They're driving comparable physics, but not the same physics. It isn't possible with modern computers to simulate the physics you drive for the AI to drive, and compute the driving of those physics for each AI.
 
Can you run with 100% brake pressure that is preset by default? I have it go down to 65% ... So I wonder if real cars are 100% brake pressure, I can not brake and downshift at the same time.
Read the cars profile page. No, it isn't always possible to run 100%.
 
Computer AI in rF2 race rF1 human physics, to put it (very) simply. They're driving comparable physics, but not the same physics. It isn't possible with modern computers to simulate the physics you drive for the AI to drive, and compute the driving of those physics for each AI.

Ok I understand that but I`m not asking for the AI to have human level physics for racing, just tame them a bit to have more realistic warm up, warm down laps...

I just think it`s unrealistic to have them going at top speeds when they`ve just left the pits...

If what youv`e described means the AI physics won`t allow for that, then that`s a little disappointing albeit understandable.
 
Ok I understand that but I`m not asking for the AI to have human level physics for racing, just tame them a bit to have more realistic warm up, warm down laps...

I just think it`s unrealistic to have them going at top speeds when they`ve just left the pits...

If what youv`e described means the AI physics won`t allow for that, then that`s a little disappointing albeit understandable.
There can definitely be more realism added for the AI, and I am quite sure there will be. They're just never going to find it the same challenge, for the same reasons, that you do.
 
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