Opponents cutting corners too hard

Discussion in 'General Discussion' started by Mariusz Hanc, Mar 5, 2023.

  1. Mariusz Hanc

    Mariusz Hanc Registered

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    Hello everyone. How to change the opponents cutting the street track too hard? I'm playing on the St Petersburg IDT 2003 track and in two corners every car hits the wall... Can someone explain to me in detail how and where I can change it?
     
  2. Manfredk2

    Manfredk2 Guest

  3. Manfredk2

    Manfredk2 Guest

  4. Mariusz Hanc

    Mariusz Hanc Registered

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    Thanks!!!
     
  5. Mariusz Hanc

    Mariusz Hanc Registered

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    Track version 1.08 doesn't solve the problem either :( Cars continue to hit the wall at turn 10....
     
  6. Manfredk2

    Manfredk2 Guest

  7. Mariusz Hanc

    Mariusz Hanc Registered

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    Thank You !!!
     
  8. Mariusz Hanc

    Mariusz Hanc Registered

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    Everything works perfectly! Thank you very much for your help :)
     
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  9. Mariusz Hanc

    Mariusz Hanc Registered

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    I have one more question. I have the same problem with IDT Toronto 2017 track version 1.0. Is there a fix for this problem or maybe a newer version of this track?
     
  10. Manfredk2

    Manfredk2 Guest

    I will have a look tomorrow
     
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  11. Manfredk2

    Manfredk2 Guest

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  12. Mariusz Hanc

    Mariusz Hanc Registered

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    Thanks!!!!
     
  13. dosequis56

    dosequis56 Registered

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    I have also found that step settings in talent file can impact how AI cut corners. I changed steps for F1 cars to make Monaco work. Corridors alone were not enough since the AI were looking too far down the track and not see walls in their path. Collision corridors also help as in some cases AI doesn't take the corridors seriously enough since they aren't immovable objects (like the walls actually are).
     
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  14. dosequis56

    dosequis56 Registered

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    Here is the info on RCD file changes to step distance etc.


    The RCD file matter to how the AI will run your track. The StepDistance and StepSpeed values control how far ahead the AI will look at various speeds. The StepDistance is distance multiplier for each step and the value for each step is the speed of the car that will trigger this step to be used and the multiplier to StepDistance to be active. A SpeedStep value of 10.0 tells the AI to use THIS step at speeds of 10 meters per second and so on. If your SpeedStep values are high, the AI can look several waypoints ahead to determine the corner curve it takes which can result in driving through walls or driving off the track even if your waypoints and lines are fine. After lots of experimentation at Monaco (where the AI was smacking walls left and right), I chose the following for the F1 Hybrid-22 cars:

    StepDistance = 2.5
    StepSpeed1 = 10.0 //8.0
    StepSpeed2 = 15.0 //12.0
    StepSpeed3 = 20.0
    StepSpeed4 = 33.0
    StepSpeed5 = 45.0
    StepSpeed6 = 60.4
    StepSpeed7 = 70.9
    StepSpeed8 = 80.0
     

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