RCD (talent file)

Discussion in 'Car Modding' started by MikeeCZ, Jul 10, 2016.

  1. MikeeCZ

    MikeeCZ Registered

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    Wanted to ask if any of you would be so kind to explain me how is this working. I found little to no information about RDC around internet and im curious how this works.
    I would that the list of drivers is done by teams in the teams folder, so how does this combine with the RCD file.

    Now the list of parameters in the skipbarber RDC file is as follows:

    Eric Elliott
    {
    Nationality = American
    DateofBirth = 26-2-1984
    Starts = 0
    Poles = 0
    Wins = 0
    DriversChampionships = 0
    Aggression = 90.0 - I believe this gets multiplied by the AI agression set in general settings
    Reputation = 100.0 - obsolete line
    Courtesy = 95.0 - obsolete line
    Composure = 97.0 - this gets combined with the setting AI Limiter and the lower the number, more often does the driver make mistakes without provocation?
    Speed = 100.0 - percentage of the AIW path optimal speeds
    QualifySpeed = 90.0 -ratio of his speed for qualy only?
    WetSpeed = 90.0
    StartSkill = 115.0 - Dont know what this is or how does this work
    Crash = 0.7 - Only working when skipping sessions
    Recovery = 100.0 - No idea about this one
    CompletedLaps = 100.0 - Only working when skipping sessions
    MinRacingSkill = 90.0 - Will have few bad laps over the race, this affects how many and also by how much they are bad compared to normals



    Can somebody please explain questions ask and confirm/correct the descriptions of the parameters?

    What does the file has to be named and how do i get it working?

    Many thanks
     
    philmcqueen likes this.
  2. Emery

    Emery Registered

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    Many years ago, on the former racesimcentral site, I think it was Joe Campana or MikeZ wrote a quick description of the talent file as it applied to rFactor 1. rFactor 2 is not too much different, but I recall there being new information. I'll update this post if I can find that newer information [now updated with MikeZ's info].

    StartSkill is the reaction time when the green flag drops, with StartSkill=0 being slow and StartSkill=100 a perfect reaction.

    DrivingLine= assigns an AIW path to a specific driver. See http://isiforums.net/f/showthread.p...ettings-Thread?p=246577&viewfull=1#post246577

    ***
    The old racesimcentral (RSC) post:

    Aggression 0 - 100 (%)
    As this number increases the AI will give other cars less room, both while passing and while following. It also increases the frequency at which they try to pass and the increases the threshold they are willing to endure before giving up a pass (or crashing, as the case may be...)
    The aggression slider in the UI also affects this directly. RCD Aggression * UI Aggression = final....and should always be between 0-100%.

    Reputation:
    Courtesy:
    Recovery:
    All but worthless or no longer used.


    Composure:
    The lower the number, the higher the frequency of "intentional" mistakes. (if AI Mistakes is > 0 in the playerfile) If AI Mistakes in the playerfile is set to 0.0, then the AI drivers never make mistakes. *cough* Well, mistakes that the programmer planned. "intentional" mistakes are things like, taking a turn too wide, or missing a breaking point.
    Increasing composure also decreases the time between bad driving zones. (also affected by the playerfile variable AI Limiter, see MinRacingSkill below)

    Speed: 0-100
    How close to "optimal" this driver drives a track. This number directly interacts with a variable in the AIW file called "AIRange" AIRange tells us how wide the gap, from 0-100% (expressed as 0.0 to 1.0 in the AIW) The default is 0.1 meaning that the full range of Speed RCD values from 0 to 100, are directly mapped to the top 10% of the max speed = 90-100% For example a driver with 100% speed will drive at (0.9 + 0.1 * 100%) = (0.9 + 0.1 * 1.0) = 100% of what he thinks the track can handle, while a driver with speed = 0 will drive at (0.9 + 0.1 * 0%) = (0.9 + 0.1 * 0) = 90% what he thinks the track can handle. There is a random fluctuation in this value, but it's much less than in previous version where the random fluctuation was so great that it made the original value meaningless.

    Crash: 0 - 100 %
    CompletedLaps: 0 - 100%
    Only used in auto completing laps (skipping practice/qualifying)

    MinRacingSkill=0 - 100%
    When the AI Limiter variable(from the playerfile) value is > 0.0, the AI drivers go through cycles of optimal driving and sub-optimal driving where their driving skill falls to MinRacingSkill * Speed. (Set the AI Limiter variable to 0.0, and the AIs will always drive to the best of their ability...every lap) So for example if you have a driver with Speed = 50, a AIRange in the AIWfile = 0.2), and MinRacingSkill = 90 This AI guy will usually drive around at (0.8 + 0.2 * 0.5) = 90% speed (really very very slow....but this is just an example), but will sometimes dip as low as (this speed * MinRacingSkill = (0.9* 0.9) = 81% while having a bad lap.....that is extremely low, but this is just an example with easy numbers.

    ***
    Where to put the RCD file?
    The RCD file goes into it's own MAS file which then is included (alongside the other MAS files) when building the package.

    Is my RCD file working?
    A good way to test if the Talent file is working is to deliberately make 1 or 2 drivers with Speed=0 and check in game that that they are much slower. When the file is working you can then reset Speed=.

    ***
    MikeZ expanded on Speed= and Aggression= in 2014:

    Some things to keep in mind: 1) The rcd "Speed" values are not constant throughout the race (though they change slower the closer to 0.0 your playerfile "AI Limiter" value is)....they fluctuate slightly throughout the race. 2) Also, upon RCD load (which happens between every session) the speed values have a small pseudo normal variation added. 3) The AI are extra careful behind the player's car. They try *really* hard not to ram the player in the back. As a consequence of that code, it is possible to keep the AI confused and behind you if you if you are actively working to mess with the AI instead of racing.

    In the standard retail build you're not privy to this second by second speed information, but in Mod Mode, you can see the current "Speed" value for the displayed AI car while in the AIW editor on the 3rd line up from the bottom (the line that reads, "track xx.xx obst xx.xx per x.xx", per = percentage of what the AI physics considers optimal speed. *) That is the value I use to determine when I think cars should attempt a pass or not. (The AI don't use this value though....they determine when to pass based only on what they perceive....having to brake before they want to...counting up the moments they think they are losing staying behind this guy...)

    One more thing. The RCD aggression values are not as significant as the playerfile aggression value. What I mean by that is, those rcd values (1-100%)are mapped into a %20 range whose start slides from 0 to 80% based on that playerfile slider. So an AI driver with %100 aggression while the Playerfile aggression is %0 is about as "aggressive" as an AI driver with %0 aggression when the playerfile aggression is set to 21%. These numbers aren't exact, but you get the idea.

    I did my tests between 25% and 50% playerfile aggression.


    * FYI "track" shows how much more meters per second the car could go to be limited by the track, "obst" means the same but limited by his relationships with other cars. When ever one of those values is negative, you know what the AI is slowing down in response to.
     
    Last edited by a moderator: Jul 10, 2016
  3. MikeeCZ

    MikeeCZ Registered

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    Awesome stuff thank you very much, would you mind also explaining the very introduction of RCD? i mean what exactly is it for when the drivers are defined in teams files, is this only for undrivable AI drivers? How do i get it work? Is the file itself has to have a specific name? Where do i refer to it from? the Line 1 is a car name, writen in a specific way, name of exactly what is this?
     
  4. alpha-bravo

    alpha-bravo Registered

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    Thank you Emery! A very informative and detailed information :cool:
     
  5. Juergen-BY

    Juergen-BY Registered

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    Probably i`m to dumb to understand that...
    When i have Ingame the Ai Aggression set to 25% and in the RCD file Aggression = 95%, i`ll have a total Aggression of 23%?
     
    Last edited: Sep 19, 2017
  6. JParra

    JParra Registered

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    Sorry for reviving an old thread, but I would like to ask a question very related to RCD files

    Is it possible that both the server and offline, rF2 save data about how real drivers have performed in online races, and then apply it to their cars in the case of being driven by AI?

    It seems to me too much coincidence, that when I do a simulation of a race with IA pilots, both on the server and offline, the same pilots who have been fast in online races, are always in the top positions and in the same way as the pilots who have had accidents, the same thing happens to them when the AI drives the car.

    Thanks.
     
  7. Juergen-BY

    Juergen-BY Registered

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    In short, no.
     
  8. JParra

    JParra Registered

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    And "in long" can there be something that justifies this behavior?
    If not, it strikes me as an amazing coincidence, far from what could be an acceptable probability.
     
  9. GertjanD

    GertjanD Registered

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    In the new UI, how do you change these AI settings in the game when you have duplicated a skin and created a new driver?
     

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