RFactor 2 AI Qualifying Pit Stops

Discussion in 'General Discussion' started by steveluppino, Aug 16, 2016.

  1. steveluppino

    steveluppino Registered

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    Hello,

    I am trying to get the AI cars to pit early during qualifying to avoid getting clustered together on the track that looks terrible and stops the fast ones getting good times by getting caught in traffic. I want them ideally to run about 3 laps (like they do in rfactor 1) then come in for new tires then go back out again. Does anyone have any tips how to achieve this?

    I am just looking for a clue on what made them lap only the 3 laps in RFactor 1 so you could look for it in RFactor 2.
     
    Last edited by a moderator: Aug 16, 2016
  2. Slamfunk3

    Slamfunk3 Registered

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    Unfortunately, as far as I've been able to mess around with, there is no way to make them pit. The AI fill up for however many laps you make Qualifying and they run all the way through. Depending on the track and how close all the drivers are in skill it can cause them to get stuck behind each other. It's worth trying to lower the aggression, slow cars don't go all out to block the faster ones. I also try to set Q time longer then it'll take them to complete their laps. That makes them stagger more when they come out of the pits. Only really need one clean lap for them to set a representative time.
    TK

    Sent from my SAMSUNG-SM-G800A using Tapatalk
     
  3. steveluppino

    steveluppino Registered

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  4. bhendrik

    bhendrik Registered

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    Try to set Qualylaps and time to a minimum, for example 6 laps and 20 minutes. I normaly run a quali for 40 minutes and max 12 laps. My ai normaly pit within 3 or 4 laps. They don't fill up and run 12 laps at all. What kind of preset realroad do you use. Try naturally progressing.
     
  5. steveluppino

    steveluppino Registered

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    No one know what trick they use in rfactor 1?
     
  6. peterchen

    peterchen Registered

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    There is none.
    AI is coded (very) different in rF1.
     
  7. steveluppino

    steveluppino Registered

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    Coded? In what sense, mind me asking. No way of any developing, like even slowing to let you through during blue flags, etc, like Codemasters has?
     
  8. Lazza

    Lazza Registered

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    The AI logic isn't open at all to the end user, so it's up to ISI.
     
  9. steveluppino

    steveluppino Registered

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  10. steveluppino

    steveluppino Registered

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    There is AIRange in the track AIW file that you can set higher numbers to spread the AI cars to make some slower than others, in the race that is. Is there a chance you can get them to do the same for qualifying perhaps?
     
  11. peterchen

    peterchen Registered

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    Such things you have to tweak via Talent-file. ThereĀ“s a unique setting just for quali.
     
  12. steveluppino

    steveluppino Registered

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    Thanks, Ill give it a go.

    In case (because im new to working with Talent files), Id have to make one up from another mod and not sure how to link it to the new mod, how or what you need to change in it to link it to the new mod. Its the "classes" title at the top you only need to change, isnt it?

    There is also a "Driving Line" line you might need to fix too? eg. from Skip_Barber talent file,

    "DrivingLine = OW3_FAST, rTrainer_Fast // Fast driving line to use as racing line, first in list has priority (max of 3 can be specified). Falls back to FASTEST if no specified paths exist"

    Where could you find the reference for this if needed?
     
    Last edited by a moderator: Sep 6, 2016
  13. peterchen

    peterchen Registered

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    Forget the driving line! Nobody use it (sadly).
    Name of the talent-file and first line in talent file MUST be same as vehicle-class (that you find in .VEH file.).
    Rest I find pretty self-explenatory. Driver names must be same as in .VEH
     
    Last edited by a moderator: Sep 7, 2016
  14. steveluppino

    steveluppino Registered

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    Got all that and ran some tests with good results. Just have to add seperate .mas to rfcmp and it works fine.

    Now you can have a proper grid.
     
  15. peterchen

    peterchen Registered

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    You can pack the talent file together with car-main mas. No problem.
     

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