Talent file tips and info

Discussion in 'Car Modding' started by ceecee, Sep 5, 2017.

  1. ceecee

    ceecee Registered

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    This is what I have found but very incomplete.
    Can anyone supply a link to full information on how to make or edit a talent file for 1 series (in this case F1 2017) ?
    Information on the site for this is incomplete and difficult to find.
    For instance, everywhere online this data appears :
    - RCD has to be named exactly as vehicle-class in .VEh-file.
    - first line in .RCD has to repeat exactly the vehicle-class in .VEH-file.
    When checking there is no vehicle class line in the RCD.
    On checking other mods, the name in the RCD file does not appear in the VEH.
     
    Last edited: Sep 6, 2017
  2. ceecee

    ceecee Registered

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    https://forum.studio-397.com/index.php?threads/livery-add-ons-textures.55073/#post-886263

    The rcd file is a basic version of a Veh file. Here's a run down.

    //[[gMa1.002f (c)2016 ]] [[ ]]
    GT3WorldSeries (Mod name)
    {
    Lucus Luhr (Driver name for virtual ride. This also is the name you use on the folder that contains the virual cars DDS file.)
    {
    Team = Flying Lizard Motorsports (New Team name.)
    Component = STK_Porsche_991_GT3R (This is for the category that's on the bottom of the Veh file normally)
    Skin = alt.dds (Like a defaultLivery = in the Veh file but here you need to add alt to the names of all the DDS files in your new cars folder. They all must have alt in the name or they want work.)
    VehFile = 991GT3R_16077IM.VEH (This is the Veh file of the original car used to make the virtual ride from. The new car will use the same conponent.)
    Description = #80 Flying Lizard Motorsports ( This is what you see in the cars section menu as a additional car.)
    Number = 80
    }
    }
    Unfortunately the ICON's don't work on virtual cars.

    As you can see there's no physics changes. The AI don't get any advantage from a rcd file. It's mealy a limited Veh file for your virtual ride. (Added team / livery) Nothing more. No performance upgrades.

    You can select AI edit. These are sliders and affect all the AI, not individual cars. If talent files are added to a mod, these can be set to individual Drivers. The Drivers name is used for the file and a entry is set in the Veh file for the car that driver uses. Then you may see a difference by percentages in the AI drivers performance but I don't see mods being made that add them so the AI all have the same aggressiveness, Speed, and so on as per how you AI edit them yourself in-game.
     
  3. ceecee

    ceecee Registered

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    https://forum.studio-397.com/index.php?threads/rcd-talent-file.52996/

    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.
     

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