Track AIWs

Discussion in 'Third Party Content' started by t0p5ecret, Sep 17, 2019.

  1. t0p5ecret

    t0p5ecret Registered

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    I thought it might be a good idea to keep a repository of AIWs and resources here that I or others have worked on rather than keep using the Donington/Brands thread. As I finish working on a track etc. I'll update this post. If anyone else has an AIW they'd like to share add it to this thread.

    Brands Hatch
    http://www.internationalsimracing.com/forum/index.php?topic=3873.msg41525#msg41525
    Change log - New fastest, block and pits, all round track performance. Search the end of the thread for the package.

    SIMCO Laguna Seca (This will be replaced with Senormens track soon)
    https://mega.nz/#!A94QVSBY!_MCzqRj_PDOIrs_frpiyNkhDk8sldO1x5OWhEBm7CJQ
    Change log - New fastest, block and pits, targeted spins at the Corkscrew.

    Lester
    https://mega.nz/#!5tRRxS7T!CVxIZp9aqOb7Fg7pZB-dPqVcY7VLlDyIrHzkv9aaS7E
    Change log - New fastest, tried to target crashes at the fast chicane.

    Sveg
    https://mega.nz/#!RgRUyCZZ!XK9mrsSoKG0D5fW3VTK20lUop_jQW6sU2lx2axLDfbM
    Change log - New fastest, block and pits, targeted slow corner entry and exit as well as first corner crashes.

    Cadwell Park
    https://mega.nz/#!c9BjCKSL!hG_p70tFO17Ct1RX9FfaXfMD2lpKHW8qUv3zRc2bLrU
    Change log - New fastest, block and pits, targeted first two corner offs and Hall Bends crashes.

    Sochi GPO 2014 by @Stevy
    https://mega.nz/#!JGwSlAII!jULnAuTV5uvgAEoz_ny22dP8fbvdTwdozamd2ywcXT4

    Autodromo Claudio Vieytes 0.985 update package to 0.986
    https://mega.nz/#!Bxgj3QyL!c8fn4rE97hwgVFF9qP4EShgMNsSTiGYYgbIw0Om5VeI
    Change log - New fastest, block and pits, targeted specific slow corner entry and exit points around the track.

    Gold Coast 0.7b update package to 0.7c
    https://mega.nz/#!tgAzXCob!505IpADIxk7Sf6LsXuDAFbDPiHkQdN_oV_mz11lVliE
    Gold Coast 07c update package to 0.7d
    https://mega.nz/file/8h5hXAoB#RWUngdzrt4mtAxExJTjUABOGgdl6pZnzomcnuSWOfXo
    Change log - New fastest, block and pits and specifically targeted corridors leading into both chicanes to allow the FVR V8's to take them without wrecking. 0.7d adds tires to pit exit to stop cutting for league races and proper cut track detection.

    Vallelunga 1.3
    http://www.internationalsimracing.com/forum/index.php?topic=5056.0
    Change log - New fastest, block, wet, pits, garages and pit bays for extended layout. Targeted pit garage exit for wide turning circle cars, and curb use around the track. Added constraining corridors leading into turn 2 and the back chicane to help get a clean race start and stop accidents at the back of the track. Fastest and Block and pits for Club and Classic layouts.
    Vallelunga Extended 1.4
    https://mega.nz/#!EhYURQRb!3pnG9VVl223_wA3G0N9tp2cuCGieMhBxYKXm58w89kk
    This will update the extended layout to 1.4 this includes a new FAST, BLOCK, FAST_OW1 and corridors. Cars are much more stable through turn 2 now and are less prone to having accidents here, while being faster than they were previously at 100%. The FAST_OW1 Line was made for the SMMG F3 mod.

    Symmons Plains 0.95 Beta to 0.96 Beta
    https://mega.nz/#!l0hRBSgQ!mnI6wKjrsJ5Erunw36an_uIqCszjKH6JgNqYfU5Rawk
    Change log - Fixed pits for Tasmania Microsoft Office 365 layout, FVR V8s can now exit pits without hitting the pit wall and leave the garage spots. Added constraining corridors leading into turn one and hairpin to try to stop accidents.

    Diriyya ePrix AIW
    https://mega.nz/#!g4wwXa5R!d3XJe5akwoGIUJN16iQ6lKXHk0BQCQf-hh7dBScFlYE
    Change log - fast path improved by about 5 seconds per lap for Gen 2 cars, fixed pit entry and exit and created a block path.

    Willow Springs V0.81
    http://www.internationalsimracing.com/forum/index.php?topic=5002.0

    Brianza GP (Monza GP) by Turb V1.7 to V1.71
    https://mega.nz/#!YsxmWY6a!YsKmmST56TC17yabh91x9O9vRHK7ms-qygkl59xJuwE
    Change Log - improve turn 1 Lesmo and Parabolica to reduce crashes. Thanks to @RoboCAT10 for testing over a 53 lap race.

    Donington 93 by Corti, Philrob and myself
    http://www.internationalsimracing.com/forum/index.php?topic=5019.0
    Change Log - Fastest, Block, Wet and Fast_GT lines.

    Laguna Seca V1.1 by @Andrea1968 and AIW by me
    http://www.internationalsimracing.com/forum/index.php?topic=5260.0
    Change Log - Fastest, Block, Wet lines plus first AIW with slowwhenpushed=0.
    Completely reworked racing circuit, textures etc. by @Andrea1968

    Macau by Senormen update rfcmp to V1.1
    https://mega.nz/#!t9gVFbrQ!E57DHQfmpDOgAk5VGA4KJUcKuEXualfm6Qo9i1W20Ng
    Change Log - Fastest, Block, corridors and hairpin work. slowwhenpushed=0.
    Further work on corridors (T2,3,5,6,7,8,10,14) and realistic corridors for T19 through hairpin to match full yellow conditions in RL. New Fast_OW1 added to suit SMMG F3s etc. more corridors and tweaks to corner speeds.

    Road Atlanta 2017 update to V1.30 on Steam
    https://steamcommunity.com/sharedfiles/filedetails/?id=1227712083&searchtext=road+atlanta
    Change Log - Fastest, Block, Wet lines plus a slight corridor tweak, first corner no longer exit onto grass, GT3s at 100% hitting 1:22s some into the 1:21s

    Adelaide 2017 V1.07 udate rfcmp to V1.08
    https://mega.nz/file/T5tCWSQT#IVBDIA6W1-4mof08a7vcP-7uMGZHrzFibRtVJjwZ95I
    Change Log - Fastest, FAST_OW1, F186_FAST, corridor tweak at turn 8 and second last corner. Tested with GT3's, FVR V8's, Formula ISI, SMMG GP3. Fixed AI leaving and entering pits. Includes first pit fix by @Manfredk2 (Cheers matey)
    IMPORTANT - If you don't uninstall the V1.05 of Adelaide it will always default back to this track every race you create unless you specifically select V1.08 each time, I suggest uninstalling it.

    Leipzig Porsche V1.3
    http://www.internationalsimracing.com/forum/index.php?topic=5096.0
    Brilliant track by @Andrea1968
    Change Log - Completely reworked FASTEST and OW1 paths, new corridors and tweaks to almost every corner. @Andrea1968 has fixed the grass under track issue and missing polys. New Parabolica B layout is available as of V1.3 with it's own FASTEST, BLOCK, FAST_OW1 paths as well as corridor restrictions and new drafting settings.

    Tsukuba V1.1
    http://www.internationalsimracing.com/forum/index.php?topic=5108.0
    Another awesome track by @Andrea1968
    Change Log - new FASTEST, new BLOCK, added FAST_OW1. Fixed final corner, fixed pit in for all paths.

    Varano V1.1
    Another great one by @Andrea1968
    Change Log - new more aggressive FASTEST, NEW BLOCK, new garage spots, new pit path, Andrea has softened the pallet and made the J.Ickx tyres a moveable object as it was causing massive crashes previously in testing. New off track objects added.
    http://www.internationalsimracing.com/forum/index.php?topic=5044.0

    Senormens Silverstone GP 1975 by @Manfredk2 with permission
    https://steamcommunity.com/sharedfiles/filedetails/?id=561198766.
    Change Log - Adjusted the corridors at the turns with high curbs and at the chicane, preventing cars from hit them and crashing.
    https://mega.nz/file/Wwk3zJCT#H4uDSyTRJX93-VFR-NGgQK2jklqjiqkgroCXRSGEm5w

    Ascari V0.8
    http://www.internationalsimracing.com/forum/index.php?topic=5116.0
    Change Log - New AIW paths for FASTEST, BLOCK and FAST_OW1.
    - All main race surface Realroad UV map fixed.
    - Asphalt darkened.
    - New concrete pavement texture.
    - Asphalt karting track added - Needs AIW work.
    - Kerb from first corner to right after pitlane start changed
    - New textures of gravel and cement in deviation areas, according to real photographs
    - all tire wall objects have been removed and the "Bathurst" enclosure invading the track has been moved back.
    - Test of the IBL technique, that although I do not understand much I have implemented it randomly following a little the reading in the web developer and the lines of the Zandvoort scn.

    Ahvenisto V0.91
    https://steamcommunity.com/sharedfiles/filedetails/?id=2093049384&searchtext=ahvenisto
    Change Log - New tweaked FASTEST, BLOCK and FAST_OW1 paths, tweaks for speed and braking at the following points, T1, T3 to brow of hill, T6 and last turn. T1 and last turn corrected for GT3s, Block line and fastest matched at T1, T2 and T8.

    Circuit D'Azur V1.02
    https://mega.nz/file/Z8I10QiL#qCR1lxLu6h2spZSQLtASiWdp4abasfGBKzbq9HQTJ3U
    Change Log - New Fastest, suits GT3s except the Corvette this will still hit the hairpin outer wall so I'd suggest not running it. New FAST_OW1 and new F1RFT2013_FAST for the F1 2013 mod.

    Global Endurance Cup 2019-20
    https://steamcommunity.com/sharedfiles/filedetails/?id=2110884303
    Change Log
    Spa - new LMP path, new Fastest path, new pits, new left and right + teleport and working formation and rolling start.

    To Do:

    Townsville 0.47 - Sector 2 AI speed
    Zandvoort - Clipping the inside curb at Gurlachbocht
    Scandinavian Raceway 0.7
    Lime Rock Park - top of hill fix for cars dropping a wheel into the dirt.
    Magione
    Castle Combe
    Spa
    Hungaroring - AI basically slow
    Croft - AI mostly crash at/before first chicane
    Historic Silverstone - crash orgy when AI hits the high curbs
    Cleveland 2007 v1.02
    Putnam Park
    Racefactor Baku - AI often hits the left wall after turn 19
    Rouen les Essarts - AI spins out at turn 13 before start/finish, has problems on other turns https://de.wikipedia.org/wiki/Rouen-les-Essarts#/media/Datei:Rouen-Les-Essarts.svg
    Autopolis V1.01 - AI has big problems with turn 1, hitting the inner curb (big crash with Tatuus, crash with GT3)

    Here's my Player.JSON entries for more realistic AI racing, just replace what you have in yours.

    "DRIVING AIDS":{
    "Spin Recovery":0,
    },
    "Game Options":{
    "AI Aggression":0.66,
    "AI Brake_Grip Usage":0.9725,
    "AI Brake_Grip Usage#":"Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)",
    "AI Brake_Power Usage":0.92,
    "AI Brake_Power Usage#":"Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)",
    "AI Calibrate Sample Size":10,
    "AI Calibrate Sample Size#":"When AI calibration is set to 2, this is the number of trials the AI should run while testing each parameter. bigger # == larger file size of saved data",
    "AI Corner_Grip Usage":0.97,
    "AI Corner_Grip Usage#":"Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)",
    "AI Formation by Position":true,
    "AI Formation by Position#":"If true, AI will line up for yellow or formation laps by fixed position behind the pace car, if false they will line up relative to specific car they should be following",
    "AI Fuel Mult":0.99,
    "AI Fuel Mult#":"Additional fuel multiplier for AIs because of their driving style",
    "AI Limiter":0.40,
    "AI Limiter#":"Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)",
    "AI Logic Override":0,
    "AI Logic Override#":"use bitfields to disable certain AI behaviors. 1= blocking line, 2 = flexible superspeedway driving line",
    "AI Mistakes":1.0,
    "AI Mistakes#":"a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes). Anything above 1.0 multiplies the frequency",
    "AI Power Calibration":5,
    "AI Power Calibration#":"Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)",
    "Autocalibrate AI Mode":2,
    "Autocalibrate AI Mode#":"When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use",
    },

    If you like the AIWs and want to help keep me awake you can buy me a coffee here:
    https://www.buymeacoffee.com/WisXIJnY8
     
    Last edited: Nov 13, 2020
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  2. memoNo1

    memoNo1 Registered

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    I love you! Thank you, thank you, thank you. I know what that work is. Unfortunately, it does not work in VR mode right now. And for space reasons, I have the monitor not in front, me but left next to me.


    There is a world-class modder. Andrea 1968. To him we owe the laser scanned routes of AC (Maguone / Vallelunga). Unfortunately, these do not have a block path .
     
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  3. buzz hornet

    buzz hornet Registered

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    Thanks very much
     
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  4. t0p5ecret

    t0p5ecret Registered

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    Mate if you can pm me the links I'll take a look.
     
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  5. t0p5ecret

    t0p5ecret Registered

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    And thanks mate :) shame about it not working in VR.
     
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  6. dylbie

    dylbie Registered

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  7. Corti

    Corti Registered

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    Vallelunga
    Magione
     
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  8. Corti

    Corti Registered

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    one idea:
    If an update package is created with the new AIW.
    I think it would be more comfortable to install and never affects the original rfcmp

    AIW_1.JPG AIW_2.JPG
     
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  9. Manfredk2

    Manfredk2 Registered

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    Tried the AIws today.

    Lester seems to be still problematic with some cars (Tatuus and USF 2000 crashed but Reizas MCR work very well). Have to do some more testings. All other tracks work very well. Glad to see the GT3s are now able to enter the Esses after Skyline at Bathurst without crashing :)
     
  10. t0p5ecret

    t0p5ecret Registered

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    With Lester make sure you don’t use more than 15 to 16 cars, I need to look at confining the corridors there before the fast chicane as well.
     
  11. t0p5ecret

    t0p5ecret Registered

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    Great idea mate
     
  12. Corti

    Corti Registered

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    example:
     
    Last edited: May 5, 2020
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  13. t0p5ecret

    t0p5ecret Registered

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    Nice I’ll just do this from now on, makes it a lot easier for everyone.
     
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  14. AMillward

    AMillward Registered

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    What's changed in the Bathurst AIW?
     
  15. Manfredk2

    Manfredk2 Registered

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    Did some more test with 11 AI. Works mostly well. Only when they are going 2-wide through the chicane, they hit the walls.

    Btw.: Some cars are not able to cross the railway track perhaps of being to low. Try the Radical and you will see a crash orgy with many rollovers :) But this is not AIW related :)
     
  16. t0p5ecret

    t0p5ecret Registered

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    @Paulfield gave me a heap of feedback and I tried to get the GT3 cars quicker across the top of the mountain. I basically concentrated on Reid Park through to Forest Elbow, making sure they were fast through McPhillamy, stable over Skyline and through the Esses and then fingers crossed didn't clip the wall into The Dipper and the fast right hander leading into Elbow. I am sure there is a ton more I could do including constraining corridors to make sure they don't try passes at certain points across the top.
     
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  17. t0p5ecret

    t0p5ecret Registered

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    Yeah some cars just won't run here, hitting the tracks will either destroy some really low cars or cause them to flip/spin out. When I get time I'll revisit the track and constrain corridors through the chicanes so they don't try to pass.
     
    Last edited: Sep 19, 2019
  18. t0p5ecret

    t0p5ecret Registered

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    I'm hoping to have Cadwell Park up tonight, I've been trying to get the Meganes to run well here as they were the worst case.
     
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  19. t0p5ecret

    t0p5ecret Registered

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    First post updated with requested To Do list.
     
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  20. t0p5ecret

    t0p5ecret Registered

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    Cadwell Park AIW added, I've tried to get the Meganes to run here but it's been a bit of a mission. They still struggle leading into Hall Bends, I'll probably spend some more time on it but wanted to get something out. Any feedback would be good.
     

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