Track AIWs

Indianapolis by ISI, the 2014 layout, has issues with Formula ISI 2012. The cars don’t give each other enough space when passing into turn 1, and in fact turn 2 and 3 too. It is usually when the passing car will attempt and overtake from the outside into turn 1. Is there any chance this could be looked into sometime soon? Thanks :)
 
I´ve tried to do some tweaks on AIWs for myself. Maybe somebody wants to use and try them. I´m running at 100% AI, 25-30% aggression, AI mistakes in player.json at 0

1. For Trembling Mountain International (without chicane). Did this only for keeping the idiotic Mercedes GT3 on track. There were three locations where the Merc went off track. Tweaked only the fastest line
https://mega.nz/file/y1cG0Q7L#o9yjXM9R0SaqVkZPRbgxXxFoE8nomY5CD5PtfpNi0uo

2. For the old ISI Mountain Peak Road Course (Daytona for the poor). Did some tweaks on corridors and on fastest line. S397 GT3, S397 Indycar aso should hopefully work better than before (crashing always in the tire wall at first left hander): https://mega.nz/file/KlNCFSQS#B0e8HSmE_ZLifG-8rYi08twlC2drJ9nygZTRRrhxq7M

3. For Lester 2.01 GP Did some corridor tweaks around corners and one tweak on fastest line at the fast chicane to prevent the AI from touching the walls and crashing at the chicane. TCR cars touch some walls only at the first lap but should work apart from that ok. Based on the original AIW which came with the track. The track has still the problem of a hole in the road mesh at the fast chicane. https://mega.nz/file/P1FkFYQD#WhOAzmUgsoZ_YAXw5iQwg1znL7XvkuMZBLtQzxSV1ss
 
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There is a prob with Marks (Brands Hatch) AIW. In the rain race, the AI stops in front of the start finish line and then continues as normal. Can anyoune check that? Mark is very busy .

Dear @Christopher Elliott

Can't you fix that somehow? Only the DevMod in VR .... PLEASE (Then I can finally support Mark ..) .

we need good AIW Files for such tracks..
 
The Brands GP wet line looks so (white is wet, green is fastest):
bhdkj7r.jpg


Could you try this quick fix? https://mega.nz/file/q89zRZiY#wuGI0jpenkXhEZ7n5uFVnnCcTcOOgEgDh6DbjrDbkcA
 
Tried Charlotte and Mount Tremblant and both gave me great races, although the AI was pretty aggressive defending positions. Have to try the Lester one.
Hey Manfredk2, could you have a look at Brno? The AI is pretty slow, especially in the last laps.

Thanks a lot for your work, much appreciated, cheers.
 
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
https://mega.nz/#!V1ADWS7D!ZKkJYnQBB5NflQp7ajLvvbOpDWCqo3nG6EMglqVV4h0
Change log - New fastest, block and pits, all round track performance.

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
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.

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 V1.0 by Andrea1968 and AIW by me
http://www.internationalsimracing.com/forum/index.php?topic=5022.0
Change Log - Fastest, Block, Wet lines plus first AIW with slowwhenpushed=0.

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/N85xFJyC#aRNyTRS0_mHVtZVdr6s8fX6nMA-H0XKrEAGaQgMypWI
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.
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
Where do I put the AIWs? Packages, userdata or??
 
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