Track AIWs

it´s not encryted. Seems i have a fault in the folder structure but it looks like equal to the .scn-file
 
Hi mark and all of you.

Thank you for the tutorials.
It has helped me a lot to begin my work.

If some of you want some aiw path for all 1988 tracks, they are in the "f1 1986 and 1988 championship edition".
No adds here but just let you know and any advices or feedback always help to polish things ;).
Thanks again.


Ps : Now i'm working to update the track graphics to the new standards.
You imagine the coffee needed lol.
A tutorial on how to make the correction of lights, or new ibl pbr thing would be awesome.
i've search but no luck for now.:s
(use 3dsimed and gimp)
Rfactor 2 is very nice when we understand it a bit ;)
Cheers
 
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Wooohooo! Close racing at Brno is a dream :cool:
Hm, the AI is generally slow in all turns. A good new fastest line could maybe improve the lap times by 5 seconds or more. Since i´m a VR user, i could not do this. At the weekend i will try some tweaks. Maybe it helps.

Maybe the Grandmaster of AI has some spare time to have a closer look at this track.
 
@t0p5ecret You mentioned collision corridors in this thread: https://forum.studio-397.com/index.php?threads/cut-track-issues.66976/ What are this corridors good for?
Mate I am so sorry, I thought I had replied, had it all typed up and must have got distracted.
Ok so you can use collision corridors if you really really want to constrain where a car goes and how much is varies from the AIW path. for example if you have a really tight pit area and pit entry, you can use the collision corridors to create a path as wide as the car so the AI behaves as if there are actual objects right next to it and stick exactly to the path. This is a much more absolute method in my testing than restrictions based on the normal corridors and you shouldn't really use it on track unless there is a really slow section that's causing issues otherwise the cars will behave in a very unrealistic manner.
 
all good, mate. Thanks for your explanation. Have a few ideas where i could test this :)
 
This might not be the best spot for this, but we'll see where this goes.

I know I asked about this some time in the past. Back in 2017 Indianapolis hosted the SCCA Runoffs running a slightly modified version of the road course. Is used the old 2007 F1 configuration for the first half and then uses the current (2014) config for the second. Just wondering if those two AIW could be merged into one to create that other config.

https://allianceautosport.com/indianapolis-scca-runoffs-course-layout-revealed/

Also with Indianapolis. Since 2016, they have hosted a karting event called "Battle at the Brickyard". Using existing side roads and the road course, they have created a karting track for this. It appears that the rF2 version has the roads these. However, This one would take a bit more work to actually complete as some gates will need to be removed, temp karting walls would need to be put in and the roads and grass past the walls are there, they are just not currently driveable.

2017-2019 Version
DEADl9nUAAA63Sj.jpg


2020
https://www.usackarting.com/battle-at-the-brickyard-karting-cla

Again thanks for all the hard work on this thread.
 
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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

I love your work mate! Could you explain to us what the settings above imply and why you change them as proposed?
 
Hey all, it's been a bit quiet around here lately, I had some work to complete and I took a break and headed out for about 3 weeks camping. I am going to take a look at the backlog of tracks I had, set some priorities and get some AIWs out for everyone. Hope you are all well!
 
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