Hi, We are about to do a league race on Watkins Glen with a standing start. Unfortunately the gap between each rows is very narrow. Does anyone know, if someone made a aiw were there is more space between each starting boxes?
Can someone look at Cadwell Park 2.0 in Steam Workshop? In practice, the AI leave the pits on an outlap, then return to the pits at the end of the lap and never do a flying lap. Thank you.
Sounds like the usual FuelUsage Problem. Did you try to contact Luis in Steam already (seems as if he let delete his Account here)? It would be the Best, if it would be added/solved by the Creator and uploaded to the Workshop again.
Sorry to be clumsy, not being used to it, I can't find the file "Phoenix_GP with version 1.0" in your signature or elsewhere, thanking you for your work
I am using Donington Ntl a LOT, with the 1.12 update. There are a couple of other things I am wondering can be fixed, or maybe they are just problems with rF2/track/mod. I have AI aggression set to 1% but nothing is working to stop these specific issues happening and they ruin a lot of AI races. First, I pass an AI car at the old hairpin. The car does not back off and tries to stay on the outside. Instead of letting me go, the car just drives you straight off the track: video and replay here Second issue is similar to first, happens mostly at the first corner: A car is on your outside when you pass, you try to take a wider line, and the car will not back off and drives straight into you. Again all of these are at AI Aggression 1% Is it possible to fix these issues?
@sg333 It looks like a similiar Problem as it exists for the Croft Track at the PitOut Area, for that i did make a Fix some Time ago. Look HERE. The Problem in such Cases can be, that the involved Cars are not inside of the same Corridor, which causes that the AI Cars ignore other Cars. But it would have to be checked if it also happens, if the User Car is inside and the AI Car outside of a Corridor or vice versa, because that seems to be the Situation in your Case. If noone else is doing it, i can check it. I suppose Version 1.12 is from @ManfredK2_new or @atomed? The "Problem" is, that sometimes Users fix such Things in the Background and post it when it's done. And what i really hate, is when 2 or more People work at the same Thing at the same Time, because that is wasted Time. So let's wait a few Days, to see if someone comes around the Corner with a Fix.
Thanks for the reply I have your Croft fix which works excellent, and the 1.12 of Donington fixes the Natl layout issue of cars braking in the middle of the track. Unfortunately I don't have the knowledge to fix such issues myself so I thought I'd document it and hope someone else can EDIT the original fix for the old hairpin was done by Manfred int this thread https://forum.studio-397.com/index.php?threads/track-aiws.64102/page-71#post-1142787 The file is offline so I found and uploaded here: https://mega.nz/file/VtxyFI7Q#aEcUU9jP_BxbVvBIyCgkuMdQYb8rw6YKw-4wHw5Bicw so this is the 1.12 I use. Any fixes probably best to update this version as this stops the AI braking hard for no reason coming down the hill toward the Old Hairpin
@sg333 OK, if nobody else will check it, i will do it at Tuesday or Wednesday. And if i can solve it, i will integrate the Fix for the AI slowing down too. And i probably will contact you by a private Message then, that you can make a Test if it works for you.
@sg333 I did have some free Time and did check the AIW from the National Layout, which looks normal. Then i watched your Videos again and i must say, that in real Life, Stewards could have judged your driving as "pushing another Car from the Track". BTW Which rF2 Build do you use? I only race against the AI for Testing Proposes, but i think i did read here in the Forum, that the 1132 Build (no Guarantee) has the best AI Behaviour. In your Cases, the AI tries to stay inside of the Corridors, that are "defined" in the AIW File and i fear, that none of the AI Settings can prevent them from trying to stay or get back into the Corridors. What i could do, is to expand the Corridors where your Incidents happened, which probably would help to avoid such Situations. But on the other Hand it could have a bad Influence on the general AI Behaviour too. But my main Reason, to leave the Track AIW as it is, is, that all existing Tracks would have be modified then, to avoid such Situations. Honestly, i would suggest to avoid such Situations with leaving the AI Car more Space on the Track, as long as it is beside of you. The Incidents in the Videos could have been recorded in a real Race, where 2 Drivers are Side by Side and none of them wants to back down. Which usually ends in the same or a similar Way.
Cheers for taking a look Oh I've no doubt it's my driving , but at 1% aggression in most instances on most tracks the AI is nearly afraid of you, and they'll back waaaay off if they even detect you are near them. I think part of my issue is the DTM91 cars seem to have almost open wheeler style AI so can brake and accelerate later/earlier than the player, which is "causing" some of my issues here I'm not sure how the AI aggression is supposed to scale, but I would have imagined they would race you this way at 50%+ and at 1% they'd basically give up once you were alongside. I guess not edit: I'm using the latest version, 1.134
@sg333 Maybe you try out the 1132 Build. And did you try other Cars? I agree with the Assumption, that 1 % Aggression should make them driving very calm and passive, but we unfortunately don't know the whole AI Code... and if i remember it right, there have been Complaints that the AI driving got worse with the last Game Updates. Maybe it's indeed a Combination of the Car Mod and the Track. The only Thing that i could change at the Track, is to expand the Corridors, that they completely cover the "Patches" beside of the Track, which are covered only to 1/3 - 1/2 originally. That at least gives the AI a bit more Space in the shown Situations. But it won't solve the whole "Problem", because they still want to go back on Track and the same Thing will happen, just a bit later.
I sometimes do races with the official BTCC cars and the issues are much less frequent, mostly because the speed and braking is more balanced true to life; you can race them and pass them without them braking late or having silly acceleration. With the DTM91 mod, if I turn the the AI Strenght down, they just become so slow they are roadblocks, so its not a case that the sliders can get rid of the problem or balance it out I suppose the better question is, is there a way to modify the DTM91 AI specifically so they arent naturally so aggressive with brakes and acceleration? I will try 1132 later
@sg333 You can lower the Brake Power and the Engine Power, but i doubt that it will solve this Problem. If high Acceleration and Brake Power would cause such Problems, you also would have it with every F1 Mod for Example. I guess it's a general Problem in the specific Situations that you show in the Videos. I'm curious, if the 1132 Build will work better when you try that.
Another issue with strength and aggression is it's used in the pits. In F3 at Italy, Belgium and others I run alien profile. Problem at that level the AI crash simply trying to leave the pits. Italy they get stuck between fence and brings out the yellows. Many other examples were as at 100% AI they are fine.