Discussion in 'Locations' started by ethone, Nov 1, 2013.
Hi ethone, congrats on the amazing track (and solid principals). The issue I have is an offline one with the AI. I know you've intentionally put bumps in on the Porsche curves and the ones after it but I keep running into the back of the AI in these corners. It seems like the bumps are too big for the AI to handle at full speed (or an aiw problem) but I was wondering if anybody else has had this problem? I plan on running a full 24 hour offline race with 2 of my friends and wondered if this was a known problem to you.
I understand if this is totally intentional and meant to be used online with all human players but if not is there a chance you could iron out (get it? Lol) this problem for offline racing?
Yes, they slow down too much there. You'll find a lot of good-looking tracks having similar problems. I suppose getting the AI right is too time-consuming or too hard.
The bumps don't enter the equation. I've observed that behaviour long before the bumps were added.
The problem with balancing the AI is the sheer number of variables. There's several kinds of cars (I mostly used the URD GT cars during testing) and there's several AI settings that will influence their behaviour and speed (AI skill obviously, AI aggressiveness, some specific AIW settings and of course the beef of the AIW: the AI line/corridors).
There's a setting in the AIW that allows for balancing top speed, acceleration, braking and cornering against each other. Problem is that these are linked to the AI strength you set. So if Cornering was set to 50% (with the remaining 50 spread between the other three) that would make the AI corner better at say 110% AI strength. At higher strengths cornering gains more. At lower strengths though cornering loses more (as it is set to the highest weight of the four).
For Le Mans the ratio is 22.5 each for acceleration and braking, 25 for top speed and 30 for cornering.
Thank you for the explanation and the speedy reply.
And explains why we need a completely overhauled way of dealing with AI. All tracks are affected by this.
I wonder if I'm the only one in this case.
when I sort (jok should not leave, but that is not the problem) of the track and I find myself on the sand, it does not hinder me at all.
I feel on the grass, the car does not slow down, even at low speeds.
Sounds like a material is missing in the tdf file. Should feel like on ice because the surface has no friction. Can you post a screen shot of the part of the track where this happens?
entire track where there is sand
All materials are in the .tdf. The slowing down is at the same level as ISI's Silverstone.
Watch once in the sand I'm on unrelated
The car runs without being slow and never speed.
This is not a problem of your track but all tracks in general.
But since I only wanted to touch this part and nothing else, I told you to see if you have a solution to my worries.
You are losing speed in the sand and have problems steering properly. Perhaps for being 91-96 the sandpits could be deeper meaning you can potentially get stuck and never leave, but if they were shallow and uniform then maybe just a minor tweak?
Looks like ethone is hard at work.
Indeed and good work ethone.
Oh that's just great!
pfuh like a machine
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