What's with the yellow bar in the middle of the AI Aggression slider?

Discussion in 'Technical Archives' started by Michael Juliano, Jan 10, 2012.

  1. Michael Juliano

    Michael Juliano Track Team

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    That is the recommended aggression for the AI for the selected series. If you want cleaner racing drop the slider below this line. If you want to BTCC-ize the AI then raise the slider above the yellow line ;)
     
  2. Slothman

    Slothman Registered

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    roflmao
     
  3. Michael Juliano

    Michael Juliano Track Team

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    I couldn't think of a better way to describe it :p
     
  4. Slothman

    Slothman Registered

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    Its perfect...perfect...
     
  5. Helli83

    Helli83 Registered

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    ;)
     
  6. blaknift

    blaknift Registered

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    Lmfao, Hope Chilton doesnt run me over!
     
  7. deBorgo83

    deBorgo83 Registered

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  8. Boyd

    Boyd Registered

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    I guess that's a good way to test the new collision physics offline ... ;)
     
  9. richiespeed13

    richiespeed13 Registered

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    May I ask, does the AI run on simplified physics still?

    One of the biggest immersion breakers in rF1 for me was that AI cars never locked their breaks, and rarely spun their wheels. Also, seeing an AI car have a huge crash, losing both front wheels, and then still "hovering" and turning as if it still had wheels, was pretty annoying. :p

    It would be great to know where you currently stand with the AI, and what your future plans for it are.

    Kind regards!
     
  10. jubuttib

    jubuttib Registered

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  11. richiespeed13

    richiespeed13 Registered

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    I'm not asking them to simulate AI cars to the same standard as player cars, just that they make the simple model a little less simple lol.

    Like GP4 in 2001, the AI cars had the exact same physics as the player car. If their wheels fell off, they didn't hover.

    In rf1 you could make AI cars spin and get tail happy by lowering a setting, I forget it's name. It was related to AI stability and grip. You could also make them good/poor at braking using brake pressure AI settings, but that made them brake early or miss the corner, it had little effect on the fact that the AI never lock their tyres under braking.

    I'm not complaining at all, just asking what ISI's plans for AI are.

    Regards.
     
  12. MarcG

    MarcG Registered

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    I've asked Scott before (probably more than once my memories terrible!) about improving AI after release and he replied Yes basically, I see this as an area I'll glady help out in and hope to help improve with my own personal feedback and ideas, seeing as I know bugger all about Physics and modelling lol :p
     
  13. Dufoe

    Dufoe Registered

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    Speaking of AI settings, there is also a control for the AI strength. I can't see any difference in the AI ability to drive slower or faster or better when setting this feature from 70%-100%. I also tried setting my Player.plr file AI strength to a different number, but once you start the game your Player.plr file is rewritten back to its original status.
     
  14. Michael Juliano

    Michael Juliano Track Team

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    Yeah, the strength setting does actually cause them to lap slower/faster (at least it does for me). If you're not seeing any change you may want to make a post in the "Problem Reports" section
     
  15. Satangoss

    Satangoss Registered

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    Is there still a "Ai Mistakes=X%" line to play around as we have in RF1?
     

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