[REL] Zandvoort 2017 is now available!

Discussion in 'News & Notifications' started by Christopher Elliott, Aug 11, 2017.

  1. Stefan_L_01

    Stefan_L_01 Registered

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    Why rf2 can not take current date to calc sunset/sunrise by geo coordinates? Give us a check to select default or real date times

    Date should be also configurable by plugin interface in case of historic events (low prio however)
     
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  2. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Zandvoort

    v1.05
    - Improved: AI lunging into T2 and often clipping the curb.
    - Improved: AI going off and spinning at the outside entry to T6.
    - Added all new real road rubber profiles.
    - Fixed AI not being scored when garage spot was in the overflow area
    - Lowered curb in Gerlachbocht.
     
    Last edited: May 17, 2019
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  3. Akela_DE

    Akela_DE Registered

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    fine, whats a RRBIN ?
     
  4. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Rubber profiles (Light, Medium, Heavy, Saturated)
     
    Last edited: May 17, 2019
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  5. 006

    006 Registered

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    Thank you!
     
  6. Akela_DE

    Akela_DE Registered

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    improved AI T2 ?

    :rolleyes:
     
    Last edited: May 17, 2019
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  7. Marisa

    Marisa Registered

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    Pls fix purple tarmac next.
     
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  8. 006

    006 Registered

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    I did a GT3 race and didnt notice any crashes, so it is at least improved but apparently not fixed entirely.
    However i didnt have any bmw's. (I also have block path disabled)
     
  9. Boomer20

    Boomer20 Registered

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    For me the turn 2 issue seems to have been fixed or improved, particularly with official content, I'm not seeing any incidents. I can't say the same about modded content though, particularly open wheelers which can seem to handle many of the curbs around Zandvoort.
     
  10. davehenrie

    davehenrie Registered

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    well both my tests were with S397 GT3 cars and I had multiple AI controlled cars roll over the armco which trapped them. I wonder if the AIW file could be massaged a little to move the cars away from the curbing. Lime Rock park had similar issues where the S2000 could run lap after lap without putting a wheel wrong, but the GT3's would slide wide and then over-correct, causing a slew of incidents.
     
  11. Akela_DE

    Akela_DE Registered

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    maybe AI strength related ? i had them on 120%
     
  12. davehenrie

    davehenrie Registered

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    I think those updates did help, two half hour sessions with zero roll-overs. And all the cars got scored in practice/qualifying.
     
  13. Boomer20

    Boomer20 Registered

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    I was using 100% strength and 40% aggression. Like I said the official content I tried (Nissan GT500, Formula Renault, McLaren M23, the Brabhams and the March) all handled it fine, but when I tried non-official content (Apex GT3, F1 1986 and Devbot V10 Formula) they were better than before but still very aggressive, so I guess its mod dependant?
     
  14. Akela_DE

    Akela_DE Registered

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    that video up there is with S397 GT3

    Tried that again with 100/30 - seems clean for 5 mins. S397 GT3, 20 AI, Practice
    Increased to 120/30 the 5th and 6th car went flipflop over the fence
    its clearly strenghth related, they are trying to hard ;)
     
    Last edited: May 18, 2019
  15. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Definitely do not need to run them at 120%
     
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  16. LokiD

    LokiD Registered

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    Ok just ran zand in a wet Q.. The AI didn't finish a run they did 1 lap then kept coming in?! only 1 Ai finished a lap in Q in wet.

    Also I think at T9 the ai need to block that corner better. They seem to sweep right across back into line and that leaves the inside open massively. If they just hugged the line when being followed you cant make a easy pass there.

    Otherwise one of my fav tracks in RF2 I luv this track the flow the visuals as well. Thank you!

    Cheers
     
    Last edited: May 18, 2019
  17. Akela_DE

    Akela_DE Registered

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    maybe, but thats not the point. If i can run them at 120% on a track, then they should behave correct.
     
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  18. DrivingFast

    DrivingFast Registered

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    The official mods are designed to ensure that the AIs are as good as official drivers in the real category with 100% strength.

    This is what is marked in the player.json.

    And the standard settings are 95% strength, 25% aggression, 5% AI limit.

    I use these settings and we can assume that they are quite optimal since these are the standard game settings.

    I use these settings but also almost exclusively official S397 content.

    Unless your name is Mickael Schumacher or Sebastien Loeb, I do not see the slightest interest in using 120% strength.
     
  19. Lazza

    Lazza Registered

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    And if they aren't tested at 120%, you can't really have an expectation they'll work properly on that setting.

    @LokiD Is the AI wet weather issue just Zandvoort though, or the game-wide behaviour? Perhaps not something that can be fixed for the track.
     
  20. UsedMomo

    UsedMomo Registered

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    It's an issue across the entire game. It's been that way for years.
     

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