AIW for GTR2

Yep, that worked :) Currently the laps dont work, but I think this is bug...

Thanks for helping out


Check the score values of the aiw file, if you don't get all three sectors

wp_score=(0,
wp_score=(1,
wp_score=(2,

then you have a problem with one of the Xobjects (finish/sectors).

Fix the Xobject that is causing the problem and resave the aiw file.
 
Check the score values of the aiw file, if you don't get all three sectors

wp_score=(0,
wp_score=(1,
wp_score=(2,

then you have a problem with one of the Xobjects (finish/sectors).

Fix the Xobject that is causing the problem and resave the aiw file.

Thanks Greybrad. I found multiple instances of those lines in my aiw file.

This seems to be just a little bug in BTBEvo where it ignores the gates. It was all fine in rFactor, and looking at the GTL track file in 3dSimEd the gates are all there. It's quite funny, the ai come out to practise and drive round at 50mph waiting for someone to tell them they're out of the pits. Makes it very easy to get pole position lol.
 
[QUOTE="Brendon Pywell, "?[/QUOTE]

Hi Brendon

I am getting a problem with AI congestion. From race start the AI bunch into turn one and are extremely slow, not until about half way round the first lap to they begin to spread and reach racing speed. The first two or three corners they're dropping right down to 5mph/kmh almost stand still.

This is the same on every track build, regardless of how tight or open the first few corners are. For example, starting on the back of a 36 car grid it's possible to pass 10 cars off the line and down the straight, 15-20 cars around the outside entering turn 1. They'll all be bunched, nose to tail. Not until around mid lap do AI become more racy.

I've ensured grids do not have more cars than the track maximum, altered the AI waypoints as much as i can in BTB by increasing the gap between them, and reducing the angle as much as possible. I've seen an AIW editor for rFactor but cannot seem to find anything for editing within BTB, or for GTR2.

How do i stop AI bunching like this and speed them up?
 
rFactor AIW for racing works correctly in GTR2 and Evo.

The differences are for safety car positions, pits and garages.
When we start practice and finish the race, we see the differences.

It is simple to set up the Safety Car positions.
In [GRID] and [TELEPORT],
copy the last Grid index, paste atfee the last one
change the number to 103
copy position and orientation from AUX 0 to both.
It defines where the safety car stands before race (formation lap).

In [PITS], copy the last Team index and paste after the last team.
change number to 51
copy position and orientation from
AUX 1 to the first PitPos and PitOri
This defines where the safety car stands during the race.

The parameters GarPos and GarOri are optional. They define where the safety car garage is located.
For many tracks, the position is the same as Pit.
It means that the car stands in the same place, on the road.

I am not sure if rFactor AIW contains garage positions for the safety car.
We can copy the position clicking in 3DsimEd, Memorize XYZ and paste to GarPos.
We can do the same if the positions are undefined or if we want to change position of any car.

Now about garages for cars.

rFactor AIW contains 2 positions for each team.
GTR AIW contains 3 positions per team
This makes serious problems in practice and race finish.
Cars fly over the screen, or all cars overlay and collide in the same position.
Often the only way to finish the race is closing the game by Task Manager.

Does any converter exist for garage positions?
If not, how to redefine the positions in a text editor?
 

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