@Kristiann I think that there are 4 groups Group 1: melbourne, catalunya, istanbul, montreal, valencia, hockenheim, hungaroring, brazil, nurburgring Group 2: sepang, shanghai, silverstone, spa, singapore, suzuka, korea, abu dhabi, delhi Group 3: Monaco Group 4: Monza and you want to keep a value for every group and to fix the bug is that what you want to say??
No, no, no... Oh.. how to explain it... =/ In the original F1 2011 there is only 1 number for all tracks. But the tracks are in groups set in the game so you can adjust it by groups WITHOUT changing the files. It is all in one file. I'm just telling how the groups are set in the game. I haven't tested with numbers, I asked Kartik to help me by telling me the differences in the lap times in and out of sight for every track and he told me he can do it tonight or tomorrow so till then I'll only try to find something else. I'll try to explain it with a fake file: You have a file named "OutOfSightLapTimes" (I'm just trying to explain it, there's no such file) You have a defaultly set value for example <laptimesoutofsight="0,655"/> but when you have the tracks seperated in groups in the game, you can add <group_one> <laptimesoutofsight="0,534"/> </group_one> <group_two> <laptimesoutofsight="0,757"/> </group_two> so the file will look like this: <?xml version="1.0" encoding="utf-8" standalone="yes" ?> <ai_lap_times> <laptimesoutofsight="0,655"/> <groups> <group_one> <laptimesoutofsight="0,534"/> </group_one> <group_two> <laptimesoutofsight="0,757"/> </group_two> </groups> </ai_lap_times> Hopefully, you'll get it right now...
Codemasters is a stupid game developer.They can't make a game all this have problem and If you join to CM forum a lot of bug report have
He says that CM is a stupid game developer and they can't make games which don't have bugs. If you join the CM's official forum you'll see a lot of bugs reported.
I get it now i was already in CM Forum and i reported lot of bugs also but they are Just not giving importance to them as they only want to get the money from customers and leave the game in unfinsihed state with helll of bugs
Yes. Even better than. I can also help finding the difference out and in sight. Just did it thousand of times but never wrote it down. Just tell me what you need exactly and which tracks I should test. So we can progress faster.
I just did China. Here are the frustrating results. The times are very random. I raced on position 2: Vettel 1st In sight (Lap 2): 1:36:708 Out of sight (Lap 3): 1:38:238 Out of sight (Lap 4): 1:38:872 Webber 3rd (2nd after my pitstop) In sight (Lap 2): 1:37:067 Out of sight (Lap 3): 1:37:326 Out of sight (Lap 4): 1:38:423 Hamilton 4th (3rd after my pitstop) In sight (Lap 2): 1:38:173 Out of sight (Lap 3): 1:38:973 Out of sight (Lap 4): 1:39:504 I have no idea how a value should fix these random times. It seems that it also belongs on their positions and maybe also on their engines. Tell me if I should go on. I just want to know what you think about these times.
Ok, here are my other findings: China (repeated the test) In sight (Lap 2): 1:36:605 Out of sight (Lap 3): 1:38:507 Silverstone In sight (Lap 2): 1:32:910 Out of sight (Lap 3): 1:33:557 Out of sight (Lap 4): 1:33:116 Spa In sight (Lap 2): 1:49:069 In sight (Lap 3): 1:48:934 Out of sight (Lap 4): 1:49:276 Out of sight (Lap 5): 1:49:436 Singapur In sight (Lap 2): 1:43:966 Out of sight (Lap 3): 1:44:100 More comes tomorrow.
I recall the AI cars were around 2 to 3 seconds per lap faster when out of sight. Now they are about 0.5 second slower when out of sight. This is a massive improvement!!!
Unfortunately it looks better than it is. Like I said, the lap times are very random. I just posted leaders lap times. Problem is, 2nd, 3rd, 4th, 5th, ... are showing different lap times. sometimes 2nd is 1 second faster out of sight, 3rd is 0.6 slower, ... and so on. You can't really measure the AI lap times behind you cause they fighting each other or make failures, or it's just the bug. I don't know. I can't see this cause I have to follow the leader and then pit. So I'm not too optimistic here :/ BTW. That the out of sight bug turned into a "in sight bug" is because of Patch 2. I noticed this long time ago, but it was easier still to call it "out of sight bug".
So, here are the last results: Suzuka Vettel 1st In sight (Lap 2): 1:35:417 Out of sight (Lap 3): 1:36:594 Massa 2nd after my pitstop In sight (Lap 2): 1:36:361 Out of sight (Lap 3): 1:37:039 Alonso 3rd after my pistop In sight (Lap 2): 1:36:695 Out of sight (Lap 3): 1:36:606 Korea In sight (Lap 2): 1:41:087 Out of sight (Lap 3): 1:41:487 Out of sight (Lap 4): 1:41:665 Deli 1st In sight (Lap 2): 1:29:493 Out of sight (Lap 3): 1:30:949 2nd In sight (Lap 2): 1:30.474 Out of sight (Lap 3): 1:32:439 Abu Dhabi In sight (Lap 2): 1:42:084 Out of sight (Lap 3): 1:42:484 Out of sight (Lap 4): 1:42:551 So, now it's your turn. Proof what you talked about BTW. I love Abu Dhabi. Best track ever.
I now have read the whole thread and really like your effort, but I think in the end you will come to the same conclusion as I did. Since new year I have been doing some more testing with patch 1.2 and If you like to read it, here is how I think the game works: I think they somehow limited AI speed out of sight. Most seems to depend on the curvature multipliers in ai_vehicle_track. The rmCurvatureMultiplier still is working, but as I said somehow limited. Example melbourne: I did extensive tests there. With the original track files melbourne has no out of sight bug (patch #2). rmCM=1.6 (original) -> no bug. rmCM=1.06 -> AI slower out of sight. Now if I make the AI slower via the curvature multipliers in the track file the following happens: rmCM=1.6 (original) -> AI slower out of sight. rmCM=1.06 -> AI much slower out of sight. Now the opposite (AI leader to drive a ~1:23,8, second lap of 10%) rmCM=1.6 (original) -> no bug. rmCM=1.06 -> no bug. rmCM=1.00 -> AI slower out of sight. Problem is now, that this is not even consistent when the weather changes. In melbourne, AI is about a second faster out of sight with 1.6 and 1.06. Here the value would have to be even lower. In Sepang on the other hand, AI cars are slower out of sight with 1.06 and original trackfile. It seems that there are certain corners on each track, that trigger the out of sight bug. The reason for that is quite simple: Their curve modifier is too high. With a low rmCM they get slower, because the loose the racing line and loos time. With a high rmCM they get slower (I haven't a good explanation for that). I Have started to try and make trackfiles for rmCM=1.06 that work, but it is difficult and timeconsuming. I still think, rm=1.06 is the optimal value, because prepatch it worked for all tracks fairly good. The rest will have to be done through the track files i think. /edit: @zlep I have no Idea what got changed in the files you tested, but if you used orignal trackfiles and rmCM=1.6, then I might see a way to get rid of the out of sight, at least for dry conditions. If you used different settings then my way probably does not work. I don't have the time, but could you test the following: rmCM=1.6, original trackfiles, and write down the time gap between in and out of sight.
Limited out of sight speed - I don't think so. I may try to make them insanely fast to see if there's a limit but I don't think so. As for the rmCM, I've changed values there and I don't get it how it works. From 1.6 to 1.06 the difference between lap times is 0,2 or so... which just doesn't do the trick.. I'm with rmCM 1,6 - it's the original value and I don't want to change it as it won't do anything. Yes, the problem will be track-by-track balancing but we'll see how things will go. For now I'm only testing this and that and I'm trying to find a better solution for the out of sight bug as it is still working.. =/
But it does change things. try sepang with 1.6 and 1.06 and you'll see the difference. And watch what happens when you set it to 0.5 It has an effect, I'm pretty sure exactly the same as prepatch, but it is somehow masked by another effect.