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Campo Grande and AI in general question

Discussion in 'Stock Car Extreme' started by Ben Saylor, Nov 30, 2014.

  1. I was trying a race at Campo Grande today in the V8's. I had the AI turned down to 94% and they were mostly running in the 1.26.5-8's at the front. The best I could muster was a 1.26.9 on 1 lap. I'm not a great driver but not horrible either. On some of the tracks are AI just too fast to be realistic? I saw that the V8 cars don't race there so I do not know what a realistic time for the track is. My question is, on some of the tracks are the AI cars just crazy fast especially if no real life time for the car in question is known or do I just need to figure out how to drive the track?
     
  2. Nox

    Nox
    Staff Premium Member

    I find the AI a bit inconsistent in that they can be perfect one track, then super quick the next, then a bit slow the next. I make sure I've learnt the track first and I am consistent, then I modify the AI strength to match, to be a challenge.
     
    • Agree Agree x 1
  3. That is what I was afraid of. I don't have much time to race and hate having to spend it tweaking the AI and also I feel like an idiot when I cannot keep up with 95% AI.
     
  4. Alex Sawczuk

    Alex Sawczuk
    Reiza Studios Premium Member

    The AI is generally very strong, so don't feel too down if you struggle with 95%
     
  5. Msportdan

    Msportdan
    @ Simberia @Simberia

    alex can you explain why the ai sometime warp slightly forward when rubbed against? Used to happen in racepro i think.

    Cheers
     
  6. Alex Sawczuk

    Alex Sawczuk
    Reiza Studios Premium Member

    Also feedback on generally if the AI is too fast at certain AI levels at certain track/car combinations is welcome, however getting enough data to show what is right and tweaking this can be complex to get consistent results
     
  7. Alex Sawczuk

    Alex Sawczuk
    Reiza Studios Premium Member

    Hmm, not too sure what you've mean, it doesn't sound like anything I've come across
     
  8. Msportdan

    Msportdan
    @ Simberia @Simberia

    ive seen it in the vees, im thinking it may be a open wheel thing.
     
  9. Alex Sawczuk

    Alex Sawczuk
    Reiza Studios Premium Member

    Wheel to wheel contact?

    Hard to say with out seeing a video or something
     
  10. Msportdan

    Msportdan
    @ Simberia @Simberia

    if i can ill get a video . its as if it as failsafe to not get the wheels intertangle in eachother... if you know what i mean.
     
  11. hey alex! maybe it would be better to use a higher density and also slightly bigger (lets say 1%) than the real car dimension, in all axes, collision model? from my experience in that way AI to AI collisions are decreased too
     
  12. Msportdan

    Msportdan
    @ Simberia @Simberia

    also on this subject the ai at e velopark are monsters lol, even on the formation lap theres hoods flying and cars getting squashed?!
     
    • Agree Agree x 1
  13. It is nice to know I am not the only one having these issues. On a side note, do the AI have "real physics" like the player or do they use a different set of physics to determine how fast they can drive?
     
  14. Msportdan

    Msportdan
    @ Simberia @Simberia

    most if not all ai in sims run a different set of physics to the player. that's why puttuing the AI on a really high difficulty doesn't make authentic AI, just makes them silly fast on straights.
     
  15. Renato Simioni

    Renato Simioni
    Reiza Studios

    To clear up a few of the questions:

    1- We try to balance the AI as much as possible so theyre consistent track-to-track, car-to-car, so that if for example you´re a 100% strentgh level driver, that will be your setting throughout. It´s a hard balance to reach though and there certainly are some inconsistencies still.

    One of the reasons it´s a tricky challenge however is that it´s hard to pinpoint where the inconsistencies are from the AI performance itself, and where it is from the player himself being inconsistent - faster on given tracks or given cars than in others. In this case it could be AI performance is indeed off at Campo Grande, but it could also be you need to practice more / find a better setup in that track. It requires a lot of collective testing to figure that out so the more feedback we gather, the easier it is to pinpoint where there might still be problems.

    2- The collision "warping" issue on wheel-to-wheel contact is probably related to the simplified collision model for the wheels, Not much can be done there.

    3- The AI physics is for the most part same as the player´s, except for some AI-specific multipliers & simplified models for tires in particular, both for the sake of performance as well as balancing / stabilizing AI driving.
     
    • Like Like x 1