@Patrick Giranthon & @Gringo,
Thanks a lot to both of you and to your team for updating the best mod around.
Thanks a lot to both of you and to your team for updating the best mod around.
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@Patrick Giranthon & @Gringo,
Thanks a lot to both of you and to your team for updating the best mod around.
According to the latest AMS build, AI difficulty sliders it's the same across all series.Well I could have sworn that my AI sliders actually are series dependent hmm...
Really? Shame... I know Reiza is trying to get a consistent level across every series but I don't have the same speed with all the cars... That was pretty handy to have an individual slider per serie even if the "problem" is more on my side!According to the latest AMS build, AI difficulty sliders it's the same across all series.
Yeah, that's a kind of a problem on my side too. I'm so bad with Marcas cars but I'm decent on MCR2000. Let's see the consistency on AI levels as a challenge for us, we got to be equal on each series, cmon!Really? Shame... I know Reiza is trying to get a consistent level across every series but I don't have the same speed with all the cars... That was pretty handy to have an individual slider per serie even if the "problem" is more on my side!
I'm not finding that, what I set in the main menu is the starting point, but once I go to a class and set up a race, whatever AI strength and aggro levels I choose remain the same for that class.According to the latest AMS build, AI difficulty sliders it's the same across all series.
I'm not finding that, what I set in the main menu is the starting point, but once I go to a class and set up a race, whatever AI strength and aggro levels I choose remain the same for that class.
Oh BTW, the AI is very good, even using mods I'm finding them good fun so far, although not done a lot yet.
I'm not finding that so far, but will do more testing tomorrow.You don't have to set anything extra anymore. As the latest changelog says, all AI agression scalars are the same, or at least nearly the same for all cars that come with the game.
Oh I see what you mean, it remembers the setting for each class. That's good even though they unified the agression through all series.I'm not finding that so far, but will do more testing tomorrow.
I run a qually then adjust so I start around about 12th to 14th place for the race, and I still have to alter between tracks anything up to 10%.
What I select remains for that class.
I did a race yesterday at Belle Island and had to turn strength way down, but I really am slow and just wanted to enjoy some close racing.I am a dummy. I didn't realize the slider worked independently per series. Issue solved, though I still think this series is too fast relative to the standard Reiza cars.
Here is a trackconfigbase.ini with all of the JNS Tracks as well as many others loaded: https://mega.nz/#!cMF0zJbb!Ui2IyozlcqtNQK4z9jTVHIHErbEcDn-AAqeYpKwdPK0
I have no idea how to upload it at RD without creating a whole new resource, which I do not want to do.
What is this file for? Better AI in JNS tracks?Yeah sure, here you go.
https://mega.nz/#!VMtFCRRY!kE4PNap1SVo1AMWR9qshjd9l6mV6VL3QQ9Y700BH36Y
Oh, I see. I didn't notice the AI picked wrong chassis in oval tracks. Thanks for the file!No Oscar, this file only makes it so the mod automatically locks in the correct chassis with many modded tracks. For instance, if you load Indy it will lock in Speedway. If you load Fontana it will lock in SuperSpeedway. If you load Nazareth it will lock in Short Oval. Cheers!