• "Auto racing began 5 minutes after the second car was built." - Henry Ford
  1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Dear Guest. Follow RaceDepartment on Twitter, Facebook, Instagram, Twitch, Steam and YouTube.

How is AI talent handled for skin pack series w/o their own talent files?

Discussion in 'Automobilista' started by BillGuy, Nov 14, 2017.

  1. BillGuy

    BillGuy

    Messages:
    29
    Ratings:
    +5
    A simple question I’ve occasionally wondered about. If a skin pack includes its own series files but does not include its own talent files, then how does the game go about assigning talent to the AI drivers of the skin pack’s series? Can there be some sort of a “mapping” somewhere that essentially states SkinPackDriverA = BaseGameDiverX ?

    As an offline racer, I just wonder if the AI bahavior I see in skin pack series w/o talent files is random or if there is some sort of logic to it.
     
  2. Troy Barman

    Troy Barman

    Messages:
    775
    Ratings:
    +431
    If there is no talent files the game just reverts to a base talent file for all cars so in essence the fastest car in the mod would win most of the time.

    Making your own talent files is really easy it is just tedious, changing values all the time and checking in game.
     
  3. BillGuy

    BillGuy

    Messages:
    29
    Ratings:
    +5
    I actually just spent the last while creating my own baseline set of talent files for the F-Ultimate 2017 skin pack from Pebz. For now, they are just transfers of values from the game’s included talent files to what seemed like the best “mappings” for the real world counterparts in the skin pack. That said, I laid out all the values in a spreadsheet and can see that I’ll definitely have some tweaking to do.

    Right now I’m just trying to find an up to date resource that explains the attributes in the talent files. They’re actually quite straight forward and easy to judge when you look at all the drivers in a table like I did. The only ones I really have a question about are crash and recovery. Specifically, why the numeric values for these attributes are different than all the others.