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Other Mid Ohio (AIW) 2022-02-26

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Simon Aguirre submitted a new resource:

Mid Ohio (AIW) - aiw update for Mid Ohio (Virtua_LM version)

This is my update of the AIW for Virtua_LM's version of Mid Ohio (chicane) uploaded by MJQT.
The main changes are:
- reworked AI fast line
- adjusted AI corridors
- adjusted track cut limit at the first corner

Here is a video of the first few laps of a race with CART Extreme:
Hope you enjoy it.

Read more about this resource...
 
Thanks again for working on this Simon! :thumbsup:

FYI I will bring this updated AIW into the AMS Mid Ohio mod soon, but have a busy time coming up IRL, and have one or two other changes I'd like to try to make before releasing the next update. So it'll happen eventually, but not for a little while yet.
Hi, your message made realize that i completely forgot to make the other variants of the track. I believe the Miller Time 200 layout is the same as the no chicane version (still have to test that); if that is the case then this last version will also work for that version. I will let you known what i find.
 
Hi, your message made realize that i completely forgot to make the other variants of the track. I believe the Miller Time 200 layout is the same as the no chicane version (still have to test that); if that is the case then this last version will also work for that version. I will let you known what i find.
Thanks so much Simon! :inlove:

Miller Lite 200 is the same layout as No Chicane, but with lines and settings specifically for CART. I did a bunch of work optimizing the Miller Lite AIW for the CART Extreme cars to take reasonable lines, so the fast lines should mostly be good (except maybe the final hairpin and the complex after the long straight).

Honestly I just copied the Miller Lite AIW to the No Chicane layout and renamed it cause it seemed fine :roflmao: but I now realize this means the pace lap speed is too high. So that setting in the AIW needs to be changed, and further optimization of the fast line for more types of cars (maybe slower cars like the FVees, Pumas or Caterhams) could be a good idea (although probably not strictly necessary).
 
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FYI the other thing I eventually would like to try is moving the teleport positions (and thus the green flag) to the back straight for the CART cars – to reflect how they raced in real life. But that'll take a lot more effort I suspect.
 
Miller Lite 200 is the same layout as No Chicane, but with lines and settings specifically for CART. I did a bunch of work optimizing the Miller Lite AIW for the CART Extreme cars to take reasonable lines, so the fast lines should mostly be good (except maybe the final hairpin and the complex after the long straight).
I watched a few onboards of real life CART on that event and the lines they take are quite different to the AIW i created. I tried to make the racing line closer to the videos (see attached aiw) and in the process the AI went a little bit faster:
mid_ohio_telem.png

In color is the data of the attached AIW and in white is the previous one (1:04.461 vs 1:05.543).

Honestly I just copied the Miller Lite AIW to the No Chicane layout and renamed it cause it seemed fine :roflmao: but I now realize this means the pace lap speed is too high. So that setting in the AIW needs to be changed, and further optimization of the fast line for more types of cars (maybe slower cars like the FVees, Pumas or Caterhams) could be a good idea (although probably not strictly necessary).
The pace lap speed is in the GDB file and is called 'FormationSpeedKPH'. They are set at 160 k/h in all layouts at the moment.

FYI the other thing I eventually would like to try is moving the teleport positions (and thus the green flag) to the back straight for the CART cars – to reflect how they raced in real life. But that'll take a lot more effort I suspect.
I tried that but it did not work. What happened was that the green flag (and player control) was done at that place but AI keep driving in double-line (not racing each other) until the start/finish line.
 

Attachments

  • MidOhioML200_NC.aiw.txt
    520.7 KB · Views: 72
I watched a few onboards of real life CART on that event and the lines they take are quite different to the AIW i created. I tried to make the racing line closer to the videos (see attached aiw) and in the process the AI went a little bit faster:
mid_ohio_telem.png
Fantastic work. That's a great strategy to rewatch some real life races and base your lines off that! Glad it got good results. :)

Side note: what telemetry program is that, and how did you get the AI's data in that level of detail? That's some super rich information... wow!

The pace lap speed is in the GDB file and is called 'FormationSpeedKPH'. They are set at 160 k/h in all layouts at the moment.
Ah, the GDB file, not the AIW. My bad! As this shows, I still have lots to learn about ISImotor modding. :)

My opinion on this value is that 160 kmh is reasonable for the CART layout, but is a bit high on the other layouts. Because if you run slow cars like the Unos or FVees, they just end up just trying to run flat out everywhere on the formation lap :roflmao:. What are your thoughts on this? What might you suggest for the various layouts?

I tried that but it did not work. What happened was that the green flag (and player control) was done at that place but AI keep driving in double-line (not racing each other) until the start/finish line.
Thanks so much for trying this out! Darn, it's too bad it didn't work – it seemed like it might have. Did you keep that modded AIW file with the different teleport positions? Just in case there is some additional aspect to be tweaked that gets the AI racing each other right when the green flag is flown? If not, that's okay, by the way. :)
 
Side note: what telemetry program is that, and how did you get the AI's data in that level of detail? That's some super rich information... wow!
The program is motec and in this forums there is a plugin to export AMS telemetry data.

Ah, the GDB file, not the AIW. My bad! As this shows, I still have lots to learn about ISImotor modding. :)

My opinion on this value is that 160 kmh is reasonable for the CART layout, but is a bit high on the other layouts. Because if you run slow cars like the Unos or FVees, they just end up just trying to run flat out everywhere on the formation lap :roflmao:. What are your thoughts on this? What might you suggest for the various layouts?
I suggest you remove that line; when you do that the game will take that setting from the series file so it will adapt to each car.

Thanks so much for trying this out! Darn, it's too bad it didn't work – it seemed like it might have. Did you keep that modded AIW file with the different teleport positions? Just in case there is some additional aspect to be tweaked that gets the AI racing each other right when the green flag is flown? If not, that's okay, by the way. :)
I don't have the full file but the relevant part of the AIW is the 'TELEPORT' section and the 'teleportwp' setting in the 'Waypoint' section. That last value was 263 and the 'TELEPORT' section was:
[TELEPORT]
GridIndex=0
Pos=(-311.228,12.833,-291.641)
Ori=(-0.031,3.132,0.000)
GridIndex=1
Pos=(-314.728,12.832,-291.636)
Ori=(-0.031,3.132,0.000)
GridIndex=2
Pos=(-311.172,13.139,-302.133)
Ori=(-0.029,3.136,-0.000)
GridIndex=3
Pos=(-314.672,13.138,-302.130)
Ori=(-0.029,3.136,-0.000)
GridIndex=4
Pos=(-311.148,13.435,-312.602)
Ori=(-0.028,3.139,-0.000)
GridIndex=5
Pos=(-314.648,13.435,-312.619)
Ori=(-0.028,3.139,-0.000)
GridIndex=6
Pos=(-311.073,13.727,-323.077)
Ori=(-0.028,3.134,-0.000)
GridIndex=7
Pos=(-314.573,13.727,-323.110)
Ori=(-0.028,3.134,-0.000)
GridIndex=8
Pos=(-310.935,14.013,-333.584)
Ori=(-0.027,3.128,0.000)
GridIndex=9
Pos=(-314.435,14.013,-333.607)
Ori=(-0.027,3.128,0.000)
GridIndex=10
Pos=(-310.811,14.294,-344.083)
Ori=(-0.027,3.130,0.000)
GridIndex=11
Pos=(-314.311,14.294,-344.103)
Ori=(-0.027,3.130,0.000)
GridIndex=12
Pos=(-310.681,14.570,-354.555)
Ori=(-0.026,3.129,0.000)
GridIndex=13
Pos=(-314.181,14.570,-354.594)
Ori=(-0.026,3.129,0.000)
GridIndex=14
Pos=(-310.491,14.842,-365.026)
Ori=(-0.026,3.124,0.000)
GridIndex=15
Pos=(-313.991,14.842,-365.084)
Ori=(-0.026,3.124,0.000)
GridIndex=16
Pos=(-310.328,15.109,-375.508)
Ori=(-0.025,3.126,0.000)
GridIndex=17
Pos=(-313.827,15.110,-375.577)
Ori=(-0.025,3.126,0.000)
GridIndex=18
Pos=(-310.190,15.374,-386.026)
Ori=(-0.025,3.129,0.000)
GridIndex=19
Pos=(-313.690,15.375,-386.077)
Ori=(-0.025,3.129,0.000)
GridIndex=20
Pos=(-310.049,15.636,-396.547)
Ori=(-0.025,3.128,0.000)
GridIndex=21
Pos=(-313.549,15.636,-396.577)
Ori=(-0.025,3.128,0.000)
GridIndex=22
Pos=(-309.968,15.894,-407.037)
Ori=(-0.024,3.134,-0.000)
GridIndex=23
Pos=(-313.468,15.893,-407.072)
Ori=(-0.024,3.134,-0.000)
GridIndex=24
Pos=(-309.965,16.154,-417.504)
Ori=(-0.026,3.141,-0.001)
GridIndex=25
Pos=(-313.465,16.153,-417.566)
Ori=(-0.026,3.141,-0.001)
GridIndex=26
Pos=(-309.876,16.453,-427.999)
Ori=(-0.031,3.134,-0.001)
GridIndex=27
Pos=(-313.376,16.452,-428.061)
Ori=(-0.031,3.134,-0.001)
GridIndex=28
Pos=(-309.703,16.821,-438.512)
Ori=(-0.037,3.127,-0.000)
GridIndex=29
Pos=(-313.203,16.820,-438.556)
Ori=(-0.037,3.127,-0.000)
GridIndex=30
Pos=(-309.595,17.229,-449.015)
Ori=(-0.039,3.127,0.000)
GridIndex=31
Pos=(-313.095,17.229,-449.049)
Ori=(-0.039,3.127,0.000)
I included only the first 32 entries, because that's the maximum amount of cars the track supports.
 
The program is motec and in this forums there is a plugin to export AMS telemetry data.
Oh, it's Motec... of course, I should have known. Have never used it myself, but shoot that looks cool :)
I suggest you remove that line; when you do that the game will take that setting from the series file so it will adapt to each car.
Gotcha! That makes sense :) That line must be a leftover from the rF1 track. Will remove this.
I don't have the full file but the relevant part of the AIW is the 'TELEPORT' section and the 'teleportwp' setting in the 'Waypoint' section. [...] I included only the first 32 entries, because that's the maximum amount of cars the track supports.
Thanks so much!
 
Was just trying this out, and I really like the lines the cars are taking now. Including the Miller Lite AIW you included above. At first glance I worried they were cutting it too close to the grass, but didn't see anything concerning in that regard in my racing with the AI. :)

A couple comments and questions, though:
  1. I notice the race groove up to the Keyhole hairpin looks somewhat strange - looking as if rubber is laid down like the AI were braking well before the corner. They aren't braking early as far as I can tell, but it looks odd. Is this anything to worry about?
  2. If you select "Fast Rolling" start at Miller Lite, it seems to throw the green flag, the AI race, but the player still gets messages about the formation lap e.g. "Stay behind ___". Is this related to changes made to the teleport positions?
 
Was just trying this out, and I really like the lines the cars are taking now. Including the Miller Lite AIW you included above. At first glance I worried they were cutting it too close to the grass, but didn't see anything concerning in that regard in my racing with the AI. :)
The AI can drive quite close the edge if the corridors (the track limits for AI) are set appropriately.

A couple comments and questions, though:
  1. I notice the race groove up to the Keyhole hairpin looks somewhat strange - looking as if rubber is laid down like the AI were braking well before the corner. They aren't braking early as far as I can tell, but it looks odd. Is this anything to worry about?
  2. If you select "Fast Rolling" start at Miller Lite, it seems to throw the green flag, the AI race, but the player still gets messages about the formation lap e.g. "Stay behind ___". Is this related to changes made to the teleport positions?
  1. The race groove must be updated after changing the racing line and i forgot to do it.
  2. That can happen when the teleport positions are not set in a 'traditional' location. I tested the original AIW and found that it didn't work in that version either (i'm not sure if you are referring to the original teleport positions or the ones i send you in the previous post).

In the attached AIW both issues are fixed (race groove and fast rolling start) but i only did a couple of quick tests. The teleport positions are in the final corner (close to the start/finish line).
 

Attachments

  • MidOhioML200_NC.aiw.txt
    520.8 KB · Views: 55
The AI can drive quite close the edge if the corridors (the track limits for AI) are set appropriately.
Yep, exactly. And you've done a great job with the corridors! :)

  1. The race groove must be updated after changing the racing line and i forgot to do it.
Understood. Didn't know that!

2. That can happen when the teleport positions are not set in a 'traditional' location. I tested the original AIW and found that it didn't work in that version either (i'm not sure if you are referring to the original teleport positions or the ones i send you in the previous post).
In the attached AIW both issues are fixed (race groove and fast rolling start) but i only did a couple of quick tests. The teleport positions are in the final corner (close to the start/finish line).
Thanks so much for the fix. :thumbsup: FYI I was using the original positions, not the ones you provided in your previous post.
 
Hi, i use the original Rfactor aiw/cam editor; going to the ‘unsupported/test options' , then clicking on ‘ReCalculate Groove on save’ and finally 'Save Waypoints'.
The original download page is no longer available (as far as i know) but there is a post here at race department with the necessary files. You will also need rFactor 1 to run it.
I also read about other tools that worked on the groove, but a never tested them.
 
Hi, i use the original Rfactor aiw/cam editor
Ah, I see! I hear the original editor no longer runs on Windows 10, is that correct? If so, how do you run it? Perhaps you're running on Windows 7? I think I heard it still works on that OS.
The original download page is no longer available (as far as i know) but there is a post here at race department with the necessary files
I will see if I can dig up that post, thanks! EDIT: found it on the TrippTeam server
 
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Ah, I see! I hear the original editor no longer runs on Windows 10, is that correct? If so, how do you run it? Perhaps you're running on Windows 7? I think I heard it still works on that OS.
Yes, that is correct; it runs on W7 but not on W10.
I run it on linux (with proton) because that's my daily OS (W10 is only for games) and i didn't want a third OS.
The only use i have for the original aiw editor is the groove and (much less common) to create an aiw from scratch, so i'm ok with the 'extra steps' of this configuration
 

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