Peppelino
Race Remaster fan
Thanks Spednut357, see what a difference a few numbers can do...ok I will do some work on this track, I only did a quick repair so I could try it.
Thanks Spednut357, see what a difference a few numbers can do...ok I will do some work on this track, I only did a quick repair so I could try it.
Problems caused by those jagged edges only happen when the AI bunches up and tries to overtake each other. So yes, it would improve things but only a minimal amount. You would only see it if a group of AI was battling in that part of the track.Hey @Speednut357, have been looking at AIW lines and boundaries of default RACE 07 tracks thanks to the Race Remaster mod, and have a question. Below is a photo of the AIW file for the track from Puebla. To improve AI behaviour, would it be worth smoothing all of these jagged edges on the corridors? Even though they wouldn't cause a first corner swerve the way your Monaco example did? Interested in your thoughts.
View attachment 539016
Could you please clarify precisely how each of these parameter changes helps?I also inserted the lines, slowwhenpushed=0.10 and AIDraftStickiness=(0.98) into the AIW file.
Also, with the line, AIDraftStickiness=(1.0000) at default the ai will tend to stick to the racing line when drafting rather than moving out for an overtake. Lowering this a little to 0.90 - 0.97, the ai will tend to be a little less regimented about sticking to the racing line in those situations. Play with the values, see what works for you.
I experimented with Slowwhenpushed some years ago with GTR2.
As you know, if you get behind another car, fine. But if you get right up on its bumper, even in a straight line, it will hit the brakes. A setting of 1.00 means they use full braking and 0.00 means they don't brake.
What i found with 0.00 is that large fields were chaotic. There were situations where ai cars needed to respond to each other but couldn't. If you find the same thing try 0.2 - 0.25. They can still respond by braking but less aggressively.
OK, I will do a bit more touch-up on the AIW and then upload it for you. And yea, just a tiny bit of slow when pushed seemed to reduce the bumper cars effect. Too much, and they break hard, and you get one of those pile-ups like on a highway in the fog.Never mind, let me answer my own question a bit. From this thread: https://www.racedepartment.com/threads/slowwhenpushed-1-00.218069/
I have finished the AIW path change. And was just balancing the ai speed this morning. I will upload it tonight. And you can give it a test please Peppelino.Hi MJQT. I tried STCC cars on Poebla '06, with only changing both of ..DryGrip in gdb, from 0.80 to 1.05. Slightly decreasing it, is possible maybe. AI then went from "pretty good" to "stiff competion" .
First Corner.. is another thing.
Recently done, in your Poebla AIW Download tread, over here ; https://www.racedepartment.com/threads/puebla-2006-aiw-line-change.219816/post-3488508I have finished the AIW path change. And was just balancing the ai speed this morning. I will upload it tonight. And you can give it a test please Peppelino.
"external link removed for guests"... reading above ".. it' s on our Forum "
(edit: RD thread found from Mar 1 7 2020, "Aiw cam editor by guitarman 4.05")
(edit 2 :.. No, here you go, link was posted about it
race07.giize.com/BB/viewtopic.php?f=7&t=8&sid=2915b6028efd5e344810a06a7074dce6
I personally prefer to limit the number of places where I have a separate account, so I'd really appreciate if at some point, you could upload your really cool-looking AIW tool here on RaceDepartment, or to a publicly visible MediaFire/Google Drive link. I understand there might be reasons why you haven't done this, but if you'd consider it going forward, that'd be great.you need to register, to see the link