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Update - AIW - Looking pretty

Discussion in 'Bob's Track Builder' started by Brendon Pywell, May 31, 2009.

  1. Brendon Pywell

    Brendon Pywell
    Bob's Track Builder

    Work continues on v0.8 with some big changes to the AIW / Pacenotes interface. This will improve the ability for creating the AI paths required in rFactor and Simbin games.

    The Pacenotes driving line and direction will be easier to understand too although converting existing pacenotes in existing tracks might prove tricky.
     

    Attached Files:

  2. Looks great :rotfl:
     
  3. I'm getting excited!
     
  4. This will indeed be great
     
  5. I hope you can get the pacenote editing so that its easy to modify notes once they are made - especially the modifiers (the radio buttons) should have some sort of graphic on the note..

    its essential to be able to modify notes after the first few passes, and right now there is no indication of what the modifiers on a particular note are once its been made .. (the radio buttons are not selected when a existing note is selected)
     
  6. Super stuff!
     
  7. Great stuff Piddy!
     
  8. AIW has been one off those obstacles that has prevented me from furthering my project to completion.

    This is up there with track merge as one of my highest priorities, so thank you Brendon.

    (track merge next...pretty please? :wink2:)
     
  9. I look forward to trying this out too. Making AIW in rFactor is pretty easy once you get your head around it.

    Too bad the AI will still be Artificial Idiots. I hope in rFactor2 they get better.
     
  10. Unfortunately both Sinbim either ISI games provides a bunch of idiots AIW cars.

    If you tune very well AIW file, they will be able to run fast, but still stupids.

    GTR Evo has shown the worst AIW behaviour I've ever seen: if you park you car in the middle of the track, the idiot computer car parks behind you. It's frustrating.

    In Rfactor either AI cars are impossible to catch because their speed ore are more like a Grandmama driving to Supermarket.
     
  11. The best AI I've seen is in F1 Challenge. Okay, maybe they are little stupid too sometimes, but in terms of time speed, they drive very equal to real driver, and each lap is different, and sometimes I can get them after lot of laps, catching them 0.008 sec each lap, etc... which is very close and realistic to real F1. I hope this game will be supported one day.
     
  12. My vote for best AI ever goes to Grand Prix 4.
    Maybe ISI could get Geoff Crammond to write their AI.:struggle:
    I've never seen a perfect AI in any game.
    The best AI is online.
     
  13. Fully agreed...

    It's a shame that AI code proceduring is no longer used.

    That's the only game which overtake was really a challenge.

    Every games plus else are too far way.
     
  14. Hi, Piddy!!, when are you going to release the 0.8 version?, I say that because I m doing right now, the AI paths of my last circuit, so......Should I wait a couple of days for it?,

    Cheers
     
  15. Easier AIW file handlin / creation is indeed an important area to get
    covered in full.

    Looks great.:)

    Cheers,
    Dac.
     
  16. Brendon Pywell

    Brendon Pywell
    Bob's Track Builder

    minor update

    [​IMG]
     
  17. Ya, very pretty, but when and where?

    cheers
     
  18. Are grids fully auto or is a manual option available?
    Will i be able to make 3,2,3,2,3,2 grids?
    eg:
    1,2,3
    4,5
    6,7,8
    9,10
     
  19. Brendon Pywell

    Brendon Pywell
    Bob's Track Builder

    It'll be ready once it is finished and well tested.

    You'll be able to arrange them however you like.