Racing and traffic AI for The Snake

Racing and traffic AI for The Snake 0.01-1.2

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Sorry for the misaligned traffic line in last version. The problem has been fixed.

Following the recommendation of @alekabul , the uphill and downhill u-turn points are now defined as pit zones. The pit lane is also made as a duplicate of the main fast lane. This helps the AI to start driving easier. I still find a few mod cars to get stuck from time to time, but official cars generally do well with this setup.

In the traffic layouts, a bit of damping is added to the pit zone surface to allow the faster AI cars gain a speed advantage over less powerful ones even under the speed limit. Since collision is disabled in the pit, fast AIs can overtake slow ones easily, reducing the chance of seeing massive road trains due to a slow car blocking multiple faster ones.

Pit box count has been increased to 33 for traffic layouts. Start/pit positions are no longer shared.
Notice: The traffic AI of this version appears to be broken. I can't update it at the moment, so if you're interested in traffic AI please use the older version (0.01-1.0) for now.

Testing a new method of AI race line creation which algorithmically create a smooth line through the corners. The traffic AI line is also made cleaner.

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