AI DNF on First Lap

Trying to do a 1966 Lemans in the P&G mod, and seem to have some cars where the AI retire on the first lap of every race. This happens specifically with two different cars; the Alpine A210 and the Dino 206s. The reason in the results is just "DNF" and 0 laps completed. Both cars will practice, and qualify fine, but when I watch them at the start of the race, not all of the AI drivers for that model leave the pits. Any thoughts?
 
So a couple of ideas. Are you sure your not having too many cars, If there is not enough grid spots for the number of cars some may start in a non grid spot location. The other thing I remember having a problem with is the Ai can if the engine file is not set correctly, over rev the engine and literally blow it up. These are just ideas I'm probably wrong.
You can start at the back of the grid and immediately use the free cam to fly over and watch the offending Ai closely. Is it overrevving? does it move at all?
You can check the number of grid spots by opening the tracks AIW file in notepad, there are a bunch of numbers at the start which are the GridIndex Locations. Take note that the first one is grid index = 0, so the number on the last one plus one will be the total number of grid locations.
 
On some third party tracks the cars do not have the low end torque to move from their pit spot. It requires slightly boosting the torque settings in the eng file between idle and about 2k rpm, this will get them moving without materially affecting their race performance. (I had to do this with the IROC Porsches.)

Tom's Engine Shop makes this easy, but it can be done in notepad.
 
I have watched them at the start and I can see them attempt to pull away, and lurch but not be able to leave and they ultimately DNF. The odd thing is, it isn't every car using the engine. Sometimes it is none, sometimes it is all, and often like 75% of them.

Here are the lines, but can you help me understand how they would need to be modified, or which ones?
RPMTORQUE=(0, -15.0, -3.9)
RPMTORQUE=(250, -15.9, 6.1)
RPMTORQUE=(500, -16.9, 14.5)
RPMTORQUE=(750, -17.9, 22.2)
RPMTORQUE=(1000, -18.9, 44.2)
RPMTORQUE=(1250, -20.1, 68.5)
RPMTORQUE=(1500, -21.3, 77.9)
RPMTORQUE=(1750, -22.5, 80.2)
RPMTORQUE=(2000, -23.9, 82.3)
RPMTORQUE=(2250, -25.3, 83.7)
RPMTORQUE=(2500, -26.8, 84.9)
RPMTORQUE=(2750, -28.4, 87.7)
RPMTORQUE=(3000, -30.1, 88.5)
RPMTORQUE=(3250, -32.0, 91.0)
RPMTORQUE=(3500, -33.9, 92.8)
RPMTORQUE=(3750, -35.9, 94.4)
RPMTORQUE=(4000, -38.0, 95.8)
RPMTORQUE=(4250, -40.3, 97.9)
RPMTORQUE=(4500, -42.7, 99.2)
RPMTORQUE=(4750, -45.3, 101.6)
RPMTORQUE=(5000, -48.0, 103.3)
RPMTORQUE=(5250, -50.9, 104.9)
RPMTORQUE=(5500, -53.9, 106.3)
RPMTORQUE=(5750, -57.1, 106.9)
RPMTORQUE=(6000, -60.6, 107.7)
RPMTORQUE=(6250, -64.2, 108.9)
RPMTORQUE=(6500, -68.0, 111.4)
RPMTORQUE=(6750, -72.1, 112.9)
RPMTORQUE=(7000, -76.4, 113.9)
RPMTORQUE=(7250, -81.0, 115.6)
RPMTORQUE=(7500, -85.8, 116.5)
RPMTORQUE=(7750, -91.0, 118.0)
RPMTORQUE=(8000, -96.4, 118.0)
RPMTORQUE=(8250, -102.2, 118.0)
RPMTORQUE=(8500, -108.3, 118.0)
RPMTORQUE=(8750, -114.8, 118.0)
RPMTORQUE=(9000, -121.6, 117.8)
RPMTORQUE=(9250, -128.9, 115.7)
RPMTORQUE=(9500, -136.6, 112.3)
RPMTORQUE=(9600, -139.8, 110.7)
RPMTORQUE=(9800, -146.5, 103.7)
RPMTORQUE=(10000, -153.5, 99.0)
RPMTORQUE=(10200, -160.8, 91.5)
RPMTORQUE=(10400, -168.4, 74.5)
RPMTORQUE=(10600, -176.4, 47.0)
 
Thanks for the assist! Confirming that after some testing, this was in fact the reason. 3rd party track as well as mentioned.

Took the time to grab Tom's Engine Shop tool, and uh, yeahhh... That is a lot easier!
 
Glad you got it working. You may encounter the rare track where this doesn't help, I've been told this is an issue with the 3D model of the track and the creator would have to correct it (one version of Charade suffers from this; cars at the ends of the pits will leave, those near the center will not).
 

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