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Not making this build but they have a working version of it.Awhile back, I read somewhere (can't remember where) that iRacing was developing the addition of racing against AI.
Just wondering whether there's any more news about this?
Have a look here, I copied that from the official forum.Awhile back, I read somewhere (can't remember where) that iRacing was developing the addition of racing against AI.
Just wondering whether there's any more news about this?
My guess is that iRacings new AI is just a kind of re-awakening of the AI logic sleeping in the NR2003 code that is (still) the core of iRacing.Just a heads up regarding AI which I have found on the official forum.
A user asked some question and a dev answered (marked blue).
Dev: The plan is that the lines will vary with the conditions.
Dev: Currently planned per driver ratings (subject to change):
a. Skill
b. Optimism
c. Aggressiveness
d. Smoothness
e. Age
f. Pit strategy risk taking
g. Pit crew skill
Ai will not be in this build but we realistically expect it will release this year. We want it to be robust and be proud of it when we release it. Just so much to refine when addressing all the things that happen on track, close racing, starts, pits, race control etc. All those details are what makes it good or not. We are making great progress. There are some very nice options on skill settings, building seasons etc.
Devs have posted numerous times that there is essentially 0% NR2003 left in iRacing and hasn't been any for a long long time.My guess is that iRacings new AI is just a kind of re-awakening of the AI logic sleeping in the NR2003 code that is (still) the core of iRacing.
Ofcourse with some tweaking
Conserning the AI racing lines then NR2003 allready used some (editable) upper and lower (outer/inner) line boundaries inside which the sim found the best(most effective) line.
Conserning the AI driver ratings refered to above there is some interesting resemblance to the orig NR2003 AI driver ratings: