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Misc New Traffic for Shutoko Revival Project 2021-08-28

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HEY, can I ask something? traffic works fine and greatly, but my car after releasing the throttle, my car back to the pits again, so I just push the throttle to prevent it back to the pits again, so how to fix it?

EDIT: I fixed it, some button teleport to pits, and I bind with another button, sorry for the late information, all great with your mod
 
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I believe the
Code:
Code:
[TRACK_shuto_revival_project_beta]
AI_FLOOD_PUSH_FORCE=150000
AI_FLOOD_Y_OFFSET=-0.35
AI_FLOOD_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_DISTANCE=360, 180
AI_FLOOD_RANGE=250, 130
AI_FLOOD_DESPAWN=400, 190
AI_FLOOD_PUSH_SPEED=180
would work in case the track folder of your SRP is "shuto_revival_project_beta". The purpose of that is to have the AI flood values changed only for SRP. The contents of the original "new_behaviour.ini" in CSP 1.79 pr5
Code:
; all of those things won’t affect online

[ℹ]
FULLNAME=New AI behavior
PREVIEW=https://acstuff.ru/images/modules/new_behaviour.jpg
DESCRIPTION=Adds new AI behavior in track mode, creating seemingly endless traffic, and allows to drive wrong way in practice or track day (still WIP). Doesn’t affect online. Hopefully, more stuff will be added later.
SHORT_DESCRIPTION=AI flood
URL=https://trello.com/c/1DODnXHv/9-new-ai-behavior

[BASIC]
; Extension
ENABLED=1 ; Active (set to 0 to disable new behavior extension); 1 or 0

[AI_TWEAKS]
; AI tweaks
FIX_SHORT_AXLE=1 ; Better three-wheelers support (if three-wheeler is set with a short rear axle, AIs become overly cautios. This tweak fixes that.); 1 or 0
FIX_SHORT_AXLE_TRACK=0.25 ;; hidden

[AI_SPLINES]
; Extra options for AI splines
CACHE_GRID=1 ; Cache generated grids (might improve loading speed); 1 or 0
CACHE_PAYLOADS=1 ; Cache generated payloads (might improve loading speed); 1 or 0

[WRONG_WAY]
; Allow to drive wrong way (offline only)
ALLOW_IN_PRACTICE=1 ; In Practice mode (not in weekends); 1 or 0
ALLOW_IN_TRACKDAY=1 ; In Track Day mode; 1 or 0

[RESET_CAR]
; hidden
; Allow to reset car (offline only, not in a race; invalidates lap)
RESET_DISTANCE=30
STEPBACK_DISTANCE=300

[AI_FLOOD]
; AI flood (works in Track Day mode)
ENABLED=1 ; Active; 1 or 0
DEBUG_MODE=0 ;; hidden
MIN_TRACK_LENGTH=7000 ; Minimum track length (there is no need to turn it on on short tracks, just looks silly); from 1000 m to 13000, round to 500
HIDE_DRIVER_NAMES=1 ;; 1 or 0
PREFERRED_TYRES=Street, Street?, Semislicks, HR, Slick Hard ;; hidden
PUSH_FORCE=100000 ; Push force (gets newly spawned AIs to get to speed faster, but might cause damage to cars and result in broken cars on the side of the road); from 0 N to 250000
PUSH_SPEED=80 ; Push speed (gets newly spawned AIs to get to speed faster, but might cause damage to cars and result in broken cars on the side of the road); from 0 km/h to 120
MIN_DISTANCE_TO_AI=15 ;; hidden
X_OFFSET_MULT=0 ;; hidden
Y_OFFSET=0 ;; hidden
SHUFFLE_BEHAVIOUR=AUTO ; Shuffle behaviour (randomly limit throttle, speed, alter following distance for AIs on respawn to increase variety in behaviour; in automatic mode would affect only multi-lane traffic maps); ALWAYS, AUTO, NEVER
SHUFFLE_COLORS=1 ;; 1 or 0
TXDETAIL_NAMES=metal_details.dds, Metal_detail.dds, car_paint.dds, metal_detail.dds ;; hidden

SPAWN_MIN_DISTANCE_TO_PLAYER=400, 200 ;; hidden
SPAWN_DISTANCE=600, 300 ;; hidden
SPAWN_RANGE=200, 100 ;; hidden
SPAWN_DESPAWN=1000, 400 ;; hidden

; SPAWN_MIN_DISTANCE_TO_PLAYER=40, 20 ;; hidden
; SPAWN_DISTANCE=60, 30 ;; hidden
; SPAWN_RANGE=20, 10 ;; hidden
; SPAWN_DESPAWN=100, 40 ;; hidden

[AI_RACE_COOLDOWN]
; AI race cooldown lap
ENABLED=0 ; Active; 1 or 0
LIMITER=0.2 ; Throttle limit ; from 0.1 to 1, perc.

[AI_RACE_RETIREMENT]
; AI retirement settings
REJOIN=0 ; Get back to the race after going to pits; 1 or 0
REJOIN_MESSAGE=0 ; Show message when AIs go back to pits; 1 or 0

[TRACK_simtraxx_transfagarasan_cl]
; hidden
WRONG_WAY_ALLOW_IN_TRACKDAY=1
AI_FLOOD_X_OFFSET_MULT=0
AI_FLOOD_PUSH_FORCE=0
AI_FLOOD_MIN_DISTANCE_TO_PLAYER=300

[CUSTOM_AI]
; hidden
ENABLED=0
DISABLE_AUDIO=0
DISABLE_PYTHON_APPS=0
DISABLE_TEXTURES=0
so there is a very good chance that adding the code will work.
Hello, should not the below lines

AI_FLOOD_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_DISTANCE=360, 180
AI_FLOOD_RANGE=250, 130
AI_FLOOD_DESPAWN=400, 190

Be

AI_FLOOD_SPAWN_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_SPAWN_DISTANCE=360, 180
AI_FLOOD_SPAWN_RANGE=250, 130
AI_FLOOD_SPAWN_DESPAWN=400, 190

I am no expert just a dummy question as I am trying to understand
 
Hello, should not the below lines

AI_FLOOD_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_DISTANCE=360, 180
AI_FLOOD_RANGE=250, 130
AI_FLOOD_DESPAWN=400, 190

Be

AI_FLOOD_SPAWN_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_SPAWN_DISTANCE=360, 180
AI_FLOOD_SPAWN_RANGE=250, 130
AI_FLOOD_SPAWN_DESPAWN=400, 190

I am no expert just a dummy question as I am trying to understand
The syntax was proven correct with CSP 0.1.75.
The example in CSP 0.1.79 as you can see is still the same.
But you have a point - the newer CSP 0.1.80 needs the new syntax. Confirmed in the game.
To adjust the code I recommend starting by
Code:
[TRACK_shuto_revival_project_beta]
AI_FLOOD_Y_OFFSET=-0.4
AI_FLOOD_PUSH_SPEED=120
AI_FLOOD_SPAWN_MIN_DISTANCE_TO_PLAYER=200, 200
 
I may have messed up my new_behaviour.ini - took the impression to copy one of the first codes you posted and yyyeaaahh. What should I be using? lol
Depends on CSP version you have. With 0.1.80 the code is different from the old and that's what I posted lately. To test the difference if the customized code works make the "... MIN_DISTANCE_TO_PLAYER=" variable smaller and see if traffic becomes denser.
I don't understand what you mean by "messed up my new_behaviour.ini". If CSP can't understand the custom code it applies the defaults and the flood still works.
 
Depends on CSP version you have. With 0.1.80 the code is different from the old and that's what I posted lately. To test the difference if the customized code works make the "... MIN_DISTANCE_TO_PLAYER=" variable smaller and see if traffic becomes denser.
I don't understand what you mean by "messed up my new_behaviour.ini". If CSP can't understand the custom code it applies the defaults and the flood still works.
By messed up, I meant; When loading into SRP, I'd hear the AI vehicles for a brief moment then they disappeared never to be seen again. I fixed this disappearing part, but the AI just sit at the pits. **EDIT: I also have 0.1.80, the latest paid version.
 
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I'd hear the AI vehicles for a brief moment then they disappeared never to be seen again
The "AI flood" works that way. It spawns AI dynamically on the road in your vicinity. The code
Code:
[TRACK_shuto_revival_project_beta]
AI_FLOOD_SPAWN_MIN_DISTANCE_TO_PLAYER=200, 200
means spawning over 200 m ahead and 200 m in the other direction. AI in the pits is not a perfect solution because disabling the "AI flood" leaves them in regular mode and each of them tries to complete laps around a very long double circle starting in it's own time. Use the replay after more than 10 min gaming to observe AI behavior before drawing conclusions and making changes. Jump between AI cars in replay.
 
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Is there currently no way to enable the less restricted lane to have left lane overtakes? Because the last time I was running SRP with just the race cars, it was a bit of a slog that they can only overtake on the right side of the lane rather than taking advantage of the left side as well.

Still this was good work for what it's worth.
 
Is there currently no way to enable the less restricted lane to have left lane overtakes? Because the last time I was running SRP with just the race cars, it was a bit of a slog that they can only overtake on the right side of the lane rather than taking advantage of the left side as well.

Still this was good work for what it's worth.
No, I don't intend to open up the left sideline because that would cause too much collisions and would in essence negate the purpose of the less restricted lane.

Cheers!
 

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