AI Grip/cheating outside

hello guys, this question is more gmotor general because this happens in all gmotor games (even not gmotor game but that other case) and is, AI cheats/havemoregrip when they go outside, i want make some punish for them, i know they use more simplified physics, my dream would be like a gp4 style of punish were they lose the control like a player and end in the wall. but sounds imposible, so atleast i would love if there a way of make them slowdown when they are outside and rejoin safely (i know about corridors but even well adjusted sometimes this can happen). i heard CheatDelta can make AI slow when "they cut" but that value seems doing nothing, so yeah if you know a way of make AI slow down without player also having a very slow down if they going outside pls tell me. And thanks for read this and sorry for my english
 
Never mind about your English, It is ok, and we can work out what you are saying.

Firstly the cheat delta Parameter is defined as follows:

CheatDelta=(0.0000,0.0000,0.0000)

Refers to a parameter that controls the amount of time penalty that the AI-controlled cars receive if they cut a corner or go off-track during a race.

The CheatDelta parameter specifies the amount of time penalty that the AI-controlled cars will receive if they cut a corner or go off-track. The value is specified as a number of seconds.

The three parameters used in a CheatDelta formula would be:

  1. DeltaStart: This parameter specifies the start value of the time penalty for cheating or breaking the rules.
  2. DeltaFactor: This parameter specifies the factor by which the time penalty should be multiplied based on the severity of the infraction.
  3. DeltaMax: This parameter specifies the maximum amount of time penalty that can be imposed on the player or AI-controlled car, regardless of the severity of the infraction.

    So for example, if you specified (1.00,2.00,10.00). It would be 1 second penalty Multiplied by 2 (depending on how bad the cut was) up to a maximum of 10 seconds.

Secondly, This is defined by the no-cut boundary.

There are four sets of boundaries defined in the AIW


First is the wp_width=(Left ai path boundary,Right Ai path boundary, Left edge of track, Right edge of track)

Then wp_dwidth=(Left collision,Right collision,Left No cut boundary,Right no cut boundary)

I can see a few problems with how the game controls Ai with these parameters. Firstly if you define a good Ai path then they will never receive a cut penalty.

The AI path boundary will cause the AI to slow down if they calculate that they will get close to it. You could experiment with this; maybe there is a way. But generally, the problem is that the AI doesn't make many mistakes that cause it to cut the track, and it tends to be a bit boring as a result.

When creating AIW files, we usually disregard the cut penalty and focus on the AI path, the AI path boundary, and occasionally the wp_cheat parameter, which can be used to enforce a speed reduction in challenging sections of a track.

Good luck. It's Great to see someone new experimenting with the AIW files.
 
Never mind about your English, It is ok, and we can work out what you are saying.

Firstly the cheat delta Parameter is defined as follows:

CheatDelta=(0.0000,0.0000,0.0000)

Refers to a parameter that controls the amount of time penalty that the AI-controlled cars receive if they cut a corner or go off-track during a race.

The CheatDelta parameter specifies the amount of time penalty that the AI-controlled cars will receive if they cut a corner or go off-track. The value is specified as a number of seconds.

The three parameters used in a CheatDelta formula would be:

  1. DeltaStart: This parameter specifies the start value of the time penalty for cheating or breaking the rules.
  2. DeltaFactor: This parameter specifies the factor by which the time penalty should be multiplied based on the severity of the infraction.
  3. DeltaMax: This parameter specifies the maximum amount of time penalty that can be imposed on the player or AI-controlled car, regardless of the severity of the infraction.

    So for example, if you specified (1.00,2.00,10.00). It would be 1 second penalty Multiplied by 2 (depending on how bad the cut was) up to a maximum of 10 seconds.

Secondly, This is defined by the no-cut boundary.

There are four sets of boundaries defined in the AIW


First is the wp_width=(Left ai path boundary,Right Ai path boundary, Left edge of track, Right edge of track)

Then wp_dwidth=(Left collision,Right collision,Left No cut boundary,Right no cut boundary)

I can see a few problems with how the game controls Ai with these parameters. Firstly if you define a good Ai path then they will never receive a cut penalty.

The AI path boundary will cause the AI to slow down if they calculate that they will get close to it. You could experiment with this; maybe there is a way. But generally, the problem is that the AI doesn't make many mistakes that cause it to cut the track, and it tends to be a bit boring as a result.

When creating AIW files, we usually disregard the cut penalty and focus on the AI path, the AI path boundary, and occasionally the wp_cheat parameter, which can be used to enforce a speed reduction in challenging sections of a track.

Good luck. It's Great to see someone new experimenting with the AIW files.
!wow mate! really thanks for this data, never know this can give penalty to AI, how this work? does make them slowdown for those seconds as you explain or they actualy give them penalty (because as far i know GTR2 and other gmotors only have Drive Thu and Stop and go penaltys)

really thanks for this and i know that tracks with good aiw, AI rarely would go off track but this was for those rare case like for example F1 challenge imola where they cut the chicane and gain some seconds meanwhile player can end with a penalty or with a sbin

im realy love investigating all about the AI in gmotor games. i still have to learn about AI physics and how use guitaerman editor to fix some error that have AIW

thanks for all and have great day
 

Latest News

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top