Been starting to look into helping GTR2 AI drive vintage cars.
In previous research, I noticed modders in rF1 and AMS HDV files using the following parameters to control how the AI accelerates (including applying the throttle in reaction to slip) and corners:
AIAimSpeedsPerWP e.g. (30.0, 50.0, 70.0, 90.0, 110.0, 135.0, 170.0, 210.0)
Speeds at which to look ahead X waypoints (spaced roughly 5 meters apart)
AISlipReaction e.g. (200.0, 75.0)
First value is how much slip letting off throttle; second value is how quickly they get back on throttle
However, when I checked some random GTR 2 HDC files (e.g. from the vanilla game and from Power and Glory) these parameters were not present. Does anyone happen to know if they are functional in GTR 2?
(Happy to embark on testing to confirm, but thought it'd be faster to find out from someone else if they happen to know already!)
In cases with verrrrryy tail happy vintage cars (e.g. pre 1960s Grand Prix cars) I read that it can be helpful to set the AI speed in talent files to be low (e.g. a maximum of 60) and then using AIGripMult in the tyre file to compensate for the loss in speed. High speed values in the talent files, and the AI may spin a lot in a car that's powerful and low-grip.
If anyone else has strategies they've seen (or ideally, used themselves!) to help the AI successfully drive vintage cars, please share below!
In previous research, I noticed modders in rF1 and AMS HDV files using the following parameters to control how the AI accelerates (including applying the throttle in reaction to slip) and corners:
AIAimSpeedsPerWP e.g. (30.0, 50.0, 70.0, 90.0, 110.0, 135.0, 170.0, 210.0)
Speeds at which to look ahead X waypoints (spaced roughly 5 meters apart)
AISlipReaction e.g. (200.0, 75.0)
First value is how much slip letting off throttle; second value is how quickly they get back on throttle
However, when I checked some random GTR 2 HDC files (e.g. from the vanilla game and from Power and Glory) these parameters were not present. Does anyone happen to know if they are functional in GTR 2?
(Happy to embark on testing to confirm, but thought it'd be faster to find out from someone else if they happen to know already!)
In cases with verrrrryy tail happy vintage cars (e.g. pre 1960s Grand Prix cars) I read that it can be helpful to set the AI speed in talent files to be low (e.g. a maximum of 60) and then using AIGripMult in the tyre file to compensate for the loss in speed. High speed values in the talent files, and the AI may spin a lot in a car that's powerful and low-grip.
If anyone else has strategies they've seen (or ideally, used themselves!) to help the AI successfully drive vintage cars, please share below!