alexSchmurtz
SpeedyMite Racing
Yep, thank you for all the time you put in this Gregory! Your posts are also an interesting reading: it gives an idea of how much work is involved… Thank you!
I think it can have some effect. For instance the latest AIW sees more passing on the straights than the last one since the cars are again back to hugging the wall instead of in the middle of the road. I can show you examples in a replay of AI diving to the inside at the chicane, even if they still tend to brake in the draft. If the gap is just right they go for the pass which is really cool to see. Also the cars in the chicane section are much more frequently going off line and getting out of shape and so getting passed. This leads to more position changes. I think your comment about changing the marbles and what not in the chicane to make it a bit easier to go side by side is the right call because frankly that's where a lot of the mess is once they get through turn 1. You just see cars understeering off the road where if they had some grip they might make for a cool side by side exit of the chicane.As mentioned I don't think the AIW itself is the cause or the solution to this behavior.
I like all changes seen so far in the latest AIW except in turn 4/4A/5 the AI goes way too wide, wider than I remember them doing in the earlier versions. Otherwise the rest of the track is tops.I have done a bit of fine tuning to the fast line in a few corners, tweaked the corridor and cut track, and reduced the groove width a bit to help with the "AI rudeness".
I completely agree. As much as some issues cropped up in the new versions overall the sense of racing them is much much better. When I first complained the AI was consistent and predictable but something wasn't there yet. Now its very good and balanced pace and it just feels better, issues mentioned aside.The overall AI pace is improved quite a lot, about 1 second (I guess) compared to the old AIW, sector one is at least .5 sec faster (using CART)... and IMO the way the AI drive the circuit feels a bit better.
except in turn 4/4A/5 the AI goes way too wide,
When a CART addiction sets in its very hard to be unfaithful to it.Try a few other car types
Yep, it has been reported and @Gringo provided a quick fix. If you read this thread you will see that he keeps working on it and has provided further aiw files with enhancements on the ais behaviors. If you got time, you could test them and give him some feedbacks.Does anyone else have a issue with the chicane version not loading , freezes in the pits before I can even start. No Chicane versions work fine.
New AIW for chicane layout, faster AI that can (properly) drive the chicane.
Modify the surface physics at the chicane, increase the racing line width by reducing marbles near the groove.
Adjust T1 / T2 apex curb height, minor smoothing to curvature of T1 apex curb.
Add "CURB GRASS" effect to TDF to reduce the massive dust clouds that sometimes occur at a few spots.
Pit speed limit for all sessions is now 50 mph / 80 kph. The sign at pit-in now reads 50 MPH
Add hidden collider wall to...
online is ok
I don't think the problem is to edit the files: Patrick offers more than 20 tracks, that represents more than 3 Go to upload! 6 if you consider he is proposing them as a mega pack or individually. And then all of us would have to re-download them all… That would kill the RD bandwidth usage...Thanks for the hint pinkimo. Each to their own but I prefer that layout better. Patrick, I just used a free program called "TextCrawler Free" which updates all the .gdb's as requested in one hit. I use the same program to update .veh's etc when I need to quickly