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Misc True to Life AI 2013 Season 1.4

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Yes I'm playing Legend difficulty and all track_difficulties are set to 1 :)

Maybe it is because it is my favourite track and I am quite fast on it. If it is only me I can edit these file on my own ;) just wanted to give some input.
 
I've tried editing a lot of the values in ai_config and have decided that I'm going to leave the modding up to you :p

lol this is why it took me a month to get a good working file. It's hard to test the AI since you have fricken 300 or so parameters in the ai_driver_config file and you're trying to test just 1 of them at a time. And you can never look at what the AI is doing during a replay since you can only view your car's replay data.
It's a real bitch, I hear you lol
 
Yes I'm playing Legend difficulty and all track_difficulties are set to 1 :)

Maybe it is because it is my favourite track and I am quite fast on it. If it is only me I can edit these file on my own ;) just wanted to give some input.

Perfect, that's good enough for me! I'll add it to my to-do list.

Just for the record here's my methodology for testing this stuff:
I play at Legend, track_difficulty set to 1.
I do some quali sessions, and one-shot quali sessions, and finally some races all with the default car setup given to me (so I'm even with the AI to start). If I find I'm easily pulling away from the AI with the default setup, I lower the Player's grip levels to the point where I'm struggling to keep up with the AI (with the default setup still). The theory behind this is so that effort must be put into setting the car up to be competitive...because hey, that's what real life is like right?


Thanks for the input!

Keep it coming everyone if you find any more tracks that stick out!
 
I dont know if its this mod fault, but had no problem before. Because no I have no chance on Young Driver Test hairpin, mo matter what I do 2 things happends:

1: hit 297km/h halfway over the braking zone
2: brakes pretty god way before the braking zone(red zone) and than just barrely manage to stop on the red, but only 292-295km/h
 
I've got the same problem of massa 93, the young test driver hairpin is become impossible to achieve because it everytime it says that I'm not fast enough in turn, please give me a solution cause this thing is freakin me out
 
I've got the same problem of massa 93, the young test driver hairpin is become impossible to achieve because it everytime it says that I'm not fast enough in turn, please give me a solution cause this thing is freakin me out
ye I have this problem to
to overcome it I just did young test with default game then added this is but really needs to be fixed
 
I dont know if its this mod fault, but had no problem before. Because no I have no chance on Young Driver Test hairpin, mo matter what I do 2 things happends:

1: hit 297km/h halfway over the braking zone
2: brakes pretty god way before the braking zone(red zone) and than just barrely manage to stop on the red, but only 292-295km/h


Nobody reads....this baffles me

Read the overview page, it's all been explained there (as well as multiple times throughout this discussion). But, once again I'll explain it:

It is possible with my CTF files, you just need to get a really good exit from the hairpin, and should have TCS and ABS on.
Otherwise, do the Young Driver's Test before you install the CTF files (aka the "cars" folder), and then install the "cars" folder once the YDT is completed.


Cheers
 
I won't be doing that since this mod is more geared towards the 2013 season, and I don't want too many different databases to manage.

However, here is a simple solution for you to adjust aggressiveness:
Open the database and go to the ai_driver table
In the "name" column, towards the top, you'll see row entries for "Legend", "Extreme", "all-rounder", and "poor" (Legend is Legend, Extreme = Extreme, all-rounder = medium, poor = easy).

So if you drive on Legend difficulty, you'll see the global modifiers for aggression, mistakes, etc. are all set to 0.9
Set these values (for whichever difficulty level you play at) higher. For instance in my 2013 database, Legend is set to almost all 1.0's instead of 0.9's which is why you see the AI being faster and more aggressive with my database in place.
Extreme I believe is set to all 0.8's...so if you play on Extreme difficulty try raising aggression to 1. Be careful with the speed_in and speed_out parameters as these will make the AI faster. Set them too high and you'll basically turn Extreme difficulty into Legend difficulty.

Cheers!


Got it thanks! Also one think, how do you make the ai not bump each other (usually in the first and second corner) Because im using realistic damage and some of them always bump at each other and gets their wing destroyed :(
 
Got it thanks! Also one think, how do you make the ai not bump each other (usually in the first and second corner) Because im using realistic damage and some of them always bump at each other and gets their wing destroyed :(

This is the notorious balance between having the AI be more aggressive than they are originally, vs having them be too reckless. Remember, that chaos is usually a fairly common event in turn 1 of any race. As well, just the player being there in turn 1 causes chaos for the AI, as the AI must react to not only you, but other AI cars (which in turn are also reacting to the player). The Player has a notable "ripple"effect with the AI which is very hard to minimize without making the AI too "shy" so to speak.
 
snthennumbers updated True to Life AI (A fully Revamped AI mod for 2012 & 2013) with a new update entry:

Further CTF Grip level changes per track, more realistic mistake rates.

Adjusted Player grip levels for Silverstone, Spa, Suzuka, and USA. Thanks to Blakx for pointing out Spa, and thanks to whitewash for pointing out Silverstone, Suzuka, and USA.

Fixed an issue where the Player, if driving a Marussia car, had no KERS.

Adjusted the <avSideBuffer parameter in ai_driver_config to reduce the AI bumping into each other similar to the "bumping and grinding" seen in Nascar.

Increased mistake rate for AI cars which are out of sight. This was done by adjusting the...

Read the rest of this update entry...
 
The idea of changing the level of grip for the player so he can race with the AI is a good one. Only problem for me is that I enjoy really having to fight the car and having low grip.

Well, as I continue to get feedback from people about each track, the grip levels will be adjusted for the player for each track. This will give you what you're looking for as you'll have less grip than the AI, producing much closer competition and making you fight more with the car to keep up with the AI.

Keep in mind that the ultimate aim of this mod is not necessarily to produce the most realistic feel for the game (though obviously that will not be overlooked), but rather it is to produce the best competition, since competition is what makes the game more fun to play ;)
 
Now we're talking... I tried 50% USA race and its definitely much better, the grip level seems to have gone down significantly and I now have the same pace as AI cars using the default set up.

I will try Silverstone and Suzuka later - in the meantime another track that needs fixing is Korea.
 
Now we're talking... I tried 50% USA race and its definitely much better, the grip level seems to have gone down significantly and I now have the same pace as AI cars using the default set up.

I will try Silverstone and Suzuka later - in the meantime another track that needs fixing is Korea.

Great! Glad to hear it. Silverstone should follow that same feeling I hope. Suzuka might need more tweaking as I'm just rubbish at that track, so let me know there.

Korea though...I already adjusted that one in a previous release. You're still finding you're too fast there? With my CTF files the Player has 8% less grip than the AI which is a pretty notable difference...
Maybe post a screenshot or 3 of some qualifying results? Be sure you have the latest batch of CTF files installed (aka the "cars" folder) from v1.7 too :thumbsup:

Let me know, and thanks for the feedback!
 
Im using youre Database with tyre wear, but Im only in Practice in Melbourne so not tested that much yet.

So does the tyre wear mode make my tyres wear faster so I maybe need 2 or more stop in Melbourne apart from 1 as it was in ALL races before? (driving 50%race) speccialy no that it is Super Soft in Melbourne. Or does it only means that tyre wear is adjusted to each teams as 2013 season?

And thank you for a great mod :D
 
Im using youre Database with tyre wear, but Im only in Practice in Melbourne so not tested that much yet.

So does the tyre wear mode make my tyres wear faster so I maybe need 2 stop in Melbourne? (driving 50%race) speccialy no that it is Super Soft in Melbourne. Or does it only means that tyre wear is adjusted to each teams as 2013 season?

And thank you for a great mod :D

It's a little of both. I've made slight adjustments to each individual team's wear rates, but nothing drastic there. I'm waiting until another couple of 2013 races go by to finalize the team's individual wear rates.

The "tyres" table is where the change was made. I've reduced the longevity of the tires by 37% (aka multiply all the default values by 0.63). This seems drastic, but it has to be that way in order to get a feel similar to what we see in 2013.
So far I'm noticing 1 stop races at 25% (can't do much about that without ruining the other length races), but 50% races should now be 2 stop races, and 100% races should be 3 or even 4 stop races.
Again, I'm waiting for a few more real life races to go by as I might even adjust the tyre longevity individually per tire compound rather than just blanketing them with a global modifier...seemed in China the mediums did last notably longer than the softs, so I'll be looking to incorporate that aspect once I get data from a few more real life races.

Thanks for the feedback! :thumbsup:
 
Having just tried texas before the update and after, this is definitely the way to go with adjusting the players grip up or down to produce close competition.

Do you think you can adjust every track? I mean make hard ones have more grip meaning the competition will be consistent throughout the season.

Hard tracks are
Melbourne
Bahrain
 
Having just tried texas before the update and after, this is definitely the way to go with adjusting the players grip up or down to produce close competition.

Do you think you can adjust every track? I mean make hard ones have more grip meaning the competition will be consistent throughout the season.

Hard tracks are
Melbourne
Bahrain

I think I understand what you mean by "hard" tracks hill. I agree that Melbourne and Bahrain are very fast AI tracks, where it is more difficult to keep up with the AI despite having the same grip levels as the AI...is that what you mean?

If so, yes I could give the Player slightly higher grip levels than the AI at those tracks. Any track can be adjusted, but I'm only adjusting Player grip levels, not AI (this is because I need a "base starting point" to work with, and if I start changing the AI's grip levels per track it'll start being a mess trying to balance it with Player grip levels. Hope that made sense).

So if other people are in agreement that these two tracks need some attention, I'll definitely look into it
 

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