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Misc True to Life AI 2013 Season 1.4

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That's exactly right.

What I hope you can do is make the AI difficulty really consistent throughout a season, so you can fire up a race knowing that the AI will be a consistent difficulty.

You have raised the easy tracks to meet the player, now you could lower the difficult tracks to meet the player.

Make sense?
 
That's exactly right.

What I hope you can do is make the AI difficulty really consistent throughout a season, so you can fire up a race knowing that the AI will be a consistent difficulty.

You have raised the easy tracks to meet the player, now you could lower the difficult tracks to meet the player.

Make sense?

Got it, I'll put it on my to-do list ;)
 
Oh I just tried Korea and the AI is really competitive, I must have missed an update.

I also had a 100% race in Silverstone and its ok althought I was never overtaken despite having three cars within one second in the DRS zone for about 20 laps, they only got within 3-4 tenths and never really attempted to overtake me. I didnt even have to use rich mix.

Is it possible to modify the place where the AI uses KERS?
 
Oh I just tried Korea and the AI is really competitive, I must have missed an update.

I also had a 100% race in Silverstone and its ok althought I was never overtaken despite having three cars within one second in the DRS zone for about 20 laps, they only got within 3-4 tenths and never really attempted to overtake me. I didnt even have to use rich mix.

Is it possible to modify the place where the AI uses KERS?

I just don't use KERS at certain races where the AI are not using it effectively. I.e. the player gains a big advantage in using it over the AI.
 
Oh I just tried Korea and the AI is really competitive, I must have missed an update.

I also had a 100% race in Silverstone and its ok althought I was never overtaken despite having three cars within one second in the DRS zone for about 20 laps, they only got within 3-4 tenths and never really attempted to overtake me. I didnt even have to use rich mix.

Is it possible to modify the place where the AI uses KERS?

I've just started looking looking into this today actually, but it's one of those coordinate file things which makes it a bit difficult.
 
Maybe someone who's better at this than me can help me here. I'm looking at the "kers" sections of the trigger_pit.xml file for Hockenheim (F1 2012\tracks\circuits\Hockenheim\route_0). The coordinate system works, from what I've been told, using 4 coordinate points to draw a "square" around the area where an event should take place.

So for instance the safety car fix concept can be seen in this picture (thanks to driveroz247)
howsafetycartriggermapp.jpg





So 4 coordinates listed in order create the "square" as you can see.
Now i tried to apply this concept for kers usage, and put some boxes onto the track map to visually map out where kers usage would be according to the coordinates listed in the "kers_trigger" section of the triggers_pit.xml file and this is what I got...
Capture (Small).JPG

As you can see, the square the 4 boxes make isn't even on the track. What am I missing here? This is right by turn 2 in Hockenheim...sorry the image is so botchy.
 
Personally I think Melbourne is pretty easy.

If you could fix where they use KERS that'd be great, they lose a lot of time in qualifying when I use kers

I'll do some testing with Melbourne and Bahrain as I mentioned. The use of KERS is going to be a challenge since I'm clearly not understanding these coordinate systems well (if at all). I don't even know if files manage KERS usage as Lee Weston (a programmer for F1 2012 at CodeMasters) tweeted me saying that a lot of things regarding KERS are hard coded.

On top of that, just for testing, I set McLaren to have KERS power of 600,000 rather than 60,000 in the CTF files in the balanced folder (for abu dhabi). My thinking was that I would then be able to find out more clearly where the AI was using KERS since the McLarens would (theoretically) go flying past me if they used KERS at any point. I did not see this behavior whatsoever.

So at this point I don't even know where to look to change KERS settings unfortunately.
 
Try removing all the orginal co-ordinates and putting in 4 new co-ordinates in a box formation where you want the AI to use KERS.

The Player only = "True" part is a big worry. Try chaging it to "False" (like the SC line triggers) and test it.

If that doesn't work, my only guess would be that KERS for the AI is controlled by another file or, as you've been told by Lee Weston it is "hard coded".

Just shoot me a PM if you have any more questions about this.
 
Try removing all the orginal co-ordinates and putting in 4 new co-ordinates in a box formation where you want the AI to use KERS.

The Player only = "True" part is a big worry. Try chaging it to "False" (like the SC line triggers) and test it.

If that doesn't work, my only guess would be that KERS for the AI is controlled by another file or, as you've been told by Lee Weston it is "hard coded".

Just shoot me a PM if you have any more questions about this.

Yeah I did try changing to "PlayerOnly=False" but didn't notice a difference. I'll try making some new coords and see where that gets me. Stuck at work right now so gotta wait till I get home :\

Gigisan1987 I actually haven't tried champions mode, but I don't see why it wouldn't work. Are you getting an error? Or does it crash to desktop? Anyone else having this issue?
 
Suzuka is ok as well as Hungaroring, they have the pace but then again getting them to overtake is another matter. Sakhir is very good, one of the best AI's. They often overtake me in the DRS zone, no idea why they cant do the same on other tracks.
 
Suzuka is ok as well as Hungaroring, they have the pace but then again getting them to overtake is another matter. Sakhir is very good, one of the best AI's. They often overtake me in the DRS zone, no idea why they cant do the same on other tracks.

I think its a combination of the AI files, but more so an issue with the "width" of the racing line I'm going to venture. As you can see I've been able to make it better than the vanilla game, but it's still a WIP. It's a tough balancing act between making them want to overtake, and not be reckless when they decide to do so.
 
So does your mod edit the grip levels of the AI at all? That would mess with my braking files.

EDIT: Read the initial post and pretty sure it doesn't, that's good.

Another question, why is the williams so much more competitive than the force india and toro rosso?

I just did a 100% race in Australia which I can win with a williams but I got 12th for force india (although the ai were faster due to my late braking files)
 
So does your mod edit the grip levels of the AI at all? That would mess with my braking files.

EDIT: Read the initial post and pretty sure it doesn't, that's good.

Another question, why is the williams so much more competitive than the force india and toro rosso?

I just did a 100% race in Australia which I can win with a williams but I got 12th for force india (although the ai were faster due to my late braking files)

AI grip levels are 5% higher than they are by default for all tracks (1.05/1.15 with my CTF files vs. 1.0/1.1 by default)

Just checked the CTF files in the track folder for Williams vs Force India - Williams' mass is 650kg vs. ForceIndia's mass is 670kg. That's most likely why there's a notable difference between the two. When the AI is driving the Williams, the two drivers are set to perform much worse than by default (in the ai_driver table in the database). This would be why the Williams AI is slow, but you driving the Williams is fast.

I'll go through the cars in the track folder to make sure that when the Player is driving them they perform roughly where they would in real life, thank you for pointing that out kind sir :thumbsup:

Version 1.8 should be released tonight or at least before the Bahrain race...I just want to mess with the KERS stuff a little more to see if I can get anywhere with it.
 
Still mess happening in Malaysia. Al just get out of track in ,,U" turn :(

This would not be because of my mod - I haven't done anything regarding braking points or coordinate files. Try installing the Competitive Braking mod (link in the overview page) again to be sure you're using the proper braking points for the AI and see how things go...
 
AI grip levels are 5% higher than they are by default for all tracks (1.05/1.15 with my CTF files vs. 1.0/1.1 by default)

Just checked the CTF files in the track folder for Williams vs Force India - Williams' mass is 650kg vs. ForceIndia's mass is 670kg. That's most likely why there's a notable difference between the two. When the AI is driving the Williams, the two drivers are set to perform much worse than by default (in the ai_driver table in the database). This would be why the Williams AI is slow, but you driving the Williams is fast.

I'll go through the cars in the track folder to make sure that when the Player is driving them they perform roughly where they would in real life, thank you for pointing that out kind sir :thumbsup:

Version 1.8 should be released tonight or at least before the Bahrain race...I just want to mess with the KERS stuff a little more to see if I can get anywhere with it.

I see what you mean, thanks.
 
How come you didn't just keep the AI grip as is and lower the player grip?

I wanted to make the AI faster ;) Plus with Johnny's adjusted aero values the AI was struggling for grip as well (not as much as the player, but it was still noticeable). My thought process was to make the AI and player a bit faster, then dial back the player as needed, rather than constantly having to adjust the player and AI both.

Hope that made sense
 

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