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Misc True to Life AI 2013 Season 1.4

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Apropros DNF, snthennumbers I am still playing with the rtmoderatedamagethreshold value but somehow I don't notice a difference if set to 0.25 or 7.0 but what I've noticed:
The AI goes to pit and changes their front wing in Singapore but on "open" tracks they never do, they always drive a little bit and then drive off the track and retire ... I wonder why they can't just do the same as in Singapore.
 
I don't know if I installed it right. If you do a race with this mod of 20% long, how many DNF's will the race have?


Well first off you can't do a 20% race...you mean 25%? a 25% race should have maybe 1 or 2 DNFs. 50% race could be around 4, 100% race would be maybe 5 or so depending on the track (could be less too of course).
 
Apropros DNF, snthennumbers I am still playing with the rtmoderatedamagethreshold value but somehow I don't notice a difference if set to 0.25 or 7.0 but what I've noticed:
The AI goes to pit and changes their front wing in Singapore but on "open" tracks they never do, they always drive a little bit and then drive off the track and retire ... I wonder why they can't just do the same as in Singapore.


Any way you could make a video of the AI retiring due to a broken front wing?
Does anyone else experience this issue?

I believe the rtModerateDamageThreshold value works in conjunction with the loose_parts_settings.xml file (and maybe the decals.xml file too, not sure). So I think your rtModerateDamageThreshold value needs to be higher than the values you have in the loose_parts_settings.xml file.

I'm not 100% sure on this though, that's why I want to see some evidence of the AI retiring due to a broken front wing.
The only other thing I could think of is that in the raceload.jpk file there is a parameter that defines how quickly the engine will overheat if there is no front wing. I know the AI is more susceptible to failures and damage, so their engines may be overheating due to the broken front wing?

What happens if they break their front wing off early in sector 3 (of any track)? Do they go into the pits? Compared to what if they break their front wing off in turn 1 of the track and have to drive all the way around.
Personally I know I've seen some AI who've qualified high up crack their front wing off on the first lap in turn 1, then by the end of the race they're down in 11th place or so...meaning they did go into the pit to change the wing, but weren't able to make it back up towards the front of the field.

Given that you've been doing some modding and changes of your own, I'd suggest verifying your files through steam and reinstalling my mod (and v1tek's 2013 mod if you're using it). It's really hard to troubleshoot people's individual issues when I don't know what files they've been messing with, or what other mods they might have installed that could be causing an issue.

Anyway, let me know...
 
Well first off you can't do a 20% race...you mean 25%? a 25% race should have maybe 1 or 2 DNFs. 50% race could be around 4, 100% race would be maybe 5 or so depending on the track (could be less too of course).
Ooh I see now, I already see that the AI is much more aggresive than before. Good job sir!
Is the mod also working in career?
 
snthennumbers hm, I see, well if the AI really gets mechanical issues due to broken wings it could explain it for me, if it were on all tracks, as I've increased the probability for mechanical failures at the database (and am using the mech. fail. raceload.jpk not sure if it's included in your pack, I only use your AI files and some track fixes like for Melbourne [works noticable better with the AI's pit stop exit btw. thanks for that]).
I was only curious why the AI changes their wings at Singapore (even when they lose it in the first two sectors) but on no other track (for me), also not Monaco.
Hoped, you'd have an idea 'bout that. Well, so far I guess I'll compare my values with yours (I am using games' default loose_part and decals). Can't use your DB as I run a complete 1997 modded game with individual database and .ctf.
Your mod started to be an AI-mod-only at first, so I still stick with your AI files (I only modify the co stuff for the teammate being not so friendly, hehe).
 
snthennumbers hm, I see, well if the AI really gets mechanical issues due to broken wings it could explain it for me, if it were on all tracks, as I've increased the probability for mechanical failures at the database (and am using the mech. fail. raceload.jpk not sure if it's included in your pack, I only use your AI files and some track fixes like for Melbourne [works noticable better with the AI's pit stop exit btw. thanks for that]).
I was only curious why the AI changes their wings at Singapore (even when they lose it in the first two sectors) but on no other track (for me), also not Monaco.
Hoped, you'd have an idea 'bout that. Well, so far I guess I'll compare my values with yours (I am using games' default loose_part and decals). Can't use your DB as I run a complete 1997 modded game with individual database and .ctf.
Your mod started to be an AI-mod-only at first, so I still stick with your AI files (I only modify the co stuff for the teammate being not so friendly, hehe).


Well since you're not using all of my files and are using some of your own/other people's, I can't really troubleshoot this any further.
Unless other people chime in saying they are seeing the AI retire due to broken front wings, I think it's just you with this problem...
 
Once again you don't get why I ask you something, I wonder if my english skills are so horrible.
I wasn't asking for any troubleshooting, just hoping, you could have an idea or hint, if there'd be some reason why the AI's DNF behaviour isn't the same on all tracks.
If you don't have any idea just say so, I could ask in the mod question thread but ffs noone with knowledge is even looking there ;)
 
Once again you don't get why I ask you something, I wonder if my english skills are so horrible.
I wasn't asking for any troubleshooting, just hoping, you could have an idea or hint, if there'd be some reason why the AI's DNF behaviour isn't the same on all tracks.
If you don't have any idea just say so, I could ask in the mod question thread but ffs noone with knowledge is even looking there ;)


Your english is fine, dont worry lol. The issue is that I can't speculate on what's causing the issue for you since you're using some file that aren't mine, and have modded other files.
So like I was saying, if someone else who's installed my mod (with v1tek's 2013 mod or not) is experiencing the same issues that you are, then that will tell me that it's a problem with my mod.
...so far though, no one has said they are seeing the same thing you are. so I'll pose the question again in huge red letters so it gets some attention :p


Is anyone experiencing an issue where the AI is retiring from the race due to a broken front wing?
 
And database.bin 50% or 100% you want it?

Google translate is not being kind to you...

you choose which database you want. 50% is for 50% and lower distance races. 100% is for 100% and lower distance races. so if you don't ever do 100% races, install the 50% database.


getting a little tired of answering the same question 5 times a week. you people need to start reading. pretty soon im going to start ignoring you all if you ask a question that's already been answered, or is explained on the overview page...
 

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