![]() The ai don’t always react positively to a “real” setup. Trying the ai with different setups and then comparing the resulting laptimes is the only way to determine the best “fast” setup. Sometimes one is appreciabely faster than the other. This may be a setup from another (similar) track or a copy of the setup you’ve developed for the track. The results of these subpar catagories will cause unnecessary tweaks to track.ini parameters to try to overcome the crashfest. * When track characteristics compel ai to race in close proximity to each other, an ai with less than a 50 minimum value in ratings categories DRIVER/TRACK TYPE, DRIVER/CONSISTENCY, and VEHICLE/CHASSIS will be significantly predisposed to causing an accident when the exe selects/applies that rating at less than 50. This will allow you to evaluate the effectiveness of values because you’ll know how you’re running versus the ai. Ideally, you’ll want 1 or 2 ai that run laptimes equivalent to yours on a known track. That’s a track where you know what YOU can do, and what the ai can do. * Before proceeding with the values, have a roster of ai opponents (2 – 6), for which you can predict their capabilities (laptimes and driving ability) on a known tracks. You’ll want a good race.lp so you can get close to the proper values for ai_drag_modifier and ai_grip_modifier before fine tuning the other track.ini parameters. * If you’re working on a new track (or doing a complete makeover of an existing track) you’ll need to address the lp’s before beginning any ai work. * If you’re working on a new track (or doing a complete makeover of an existing track) you’ll need to address the or values before beginning any ai work. Occasionally the ai will encounter a loose condition then re-acquire enough grip, but instead of spinning the ai will lose momentum before continuing foward. The ai dont drift, they track until their grip limit is reached then slide off the track. ![]() ![]() * The exe is designed to keep the ai on the track & moving foward. * The ai are not subject to the same physical properties as the Player. ![]() In order to maintain the ai’s laptimes, when you change something, you may have to adjust a track.ini parameter to compensate for the change. * Most NR2003 adjustable features, track.ini, lp files, fast setup, ai ratings, & some options (such as Opponent Strength), are not applied in isolation but are interacting & interdependent with each other & the exe. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |