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AI Pitting Issue

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Real Men Race Dirt
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Well I'm prepping for the final race of the SRD Indycar season and I've run into an issue with the AI. I'm using the 2014 Indy track released on SBP's site. What happens is when the cars come into the pits some of them enter their stall and slide horizontally across the stall to line up with the pit sign and markings like on any other track except several of the cars just get stuck and start vibrating in place. It seems to happen at random. Eventually it got to the point that only like 5 cars were not stuck in their pit box. Any help in fixing this would be appreciated. I'll try changing somethings in the meantime to see if I can find a solution.
 

alfiej

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I have used one version of Riverside and 2 cars always start on top of one another, one Darlington track I follow all cars onto pit road but I did not enter pits correctly everytime, and other issues on some add on tracks, unless someone else had this same problem , you may have to go to the SBP's website and see if they have a forum or a contact to the developer and see if they have a fix for the issue.
 

AwesomeFork24

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You could try to:
  • Uncheck adaptive speed control
  • Lower or raise the overall AI strength
  • Move the pitbox locations over a few inches
  • Check to make sure that the track has specific PTA physics.
If nothing works, use RenaultFan's version from HERE.
 

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Well I think I got it figured out. RenaultFan's and SBP's tracks act the same way since they are basically the same track. So I tried it with revamped's 2010 track and had no issues. Comparing the ini files between revamped's and SBP's I found that the pta grips were like 3 times as high on the SBP version so I dropped those to what was on the revamped ini and now everything works perfectly. Seems like the ridiculously high grips didn't cooperate well with the pta physics when cars were trying to line up in their pit box.
 

Benjamin Fruth

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Glad to see you have your issue figured out! That's crack detective work right there. But seeing the fix, it brought to mind what I've always wondered: why are there such different levels of grip? Papy usually stuck around the number 1.00; newer tracks have 3 and 4. Isn't asphalt asphalt no matter where you are in the world? I assume ramped up grip levels are to get the desired lap times, but, to that point, couldn't AI Vehicle Ratings and a great AI fast setup do that just as well? Just openly wondering here, nobody actually has to answer these questions. :p
 

AwesomeFork24

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Glad to see you have your issue figured out! That's crack detective work right there. But seeing the fix, it brought to mind what I've always wondered: why are there such different levels of grip? Papy usually stuck around the number 1.00; newer tracks have 3 and 4. Isn't asphalt asphalt no matter where you are in the world? I assume ramped up grip levels are to get the desired lap times, but, to that point, couldn't AI Vehicle Ratings and a great AI fast setup do that just as well?
Mainly it is because not everything handles like a NASCAR Race car. Modifying the grip helps make up for that fact.
 
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