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Are there any Nratings experts here?

Discussion in 'NR2003 General Discussion' started by psugorilla, Mar 13, 2019.

  1. psugorilla

    psugorilla Well-Known Member

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    Admins, if this is in the wrong thread please let me know. I didn't think the Nr2003 editing was quite right since that seemed like it was geared towards the exe. Anyways...

    I'm looking for some Nratings advice. What I am trying to do is get the cars to spread out more and have the slower and weaker rated cars to drop off the lead draft early at Superspeedways like they did back in the 90s.
    I used Ethone's formula and then set my own ratings for the DNQ cars based on other cars using the same formula. However, when I ran the Duels at Daytona even guys like Delma Cowart were pushing through the pack and even leading laps. I had his SS settings down to around 6/12 compared to the faster guys being in the 45/88 area for example.
    Is it more based on their aerodynamics and engine then? Is it more of a track ini issue?
    Is it even possible to get them to break into packs and drop off like that?

    I know I got it to happen somewhat with the 1999 carset several years ago but I don't remember in the slightest what it was I did.
     
  2. Saan Anguish

    Saan Anguish Inflictor of Pain

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    Why not set the ratings from that year's results?
     
  3. psugorilla

    psugorilla Well-Known Member

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    I did. I used the results from the full season but it doesn't include the Qualifying races for Daytona nor ratings for guys who didn't qualify for the race/s and such you have to manually adjust those.
    But either way, I want to get the cars to fall off realistically from the draft and break into multiple packs. So it's just a matter of figuring out how to do that.
     
  4. Saan Anguish

    Saan Anguish Inflictor of Pain

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    Ah, that's true. Maybe try using your lowest rated guy and dropping the ratings by 20 or something. It will definitely need tinkering.
     
  5. MrDude68

    MrDude68 Occasional Backwards Driver

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    I would definitely play with the aero numbers if I were you. I believe those have a much greater effect on overall performance than the track type stuff, especially in the SS realm.

    Another idea is to ask @fortine_oo :)
     
    starscream24 and InsideLine like this.
  6. psugorilla

    psugorilla Well-Known Member

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    Yep, So, lowering the Aero and Engine numbers created the desired effect. I got the cars to fall off the draft. Now, I just gotta get the game to select more of a variety of cars to start races. I'm guessing that entails more of the track type ratings over the rest of the car.
    Still working on it LOL
     
  7. Nathaniel Burnham

    Nathaniel Burnham Active Member

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    I've always wondered how to get a better variety. If you get anywhere in the front let me know. I just normally go in and deselect the drivers or schemes I get tired of seeing but if there is an intrinsic way of getting more variety I am definitely interested.
     
  8. psugorilla

    psugorilla Well-Known Member

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    Well, Nathaniel, the best way to get the biggest variety especially in the front of the pack is to give everyone the same ratings. 40/60 across the whole board makes it quite fun and you never know who is going to be fast and who isnt. The drawback is that you will find guys who should be putt putting around the back sitting on poles and winning races while championship caliber guys don't qualify for the race.
    That brings up a point I am not a fan of with the game. There is a limit on number of drivers in a season. Rosters will let you have 100 drivers active if you wanted but once the season is going the first 64 the game chooses to let into a race, that's it. All other drivers get cut off.
     
    Nathaniel Burnham likes this.
  9. psugorilla

    psugorilla Well-Known Member

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    So now the question is, can I get the cars to run Daytona and Talladega in more of what looks like Michigan, California, Charlotte, etc style packs? The more I test, the more Charlotte and the like seems to be the basic drafting package that we saw at the plate races in the 90s. You get the breakaways and the 2, 3, and even 4 wide racing in packs, no one really jumps too far out by themselves and the pack catches them.
    Has anyone experimented with changing the track types to Speedway rather than superspeedway?
     
  10. psugorilla

    psugorilla Well-Known Member

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    Hrmmm I tried changing the default Daytona to Track type 3 (Long speedway) and Chassis type 2 (Speedway) and it had interesting results. Rather than string them out a bit more it actually made the cars run more like they did when the real series ran with the Wicker across the roof. It was mostly 2 wide but they jockeyed a ton and would run 3 wide for half the field. The high line, while still slower than the bottom, managed to keep up better mid run than the standard Superspeedway configuration. It also, without the plate, let the CTS physics of the Cup90 cars run 197 to 203 MPH. It was quite fun to watch.
    Still, it wasn't the effect I was looking for. Back to the drawing board.
     
    Nathaniel Burnham likes this.
  11. J.R.Franklin

    J.R.Franklin Well-Known Member

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    Mike, I truly believe to get the results you are looking for will entail a combination of tweaking the track.ini files for each track and tweaking the ratings in NRatings. As someone who has toiled at developing A.I. for these tracks for years, it is a long and tedious job of trial and error. Make an adjustment, test it out and see the results. Rinse and repeat hundreds of times until you hopefully find that "sweet spot" you're looking for. Through the years we've certainly found that NR2003 presents us with some very difficult challenges to achieve the kinds of racing we desire at each track.
     
  12. fortine_oo

    fortine_oo Well-Known Member

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    You might have a look here: Ratings Systems, particularly post #6 and post #18

    If that interests you, then here: AI Driver Ratings, Reply#4 contains the @GurtonBuster ratings.
     
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  13. Nathaniel Burnham

    Nathaniel Burnham Active Member

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    Thanks everyone for your suggestions! Much appreciated!
     
  14. psugorilla

    psugorilla Well-Known Member

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    Thanks. There was some interesting info there.
    For the Superspeedways, I found my mix after trial and error. I have most of the cars that need to "run slow" doing so with the game occasionally picking one of them to be competitive. Guys like james Hylton, and Delma Cowart might hang around for a couple of laps and them fall off. Other slightly stronger guys will last 4-12 laps before they start falling back. Ultimately the field starts to break up a bit more around lap 20-30. While it isn't perfect it is definitely the direction I wanted.

    NOW I have another problem. I'm getting cars that are rated for say, a Road Course only that are being selected to run other races. I find it interesting that Doug George get's picked for Talladega while Phil Barkdoll got picked for Sonoma. Each driver's ratings for those specific track types were set at 0/0 or at most 0/10 while their opposites were much higher.
    Is there a way to specify who drives what more directly? Or does the game more or less just randomize it?
     
  15. Thunder98

    Thunder98 Same shit, different day. Admin

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    You'd have to make a separate lst file in the opponent manager for the various kinds of tracks if you want specific drivers to race. I've done that with a handful of sets in the past.

    For example, for my truck set I have a superspeedway lst for guys like Chris Fontaine, Bobby Gerhart, and Clay Greenfield and a short track lst for guys like Derek Kraus.
     
  16. psugorilla

    psugorilla Well-Known Member

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    Yeah, that's great. I definitely do that for my sets too. Mostly just I create a .LST for each Duel, the 500, and typically the Winston open.
    But what I am trying to figure out is how to trick the game into being a little more selective with who it chooses to run in each race. Like I would rather it find a couple of Superspeedway specialists who are rated higher at those tracks than to randomly insert a 0/0 rated guy who is rated for Road Courses and is just a rolling speed bump slower than a golf cart.
     
  17. Thunder98

    Thunder98 Same shit, different day. Admin

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    The only things I can think of apart from creating separate lst files is having the ratings be equal in all areas of a car file's ratings with the exception of the four track type ratings or rather than having 0/0 and 0/10 ratings, maybe change it to 1/10 or 2/10. That might force the game to resort to picking the higher-rated drivers for a specific track type.
     
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