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NR2003 AI Wrecking

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khevvin

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Hey! im wondering if i can somehow make the AI a little more realistic. when i get them just a little bit sideways, they lock their wheels up and start slowing down which slows me down too. is there any way i can fix this in the track ini? or any ini for that matter?

id greatly appreciate some help!!
--Thanks :D
 

fortine_oo

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The ai aren't human, the exe severely limits the ability of the ai to lose control.
The exe reacts to the input, decides if the situation is correctable, and applies the controlling parameters. The ai will continue racing (albeit, maybe losing momentum), or the ai will slide or spin due to loss of traction.

About the only thing you can do via the track.ini is lower the [ ai_track ]\ai_inverse_slipcurve_k value.
Ideally, this value should be no higher than it takes to have the ai break loose as easily when you bump them as you get loose when the ai bump you.
Too low a value will cause the ai to slide off the track with no more provocation than the G-forces of running through the corner.
 

khevvin

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i figured so... haha well poop. thanks for your help! i just didn't feel like flirting with it haha
 

FabFloyd73

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Just for testing, I set the "ai_inverse_slipcurve_k" to 0.15 at Mirage II and the result was really crazy! All the AI slide off the track and spin at each turn... causing massive wrecks...!
Obviously this is not so realistic... lol

Try to set a value between 0.50 and .070 to get a more realistic behaviour. Also take a look at the AI Driver ratings in the Opponent Manager.
 

fortine_oo

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Just for testing, I set the "ai_inverse_slipcurve_k" to 0.15 at Mirage II and the result was really crazy! All the AI slide off the track and spin at each turn... causing massive wrecks...!
Obviously this is not so realistic... lol


Try to set a value between 0.50 and .070 to get a more realistic behaviour. Also take a look at the AI Driver ratings in the Opponent Manager.

Setting a value for ai_inverse_slipcurve_k is really dependent on the [ track ]\track_asphalt(concrete)_grip. The higher the grip value, the lower you can make the slipcurve value. With some of the crazy high grip values being assigned to tracks these days, you can get away with some pretty low slipcurve values, and many trackmakers aren't lowering the ai_inverse_slipcurve_k to counteract the high grip.
 

Ian S

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if reducing the slipcurve below .20, you need to increase the crashing_recovery_slip_angle value in the papy_ai.ini file to compensate (this is the offset angle the exe allows the cars to get to before it starts slip recovery (i.e. slow down)), try increasing it to 69 or higher then keep increasing the slipcurve until you don't run the AI over entering the corner.

If you set the slipcurve to say 0.05, and the recovery to 99, the cars will act like they are on dirt.
 
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