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Papy AI

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tha0ne

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Anyone know any good papy_ai.ini? I re-installed the game and can't download the one at revamped reloaded because it is down.
 

Hendrick4life

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Open your Papy_Ai & Paste this in there. Its the Revamped Reloaded one.

;*************************************************
; MAIN AI PARAMETERS
;
; please add all new entries in ALPHABETICAL ORDER
; within their section
;*************************************************

[ behavior ]
base_gearshift_hiatus = 7.0 ; base time (in ticks) engine is disengaged for a gear shift
crashing_recovery_alt = 0.6 ; altitude threshold below which will attempt recovery from crashing mode
crashing_recovery_pitch_roll = 0.96 ; safe pitch/roll velocity v. surface normal cosine for recovery from crashing mode
crashing_recovery_slip_angle = 0.35 ; slip angle threshold (~ 20 degrees)below which will attempt recovery from crashing mode
crashing_recovery_yaw_velocity = 0.05 ; yaw vel. threshold below which will attempt recovery from crashing mode

[ driver ]
ai_strength_to_traction_circle = 1.0
ai_strength_to_aero_drag = 0.3
ai_strength_to_engine_power = 0.2
ai_strength_to_traction_circle_spread = 8.0
ai_strength_to_engine_power_spread = 4.0
ai_strength_to_aero_drag_spread = 4.0
driver_qualifying_to_traction_circle = 0.02
driver_qualifying_to_aero_drag = 0.03
driver_qualifying_to_engine_power = 0.015
driver_roadcourse_to_traction_circle = 0.03
driver_shorttrack_to_traction_circle = 0.03
driver_speedway_to_traction_circle = 0.03
driver_superspeedway_to_traction_circle = 0.03
vehicle_aero_to_aero_drag = 0.13
vehicle_engine_to_engine_power = 0.07
vehicle_chassis_to_traction_circle = 0.05
ai_strength_to_driver_consistency_spread = 3.0
driver_consistency = 0.95
driver_consistency_to_driver_commitment_dev = 0.03
driver_consistency_to_dlong_lookahead_dev = 0.4
driver_consistency_to_dlat_lookahead_dev = 0.75
driver_consistency_to_left_offset_dev = 0.08
pitcrew_speed_to_pitcrew_speed = 0.1
pitcrew_consistency_to_pitcrew_consistency = 0.9
driver_finishing_to_driver_consistency = 5.0

[ mechanical ]
base_brake_wear = 0.0 ; wear (as max_decel coeff.) per kilometer (1000 ms)
base_suspension_failure_coeff = 0.6 ; * traction circle = adj. traction circle
base_suspension_problem_coeff = 0.8 ; * traction circle = adj. traction circle
base_tire_failure_coeff = 0.5 ; * traction circle = adj. traction circle
base_tire_wear = 0.00053 ; wear
driver_fuel_consumption_scaling = 0.0 ; scales effect of quickness, smoothness, and aggression
driver_tire_break_wear_scaling = 0.0 ; scales effect of smoothness and aggression
mechanical_failure_chance = 12.0 ; chance in 10000 (!!) per ACTIVE AI car for induced problem/failure each interval
mechanical_failure_interval = 540.0 ; average interval in ticks to check for mechanical problem/failure (gets randomized)
suspension_cond_accel_scaling = 0.1 ; max_accel *= SCALE_COEFF(suspension_condition,value)
suspension_cond_decel_scaling = 0.5 ; max_decel *= SCALE_COEFF(suspension_condition,value)
suspension_mechanical_drag_coeff = 0.0025 ; meters/tick^2 drag--see aiCar::ComputeMechanicalDrag
suspension_problem_pitch_adj_coeff = 0.1 ; value * susp. condition adjusts pitch
suspension_problem_roll_adj_coeff = 0.1 ; value * susp. condition adjusts roll
suspension_problem_slip_angle_adj = 0.15 ; value * slip angle * k is added to suspension coeff.
tire_cond_accel_scaling = 0.1 ; max_accel *= SCALE_COEFF(tire_condition,value)
tire_cond_decel_scaling = 0.3 ; max_decel *= SCALE_COEFF(tire_condition,value)
tire_failure_mechanical_drag_coeff = 0.003 ; meters/tick^2 drag--see aiCar::ComputeMechanicalDrag
tire_problem_slip_angle_adj = 0.15 ; value * slip angle * k is added to tire coeff.
; mechanical problem chances, should total 100
suspension_problem_chance = 2.0 ; % chance any problem involves suspension problem
tire_problem_chance = 10.0 ; % chance any problem involves tire problem
fuel_system_problem_chance = 2.0 ; % chance any problem involves fuel system problem
engine_problem_chance = 9.0 ; % chance any problem involves engine problem
brake_problem_chance = 5.0 ; % chance any problem involves brake problem
suspension_failure_chance = 1.0 ; % chance any problem/failure involves suspension failure
tire_failure_chance = 25.0 ; % chance any problem/failure involves tire failure
fuel_system_failure_chance = 5.0 ; % chance any problem/failure involves fuel system failure
engine_failure_chance = 30.0 ; % chance any problem/failure involves engine failure
brake_failure_chance = 2.0 ; % chance any problem/failure involves brake failure
fuel_leak_chance = 2.0 ; % chance any problem/failure involves fuel leak
coolant_leak_chance = 2.0 ; % chance any problem/failure involves coolant leak
oil_leak_chance = 5.0 ; % chance any problem/failure involves oil leak

[ physics ]
alt_accel_k1 = 0.085 ; k1 for altitude control spring/damper
alt_accel_k2 = 0.28 ; k2 for altitude control spring/damper
cold_tire_coeff = 1.0 ; traction circle coeff. for AI cold tires
drive_train_friction_adj = 0.25 ; fudge factor for drive train friction coeff. use for max. engine accel
idle_scaled_power = 0.016 ; eng. power when engine idling scaled between 0 and 1
inertial_factor = 0.1 ; adj. max_accel to simulate inertia--see aiAdvanceCarOnLine()
gear_shift_rpm_decrement = 195.0 ; during gear shift decrement RPM each tick by this amount
max_ws_interval = 117.0 ; max time(ticks) to stop wheelspin
min_ws_interval = 27.0 ; min time(ticks) to stop wheelspin
minimum_rpm = 1000.0 ; min. engine rpm (e.g., when car idle)
pitch_accel_coeff = 3.0 ; value * averaged_applied_tire_dlong_accel = radians of pitch
roll_accel_coeff = 4.0 ; value * dlat_accel = radians of roll
tire_temp_increment = 0.0125 ; increment for tire warmup waypoint
wheelspin_min_adj_coeff = 0.75 ; max grip reduction from wheelspin
yaw_accel_k1 = 0.02 ; k1 for yaw accel. spring/damper
yaw_accel_k2 = 0.2 ; k2 for yaw accel. spring/damper
yaw_accel_control_angle = 2.6 ; slip factor above which accel spring/damper effect is reduced
yaw_accel_control_dropoff = 5.0 ; dropoff factor above control angle

[ ASC ]
update_interval = 180 ; Time in ticks between ASC adjustments
max_str_delta_neg = 0.04 ; max ai strength variation per second, when slowing down
max_str_delta_pos = 0.08 ; max ai strength variation per second, when speeding up
kdt1 = 0.0013 ; factor for dt
kdt3_ahead = 0.00000035 ; factor for dt^3 when AI is ahead
kdt3_behind = 0.0000006 ; factor for dt^3 when AI is behind
kddt1 = 1.0 ; factor for ddt
kddt3_fast = 150.0 ; factor for ddt^3 when AI is faster
kddt3_slow = 250.0 ; factor for ddt^3 when AI is slower
str_min = 0.5 ; minimum possible ai strength
str_max = 1.3 ; maximum possible ai strength
gain_rate = 0.006 ; gain returns to 1.0 at this amount per second
base_bias_low = 0.05 ; % bias towards base ai strength per second, when below base strength
base_bias_high = 0.01 ; % bias towards base ai strength per second, when above base strength

; *************************************
; CAR CLASS PARAMETERS
; *************************************

[ CUP ]
braking_efficiency_coeff = 0.94 ; value * adj_traction_circle = max. decel
nominal_max_accel = 0.006806 ; accel. in meters/tick^2 (1G = 0.007562)
nominal_traction_circle = 0.0135 ; same units as accel. (meters/tick^2) -- 1.78 * ONE_G
 

jecski

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The RR AI is good for the Revamped Tracks, however it will cause problems with other tracks that where made using the original papy AI. It 's your call but if you are going to use some Dirt tracks or weekly short tracks I say stay with the original AI. There is a thred at the bull ring forum on this.
 

Hendrick4life

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I always wondered if there were other AI modifications made that were released regarding the Pap_AI, or was RR the only one who did it.
 

Mustang

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That explains the AI problems I was having on dirt tracks! And problems with the PTA Physics.
 

Markfan

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I always wondered if there were other AI modifications made that were released regarding the Pap_AI, or was RR the only one who did it.

There are a few, but Revamped Reloaded's is the one that became the most well known.
 

Harry Nurpplez

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That is a core ini at AKM,not a papy ini !!

Well, I remember for a fact that thats where I got it so...

And also I never downloaded their core.ini. Most likely got it from the 2007 patch but then again im pretty sure I already had it before that.

Anyways here it is. For those of you wondering why this one is better...the pack racing at plate tracks is spread out a bit more like in real life unlike the cars being ontop of each other with the revamped version. And not to mention that the ai cars don't always catch themselves before a tire blows(or so I think thats what is happening since they suddenly just stop turning in the middle of the corner like in real life).
 

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  • papy_ai.rar
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chevy29

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086gf,that is the original papy_ai ini with nothing changed!!?
 

tha0ne

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Anyone know any good SuperSpeedway papy AI? I don't think there's nothing wrong with the track.ini. But my only problem is that when there is a wreck like mid-pack, the AI cars always slow down perfectly and all avoid the 2-3 car wreck that should of been a 10-15 car wreck.
 

Mistwaver

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I always wondered if there were other AI modifications made that were released regarding the Pap_AI, or was RR the only one who did it.

I know this is kind of an old thread, but I think RR is the only ones who make a papy_ai.ini that is optimized for certain tracks. Now, there may be some papy_ai.ini files that come with certain mods, or some random papy_ai.ini edits out there, but they're not optimized for certain tracks like RR's is. You'll probably get bad results in general, since the papy_ai.ini works in conjunction with the track.ini. They both have to be edited to work well with each other.

It works wonders on RR tracks, but like others said, if you're going to do other tracks such as dirt tracks, rally like tracks (such as the Dakar Rally circuit), or even just regular road courses such as Infineon and Watkins Glen that comes with the game you're going to get better results with the default papy_ai.ini file. You'll notice cars will be spinning off the track left and right. It makes for some great AI crash videos, but it's unracable since AI will be spinning left and right. First time I seen it I thought "Cool! First time I've seen an AI car just loose it in this game." Then every car following did the same thing, and it happened on multiple tracks, and at that point I noticed it was no longer cool, and it was an issue instead.

I found this out the hard way and never backed up my papy_ai.ini so I'm having to search around to find the default one again, heh. So, the best way to go if you run RR's tracks is the RR papy_ai.ini, but back the default up in case you decide to run non-RR tracks.
 
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