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Three quick questions

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itsmb8

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Title pretty much says it all...

1) After wrecks when a car is somewhat getting back to racing speed, other cars will not try to avoid them and just deliberately smash into the rear of the other car. This happened at Phoenix and caused three top drivers to retire after 60 laps (i run 100% races) in a wreck they should have easily avoided. How do i fix this? (i believe its ai_panic_decel but im not certain)

2) I want to watch races, but still have the full number of participants, so i want to increase the number of opponents to one extra (ex. Sprint Cup from 43 to 44, etc.). Is this possible? And if so, easy to do?

3) After I sort out all my problems, how many of you would be interested in me running a season simulation? I would run the three major series's as well as possibly IndyCar or others you would want to see. Let me know!
EDIT: I would run them as either a spectator or racing along in a car chosen by you (once i get a controller).
 
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Harry Nurpplez

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Title pretty much says it all...

1) After wrecks when a car is somewhat getting back to racing speed, other cars will not try to avoid them and just deliberately smash into the rear of the other car. This happened at Phoenix and caused three top drivers to retire after 60 laps (i run 100% races) in a wreck they should have easily avoided. How do i fix this? (i believe its ai_panic_decel but im not certain)

Yes changing the panic decel would help some but there is also the ai lookahead line in the papyrus ai file as well.

2) I want to watch races, but still have the full number of participants, so i want to increase the number of opponents to one extra (ex. Sprint Cup from 43 to 44, etc.). Is this possible? And if so, easy to do?

Unless you or someone you know has godlike skills with a keyboard, you are stuck at 42 ai.
 

itsmb8

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Yes changing the panic decel would help some but there is also the ai lookahead line in the papyrus ai file as well.


What would you suggest i do with that? I could provide a video once i get a good enough example.
 

jacobc62

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Okay..... How is it not possible just to have the max starters for a given track be 44 drivers and add the appropriate 44th pit and starting grid stalls to the track? Or is it a limitation put in place by the EXE?
 

Mystical

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Okay..... How is it not possible just to have the max starters for a given track be 44 drivers and add the appropriate 44th pit and starting grid stalls to the track? Or is it a limitation put in place by the EXE?

It is a limitation of the game coding that only allows a max of 43.
 

Ian S

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Getting into dodgy ground here but I saw someone on reddit had got 78 cars on the listing, presumably by hex editing the exe but he hadn't been able to get more than 42 ai into a race.
 

nascarfan89

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I also am very interested in how one would go about editing the panic and lookahead lines properly.
 

Wrangler88

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I also am very interested in how one would go about editing the panic and lookahead lines properly.


You need to do what we all did years ago. Read, experiment, and learn. There is no single solution.

And I quote common knowledge that us experienced track makers have all learned the hard way.

"Successful ai are made up of a gazillion properly executed little details rather than some bright idea demon tweak or radical notion that's going to turn the whole simworld upside down and set fire to it in the bargain."

Start here.....ai...WHAT'S THE TROUBLE, WHAT'S POSSIBLE, HOW TO DO IT
 

itsmb8

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You need to do what we all did years ago. Read, experiment, and learn. There is no single solution.

And I quote common knowledge that us experienced track makers have all learned the hard way.

"Successful ai are made up of a gazillion properly executed little details rather than some bright idea demon tweak or radical notion that's going to turn the whole simworld upside down and set fire to it in the bargain."

Start here.....ai...WHAT'S THE TROUBLE, WHAT'S POSSIBLE, HOW TO DO IT

ive read through that a bit but couldnt find a clear enogh answer to ai panic decel.
 

Ian S

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It's not that had to work it out, panic decel = goto panic lines at this level of deceleration.

Lower the number quicker the AI will 'panic', higher the number the more days of thunder they'll be.

Look ahead I've never actually fiddled with, but would imagine it relates to how far ahead the ai 'look'.
 

PepsiRacer4

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Getting into dodgy ground here but I saw someone on reddit had got 78 cars on the listing, presumably by hex editing the exe but he hadn't been able to get more than 42 ai into a race.

An NR Reddit? Didn't even knew one existed.
 

Wrangler88

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ive read through that a bit but couldnt find a clear enogh answer to ai panic decel.


There never is a clear answer. Now that you understand that, look at part of a track.ini file

ai_accel_modifier = .60 ; acceleration grip efficiency
ai_decel_modifier = 0.85 ; braking grip efficiency
ai_fuel_use = 1.1 ; > 1.0 = more fuel consumed
ai_grip_modifier = .88 ; > 1.0 = more grip
ai_drag_modifier = 1.03 ; > 1.0 = more drag, which is slower
ai_line_modifier = 1.00 ; dangerous hack, don't use unless you are a trained professional
ai_qual_modifier = 1.03 ; > 1.0 = faster during qualifying
ai_wall_offset = 100
ai_tire_wear_left = 1.30 ; changedleft tire wear adjuster for ai > 1.0 = more wear
ai_tire_wear_right = 1.40 ;changed right tire wear adjuster for ai
ai_arcade_tire_wear = 0.20 ; lower = less wear (used in addition to the above left/right modifiers)
ai_arcade_fuel_use = 1.07 ; > 1.0 = more fuel consumed (used in addition to fuel_use above)
ai_arcade_grip_modifier = .785 ; > 1.0 = more grip
ai_arcade_drag_modifier = 1.083 ; > 1.0 = more drag, which is slower
strategy_lap_time_wear_loss = 1.479 ; lap time loss from totally worn tires
strategy_lap_time_fuel_use_gain = 0.000 ; lap time gain from low fuel
strategy_base_pitting_cost = 25.0 ; time lost to a stop & go pitstop
ai_pacing_distance = 2.0 ; car lengths behind while pacing
ai_bunching_distance = 1.5 ; car lengths behind while bunching for start
ai_drafting_distance = 1.23 ; car lengths behind while racing
ai_panic_decel = 6.0 ; G's of extra deceleration inducing panic
ai_dlongpad_scale = 100.0 ; scales padding in braking zones (smaller = more scaling)
ai_dlat_pad = .65
ai_squeeze_pcnt = 1.10
ai_inverse_slipcurve_k = 0.50 ;75 ; how much slip angle AI need to corner. smaller = more, more = increased drag

__________________________________

This one is taken from North Wilkes 1970. The track has 3 lines of grip for outside passing so the track ini has been modified just for this track. The values are not typical. Don't use them for any other North Wilkes. But you can see what the lines do. If I remember it took a week of trial and error to make this section so the track would have 2-3 wide racing with the AI.

Back to your question and look at the above example.

When you adjust the panic_decel it affects several other lines in the track_ini. So make small adjustments. The same affect will happen when you adjust drafting distance, bunching distance, padding in braking zones, etc. A change in one value in one line very often changes how the cars behave and then you need to start making changes in the other lines in the ini file. Sound complicated? It is.

It sounds like you have a Phoenix track that isn't original and someone played with the ini file and messed it up and gave up. What I would suggest is get a stock Phoenix track and copy the [Ai_track] section to your Phoenix track.ini (delete your original) and try it out.

If you get lost you need to post in your question what Phoenix track you have and where to get it, and you have a better chance of getting help.:D
 
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itsmb8

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There never is a clear answer. Now that you understand that, look at part of a track.ini file

ai_accel_modifier = .60 ; acceleration grip efficiency
ai_decel_modifier = 0.85 ; braking grip efficiency
ai_fuel_use = 1.1 ; > 1.0 = more fuel consumed
ai_grip_modifier = .88 ; > 1.0 = more grip
ai_drag_modifier = 1.03 ; > 1.0 = more drag, which is slower
ai_line_modifier = 1.00 ; dangerous hack, don't use unless you are a trained professional
ai_qual_modifier = 1.03 ; > 1.0 = faster during qualifying
ai_wall_offset = 100
ai_tire_wear_left = 1.30 ; changedleft tire wear adjuster for ai > 1.0 = more wear
ai_tire_wear_right = 1.40 ;changed right tire wear adjuster for ai
ai_arcade_tire_wear = 0.20 ; lower = less wear (used in addition to the above left/right modifiers)
ai_arcade_fuel_use = 1.07 ; > 1.0 = more fuel consumed (used in addition to fuel_use above)
ai_arcade_grip_modifier = .785 ; > 1.0 = more grip
ai_arcade_drag_modifier = 1.083 ; > 1.0 = more drag, which is slower
strategy_lap_time_wear_loss = 1.479 ; lap time loss from totally worn tires
strategy_lap_time_fuel_use_gain = 0.000 ; lap time gain from low fuel
strategy_base_pitting_cost = 25.0 ; time lost to a stop & go pitstop
ai_pacing_distance = 2.0 ; car lengths behind while pacing
ai_bunching_distance = 1.5 ; car lengths behind while bunching for start
ai_drafting_distance = 1.23 ; car lengths behind while racing
ai_panic_decel = 6.0 ; G's of extra deceleration inducing panic
ai_dlongpad_scale = 100.0 ; scales padding in braking zones (smaller = more scaling)
ai_dlat_pad = .65
ai_squeeze_pcnt = 1.10
ai_inverse_slipcurve_k = 0.50 ;75 ; how much slip angle AI need to corner. smaller = more, more = increased drag

__________________________________

This one is taken from North Wilkes 1970. The track has 3 lines of grip for outside passing so the track ini has been modified just for this track. The values are not typical. Don't use them for any other North Wilkes. But you can see what the lines do. If I remember it took a week of trial and error to make this section so the track would have 2-3 wide racing with the AI.

Back to your question and look at the above example.

When you adjust the panic_decel it affects several other lines in the track_ini. So make small adjustments. The same affect will happen when you adjust drafting distance, bunching distance, padding in braking zones, etc. A change in one value in one line very often changes how the cars behave and then you need to start making changes in the other lines in the ini file. Sound complicated? It is.

It sounds like you have a Phoenix track that isn't original and someone played with the ini file and messed it up and gave up. What I would suggest is get a stock Phoenix track and copy the [Ai_track] section to your Phoenix track.ini (delete your original) and try it out.

If you get lost you need to post in your question what Phoenix track you have and where to get it, and you have a better chance of getting help.:D

I have the newest Phoenix track from Revamped Reloaded. 2010 Chase edition
 

DaveO

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I have the newest Phoenix track from Revamped Reloaded. 2010 Chase edition

Man looks like you already have received tons of help from the pro's with tracks. Now all you have to do is, hook up your wheel, and start driving, and start editing some of the values these guys have provided. All the trackmakers in nr2k3 who I've met, have spent countless hours working on ai's and creating lp's.

As you know you can't make everyone happy. Best thing you can do is to start doing some editing and testing (driving) to find exactly what your looking for.(y) So far you've gotten some great info as a foundation to start with. Hope you find the right combination your looking for!(y)
 

Wrangler88

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I have the newest Phoenix track from Revamped Reloaded. 2010 Chase edition



Ahhh there lies the problem. Those original revamped tracks can be a nightmare. Just too many segments and addons. I don't mean to discount the hard work they put into making them but I don't have any of them because the larger the dat file is modified the more problems you can have with the track. Especially with FPS issues. Just my opinion.

I suggest deleting or storing the track somewhere and download this version from the Bullring. If you can find a later version of Phoenix somewhere else that's fine. But this Bullring track is a good place to start.:D

BullRing Downloads
 

itsmb8

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Ahhh there lies the problem. Those original revamped tracks can be a nightmare. Just too many segments and addons. I don't mean to discount the hard work they put into making them but I don't have any of them because the larger the dat file is modified the more problems you can have with the track. Especially with FPS issues. Just my opinion.

I suggest deleting or storing the track somewhere and download this version from the Bullring. If you can find a later version of Phoenix somewhere else that's fine. But this Bullring track is a good place to start.:D

BullRing Downloads

yeah, i have been noticing it wasnt running as smoothly as it could be. are sbp tracks ok?
 

skill13

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yeah, i have been noticing it wasnt running as smoothly as it could be. are sbp tracks ok?

I have a few sbp tracks and they all work fine on my game, so yes they should work well on yours.
 
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