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Philip0000 #8029 Sziasztok!
Segítségeteket kérném, az isiforumsnál érdeklődtem, hogy van-e valami tipp, hogy az AI autók ne ragadjanak be egymás mögé(mert néha beragadtnak és nem előznek ki). Jött is válasz, de nem vagyok nagy angolos, valaki segít nekem lefordítani?:
Hey Marc, I want to say thank you for the time and effort in testing and the feedback here. I appreciate it.
This wasn't a big change by any means (after all the release notes did say, "small change"). There were no new algorithms or logic changes, this was a bug fix. While debugging I looked for a car that should have been more aggressive following a slower car then stepped through the code tracking the problem to a variable that (by growing larger than I intended) was often disrupting the relative velocity computations between them. I capped it & watched a dozen or so races and this behavior seemed to improve.
Somethings to keep in mind: 1) The rcd "Speed" values are not constant throughout the race (though they change slower the closer to 0.0 your playerfile "AI Limiter" value is)....they fluctuate slightly throughout the race. 2) Also, upon RCD load (which happens between every session) the speed values have a small pseudo normal variation added. 3) The AI are extra careful behind the player's car. They try *really* hard not to ram the player in the back. As a consequence of that code, it is possible to keep the AI confused and behind you if you if you are actively working to mess with the AI instead of racing.
In the standard retail build you're not privy to this second by second speed information, but in Mod Mode, you can see the current "Speed" value for the displayed AI car while in the AIW editor on the 3rd line up from the bottom (the line that reads, "track xx.xx obst xx.xx per x.xx", per = percentage of what the AI physics considers optimal speed. *) That is the value I use to determine when I think cars should attempt a pass or not. (The AI don't use this value though....they determine when to pass based only on what they perceive....having to brake before they want to...counting up the moments they think they are losing staying behind this guy...)
One more thing. The RCD aggression values are not as significant as the playerfile aggression value. What I mean by that is, those rcd values (1-100%)are mapped into a %20 range whose start slides from 0 to 80% based on that playerfile slider. So an AI driver with %100 aggression while the Playerfile aggression is %0 is about as "aggressive" as an AI driver with %0 aggression when the playerfile aggression is set to 21%. These numbers aren't exact, but you get the idea.
I did my tests between 25% and 50% playerfile aggression.
* FYI "track" shows how much more meters per second the car could go to be limited by the track, "obst" means the same but limited by his relationships with other cars. When ever one of those values is negative, you know what the AI is slowing down in response to.