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PostPosted: Wed Feb 01, 2012 4:07 pm 
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Driver
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Joined: Sun Sep 07, 2008 1:22 pm
Posts: 243
So I found the program inside of NR2003...Reflap. I know how to use it and what the different lp lines are. I don't have a steering wheel so its a little harder for me to edit lp lines but its still possible. Anyway, i'm doing some major edits to the Original Daytona INI and LP lines. Right now I have 3 wide racing the entire time and a couple wrecks thru-out the race, realistic amount of lead changes, and the ai cars that are damaged don't really back traffic up too much. The changes im making are coming along just fine. Theres just 1 thing I would like to have done to this track now, and that's to get the ai cars to pass each other on the outside and too actually make a pass on the other cars. I read somewhere that you can get the ai cars to make passes on the outside by putting the maxrace.lp close to the race.lp and then put the minrace.lp around 1-1/2 - 2 car widths from the race.lp and then changing the ai_squeeze_pcnt to 0.1 - 1.0.

Does this sound correct?? Would anyone that is good with reflap help me with doing that in reflap? If so, ill give you some of the credit for helping me :)

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PostPosted: Thu Feb 02, 2012 4:16 am 
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Tirechanger
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Joined: Thu May 05, 2005 3:00 pm
Posts: 45
Location: LosAngeles,Ca,USA
Colton

First of all, if the racing is 3 wide the entire time, how does that leave room for any passing?... Especially on the outside.
Second, while min/maxrace lp placement and increased ai_squeeze_pcnt values have an affect, it's just not that cut and dried that you'll get the desired results. There is no exact rule on values and lp placement, only generalities. It's strictly trial and error, and interdependent on the track, the track.ini ([ track ] and [ track_ai ] parameters), the quality of the race.lp, and the placement of the min/maxrace lp's to bonafide secondary racing lines and their relative location to the race.lp.
Third, on tracks where you never have to get out of the throttle, the ai change lanes pretty easily. If you use an ai_squeeze_pcnt greater than 1.00, you either won't notice a difference or it'll cause trouble.

The leader is going to try and run the race.lp, even if he takes the lead from an alternate racing line. Any ai looking to pass will jump out of the line following the race.lp. Whether they choose the inside or outside depends on the location of the minrace and maxrace lp's from the race.lp, the space to move to another line, the speed that racing line is capable of producing, and other considerations that I can't think of or don't know about.
The ai can be enticed to move from the race.lp by a greater (than 1.00) ai_squeeze_pcnt value. Too high a value will cause the ai to turn off the track for no reason and to run into walls when the lp's run close to walls (especially at clip points). Higher values also cause the ai to leave the preferred racing line (the race.lp) even when doing so provides no benefit, and will in all probability cause them to lose momentum and fall back.

If forced to, the ai will move to the outside, but to get the ai to pass on the outside, the grip must be greater out there than it is in the middle or the inside. At superspeedway tracks, especially, if the ai can't go as fast or faster on the outside, they will lose momentum and rejoin the main racing line.

The ai ratings are also going to have an effect. It's not so much how fast they'll be, although a poorly rated ai in "aerodynamics" and "engine" will be decidely slower, but it's more on how well they can stay out of trouble. Any ai with less than a minimum 50 rating in "track type" and "chassis" is going to cause problems, at some point, in close racing.

Try JGIR, the original track with this addon http://nrtracks.com/nrtracks_board/index.php?topic=227.0.
Run the ai in a race. Start reflap and turn on the race.lp, minrace.lp, maxrace.lp, and the raceline.lp (keystroke r). Watch how the ai shift back and forth from the race.lp to the minrace and maxrace lp's. This should give you an idea how the ai will move about.

You might also look at some of the threads at SimRacingDesign, someone's always asking about similar situations.
This one might help: http://www.simracingdesign.com/nr2003-general-discussion/32471-cars-staying-pack-homestead-09-rr-2.html

:cheers:


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PostPosted: Thu Feb 02, 2012 6:48 am 
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Driver
Driver

Joined: Sun Sep 07, 2008 1:22 pm
Posts: 243
Thank you! That was very helpful. :drive: :cheers:

I will download JGIR and look at the lp lines.

_________________
My NR2003 Youtube page, Reenactments, Crash Comps, Track Updates(video and download) and more to come :)
http://www.youtube.com/user/123456789co ... ature=mhee

My NR2003 Website: http://nr2003xtremeproductions.freephpnuke.org


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PostPosted: Fri Feb 03, 2012 6:02 am 
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Tirechanger
Tirechanger

Joined: Thu May 05, 2005 3:00 pm
Posts: 45
Location: LosAngeles,Ca,USA
Colton

Outside passing? I don't think it's gonna happen.
Just for my own curiosity, I tried a whole lotta things, multiple surface types with different grip values configured numerous ways over the whole circuit and a variety of race.lp's placement.
Even when the outside line can pretty much maintain the pace, the inside line continually gets 1 - 3 cars out front each lap and they move over to the race.lp in front of the outside line.
My conclusion, at least on SuperSpeedways (where the driver NEVER lifts (the throttle)), I don't think it's possible to get 2 or 3 wide racing where the outside can dominate. If they can't dominate, they can't pass successfully.

:shrug:


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