I will have a look as soon as I can.Can anyone help how to make a car take corners less aggressively when driven by AI? I'm racing two different car models, and one of them almost always hits walls that are close to apexes. I'm pasting the AI file of the car:
Code:[HEADER] VERSION=4 [GEARS] UP=7650 ; Upchange gear at value RPM (also used for automatic gearbox assist) DOWN=80 ; Downshift gear at value RPM (also used for automatic gearbox assist) SLIP_THRESHOLD=1.5 ; Slipratio permitted for AI driving GAS_CUTOFF_TIME=0.350 ; Gearchange time needed for AI control [PEDALS] GASGAIN=2.0 BRAKE_HINT=0.91 TRAIL_HINT=0.72 [STEER] STEER_GAIN=2.21 [LOOKAHEAD] BASE=21.2 GAS_BRAKE_LOOKAHEAD=3 [ULTRA_GRIP] VALUE=1.1
Back up the file, then try reducing the look ahead numbers. I would try the gas_brake first (seems kind of high), and observe behavior. If that doesn't change what you are looking for, try the base figure. Change one thing at a time- it takes a lot of trial and error, unfortunately, and ideal behavior might be a combination of the two.Can anyone help how to make a car take corners less aggressively when driven by AI? I'm racing two different car models, and one of them almost always hits walls that are close to apexes. I'm pasting the AI file of the car:
Code:[HEADER] VERSION=4 [GEARS] UP=7650 ; Upchange gear at value RPM (also used for automatic gearbox assist) DOWN=80 ; Downshift gear at value RPM (also used for automatic gearbox assist) SLIP_THRESHOLD=1.5 ; Slipratio permitted for AI driving GAS_CUTOFF_TIME=0.350 ; Gearchange time needed for AI control [PEDALS] GASGAIN=2.0 BRAKE_HINT=0.91 TRAIL_HINT=0.72 [STEER] STEER_GAIN=2.21 [LOOKAHEAD] BASE=21.2 GAS_BRAKE_LOOKAHEAD=3 [ULTRA_GRIP] VALUE=1.1
Try this new Data. BK your data first.Does anyone race with Ben O Bro's Caterham 165? I noticed they like to hit the apex of curves a bit too much, to the point of hitting walls if there are some in the apexes. I'm racing them against Morgan Three Wheelers (Legion version with AI fix) and those seem to behave well so I suppose it's a car-related issue when driven by the AI.
Not sure if this will fix your issue, but it is free trying.Hey guys, I am having trouble with opponents getting stuck when exiting the pit lane at Longford. How do you prevent this from happening? Is there a setting in one of the track config (.ini) files that can be changed to alter their position or how they exit their pit spots? They go to drive out but then make a sharp right turn and get stuck in the car parked next to them.
Hey, yeah tried that but has no effect. The opponents still behave stupidly and get stuck. My theory is its how the pit spaces and parking angles are arranged along with the AI logic that is causing the issue.Not sure if this will fix your issue, but it is free trying.
If you have this box ticked, untick it and try again.
View attachment 1111582
Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.Hey, yeah tried that but has no effect. The opponents still behave stupidly and get stuck. My theory is its how the pit spaces and parking angles are arranged along with the AI logic that is causing the issue.
A shame as I love driving on this track..
I'll check that out now thanks!Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
There's several things happening there that aren't working correctly- sidelines, pit lane, pit definitions, the area necessary for pit lane not big enough to keep from interfering with ai on track, etc., IIRC. I gave up on trying to fix it a while back, sorry to say.I'll check that out now thanks!
After taking a second look, I am using Legion's version from his blog. It has the pits correctly configured and also includes a reverse layout. I am also using the Reworked skin found on Racedepartment. I find many of my tracks frankensteined into the best version possible.I'll check that out now thanks!
Tyre generator update: https://mega.nz/file/TplnRaJI#e-mrMif_N1ap9u4hJnR6MkHZIO7akF1o1W1oScJ6j7E
These are custom machines that allow you to use Content Manager's built in tyre generator to get yourself a fresh set of V10 Kunos standard tyres for any car you please. There is a readme included with instructions on how to install. If anyone has any questions then please ask away. I'd previously released something similar but it was missing correct abbreviations and had a few naming oddities and useless generators.
That worked thanks! The cars now don't get stuck with one another when leaving the pit lane.Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
sorry correction, this does not work properly.. when the value is set to 1 the track after exiting the pit lane remains at a pit limited speed..Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
I cannot see the "disable AI enhancements" option anywhere.. where can I find this option?re: pits?
1. disable AI Enhancements in CSP/CM
2. delete any files in ./AI other than fast_lane.ai and pit_lane.ai
3. retest if any of the above were true
my bad.I cannot see the "disable AI enhancements" option anywhere.. where can I find this option?
Also, deleting the other .AI files has no effect and the deleted files only get recreated.
I still cannot find that option anywhere.. 🤷♂️my bad.
"New AI Behavior"
Yes, right. But the D and NM need to have the same capitals and numbers to show correctly. In this case they are different and it’s even visible in the picture of the car posted here.there is two plates in the skin folder, one for the front plate and one for the rear plate:
plate_D.dds and plate_NM.dds
and
plate_D2.dds and plate2_NM.dds
that's for certain country (eg Great Britain) where the plate colors are different for front and rear.
There you go. You just found the problem. You need to split the pitlane part from the rest of the road and name it 1PITS and define it as IS PITLANE = 1 at the surfaces.inisorry correction, this does not work properly.. when the value is set to 1 the track after exiting the pit lane remains at a pit limited speed..
Hi,Hi.
Did you replace the entire 'data' folder? If yes, you should be able to choose top gear up to 288 km/h.
That's why I was working on it.
View attachment 1111535
I can set all gears, to what suits me better for each track.
As for the mirrors, do you have the BL Cars/BL Lights APP?
Cheers
I still cannot find that option anywhere.. 🤷♂️
Welcome to GTPHi Everyone, newcomer here, but long time reader.
As I wasn't invited to the party I prefere not to arrive empty handed, so I got a gift
Arctic Circle Raceway v0.71Arctic Circle Raceway v0.5
View attachment 1104683
changelog;
-ext_config.ini updated by @slider666 .
-Smoothed the edges of the track.
-More treewall and grass area.
-Fixed tree mapping.
-fresh logo and the sections.ini by @Fanapryde .
-Fixed the hole.
Enjoy.
Thank you for sharing !Hi Everyone, newcomer here, but long time reader.
As I wasn't invited to the party I prefere not to arrive empty handed, so I got a gift
I made a skinpack for the F50 GT made by @Young78 so it can race against the other GT1 cars in a fashionable way.
View attachment 1111614
DOWNLOAD IT HERE :
https://www.racedepartment.com/downloads/skinpack-for-ferrari-f50-gt1-96.48445/
Maybe This guy could helpIs anyone in the business of doing Grid conversions? I'd love to see the Long Beach and Detroit tracks from the first game in AC but I wouldn't even know where to start for a conversion.
Longford 67 fixed pitlane. No other changes.I still cannot find that option anywhere.. 🤷♂️
Hi, it's possible to post the extension folder with the fix please ?Think of the mirrors from left to right as number 0,1,2 (3,4,5 etc if the car has hood mirrors or monitors).
Create an "extension" folder inside the car's folder, and inside create an ext_config.ini (or copy one from any other car's extension folder) and fill it with this:
[REAL_MIRROR_0]
FLIP=1
[REAL_MIRROR_1]
FLIP=1
[REAL_MIRROR_2]
FLIP=1
That example will flip all 3 mirrors. Like I said first, leave whatever mirror you want flipped.
Also, FLIP=2 or FLIP=3 are useful when mirrors are upside down and/or inverted, try those anytime.
(I copied all this from some older GTP post and saved it into a .txt, I'm not that smart)