Good evening.
I did just upload a new movie, have a look.
I´m quite pleased with the progress of the AI since the game was out, I for one can have decent fun racing them, and to show how they can be enjoyable I got this together:
Just another completely awesome movie from you Mikey. Beautiful work dude. 👍 I was watching another one of your videos after watching this one, of you on Pudsey. Where did you find Pudsey without the barricades/blocks? I'd love to have that version too. Just last night I spent right around 2 hours ripping cars around Pudsey...It's a pain hitting sidewalks and such.
I´m quite pleased with the progress of the AI since the game was out, I for one can have decent fun racing them, and to show how they can be enjoyable I got this together:
I understand your frustration with the super-human abilities of the AI drivers on occasion. It drives me bonkers too - especially when I should have over taken him, or I wouldn't have crashed if it weren't for him being in spot he shouldn't have been in the first place. Stefano and Aristotelis have both claimed repeatedly that the AI drivers on the "same physics" as we are. I do believe we are on the same physics engine. 100% I believe that. However, I think when cars are driven by the AI their car's data improves somehow.Occasionally, you get an OK race, but IMO, the AI have a different physics model to our cars...
6'14... AI runs off track, 2 wheels in the gravel, yet miraculously swerves straight back on to the track with no loss of speed
Interesting how the AI are particularly fast on some tracks (Imola), yet really slow on others (Spa), and that they are very slow through some sections of some tracks, yet super fast on other parts.
Using Mugello as an example... they are absolutely rubbish in to turn 1 (braking way too early, then running wide on the exit which makes them brake suddenly to avoid thee outside kerb)... they are also slow through the section mid lap - the 2 super fast rights. Yet they absolutely rocket out of the final turn like they have NOS and 100% grip
The sticking out on the outside thing is OK up to a point... but when you're >90% past, and they are still on full throttle half on the grass trying to hang on, and they punt you in the process of forcing their way back on to their ideal line, it's massively frustrating.
Most of the time I think the AI is just rubbish.
[HEADER]
VERSION=3
[GEARS]
UP=6500
DOWN=3500
SLIP_THRESHOLD=1.05
GAS_CUTOFF_TIME=0.270
[PEDALS]
GASGAIN=4.0
BRAKE_HINT=1.03
TRAIL_HINT=1
[STEER]
STEER_GAIN=1.84
[LOOKAHEAD]
BASE=21
SPEED_GAIN=0.16
GAS_BRAKE_LOOKAHEAD=0
[ULTRA_GRIP]
VALUE=1.2
[PHYSICS_HINTS]
AERO_HINT=1
[HINT_0]
START=0.290
END=0.300
VALUE=0.90
[HINT_1]
START=0.590
END=0.630
VALUE=0.93
[BRAKEHINT_10]
START=0.550
END=0.630
VALUE=0.8
I understand your frustration with the super-human abilities of the AI drivers on occasion. It drives me bonkers too - especially when I should have over taken him, or I wouldn't have crashed if it weren't for him being in spot he shouldn't have been in the first place. Stefano and Aristotelis have both claimed repeatedly that the AI drivers on the "same physics" as we are. I do believe we are on the same physics engine. 100% I believe that. However, I think when cars are driven by the AI their car's data improves somehow.
Here's why I feel the way I do...
Every vehicle in Assetto Corsa has a file called "ai.ini". Even modder created cars, otherwise the AI couldn't drive 'em. Here is the ai.ini file for the Corvette Stingray:
See the parameter [ULTRA_GRIP] VALUE=1.2? I'm not certain, but I'm guessing that means the AI drivers in the Corvette Stingray can have up to 120% of the "grip" that we would have if we were in the same car, with the same setup/tires and the same exact velocity, with the same load forces on each tire, same slip angle,etc...Like some of the other parameters in AC, I'm assuming 0.9=90%, 1.0=100%, etc... Therefore, 1.2=120%.Code:[HEADER] VERSION=3 [GEARS] UP=6500 DOWN=3500 SLIP_THRESHOLD=1.05 GAS_CUTOFF_TIME=0.270 [PEDALS] GASGAIN=4.0 BRAKE_HINT=1.03 TRAIL_HINT=1 [STEER] STEER_GAIN=1.84 [LOOKAHEAD] BASE=21 SPEED_GAIN=0.16 GAS_BRAKE_LOOKAHEAD=0 [ULTRA_GRIP] VALUE=1.2 [PHYSICS_HINTS] AERO_HINT=1
Don't worry about that [PHYSICS_HINTS]AERO_HINT=1...I don't think it has anything to do with an aerodynamic cheat of any kind. I say that because many other parameters in AC work with 1 meaning ON and 0 meaning OFF. So, I think sometimes they represent ON or OFF (1 or 0) See above in the [PEDALS] parameter? TRAIL_HINT=1 but then, BRAKE_HINT=1.03 -- maybe I'm wrong, but based on the vast amount I've done I've obviously formed some opinions and theories on what certain things mean.
Now, on every track there is a file in the there are a couple of files "ideal_line.ai" and "fast_lane.ai". I'm pretty sure ideal line is for people who want to see a driving line to help them learn the track and I think fast_lane.ai is the line AI drivers try to follow as it's supposed to be a very good racing line. On the PC we can actually make new versions of these files. There is an on-track tool we can use and some people feel they've improved AI performance from this new racing line and will share them with the community.
More importantly, there is a file with every track called "ai_hints.ini". Here is the ai_hints.ini file for Red Bull Ring:
I don't know all that much about track data files compared to car data files, but I think what this file does is gives directions to the AI drivers, what to do at certain points along the track. I'm not positive, but I think START= & END= are something to do with position/location along the track (entire track or sector, I don't know). For instance, I think that [BRAKEHINT_10] is telling the AI drivers to brake at 0.550 with a braking level of 80% and then stop braking at 0.630 (?!), whatever the heck that means...It can't mean percentage of the track otherwise the AI has just been braking at 80% for almost 10% of the track length.Code:[HINT_0] START=0.290 END=0.300 VALUE=0.90 [HINT_1] START=0.590 END=0.630 VALUE=0.93 [BRAKEHINT_10] START=0.550 END=0.630 VALUE=0.8
There are a few other AI related data parameters throughout the rest of the car's data folders, but I've never given them very much thought. So, what did we learn today? Well, not much... Just some information on what or how the AI car is instructed throughout the lap.
Personally, I think it's the extra grip parameter that gives them the ability to pull off some incredible manuevers on the race track, but like everything else in AC, I don't think there is that one single parameter that tells the whole story. There also is probably compiled code that I can't read specifically for the AI, however, I think the way physics are calculated are the same for you and AI drivers. I just think that they get an edge...almost like you having to race me -- same car but you have to drive with 90s Street Tires while I get GT3 Medium slicks. Visually, the tires will look the same on track, but I should end up with much better performance from my vehicle than you will with yours. That's probably a bad way to explain it, but I'm sure you'll get the point I was trying to make.
FTFYLeftRight side driver position is so weird.
Very nice video. 👍 Have you ever turned left at the T intersection at the 2:17 marker? There is an entire set of roads and houses, it's like they were meant to be used in an expansion of this map, but I've never heard of any plans to expand Aspertham. Have you? I love those maps driving in European villages and such. One of my favorites is Hradek/Liptakov (Freeroam) - It needs a lot of work still, but it's a huge map...a very ambitious project.
It seems like not very many people post racing videos, and I can't remember seeing a video of the Shelby Cobra (top 3 favourite cars of mine), so I'm posting this race cause it was fun.
Im using the oculus Rift and the nvidia screen capture to save these vids, but it does crop the picture quite a bit compared to what I see, but it's better than nothing.
This is the first video I have used Handbrake to downsize the file which makes it feasible for me to upload vids a lot quicker now, so I'll be more motivated to post more now!
Ugh...That post reminded me of a guy on the official forums this week. He posted something like "Tire Model 10 bad" as his title and his message read, "Please return version 9 of the tires. No more sensation in the corners. Version 10 is bad. You took away my drug. How do I get back to version 9 ?" There never was a TM9, I'm sure he meant TM7.FTFY
On a more serious note, AC was the first driving game in which driving at "the wrong side" actually messed with my mind. I remember when the Japanese pack arrived that my brain really had a hard time to adjust to some cars in it (the RX-7 comes to mind).
I wonder if this part of it being a great driving simulator as well.
Occasionally, you get an OK race, but IMO, the AI have a different physics model to our cars...
6'14... AI runs off track, 2 wheels in the gravel, yet miraculously swerves straight back on to the track with no loss of speed
Interesting how the AI are particularly fast on some tracks (Imola), yet really slow on others (Spa), and that they are very slow through some sections of some tracks, yet super fast on other parts.
Using Mugello as an example... they are absolutely rubbish in to turn 1 (braking way too early, then running wide on the exit which makes them brake suddenly to avoid thee outside kerb)... they are also slow through the section mid lap - the 2 super fast rights. Yet they absolutely rocket out of the final turn like they have NOS and 100% grip
The sticking out on the outside thing is OK up to a point... but when you're >90% past, and they are still on full throttle half on the grass trying to hang on, and they punt you in the process of forcing their way back on to their ideal line, it's massively frustrating.
Most of the time I think the AI is just rubbish.
I understand your frustration with the super-human abilities of the AI drivers on occasion. It drives me bonkers too - especially when I should have over taken him, or I wouldn't have crashed if it weren't for him being in spot he shouldn't have been in the first place. Stefano and Aristotelis have both claimed repeatedly that the AI drivers on the "same physics" as we are. I do believe we are on the same physics engine. 100% I believe that. However, I think when cars are driven by the AI their car's data improves somehow.
Here's why I feel the way I do...
Every vehicle in Assetto Corsa has a file called "ai.ini". Even modder created cars, otherwise the AI couldn't drive 'em. Here is the ai.ini file for the Corvette Stingray:
See the parameter [ULTRA_GRIP] VALUE=1.2? I'm not certain, but I'm guessing that means the AI drivers in the Corvette Stingray can have up to 120% of the "grip" that we would have if we were in the same car, with the same setup/tires and the same exact velocity, with the same load forces on each tire, same slip angle,etc...Like some of the other parameters in AC, I'm assuming 0.9=90%, 1.0=100%, etc... Therefore, 1.2=120%.Code:[HEADER] VERSION=3 [GEARS] UP=6500 DOWN=3500 SLIP_THRESHOLD=1.05 GAS_CUTOFF_TIME=0.270 [PEDALS] GASGAIN=4.0 BRAKE_HINT=1.03 TRAIL_HINT=1 [STEER] STEER_GAIN=1.84 [LOOKAHEAD] BASE=21 SPEED_GAIN=0.16 GAS_BRAKE_LOOKAHEAD=0 [ULTRA_GRIP] VALUE=1.2 [PHYSICS_HINTS] AERO_HINT=1
Don't worry about that [PHYSICS_HINTS]AERO_HINT=1...I don't think it has anything to do with an aerodynamic cheat of any kind. I say that because many other parameters in AC work with 1 meaning ON and 0 meaning OFF. So, I think sometimes they represent ON or OFF (1 or 0) See above in the [PEDALS] parameter? TRAIL_HINT=1 but then, BRAKE_HINT=1.03 -- maybe I'm wrong, but based on the vast amount I've done I've obviously formed some opinions and theories on what certain things mean.
Now, on every track there is a file in the there are a couple of files "ideal_line.ai" and "fast_lane.ai". I'm pretty sure ideal line is for people who want to see a driving line to help them learn the track and I think fast_lane.ai is the line AI drivers try to follow as it's supposed to be a very good racing line. On the PC we can actually make new versions of these files. There is an on-track tool we can use and some people feel they've improved AI performance from this new racing line and will share them with the community.
More importantly, there is a file with every track called "ai_hints.ini". Here is the ai_hints.ini file for Red Bull Ring:
I don't know all that much about track data files compared to car data files, but I think what this file does is gives directions to the AI drivers, what to do at certain points along the track. I'm not positive, but I think START= & END= are something to do with position/location along the track (entire track or sector, I don't know). For instance, I think that [BRAKEHINT_10] is telling the AI drivers to brake at 0.550 with a braking level of 80% and then stop braking at 0.630 (?!), whatever the heck that means...It can't mean percentage of the track otherwise the AI has just been braking at 80% for almost 10% of the track length.Code:[HINT_0] START=0.290 END=0.300 VALUE=0.90 [HINT_1] START=0.590 END=0.630 VALUE=0.93 [BRAKEHINT_10] START=0.550 END=0.630 VALUE=0.8
There are a few other AI related data parameters throughout the rest of the car's data folders, but I've never given them very much thought. So, what did we learn today? Well, not much... Just some information on what or how the AI car is instructed throughout the lap.
Personally, I think it's the extra grip parameter that gives them the ability to pull off some incredible manuevers on the race track, but like everything else in AC, I don't think there is that one single parameter that tells the whole story. There also is probably compiled code that I can't read specifically for the AI, however, I think the way physics are calculated are the same for you and AI drivers. I just think that they get an edge...almost like you having to race me -- same car but you have to drive with 90s Street Tires while I get GT3 Medium slicks. Visually, the tires will look the same on track, but I should end up with much better performance from my vehicle than you will with yours. That's probably a bad way to explain it, but I'm sure you'll get the point I was trying to make.