feb 29 2012
day 1 leap year feb 29th 2012
interesting day to start my voyage with cars race sim.
-download took about one hour it was 2 gb build 159
-I made a post in forums introducing myself. recieved friendly response.
- Started up game tryed the lemans car 1st. I't is already as good as Iracing hpd car.
- I think to myself watkins glen looks and feels as good as iracings laser scanned Watkins glen which I ran on atleast 40 hours minimum in various cars. I have been to Watkins Glenn many times.
- one thing i notice about the different cars is that if I start to go into a drift or feel like im starting to loose control I have the ability to get out of it without back end snapping back artificially. Every single car I used in iracing felt same as they did in all the papyrus sims, the back end always wanted to snap out in a unrealistic feeling to a real car.
- while i was driving the lotus all I could think of it man it would be amazing if some company could make the http://en.wikipedia.org/wiki/1980_IndyCar_season
- all the car models are well done. this does not surprise me because shift one and two models were amazing.
- for years other sim racers would laugh at me when I would say Shift could become the 1st in a line to a real sim. Usually my thoughts are pretty spot on. I think there on the correct path. Just wish it was more oval track oriented. lol.
- i am not sure if its my imagination but the sun and sun glare seems blinding.
- raced watkins glenn in various cars for 3 hours and really was into it. I should keep a recorder to record my thoughts on how to make it better or things i notice because I will forget lol.
- i ran on all pro settings/ went to dfgt thread to get some input on wheel settings. still needs tweaking but feels decent for 1st time and all aids off.
- end of session i am glad i am getting in on this now, it has great potential to fill needs of my hobby.
AI Info by Steve Dunn
Below I'm documenting the AI sliders, specifically what each slider influences in the AI logic, with the default positions matching the current AI level in the game (with a new profile). There is a lot of interaction between the sliders and how they influence the driving abilities of the AI and their decision making on the track. The sliders move from 0->100 but please note that simply setting a value to 100 is not necessarily going to produce perfect AI, you may find the value makes the AI over-react to a decision so all changes should be done in moderation to see its influence. Here is the info...
Start Reactions
Race starting reaction to red lights
How hard to push when in front
Making mistakes
Late braking ability
Braking modulation
Gear changing
Rate of change of direction
Defending the driving line reactions
Reacting to an imminent impact
Intelligence
Making mistakes
Offline speed into a corner
Braking modulation
Using push to pass logic
Rate of change of direction
Overtaking distance
Overtaking logic
Overtaking/undertaking into a corner
Braking point into a corner
Tight corner defence
Qualify Ability (only used in qualifying laps)
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance
Race Ability
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance
Passing
Offline speed into a corner
Rate of change of direction
Overtaking logic
Race start line
Use of rumble strip track width
Overtaking distance
Overtaking/undertaking into a corner
Hazard avoidance
Switching driving line
Defending
Defending the driving line
Give way to being lapped
Stamina
Tiredness recovery
Reduces pressure
Increases concentration
Defending the driving line reactions
Overtaking pushing
Risk Taking
Making mistakes
Speed into a corner
Using push to pass logic
Steering logic
Braking logic
Collision avoidance
Rate of change of direction
Use of rumble strip track width
Give way to being lapped
Defending the driving line
Overtaking risks
Wall avoidance
Obstacle avoidance
Rubbing
Aggression
Making mistakes
Rubbing
Offline speed into a corner
Braking point into a corner
Using push to pass logic
Steering logic
Throttle control
Rate of change of direction
Tight corner defence
Defending the driving line
Impact and obstacle avoidance
Overtaking risks
references
http://www.nfsplanet.de/nfsshift_files.php?lang=eng
https://www.google.com/search?q=.bff+file&hl=en&client=firefox-a&hs=lUj&rls=org.mozilla:en-US:official&prmd=imvnsfd&ei=N-9ST9enFcHd0QHLkfHODQ&start=10&sa=N&biw=1600&bih=760&cad=cbv&sei=jfVST9uNKsLe0QHl_P3PDQ
ive just had a look at the extra reading for my uni course, and theres a whole section on AI for games. i havent read much of it, but it looks like there could be some useful stuff for the programmers here:
a large amount of papers on AI up to 2011:
http://usl.sis.pitt.edu/ulab/PublicationsAll.htm
AI game programmers guild:
over 150 papers and presentations, amongst other things
International game developers association:
http://www.igda.org/artificial-intelligence
forums, blogs and other stuff on there.
mixed bunch of AI resources, looks to be very old though (2001)
http://ai.eecs.umich.edu/people/lair...-Resources.htm
hopefully some of this comes in handy for someone