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sucahyo Admin Group


Joined: 26 August 2006 Location: Indonesia Posts: 623
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| Posted: 28 April 2007 at 3:57am | IP Logged
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Do anyone ever try to use it? I think it's really usefull to make the AI drive the car properly, especially when the AI have to drive car other than Viper. Instead of matching the car cf file to the ccs value, it is easier to change the aidef.ccs instead.
This should be easy. Just copy your car setting to ccs, and the AI will drive better. Unless of course if you purposely make the car to be hard to drive....
This is what I know about ccs file:
final drive rel 00000014 0.35
- 00000018 1.00
rear brake bias 0000001C 0.35
00000020 0.20
front bound 00000024 0.55
- 00000028 0.30
rear bound 0000002C 0.55
- 00000030 0.25
front rebound 00000034 0.80
- 00000038 0.70
rear rebound 0000003C 0.80
- 00000040 0.65
front anti roll bar 00000044 0.50
rear anti roll bar 00000048 0.50
front spring rate 0000004C 0.75
rear spring rate 00000050 0.75
front height rel 00000054 0.00
rear height rel 00000058 0.00
front downforce 0000005C 0.15
rear downforce 00000060 0.00
gear 1 00000064 2.00
gear 2 00000068 1.30
gear 3 0000006C 1.08
gear 4 00000070 0.92
gear 5 00000074 0.82
gear 6 00000078 0.70
gear 7 0000007C 0.00
gear reverse 00000080 2.66
- 00000084 0.00
- 00000088 1.00
front camber rel 0000008C 0.00
rear camber rel 00000090 0.00
front toe in rel 00000094 0.55
rear toe in rel 00000098 0.50
wheel lock 0000009C 0.57
you can also change the ccs file for your car default in .car file.
to mod, is it ok to post info like this? I don't think this can be use to cheat.
Edited by sucahyo on 28 April 2007 at 4:14am
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Charles Pit-Crew Member

Joined: 07 November 2006 Location: United States Posts: 78
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| Posted: 14 May 2007 at 11:38pm | IP Logged
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Cool, didn't know there was a ccs file inside the car file, as I don't do much with car converting. I've converted a csu to ccs for AI on my own track, but haven't taken the time to figure out how to give the AI different lines so they don't all just follow single-file around the track... yet, so haven't had much use for the ccs files until that gets done.
__________________ Charles
VR Tracks, Tutorials, other junk
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sucahyo Admin Group


Joined: 26 August 2006 Location: Indonesia Posts: 623
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| Posted: 15 May 2007 at 8:43am | IP Logged
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can AI have different line? I never see it even on default track. Our tuning can make the AI take different route though.
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Charles Pit-Crew Member

Joined: 07 November 2006 Location: United States Posts: 78
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| Posted: 15 May 2007 at 4:05pm | IP Logged
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Perhaps not. I think I screwed up my AI settings a long time ago in the diagnostic mode using race.exe, so I'm not sure what is normal anymore. Do the AI ever overtake each other? I thought I remember they used to, but now all they do in my game is break when they get too close.
__________________ Charles
VR Tracks, Tutorials, other junk
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xtonyx Admin Group


Joined: 25 January 2003 Location: Netherlands Posts: 851
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| Posted: 15 May 2007 at 10:05pm | IP Logged
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Uhm..we created new AI for the VRgt tracks...we used the Porche GT2's (we had to create a special AI-car in order for them to get decent laptimes however). I'm not sure what we did to achieve this..*rusty memory* but I think it involved the css editing...maybe Matt can say something sensible about this matter.
I know tho for a fact that AI can takeover...I had to make a ghostlap for each single one of the AI on each track...driving in a "special"-matter so the AI would not get mixed up on stuff like hard braking and such...it's fun to see the AI drive your ghostlines afterwards..but it is a teadious *spelling? job to get everything ok...
Pff...where did we ever find the time and efford to achieve this...lol
Btw this AI can be experienced with the VRgt demo only
Edited by xtonyx on 15 May 2007 at 10:06pm
__________________ ::Founder of the VRGTA::
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sucahyo Admin Group


Joined: 26 August 2006 Location: Indonesia Posts: 623
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| Posted: 16 May 2007 at 4:17am | IP Logged
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Charles wrote:
Perhaps not. I think I screwed up my AI settings a long time ago in the diagnostic mode using race.exe, so I'm not sure what is normal anymore. Do the AI ever overtake each other? I thought I remember they used to, but now all they do in my game is break when they get too close. |
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I know that they can hit each other. When AI at the front most made mistake, the AI at it's rear may not do the same mistakes and may overtake it. When driving alone AI not always do the same mistake.
xtonyx wrote:
Uhm..we created new AI for the VRgt tracks...we used the Porche GT2's (we had to create a special AI-car in order for them to get decent laptimes however). I'm not sure what we did to achieve this..*rusty memory* but I think it involved the css editing...maybe Matt can say something sensible about this matter. |
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What is different about this AI?
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Matt Admin Group


Joined: 05 June 2003 Location: Sweden Posts: 1913
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| Posted: 16 May 2007 at 7:48am | IP Logged
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sucahyo wrote:
xtonyx wrote:
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Uhm..we created new AI for the VRgt tracks...we used the Porche GT2's (we had to create a special AI-car in order for them to get decent laptimes however). I'm not sure what we did to achieve this..*rusty memory* but I think it involved the css editing...maybe Matt can say something sensible about this matter.
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What is different about this AI? |
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Everything. We changed the lines that the AI cars drive (each AI car drives their own unique line on each individual track). We changed the AI .car to make it possible for the AI cars to drive on the more tricky VRgt tracks (we have much tighter corners for example and more narrow cirquits) and we tuned each AI car's (driver's) css performance individually to create more realistic AI performance such as overtaking and even braking pass each other before corners etc. I think we tuned the performance in the css files. I can't remember as this was 4 years ago. I can have a look at the other computer if you like and see what files we changed.
__________________ Matt - Car Developer (Performances & Sounds), Co-Operative Founder and Sponsor of the VRGT Association
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sucahyo Admin Group


Joined: 26 August 2006 Location: Indonesia Posts: 623
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| Posted: 18 May 2007 at 4:11am | IP Logged
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Matt wrote:
I can have a look at the other computer if you like and see what files we changed. |
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I would love that .
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Matt Admin Group


Joined: 05 June 2003 Location: Sweden Posts: 1913
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| Posted: 21 May 2007 at 4:41pm | IP Logged
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sucahyo wrote:
Matt wrote:
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I can have a look at the other computer if you like and see what files we changed.
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I would love that . |
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Ok, I had a look and the files I've backed up several vesions of in seperate dated folders are the aidriver.adr and the drivers.res so those are the files we changed. This was back in 2004.
I changed the acceleration, topspeed, grip and decelleration etc individually for each AI driver on each individual track and AI skill level. Tony also created individual ghost laps (driving lines) for each individual AI driver at each individual track and I created a special AI car that made it easier for the AI drivers to drive through some of the more tricky parts of the tracks without spinning out, crash into each other or otherwise mess up the overall AI realism and performance. The downside to this car was that it had much too fast an acceleration from a standing start because of unrealistic amounts of longitudal tire grip. The overall results was great however. We took the AI from not being able to drive around our tracks at all to a point where they created just the right amount of challenge and with rather realistic behaviour, overtaking each other and you as a player etc.
I also created our own version of the Career Mode. To do this I changed the gtlot.ugs and english.lng I believe. We were under some time pressure to release the VRGT Demo so the result could have been better. It is fully working however. The trick to get through it is to only buy upgrades that will give you more cornering grip at first for as long as your car is faster than the AI's and to buy the upgrade that gives you the best bang for buck. Do a backup of your career's save file before each time you buy a new upgrade and you'll never have any problems.
__________________ Matt - Car Developer (Performances & Sounds), Co-Operative Founder and Sponsor of the VRGT Association
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Matt Admin Group


Joined: 05 June 2003 Location: Sweden Posts: 1913
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| Posted: 21 May 2007 at 4:45pm | IP Logged
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I forgot to say that we only changed the AI performance for the VRgt tracks that are included in the VRgt Demo plus the track "Patuwo" I believe.
__________________ Matt - Car Developer (Performances & Sounds), Co-Operative Founder and Sponsor of the VRGT Association
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