Active TopicsActive Topics  Display List of Forum MembersMemberlist  Search The ForumSearch  HelpHelp
  RegisterRegister  LoginLogin
Tracks
 ::VRgt Forum:: : Tracks
Subject Topic: aidef.ccs in track file Post ReplyPost New Topic
Author
Message << Prev Topic | Next Topic >>
sucahyo
Admin Group
Admin Group
Avatar

Joined: 26 August 2006
Location: Indonesia
Posts: 623
Posted: 28 April 2007 at 3:57am | IP Logged Quote sucahyo

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
Back to Top View sucahyo's Profile Search for other posts by sucahyo Visit sucahyo's Homepage Send Private Message Add to Buddy List
 
Charles
Pit-Crew Member
Pit-Crew Member


Joined: 07 November 2006
Location: United States
Posts: 78
Posted: 14 May 2007 at 11:38pm | IP Logged Quote Charles

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

Back to Top View Charles's Profile Search for other posts by Charles Visit Charles's Homepage Send Private Message Add to Buddy List
 
sucahyo
Admin Group
Admin Group
Avatar

Joined: 26 August 2006
Location: Indonesia
Posts: 623
Posted: 15 May 2007 at 8:43am | IP Logged Quote sucahyo

can AI have different line? I never see it even on default track. Our tuning can make the AI take different route though.
Back to Top View sucahyo's Profile Search for other posts by sucahyo Visit sucahyo's Homepage Send Private Message Add to Buddy List
 
Charles
Pit-Crew Member
Pit-Crew Member


Joined: 07 November 2006
Location: United States
Posts: 78
Posted: 15 May 2007 at 4:05pm | IP Logged Quote Charles

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

Back to Top View Charles's Profile Search for other posts by Charles Visit Charles's Homepage Send Private Message Add to Buddy List
 
xtonyx
Admin Group
Admin Group
Avatar

Joined: 25 January 2003
Location: Netherlands
Posts: 851
Posted: 15 May 2007 at 10:05pm | IP Logged Quote xtonyx

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::
Back to Top View xtonyx's Profile Search for other posts by xtonyx Visit xtonyx's Homepage Send Private Message Add to Buddy List
 
sucahyo
Admin Group
Admin Group
Avatar

Joined: 26 August 2006
Location: Indonesia
Posts: 623
Posted: 16 May 2007 at 4:17am | IP Logged Quote sucahyo

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.

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.

What is different about this AI?
Back to Top View sucahyo's Profile Search for other posts by sucahyo Visit sucahyo's Homepage Send Private Message Add to Buddy List
 
Matt
Admin Group
Admin Group
Avatar

Joined: 05 June 2003
Location: Sweden
Posts: 1913
Posted: 16 May 2007 at 7:48am | IP Logged Quote Matt

sucahyo wrote:


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.

What is different about this AI?

 

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
Back to Top View Matt's Profile Search for other posts by Matt Visit Matt's Homepage Send Private Message Add to Buddy List
 
sucahyo
Admin Group
Admin Group
Avatar

Joined: 26 August 2006
Location: Indonesia
Posts: 623
Posted: 18 May 2007 at 4:11am | IP Logged Quote sucahyo

Matt wrote:

I can have a look at the other computer if you like and see what files we changed.

I would love that .
Back to Top View sucahyo's Profile Search for other posts by sucahyo Visit sucahyo's Homepage Send Private Message Add to Buddy List
 
Matt
Admin Group
Admin Group
Avatar

Joined: 05 June 2003
Location: Sweden
Posts: 1913
Posted: 21 May 2007 at 4:41pm | IP Logged Quote Matt

sucahyo wrote:
Matt wrote:

I can have a look at the other computer if you like and see what files we changed.

I would love that .

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
Back to Top View Matt's Profile Search for other posts by Matt Visit Matt's Homepage Send Private Message Add to Buddy List
 
Matt
Admin Group
Admin Group
Avatar

Joined: 05 June 2003
Location: Sweden
Posts: 1913
Posted: 21 May 2007 at 4:45pm | IP Logged Quote Matt

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
Back to Top View Matt's Profile Search for other posts by Matt Visit Matt's Homepage Send Private Message Add to Buddy List
 

Page of 2
  Post ReplyPost New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum

Powered by Web Wiz Forums version 7.01
Copyright ©2001-2003 Web Wiz Guide

This page was generated in 0,4063 seconds.