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INI editing tips


Below is a copy of stuff collected on AI tweaking. A lot from butter; some from other sources. I lost my annotated version, with my own comments, during a HD crash. This was provided back to me by a friend.

track.ini 101 or

AI Tweaking 101

Braking
If they brake too early going into a turn, increase the value for: ai_decel_modifier

If they brake too late going into a turn, decrease the value for:
ai_decel_modifier

If you find the AI brakes too abruptly, decrease the value for:
ai_dlongpad_scale

Turn Speed
If they are too slow through the turns, increase the value for:
ai_grip_modifier

If they are too fast through the turns, decrease the value for:
ai_grip_modifier

Straighaway Speed
If the AI pulls away from you on the straights, increase the value for:
ai_drag_modifier

If you blow by the AI on the straight, decrease the value for:
ai_drag_modifier

Acceleration
If coming out of a turn or on starts/restarts, the AI accelerates to slow, increase the value for:
ai_accel_modifier

If coming out of a turn or on starts/restarts, the AI accelerates to quickly, decrease the value for:
ai_accel_modifier


ai_dlongpad_scale =
This is what the AI use in braking Zones..

ai_inverse_slipcurve_k =
This is how much angle they need while cornering...less of an angle = decelerated corners

Last edited by steveb73, 1/14/2012, 5:28 pm
1/14/2012, 5:23 pm Link to this post PM steveb73 Blog
 
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Re: INI editing tips


ai_grip changes the AI speed ALL around the track

ai_accel changes the AI speed out of corners and at the restart

ai_decel changes the AI speed into the corners

ai_drag changes the AI speed down the straights. This is more important at tracks over 1 mile in length, but works for short tracks too.

ai_line_modifier makes them move from minrace to maxrace more erratically. This is a VERY sensitive value. 1.00 is default and 1.05 makes a mess. 1.02 is pushing it.

Other lines to play with but these are not real speed issues but agression issues........

ai_panic_decel - lower number makes them react to problems better

ai_dlongpad_scale = lower makes them brake more smoothly and not run into slowing cars (think of a car having a bubble around it; bigger the number, the bigger the bubble is in FRONT and BEHIND the car). A real low number will make an AI on the outside think he can fit his full car length into a half car length between two cars on the inside.

ai_dlat_pad - same bubble but beside the cars. Lower will make them try to get tighter and can cause more problems.

ai_squeeze_pcnt = not sure how this works, but increasing the value from 0.0 to 0.5 will make them move more.

ai_inverse_slipcurve_k - a low value makes the rear end wiggle as they go thru the turns. Increase the value to 1.0 and they'll go thru the turns on a rail.

-------------------------------------------------------------------------------------------------------------------
.

Track types:
0 = short track
1 = mile oval
2 = medium oval (>1 <2)
3 = long oval (think this is the 2 mile)
4 = super speedway
5 = road course

Chassis types:
0 = ?
1 = super speedway
2 = speedway
3 = short track
4 = road course
5 - unrestricted SS



The AI is just all around too Fast. What do I do?

'ai_grip_modifier = xxx' Decrease this for them to go slower, pretty much all around. Increase for them to go faster
all around. Only Decrease/Increase in small incriments.

--------------------------------------------------------------------------
I slam into the AI going into the turns, what do I do?

The line that says 'ai_decel_modifier = xxx' -- INCREASE THIS NUMBER. Play around with it a bit. The more you increase this number, the faster they'll enter the turn.

-If the AI slams into you going into the turns, Decrease this number to slow them down.

------------------------------------------------------------------
I Slam into the AI coming out of the turns, what do I do?

The line that says 'ai_accel_modifier = xxx' -- INCREASE THIS NUMBER. Just like above, play with it. The more you increase the faster they'll exit the turns.

-If the AI Pulls you bad coming out of the turns, Decrease this number to slow them down.

-------------------------------------------------------------------
The AI Pulls away from me on the Straitaway, what do I do?

The line that says 'ai_drag_modifier = xxx' INCREASE THIS NUMBER. The more you increase it, the slower they'll go, mainly on the straitaways.

If you are riding the brakes to keep from slamming into thier BUMS on the straits, Decrease this number to speed them up.
--------------------------------------------------------------------
The AI is too fast in Qualifying, but they're good while racing, what do I do?

'ai_qual_modifier = xxx' INCREASE this number for them to go FASTER. DECREASE for them to go SLOWER. Use discretion
and don't edit the parameters TOO FAR or you'll either have an IRL race or a dinky derby race on your hands.

-------------------------------------------------------------
The AI wrecks Way too much. What do I do?

It could be 1 of 2 things:

'ai_wall_offset = xxx' Turn this down first. This tells N02 how many times out of 100 the AI will actually make contact with each other when they touch. If set to 1, the AI may merge into each other.

OR

'ai_drafting_distance = xxx' This is how close (in carlengths) the AI get on each others back bumper. IF you turn this down too much, the AI will get confused and they'll go 4, 5 or even 6 wide and wreck alot. A good setting for this setting is anywhere from 1.00 to 1.50, depending on the track. (See Below for more Info)
-------------------------------------------------------------------
My races are Boring. (Much like Real Nascar right now.... ) The AI only goes single file and dont usually pass. What
do I do?

There are a Few parameters you can edit.

'ai_line_modifier = 1.00' This line tells the AI how to enter the turn, based on the *.lp file. DO NOT EVER EDIT THIS LINE! LOL....... WRONG. This ia very good tool for editing (SB)


If you want the AI to run more random lines, like up near the wall, down on the bottom and take more chances of passing, TOTALLY DELETE THIS LINE, DO NOT EDIT IT Thats right, just take it out. This is good for tracks with multiple lines like Rockingham and Other tracks.

OR

'ai_drafting_distance = xxx' This line tells the AI how far to follow the next AI car (in carlengths). DECREASE this
number for Closer races and the ability for the AI to pass more often. CAUTION Do not edit this too much, or else
you'll end up in a Demo Derby. Only Decrease this number by 2.5 MAX at each track. Even then, you'll have some trouble on your hands. Some tracks are different than others. At Daytona and Tally, you want to Decrease by like 3. But at Bristol only by 1. Use your disgression and play with these numbers.

OR

'ai_squeeze_pcnt = xxx' I'm still figuring this one out. I believe it shows how long it takes the race before the field spreads out. I've done alot of playing with this one, and if you go too low, they spread out fast. Go too high and they spread out fast. There must be a 'perfect sweet spot' number to get the AI just right. I dont believe I've found it yet. If you find some good settings, Email or IM me.

Last edited by steveb73, 1/14/2012, 5:31 pm
1/14/2012, 5:24 pm Link to this post PM steveb73 Blog
 
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Re: INI editing tips


track_tire_heat = 0.89 Tire heat number with 1.0 being the base number. Seems that the higher the banking and the faster
the speeds, the lower this number needs to be and the lower the banking and shorter the track, the higher this number is.
This is actually important because if the tires do not heat up enough, or heat up too much, setting up a car for your
track is going to be next to impossible. This was the last hold up on Jennerstown, as I had to run many laps in each
series to get this correct, then I had to be sure that the temps were a result of this number being right and not just
a poor setup.

track_tire_wear = 1.02 Tire wear exponent with 1.0 being the base and a number higher that 1.0 meaning more wear and a
number less than 1 meaning less wear. Obviously this number has to be in conjunction with the number above because the
tire model needs to caculate both tire scrub and tire heat to produce tire wear. You can dirt track all you want and never
experience tire wear if the tires don't heat up enough, so initially you may crank this number way up, but everytime you
touch the number above, you have to worry about affecting this number. If not, your track may make Darlington look like
a tire lover.

track_tire_wear_loss = 0.38 This means that if a tire is red and ready to explode, what is going to be the percentage of
grip lost? At some tracks, tire wear does not mean much, so this number will be low, a track like Rockingham and this
number is going to be super high. Remember that this is a percentage so 0.38 is 38% grip loss and that is pretty
significant.

track_tire_wear_exp = 0.94 Determines during what part of the run that times fall off due to tire wear. A number greater
than 1 means later in the run, such that 1.0 means that 1/2 way through the run the times drop significantly and if the
number is greater than 1.0, the drop off will begin after the half way point and the opposite for a number less than 1.0.

track_asphalt_grip = 0.94 Grip value for the parts of the track designated as asphalt for their surface type. This value
affects both the human player and the AI cars, so keep that in mind. Fine tuning this number by values of .01 at a time
will allow you to adjust both yours and the AI's speed to the real life speeds once you get the AI running lap times
comparable to yours. What I am saying in my opinion, you should adjust the AI parameters so that the AI run close to
you, then change this value so you get the speeds that you expect on your track.

track_concrete_grip = 1.00 Same as the asphalt value above.

track_north_angle = 110 Angle in degrees around the 0,0 point of the track where true north is. This sets up which way
the winds blow across your track when it says winds are 5 mph from the north. Don't forget to coordinate this with
the angle of the sun in the ptf file or people will get confused why the sun is showing from the south


This is the meat of the AI behavior, although remember what Steam always preaches that no matter what you do here, if
you have bad lp lines, the AI will never do what you want them to.

[ ai_track ]
pace_merge_from_pit_line_dlong = 300.000 this variables name says it all. It is where the pace car will merge to the
track from the pit.lp file based on dlong distance in meters.

pace_merge_to_pit_line_dlong = 2000.0000 same as the line above, but this is where the pace car will merge to from the
racing surface to the pit.lp line. Just remember that this is the point that the spotter will say the pacecar is in,
so you probably want it to be around the point of where the pit.lp line cuts away from the racing surface.
pace_speed_limit_mph = 60 pace car speed.

ai_accel_modifier = 1.00 the acceleration of the AI with 1.00 being what is calculated from the lp files. A number
higher than 1.00 means the car will accelerate faster than the person who made the lp file did, and a number less
than 1.00 means the opposite. This number is just for adjustment so you can run the lp file at any speed, then fine
tune the AI's acceleration with this value.

ai_decel_modifier = 0.95 braking adjustment number that works for the AI's brakes just as with the acceleration value
directly above.

ai_fuel_use = 0.96 base value is 1.0 and it determines the amount of distance the AI can go on fuel. A number higher
than 1.0 means they can go further than normal on fuel and less than 1.0 means they go less distance.

ai_grip_modifier = 1.08 This number works in conjunction with the asphalt and concrete grip values above. Also helps
if you are having problems with the AI sliding off of the track on a tight turn.

EDIT: Further explanation of AI grip mod - Jan
jay taylor wrote:
The AI line modifier changes the AI's perception of their grip limit. at 1.0 they see 100% of the actually grip they
have available to them ( as set by their grip value in the track.ini). Decreasing its value will make them drive like
they have less grip and run easier into and out of the corners, and will also slow their speeds slightly. Raising the
value above 1.0 will make them think they have more grip then they actually do, and they will charge the corners harder.
In some cases going slightly higher then 1.0 can help make them race better, however going to high may cause them to
over drive, and wash up the track or check up as they slip beyond their grip threshold.


ai_drag_modifier = 1.03 base value as with most is 1.00 and a higher value means more drag and a lower value means
less drag. This is useful if the AI are getting off of the turn correctly (see ai accel modifier above) but seem to
be outrunning you at the end of the straight.

ai_line_modifier = 1.00 I would follow papy's advice and not change this line, although at a high banked short track
such as bristol, if you change this to 1.01, it can sometimes get the slower AI to run the high line more but that
can cause a ton more wrecks sometimes as well.

ai_qual_modifier = 1.038 values higher than 1.000 will speed up the AI during qual and a value below 1.000 will slow
the AI down in qual to get them around human speeds.
ai_wall_offset = 100 this is a AI collision detection value. It can be anything from 1 to 100 with 100 being 100% of
the time the game is looking for AI collisions. This can be reduced from 100 if you are having major problems with
constant wrecks. The problem with reducing it, is AI cars will morph into each other and the walls, creating wierd
wrecks and flips, or no wrecks even though they touch. You can also get away without having this value in here at
all, as it will default to 100 anyways.

ai_tire_wear_left = 0.40 as papy says, ; left tire wear adjuster for ai This number affects whether the AI change
left side tires during pit stops and how many laps they will go before changing left side tires. I mean, if this number
is like .8, then the AI will slow down quickly into the run and need to change left side tires after like 10 laps, but
if the value is .2, then the AI may be able to run 100 miles without changing left side tires or having their times
drop too much.

ai_tire_wear_right = 0.48 as papy says, ; right tire wear adjuster for ai This number affects whether the AI change
right side tires during pit stops and how many laps they will go before changing right side tires. I mean, if this
number is like .8, then the AI will slow down quickly into the run and need to change right side tires after like 10
laps, but if the value is .2, then the AI may be able to run 100 miles without changing right side tires or having
their times drop too much.

ai_arcade_tire_wear = 0.01 The lower this number, the less tire wear experienced. I do not test my tracks in arcade
mode, so I make the AI unbeatable Very Happy

ai_arcade_fuel_use = 1.00 see papy explaination here ; > 1.0 = even more fuel consumed (in addition to fuel_use above)

ai_arcade_grip_modifier = 1.01 see papy explaination here for AI arcade grip modifier, works like grip modifier above ;
> 1.0 = more grip

ai_arcade_drag_modifier = 1.22 see papy explaination here for AI arcade drag modifier, works like drag modifier above ;
> 1.0 = more drag, which is slower

strategy_lap_time_wear_loss = 2.163 see papy explaination ; lap time loss from totally worn tires this would be if all
4 tires were red and ready to explode. You have to adjust this to what happens to the human driver or else the AI will
be too fast or too slow on the long run.

strategy_lap_time_fuel_use_gain = 0.140 time gain due to less fuel (reduced weight in car).

strategy_base_pitting_cost = 29.792 Time lost doing a stop and go penalty. It affects whether the AI will stop and pit
or not. Don't know why papy calculated it based off of a stop and go, but basically do some stop and go stops and see
how much time you lose to the AI in a race to properly calculate this.

ai_pacing_distance = 1.8 how many car lengths between AI cars during a pace (yellow) lap. 1.0 would mean that the second
cars front bumper is touching the lead cars rear bumper

ai_bunching_distance = 1.65 how many car lenghts between the AI cars when they start to bunch up for a restart. 1.0
would mean that the second cars front bumper is touching the lead cars rear bumper

ai_drafting_distance = 1.25 distance that they AI cars try to keep between themselves while races before switching to

ai_panic_decel = 7.0 This is the number of G forces of extra deceleration a AI car must be enduring before it will use
the panic lp line. If this value is too high, the AI will not avoid each other well during a wreck, but if it is too
small, even a minor bobble will cause them to use the panic lines.
1/14/2012, 5:26 pm Link to this post PM steveb73 Blog
 
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Re: INI editing tips


ai_dlongpad_scale = 5.0 This pads the braking of the AI so that they don't suddenly stop when going into a turn or
trying to pit. The smaller the number, the more scaling that takes place.

ai_dlat_pad = 0.85 This number has to do with how close the AI like to race to each other when side by side. If this
number is too low the AI will wreck each other alot, if it is too high, the AI will be sluggish getting off of the
turn when side by side, causing major problems. Papy's AI guru says to get this number as low as possible without
causing side swiping wrecks, usually around .75 or so.

ai_squeeze_pcnt = 0.0 This seems to be set at 0.0 in most default tracks, and has not been difinitively defined by
anyone that I have talked to including Steam, Jay Taylor, steveb73, or JJ. There are many theories on this, in fact
too many to list, so if someone can truely answer this for me, I would like to know Very Happy

I've been racing a little more lately, and noted how bad the AI was at certain tracks. Not bad in a they react weird
or something, but bad in the fact that it isn't like the real thing at all. So I started messing with the Track.ini
files again (I'm pretty acquainted with everything and what it does). I was reading up on Butters_ Tutorial just to
freshen up a bit, and read about the dlat_pad line, which determines how closely the AI runs apart side-by-side. When
set at like 1.5 they will stay pretty far away from each other side by side, but when set to 0.2 to 0.6 depending on
the track, they will run closer. Then I started messing with the ai_squeeze_pcnt line. Too much, and the AI acts like
they're blind, they swerve and veer and wreck all over.

There is a sweet spot, and at most tracks it's about 2.0. Different tracks yield different results but from what I've
found, this number makes all the difference in the world. This parameter makes the AI run more randomly around the track.
When set to 0.0. the AI car will drive behind another car until it gets XXX away (depending on the AI_Drafting distance)
and will pull out (usually to the inside) and pass, getting slightly ahead, and then pulling back in line. With this
number at 2.0 or so, they will attempt to pass earlier, and run their own line. Also, cars will use up more space, the
higher the number is. When it's set to 5.0 or so, they will run up on the wall at full speed and wreck, but at 2.0
you will see the occasional car (at tracks where there is a competitive High Line, like Daytona or so) and they will
brush the wall.
1/14/2012, 5:26 pm Link to this post PM steveb73 Blog
 
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ai_inverse_slipcurve_k = 0.63 papy defines this value as ; how much slip angle AI need to corner. smaller = more,
more = increased drag It basically means how out of shape can the AI get before they lose grip and wreck. The higher
this value, the more you can bump the AI without them losing grip and wrecking. Too high and everytime you get into
them too much, you will wreck because they will be unmovable like a dump truck.





This next section is the hardest in my opinion to get correct, at least when doing a short track. The AI will wreck
a lot on a tight pit road if these settings are not perfect. There is also a [ pit_lane_1 ] if you have 2 pit roads.

[ pit_lane_0 ]
; AI stuff
merge_from_pit_line_dlong = 1100.0 as papy says ; dlong at which cars leaving pits will merge to race line note that
this is the point at which the spotters say that you can now merge safely from pit road and should be slightly after
the last value in this section that determines the black flag point

merge_to_pit_line_dlong = 1400.0 this is the dlong at which cars entering pits will merge to race line. Just remember
that your lp files for pit road should se out on the racing surface at this point so there are not some crazy things
going on. If not, the AI will be very likely to stay to the right of the pit.lp line too long and hit the pit road wall.
merge_to_pit_line_length = 450.0 length of merge window in meters from the original dlong value given directly above.
Once past this point, the AI will not pit.

pit_lane_end_dlong = 211.3 dlong where you can accelerate off of pit road and not get flagged for speeding. Must be
set around the start of the first pit stall as that is where the spotter will give the signal at.

pit_lane_start_dlong = 2199.13 dlong where pit road starts at in terms of the black flag for speeding. Should match
up with the track side detail line at the beginning of pit road. This would be right where the app pit entrance points
are at that you must cross between.

slow_pit_line_dlat_offset = 4.0 dlat distance between the pit.lp and the maxpit.lp lines

stall_exit_goal_dlat_offset = -4.0 dlat value from the center of the pit stall the the AI will shoot for when leaving
their stall. This works in conjuction with the value directly below to form a point upon which the AI will pass over.

stall_exit_goal_dlong_offset = 8.0 dlong offset defined in meters from the center of the pit stall that the AI is
leaving to where the AI will go. Forms a point that the AI pass over with the dlat value defined directly above.

begin_stall_entry_offset = 15.0 dlong in meters before the target pit stall that the AI will begin to move from the
pit.lp line to the maxpit.lp line to get ready to enter their pit stall. Too small of a value will cause the AI to
back into their stall and too big of a value will cause the AI to clip other cars sitting in their pit stall already.

begin_stall_approach_offset = 80.0 dlong in meters before the target pit stall that the AI will begin to get ready to
enter their pit stall. This is when they will move from the pit.lp line to the maxpit.lp line to get ready to enter
their pit stall. Too small of a value will cause the AI to back into their stall and too big of a value will cause
more accidents between cars entering and leaving pit stalls.

lane_merge_dlong = 1025.00 this is the dlong which you must remain on the apron when exiting the pits or you will
receive a black flag. This point should be a few meters before the first value in this segment that marks the point
where the spotters says that it is safe to merge.

Ok, this is another easy one after the last one it is needed Very Happy

; race control stuff
lane_on_right = 0 value is a 0 if pit lane is to the left of the racing surface and 1 if it is to the right. I believe
that if you had pit lane to the left, but wanted the stalls to be on the right hand side, this value would have to be 1
and not 0 as it is explained above. Bascially, this values determines which way the pit crews face and not really what
side of the race track pit road is on

lane_has_wall = 0 this value tells the game if there is a pit wall seperating pit lane from the track. A value of 0
means there is no wall and a 1 means it has a wall.

speed_limit_MPH = 45.0 This just determines pit road speed limit. Note that you can set this as high as you want, but
that the spotter is not programmed to say any speed above 70, so even if the speed limit is 200 mph, the spotter will
say it is 70.

This section tells the pace car what to do when getting into and out of its stall. Since the pace car is a ghost, the
entrance values do not mean too much, as long as the values in other sections can get in onto pit road ok, but you will
want this right for visual effects and it is easy once you can get all of the AI cars right in their section as you
will have previous experience.

; pace car
begin_pacestall_entry_offset = 30.0 just like the AI, this is the offset at which to begin entering the pit stall. For
more detail, see the AI explaination.

begin_pacestall_approach_offset = 55.0 just like the AI, this is the offset at which to begin approaching the pit stall.
See the AI section for further detail.

pacestall_exit_goal_dlong_offset = 4.0 just like the AI, this is the goal point in meters dlong offset from the pit
stall for exit. More detail in the AI section above.

pacestall_exit_goal_dlat_offset = -3 just like the AI, this is the goal dlat point for the pit stall exit that matches
up with the dlong value directly above. See the AI section for more detail.

stall_pace = 239.64 43.60 -0.3 these values mark the center point of the stall that the pace car will use. In order,
they are dlong, dlat, and rotation in radians. These are based off of the centerline. Thus, are car on a curved
section will automatically turn itself with the centerline, so the last value is not always so easy to determine.
1/14/2012, 5:27 pm Link to this post PM steveb73 Blog
 
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Re: INI editing tips


that should clear up a few issues then emoticon

---
Keep Honking...........

I'm Still Reloading.....
1/14/2012, 7:36 pm Link to this post PM woofgm
 
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I've been looking around for some answers, but haven't seem to find it yet.
How do I get the AI to blow/cut tires and not be able to save the car, I know some people talk about this, but I am unsure about how to do this.
Is it something I change in the papy_ini or track_ini?
Just trying to make my racing a bit more realistic.
Would appreciate an answer thanks.

NVM heard you can't have AI cut tires, but possibly have them blow out due to high tire wear.

Last edited by austin88x, 2/8/2012, 5:55 pm
2/8/2012, 4:15 pm Link to this post PM austin88x Blog
 


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