Caesars Palace Track Beta RELEASE!!!!
#61
(04-07-2020, 07:09 AM)checkpoint10 Wrote: In the other thread I also suggest a few changes to the track.txt to try to fix this issue: https://icr2.net/forum/showthread.php?tid=1315&page=5

Yes- I was able to get it to work with the modified TXT as well.

I have made the necessary replays, and I have converted the replays to TXT files.

I need to generate an SG file from your track, and then read the corner radii. Once I have that I will convert the recorded speeds to actual speeds using Denis's formula. Then I should be able to create LP files. Working on it now. I have a special spreadsheet that I made the compares the text files and does a sanity check to make sure there are no values out of order, and it also makes (through calculation) the pass1 and pass2 file from comparing it to maxrace, minrace and race.
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#62
If you need the SG file, here it is. I included the TRK file as well.


Attached Files
.zip   caesarssgtrk.zip (Size: 3.64 KB / Downloads: 231)
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#63
https://youtu.be/3YXeEN1Kiao

AI (version 1) is done. It has a few kinks I need to work out. I will fix this stuff then post a ZIP on my google drive.

The Good:
- CC's enter the pits really nice.
- CC's are really competitive (at least for me)
- You can really pass good going in turns 1 and 5. It's a lot of fun especially when you get a good run on someone coming out of 3 and 4.

The Bad:
- I saw in a replay once that Greg Moore actually phased through the pit wall exiting turn 5 wide once. I think I need to move MINRACE inboard more.
- Turns 2,3 and 4 need some work. It's difficult going side by side without having a crash.

The Ugly:
- watch the video and look what happens to Richie Hearn when he's exiting the pits.
- The CC's look a little "jumpy" in the corners, especially the fast corners and in traffic.


I also notice, the track.txt is missing a few critical items. I filled those in, and also changed the number of cars to 30 for me. (30 is just a preference)

TNAME Caesars Palace
SNAME Caesars Palace
PIT -176000 25000000 33299373 32339373 -440000 -668000 500000 30 32099373 32299373 100
SPDWY 0 52 56
LENGT 1125
LAPS 178
FNAME Caesars Palace
CITYN Las Vegas, NV
COUNT USA
PACEA 2 38500000 45000 -45000 0
QUAL 0 30
BLIMP 298800 1416000
GFLAG 30000000
TTYPE 4
CARS 30 30
TEMP 767 137
TEMP2 907 67
WIND 90 135 80 15 137
WIND2 90 135 80 15 137
RAIN 00 00
BLAP 23237
RELS 100
THEAT 12000 11000 10000 15500 9500 7500 5500 15000
TCFF 61535 59535 57535 57535 30800 29989 28989 39000
TCFR 65535 63535 61535 61535 34800 33989 32989 43000
TIRES 64000 4300 100000000 64000 3200 100000000 0
TIRE2 65535 5700 76000000 65535 5700 76000000 0
SCTNS 8 5 3
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#64
Wow! Thanks for your hard work on this! The AI looks really competitive and the overtaking spots remind me of the actual CART race. That was a bit of a scary moment with the car exiting the pits!
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#65
I also raced a bit of a 100% race at Caesars trying to learn more of what needed to be fixed.

- Race started OK and did not crash.
- Pace car seems to function normal.

- There IS a "yellow flag bug" where when cars pit under a yellow, they come out and just keep passing other cars. I think this is related to the track.txt values, not the AI. Remember when I saw that the original Long Beach text file had an error in it straight from papyrus? It's that same error I believe.

- I need to make PACE.lp have more speed. When it goes yellow, the cars take forever to catch up to the pace car. This can be easily fixed.

The green-flag throw spot is WAYYYY to early. The track went green before we even made it to turn 5 when I was on the pace lap.

I will need to get necessary DLONGS to fix some of this.... is the easiest way to get them from SGE?
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#66
Yes, in SGE, first click on UNITS: to get to "500th" then click on any of the track sections and the DLONG should be shown.
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#67
(04-08-2020, 02:13 AM)samsepi0l Wrote: I also raced a bit of a 100% race at Caesars trying to learn more of what needed to be fixed.

- Race started OK and did not crash.
- Pace car seems to function normal.

- There IS a "yellow flag bug" where when cars pit under a yellow, they come out and just keep passing other cars. I think this is related to the track.txt values, not the AI. Remember when I saw that the original Long Beach text file had an error in it straight from papyrus? It's that same error I believe.

- I need to make PACE.lp have more speed. When it goes yellow, the cars take forever to catch up to the pace car. This can be easily fixed.

The green-flag throw spot is WAYYYY to early. The track went green before we even made it to turn 5 when I was on the pace lap.

I will need to get necessary DLONGS to fix some of this.... is the easiest way to get them from SGE?
There is the same issue with Detroit '99 & Barber as well.
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#68
(04-08-2020, 05:39 PM)JR82 Wrote:
(04-08-2020, 02:13 AM)samsepi0l Wrote: I also raced a bit of a 100% race at Caesars trying to learn more of what needed to be fixed.

- Race started OK and did not crash.
- Pace car seems to function normal.

- There IS a "yellow flag bug" where when cars pit under a yellow, they come out and just keep passing other cars. I think this is related to the track.txt values, not the AI. Remember when I saw that the original Long Beach text file had an error in it straight from papyrus? It's that same error I believe.

- I need to make PACE.lp have more speed. When it goes yellow, the cars take forever to catch up to the pace car. This can be easily fixed.

The green-flag throw spot is WAYYYY to early. The track went green before we even made it to turn 5 when I was on the pace lap.

I will need to get necessary DLONGS to fix some of this.... is the easiest way to get them from SGE?
There is the same issue with Detroit '99 & Barber as well.

I can try and fix those too, but read my post about homestead (the original square homestead). I figured that one out in January of 2018 I think. There may be more things that can cause the yellow flag bug, but I know the track txt is one of them. You can see what I did by finding my original post.

I'm going to bed now (watching phoenix 92 as I fall asleep)
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#69
This is the homestead post I was referring to:
https://www.icr2.net/forum/showthread.ph...68#pid8468

Update: using the "homestead" lessons-learned, I THINK I've fixed the yellow pit bug in caesars. I've wrapping a few updates into one (both text file and AI)... more testing under way...
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#70
Another update: I think I have the majority of the AI the way I want it, with the exception of the behaviour of the cars when they are 2-aside in turns 2, 3 and 4. I've still got to make improvements after hours tonight playing with it. I also have a strange situation where every now and then, when cars are 2-aside exiting turn-5 one of them gets stuck on the other side of the pit wall. I think the text file is set good now. Everything seems to work the way it should.
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