(07-05-2021, 05:10 PM)Dennis Wrote: Have you tried this also for road or streetcourses? Does it look realistic?
I did this with many roadcourses. I can't even remember how many. Let's see:
Tjerk "glenboot"
boblogsan "new vancouver"
N2 sears point
road atlanta (I think this is a gpl track?)
checkpoint caesars and the nashville
Pretty much anything I've ever done as far as LPs for ICR2.
Granted once you get the data into the game you need to manipulate and play with things in the edit45, but this is the general way of how I approach things.
When I do a few of them together without big delays I get better at doing it smoother and recognizing problems before they become problems. I've been off of work for a while, so I haven't had a chance to play and modify like I did before this "semiconductor crisis"
When I massage it right I think it looks very realistic. The positions of the cars are placed using a math formula that compares my TRAFO generated "RACE" and the MAXRACE (or MINRACE) The speed of RACE is figured out from your "DENNIS" magic formula. I modify the speed of RACE so that cars in PASS1 and 2 can accellerate past the RACE during straight line driving. The problem I used to run into was that PASS1/2 had a tighter radius at turn in because they weren't "straightening out the corner" as much as RACE. As a result I found that if you make them brake a hair sooner it seems to work good. I do that part manually in EDIT45. Now that I am getting better at this I love it because it's like "racing against yourself" and much more challenging. The problem is I ALWAYS want to redo the AI when I drive at a new track so it is super challenging. My AI for road atlanta came out fantastic I was racing against them white knuckle and 2 abreast last time I raced there when I played my 1999 fantasy season.
I figure out the "corielis" number by hitting they shortcut to auto generate it. I think it is ALT and A. When I look at the corielis values, I can sometimes tell if the cars will behave stupid or not.