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Rec.Autos.Simulators Archive

Re: Late nite NFSPU tweaking, settings & observations..

8 posts by 3 people · 23 Jun 2000 - 26 Jun 2000 17:52 UTC

(unknown) 23 Jun 2000#260872
In article <[email hidden]>, Andrew Turner <[email hidden]> wrote: > Preface: I typed this post in a word processor so if it is all messedup
Quoted text (15 lines)> I will repost it clean! > > Last night I tweaked some settings in the "Personality" file... > > The result was much closer, much more realistic and exiting racing for > me at my current skill level. However, I also believe that making the > other drivers about average and then "building up" their abilities is > what I will try next. This is because I was only able to place 1st in > one race in the 2000cc class and usually ended up 4th overall, last > night after these tweaks I finished 1st in all 3 races, but Azur was > pretty close. So I need to make it a bit harder. > > The "Nemesis" level driver is the best, so that's where I started. I > honed down the Nemesis' abilities first to what I thought should be > manageable levels, then copied and pasted those entries into
subsequent > personalities. I then reduced abilities accordingly, right down the > line. I modified the aggression-related settings a little higher forthe
Quoted text (7 lines)> cop personalities. I don't know if the cops drive different cars. I've > only seen the 911s. > > The symbols used in the file to indicate ability are "Low, LO, Medium, > med, high, hi, extreme". > > Both Low and LO are rated at 0, Medium and med are both rated at 1,
high > and hi are rated at 2, and extreme is rated at 3. I don't know ifthere
Quoted text (16 lines)> is a difference between Low/Lo, Medium/med, or high/hi, since their > respective numbers are the same. Perhaps there is a difference, since > they are all included and have distinct names. > > So, here are the setting I used for Nemesis, as well as a few notes. > (keep in mind I will be making these harder to beat) > > blocking Distance: high (how far back you are until the car in front > blocks > > cutoff distance: med (tendency to cut the players off) [note: i don't > know if this affects tendency to block AI cars] > > lookahead: high (how far ahead does the driver look for traffic) > > swervyness: low (tendency to swerve all over the road) [note: i set
this > to low for all vehicles, people don't swerve all that much] > > braking: high (braking ability) > > roadRage: low (tendency to "attack" the player) [not sure about whatto > do here or how it differs from other offensive] I've witnessed the "RoadRage" parameter with the stock AI -- if you bump or tap an AI player with a "high" "RoadRage" setting too many times or too much in a race (not sure what the exact threshold/trigger is), the AI car will actually go on the offensive by literally attacking you and attempting to run you off the road. Startling and cool to witness when you're on the receiving end, it makes the AI seem very realistic and human, but to provide for more friendly "rubbin' and racin'," I set this value to "low" in my hacked AI files. > drivingSkill: high (how competent a driver is this? Affectsprobability > of fishtailing) > > acceleration: med (low means less than normal acceleration....) [THISis > the BIG AI CHEAT!!! There is no reason AI should be able to > out-accelerate in the same vehicle. I therefore have set ALL > PERSONALITIES ACCELERATION TO MED... Med is indicated as the "perspec"
Quoted text (12 lines)> setting, or equal to the player car. I think and hope that this means > equal to the acceleration of the personalities' cars, not the human's > car, so that all cars have their "real" acceleration. > > wipeOutFrequency: low (frequency of crashes..) > > corneringAbility: high (self explanatory) > > best line ability: high (self explanatory) > > rearendtendency: med (tendency to rear end the human) [note: does this > mean he won't rear-end AI??]
I believe this sets the variable for how probable the AI is to actually rear-end YOU -- "low" seems to mean that they are very good at avoiding you in virtually every situation, even to the point of taking evasive action rather than rear-ending you in some situations. > aggression: medium (tendency to smack the player) [note: smack?perhaps > this is a sideswipe or something. Also, does this mean he won't"smack" > AI??] Think NASCAR-type "rubbin' and racin'" here -- if you're side-by-side with the AI and the aggression is set to "low," they will race clean; at "medium" or "high" levels, they will be more likely to swap a little paint with you to try to take you off your line and gain the advantage. > copCollision: med (ability to recover form a collision with a humancop) > [note: I have no idea what this does. Perhaps there is a mode wherethe > human gets to be the cop? I haven't gotten that far yet, if that'swhat > it is.] > > That's all for now, I will be tweaking and will post my "mod files"this > weekend... If you'd like, I could post your modified AI files on the site where I have my "original" hacked AI files. E-mail me at [email hidden] if you'd like to do that. -- JB Sent via Deja.com http://www.deja.com/ Before you buy.
Andrew Turner 23 Jun 2000 13:13 UTC#260783
Preface: I typed this post in a word processor so if it is all messed up I will repost it clean! Last night I tweaked some settings in the "Personality" file... The result was much closer, much more realistic and exiting racing for me at my current skill level. However, I also believe that making the other drivers about average and then "building up" their abilities is what I will try next. This is because I was only able to place 1st in one race in the 2000cc class and usually ended up 4th overall, last night after these tweaks I finished 1st in all 3 races, but Azur was pretty close. So I need to make it a bit harder. The "Nemesis" level driver is the best, so that's where I started. I honed down the Nemesis' abilities first to what I thought should be manageable levels, then copied and pasted those entries into subsequent personalities. I then reduced abilities accordingly, right down the line. I modified the aggression-related settings a little higher for the cop personalities. I don't know if the cops drive different cars. I've only seen the 911s. The symbols used in the file to indicate ability are "Low, LO, Medium, med, high, hi, extreme". Both Low and LO are rated at 0, Medium and med are both rated at 1, high and hi are rated at 2, and extreme is rated at 3. I don't know if there is a difference between Low/Lo, Medium/med, or high/hi, since their respective numbers are the same. Perhaps there is a difference, since they are all included and have distinct names. So, here are the setting I used for Nemesis, as well as a few notes. (keep in mind I will be making these harder to beat) blocking Distance: high (how far back you are until the car in front blocks cutoff distance: med (tendency to cut the players off) [note: i don't know if this affects tendency to block AI cars] lookahead: high (how far ahead does the driver look for traffic) swervyness: low (tendency to swerve all over the road) [note: i set this to low for all vehicles, people don't swerve all that much] braking: high (braking ability) roadRage: low (tendency to "attack" the player) [not sure about what to do here or how it differs from other offensive] drivingSkill: high (how competent a driver is this? Affects probability of fishtailing) acceleration: med (low means less than normal acceleration....) [THIS is the BIG AI CHEAT!!! There is no reason AI should be able to out-accelerate in the same vehicle. I therefore have set ALL PERSONALITIES ACCELERATION TO MED... Med is indicated as the "per spec" setting, or equal to the player car. I think and hope that this means equal to the acceleration of the personalities' cars, not the human's car, so that all cars have their "real" acceleration. wipeOutFrequency: low (frequency of crashes..) corneringAbility: high (self explanatory) best line ability: high (self explanatory) rearendtendency: med (tendency to rear end the human) [note: does this mean he won't rear-end AI??] aggression: medium (tendency to smack the player) [note: smack? perhaps this is a sideswipe or something. Also, does this mean he won't "smack" AI??] copCollision: med (ability to recover form a collision with a human cop) [note: I have no idea what this does. Perhaps there is a mode where the human gets to be the cop? I haven't gotten that far yet, if that's what it is.] That's all for now, I will be tweaking and will post my "mod files" this weekend... Andrew
Andrew Turner 23 Jun 2000 18:15 UTC#260944
Thanks for the info - I'll adjust the parameters you've described & send you the files.. I will probably adjust the road rage up a little, 'cause I know if someone ruined my bodywork I'd let 'em have it.. I think I'll also set down the rearendtendency, so they will try to avoid a wreck.. Also, since my car needs bodywork anyway at the end of the races, I think I might bump up the aggression of a few personalities. I would probably move this lower for cars "tuned" to simulate better drivers. regards! Andrew [email hidden] wrote:
Quoted text (10 lines)> > > If you'd like, I could post your modified AI files on the site where I > have my "original" hacked AI files. E-mail me at [email hidden] if > you'd like to do that. > > -- JB > > Sent via Deja.com http://www.deja.com/ > Before you buy.
(unknown) 26 Jun 2000#260085
I've been playing around with my files, and I haven't noticed much difference in Quick Race mode, but in the older eras in Evolution Mode, the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 seconds, in some instances!). So, I don't know IF these affect Evolution mode more than Quick Race mode or not -- looking forward to more observations and tweaks from your end! -- JB In article <[email hidden]>, Andrew Turner <[email hidden]> wrote: > Thanks for the info - > > I'll adjust the parameters you've described & send you the files.. > > I will probably adjust the road rage up a little, 'cause I know ifsomeone > ruined my bodywork I'd let 'em have it.. > > I think I'll also set down the rearendtendency, so they will try toavoid a > wreck.. Also, since my car needs bodywork anyway at the end of theraces, I
Quoted text (11 lines)> think I might bump up the aggression of a few personalities. I would > probably move this lower for cars "tuned" to simulate better drivers. > > regards! > Andrew > > [email hidden] wrote: > > > > > > > If you'd like, I could post your modified AI files on the site
where I > > have my "original" hacked AI files. E-mail me at [email hidden]if
Quoted text (8 lines)> > you'd like to do that. > > > > -- JB > > > > Sent via Deja.com http://www.deja.com/ > > Before you buy. > >
Sent via Deja.com http://www.deja.com/ Before you buy.
(unknown) 26 Jun 2000#260128
I have no problem beating Dylan or Parise with the stock AI files, but Andrew and I have been tweaking some of the AI parameters, and I think I've been able to increase the AI's abilities to the point where it's an actual challenge. -- JB In article <ofH55.4598$[email hidden]>, "Roger Squires" <[email hidden]> wrote:
Quoted text (12 lines)> Actually, once you know the tracks well you can beat Dylan or Parise > regularly :) > What's a particular race you are having trouble with? > > rms > [email hidden] > > >in the older eras in Evolution Mode, > > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > > seconds, in some instances!). > >
Sent via Deja.com http://www.deja.com/ Before you buy.
Roger Squires 26 Jun 2000 11:36 UTC#260235
Actually, once you know the tracks well you can beat Dylan or Parise regularly :) What's a particular race you are having trouble with? rms [email hidden] >in the older eras in Evolution Mode, > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > seconds, in some instances!).
Andrew Turner 26 Jun 2000 15:01 UTC#260126
Hi Roger, The issue I have is that the AI have cars which accelerate much better than the player's car... even if they are identical; more on this in my next post! Regards, Andrew Roger Squires wrote:
Quoted text (10 lines)> Actually, once you know the tracks well you can beat Dylan or Parise > regularly :) > What's a particular race you are having trouble with? > > rms > [email hidden] > > >in the older eras in Evolution Mode, > > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > > seconds, in some instances!).
Andrew Turner 26 Jun 2000 17:52 UTC#260136
As for me, I've DECREASED the AI's ability to the point where it's a challenge!! ; ) It's just that darn AI superacceleration thing that drives me nuts... Andrew [email hidden] wrote:
Quoted text (24 lines)> I have no problem beating Dylan or Parise with the stock AI files, but > Andrew and I have been tweaking some of the AI parameters, and I think > I've been able to increase the AI's abilities to the point where it's > an actual challenge. > > -- JB > > In article <ofH55.4598$[email hidden]>, > "Roger Squires" <[email hidden]> wrote: > > Actually, once you know the tracks well you can beat Dylan or Parise > > regularly :) > > What's a particular race you are having trouble with? > > > > rms > > [email hidden] > > > > >in the older eras in Evolution Mode, > > > the AI is just plain whupping my arse (Dylan is beating me by 2 - 4 > > > seconds, in some instances!). > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.

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