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Rec.Autos.Simulators Archive

ICR2 patch

5 posts by 5 people · 19 Apr 1996 - 21 Apr 1996

jn.. 19 Apr 1996#316210
What all will the patch to ICR2 include? It would be nice if Rick could reveal something more than "it's kinda big patch". I suppose there has to be something else than the yellow flag bug fix included, too. It would be nice to have something like "tendency to crash" -data in the drivers2.txt. This way you could create more realistic driving styles to Andretti and Wall Tracy. The fact that accidents occur randomly isn't good for drivers like Little Al and Jimmy Vasser who don't make mistakes so often in real life. The same goes for mechanical failures. I suppose chassis, engine and tires don't affect AI performance but they should. In 1995 season Honda-Firestone drivers had an advantage on oval tracks only. In ICR2 different combinations for AI opponents are only some numbers in the drivers2.txt. It's a shame that Papyrus has no plans for chassis and engine updates for 1996. I understand that it takes too much time to create Homestead and Rio tracks but the chassis-engine-tire update for 1996 season shouldn't be too much to ask. It would also keep the game alive much longer. The most important thing to fix, however, is AI driving in certain tracks. Though Rick said it's recorder from a human player it disturbs very much. Phoenix is undriveable because AI cars brake far too heavily to corners 1 and 3. You can't simply drive so slow those corners. Surfers' Paradise chicanes are a big problem too when AI cars drive on the grass and bounce from the walls. The AI speed in the corner 11 at Mid Ohio needs fixing and the last corner at Long Beach is driven wide too often by AI cars. The problem with some billboards shining through AI rear wings shouldn't be difficult to fix, too. And I would be very happy if Papyrus did something to those "cars through each other crashes and turning sideways in still" -problems. At least they should fix them to their next racing game. I bet the Papyrus programmers know themselves that AI cars don't behave like a real car or your own car in their games. Jussi
Chris Drak 20 Apr 1996#316278
<snip> I'm currently working on Phoenix for my next season race I don't find it undriveable at all. While it is true the AI cars brake more heavily than needed in those turns it give a great opportunity to pass :) With some gear changes you can easily out accelerate them out of turn 1 and take them low (because they do slow down so much). In turn three you can either take them on the outside or follow them and take them low down the front straight. Of course you need to develop a setup that will allow you to drive a very flexible line to do this. I will admit though that it has taken many laps to learn how to deal with their heavy braking...and many trips to the pits for repairs ;) Chris
Jo 20 Apr 1996#316279
>The problem with some billboards shining through AI rear wings shouldn't be >difficult to fix, too. What really confuses me is seeing the palm trees track-side (through the barriers) at Surfer's Paradise... is everyone seeing that peculiarity? I think the AI is generally pretty amazing; there are certainly bugs, like their tendency to hit cars clearly in view of them (esp. on the bend at the front straight at Long Beach), but there are also many times I feel almost like I'm racing with real racers. I do think it would be fun if some kind of "personality" factor were implemented, i.e., make different levels of impetuousness/aggressiveness for drivers. Al Unser Jr or Rahal could be a 1, Michael Andretti a 10, rookies could have their own special newbie ratings... set it up on stats from last year (or this year for rookies). It would just be fun to see a car and think "uh-oh, need to get away from him!" or "that guy's reliable." Then the cars wouldn't just be "names", they'd actually remind you of the drivers.
As far as I know, the AI driving has to be like that since it also controls the human player autobrakes. If the AI braked normally, the braking help probably wouldn't work correctly. Cheers! John _________________________________ __ _____| |_____ __ _________| |__| :| John Wallace | |__| |_________ \ :| |::| :| Team WW Racing TSW | |::| | / > :| |::| :|_________________________________| |::| | < / :|__|::|____:/ -=Ayrton Senna=- \.____|::|__| \ /_______:/ \::/ Racing is in my ***, it's part of me \::/ \._______\
Quoted text (13 lines)> > The most important thing to fix, however, is AI driving in certain tracks. > > Though Rick said it's recorder from a human player it disturbs very much. > > Phoenix is undriveable because AI cars brake far too heavily to corners 1 > > and 3. You can't simply drive so slow those corners. Surfers' Paradise > > chicanes are a big problem too when AI cars drive on the grass and bounce > > from the walls. The AI speed in the corner 11 at Mid Ohio needs fixing and > > the last corner at Long Beach is driven wide too often by AI cars. > > <snip> > I'm currently working on Phoenix for my next season race I don't find > it undriveable at all. While it is true the AI cars brake more heavily > than needed in those turns it give a great opportunity to pass :) > With some gear changes you can easily out
Well, that's not what it is about, is it? It's not right and hence it should be fixed. Plain and simple. As it is now ICR 2 comes with 12.5 tracks. Phoenix and Surfers are unraceable for well known reasons and Mid-Ohio T1 is done way, way, too slowly by the AI. Even the AI's racing line in T1 at Mid-Ohio is wrong. Mid-Ohio accounts for the 0.5... Fixing these "track characteristics" problems should be relatively easy. Anyway there's no doubt that the reward will be staggering. We are talking 2.5 tracks. :) -- --- Terje Wold Johansen --- http://www.ifi.uio.no/~terjjo/ --- "I am your inferior superior." O.W.

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