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MXvA AI tweaking?

Started by suesman, January 29, 2006, 10:05:32 AM

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MX45

And do you export your spline and save it seperately? You can then import it back in.

Mike | If you never fail....you will never succeed.[/color]

suesman

Quote from: MX45 on March 02, 2006, 02:11:57 AM
And do you export your spline and save it seperately? You can then import it back in.

This is what I've been doing & it seems to work just dandy. I've not seen the issue with them turning right off the start, but I have had some trouble getting them to stay on the track in turns, although I am makin' progress in that area. Thus far I have been able to knock almost 20 seconds off thier lap times by tweaking the nodes leading into turns. I can still easily outrun them, but it's getting better.

Trial & error seems the only way.

ElDiablo (Paul)

The best rule of thumb for this (that has produced the best results for me) is to ride the track section-by-section and turn-by-turn and either remember or write down your speed, clutch points, and preload points and enter those exactly on each spline point. It's worthwhile to note that you'll have to put enough nodes in there to get the job done or the AI will just not be a factor at all.

I've spent a lot of time tuning the AI on several projects of mine and even with them set at 125% I can still beat them fairly easily...take that for what it's worth. I don't consider myself to be that fast, or at least I wasn't with MCM2...maybe it's different on MVA? I'm certainly not as consistant as I think I should (or could) be.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

MX45

When I get around to uploading a sx track I have, I plan on upping all my project files too. I think you guys will gasp at my ai spline.  Its all about small small touches, especially on a tight tech sx track like mine. Moving a node 6 inches can make the differenece of making the turn or not. Also, a problem in turn 7 can be cause from AI bobble in section 4. Meaning if make a change to the spline, it might affect how they ride a few sections later. So I would take it seciton by section, and try to do as little back tracking as possible.

Also, no amount of AI tuning will outrun even a decent human player, but you'd be suprised at how few people are decent lol.

Mike | If you never fail....you will never succeed.[/color]

DirtTwister

6 inches?  That's almost half my screen? :)

Bruce

MX45

So you understand why they'll blow the corner then lol  :D

Mike | If you never fail....you will never succeed.[/color]

mike_mccue

I have a problem with the start line too. I am using a funnel and the riders turn hard left of the line. Has anyone found a fix? Are you guys using funnels successfully?

mike

Crashnburn11

you need to export your track spline then import that as your ai spline and edit from there mike.

mike_mccue

wow, great! that almost makes sense. :-)

Thanks,
mike

mike_mccue

yes that worked for the start line problem.


Now i am wondering what speeds you all are using? I just did a test lap and found I was averaging 40, 50 and 60mph on different sections.

I edited the AI nodes to match my "racing" speeds. From what i can see the AI is not getting anywhere close to my intended speeds. I am seeing 30mph in a section I edited to be 45 etc.


Any thoghts on this? I am thinking I may need to eliminate the ALOD everywhere.

thanks,
mike

mike_mccue

Apparently the speed numbers in the AI node editing dialog box is in units of Kilometers rather than Miles.

The AI riders are skooting right along now :-)

ElDiablo (Paul)

Mike the first thing that I do is edit their corner speeds and preload/clutch points. I pretty much eliminate the ALOD everywhere as well. If you leave the speed settings alone (-1 default) they will go flat out as fast as they can. Unless you are braking or coasting for obsticles there is no point in setting the speeds on straight sections IMO.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

mike_mccue

Paul,
I wasn't sure if eliminating the ALOD everywhere OR setting the speeds in the range of 80-120 which was making it competitive.

mike

ElDiablo (Paul)

Heck...it could be either one. I've never set the speeds above 60 to be honest. Just HOW competitive are they?
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

mike_mccue

At 100% AI they seem to be peaking at the speeds I have set in the ditor... that's if they are riding smooth, wide open style etc... not recovering from a mishap. If I go from an average speed of 100 all around the track to 80 I can slow them for corners and If I go to 120 and preload they jump as far or farther than I can on a stock 250.

At 100% I can't really crash and expect to win on a 5 lap race. Maybe one crash but not two.

mike

Fallguy

One thing to keep in  mind if using a friction map this will cause the AI riders to go nuts in corners and no matter how much you adjust they will still misss the corner..Also if having problems making the turn aim the ai spline low..Example if turning left make the ai spline far left toward inside of corner not down the center of track..This helps a lot and set the spline numbers to 0 before the corner a few times this will make them hit the brakes and square the corner..=FallGuy=