Making AI unaware of each other?

Rafco13

Hello!

I'm trying to convert one of my instals of RFactor1 into a full rally/hill climb game.

So far I was able to make the opponents invisible by duplicating the .veh files for the cars and assigning .gen files to the duplicates that have no .gmt collsions and render=false to all .gmt files. This way I have the "player" cars and the "opponents" to choose in the pre race menu.

Also, I went into the .prl file and made "QUICK Race Laps="1"" and "AI to AI Collision Rate="1"".

The only thing is that dispite these changes, the AI is still aware of each other and tries to avoid each other... Is there by any chance a way to make the AI unaware of other cars?? Or is there some feature similar to "private qualifying" that can be used?

Thanks in advance! :)
 
in muliplayer races (online) there was a parameter
Collision Fade Thresh="0.70000" // Collision impacts are reduced to zero at this latency

with a ping of more than 700 ms cars passed through each other ....
may be if this is set to 0.0000 ? you can run it as an online session
 
Thank you, obrigado GauchoRS.
I will give it a try.
I'm actually looking for a solution for offline racing, but if this works it's better tha nothing. :)
 
For qualifying you can also set it to private I think so that all cars are alone on track
 
For qualifying you can also set it to private I think so that all cars are alone on track

Yes, but it's not the same thing, because the cars will go by the starting line at speed and spread out trough the qualifying sessions time.
The way I have it set up, in the race the player and AI all start from the same spot at the same time and go for it. The AI cars are invisible, and have no collision but they try their best not to go trough each other.
It actually works, more or less. Basically the only problem is that if, for instance an AI Mitshubishi Evo9 has a small spin, he then takes a long time to pass the slower opponents, before he reaches the end of the stage, because he doesn't go trough them, he tries to go around them... This way the times at the end aren't really the best the AI can do.
 

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