Satangoss
Hey guys,
I'm not a car modeler, I'm just into track creation, so I'd like to ask something.
What most controls the car behavior on the track? I figure out the following points:
I'm struggled trying to find out what make some mods work well in the track and others don't. Actually the AIW is already verified (no crazy or crossing corridors, no wrong materials flags in TDF and so on). Talent files really improve the lap times but it seems have few impact in the driving line. It seems be more related to the throttle charge and break points.
Now I'm wondering about Car physics.
For instance, the tests that I came through:
Every tests done with 100% AI strength and 50% agression.
So I ask you, does the mod's physics screw the AI cars behavior depending on the track layout?
Notes:
Link to ILMS Mod: http://www.rfactorcentral.com/detail.cfm?ID=Serie Internationale Du Mans
Link to F1 1992 Mod:
http://www.rfactorcentral.com/detail.cfm?ID=F1-S-R F1-1992
I'm not a car modeler, I'm just into track creation, so I'd like to ask something.
What most controls the car behavior on the track? I figure out the following points:
- Driver's talent file (DRIVERNAME.RCD)
- Either if TRACKNAME.INI file is present into the car folder (track learning files)
- Car physics (?)
- AIW track file
I'm struggled trying to find out what make some mods work well in the track and others don't. Actually the AIW is already verified (no crazy or crossing corridors, no wrong materials flags in TDF and so on). Talent files really improve the lap times but it seems have few impact in the driving line. It seems be more related to the throttle charge and break points.
Now I'm wondering about Car physics.
For instance, the tests that I came through:
- Mod ILMS Carpe Noctem GT2 Cars - Crashers and going out of the track all the time
- Mod ILMS Carpe Noctem GT1 Cars - Runs good in general.
- Mod ILMS Carpe Noctem Prototype Cars - mostly crashers.
- Mod F1 CTPD 2005 - Excellent behavior, they're fast and crash very seldom.
- Mod F1 1992 F1-S-R: Demolition derby, unplayable.
- ISI's Panoz (all classes): Very clean line, no problems at all.
- Mod F1 1971 - out of the control, more cars out the track than in.
Every tests done with 100% AI strength and 50% agression.
So I ask you, does the mod's physics screw the AI cars behavior depending on the track layout?
Notes:
Link to ILMS Mod: http://www.rfactorcentral.com/detail.cfm?ID=Serie Internationale Du Mans
Link to F1 1992 Mod:
http://www.rfactorcentral.com/detail.cfm?ID=F1-S-R F1-1992