Thank you Mr. Phin that made it very clear, I just wanted to eliminate any uncertainties I had towards the elements of tweaking the ai's goes, and also thanks for reminding me of Mike204's contest, I had forgotten about it so I went back and refreshed my memory on what you had found. (btw the above link to mike's is broken)
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In regards to my previous post about "sharing what I have found", at the time I thought i had made a major discovery... I woke up in the middle of the night with an idea as to precisely how the trucks "see" the lines in all conditions which after further investigation turned out false lol, anyway allow me to share a few tid bits, food for thought if you will that i've found while working on a rally which has many altitude changes, its smooth, its rough, narrow and wide and is an after thought of what I had origionaly planned so it crosses the [url=javascript:void(0)]grid boundries[/url] three times making a [url=javascript:void(0)]very ugly map[/url] but a great ai challenge
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Lets start with the Main Course (0) (creates the map and the path for the blimp)
Fairly simple really, just lay one line right down the "center" of each straight section of your road or path begining at the starting point of your track and mapping the corners as you come to them as follows,
If you come to a [url=javascript:void(0)]45° turn[/url] allow a 1½ to 2 grid square gap between the segments.
If you come to a [url=javascript:void(0)]90° turn[/url] allow a 1½ grid square gap between the segments also you may want to add another segment at the apex of the corner as I have done unless your road is very narrow (1 grid sq.) this will not be nessesary to achieve a nice smooth in game map display.
If you have large sweeping turns to map then several segments will be needed to achieve a clean looking map, how many segments that are to be used depends on the size and radius (radii) of your tracks surface, as an example it took 5 segments to map the bends in [url=javascript:void(0)]DaytonaSE[/url], and to illustrate how ugly it can get otherwise heres a shot of [url=javascript:void(0)]Daytona1.6[/url] which only has one segment, not only that but they are not even centered to the track surface borders... did I do that
So I guess a rule of thumb here would be to never allow more than 2 grid square spacing between the segment ends or any less than one or as WK pointed out you will get those funky lookin TRIangles.
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Course 1 (creates a path for the helicopter, rookie trucks, race cam, and the intermediate trucks).
See Course 2 (the same basic principles for aligning the ai segments for course #2 can be used here)
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Course 2 (creates a path for the pro trucks, race cam, and the helicopter)
I haven't been able to yet and god knows I've tried to nail down a definite formula for laying down flawlwss lines for these buggers but so far there is no easy solution there are just too many variables. all I can say for now is that the location of the "ends" of the segments is Critical with a capital C, a fraction of a grid square in their location can mean the difference of the bots instantaneously negotiating the next segment or to driving off into never never land or just circling like hungry buzzards looking for it.
The first thing I do after setting the Main course and generating courses 1 and 2 from it is go through and delete the unneeded segments on course 2, basically just mapping it out how I'd drive it, cutting corners anywhere I can, dodging obstacles, and staying clear of any impassable terrain, ending with the fewest total segments possible without compromising speed and or momentum. (course 2 segments run independently from the main course and can be reinserted at any time and point if need be). next...
Keep the segment ends anywhere from 1 to 4 grid squares apart, the distance depends on the following three things (variables).
First is the speed the ai truck is traveling at the end of a segment, for instance on a straight section of my track the trucks are traveling at 110 mph on a fairly steep flat declining road set to cement 4 and at the base of the grade they need to make a 90° right hand turn, for this they require 3 grid square spacing and they nail the turn 99.9% of the time, because I managed to find the perfect placement of the segment ends, if i move one slightly to the left or right (a mere fraction of a grid square) the ai's will fail to "see" the next segment in time and over shoot the turn, end up in a lake or bypass the next segment completely wandering aimlessly. Obviously for ai's traveling at lesser speeds the spacing should be reduced but keep in mind that not only is the distance critical but also the location to the left or right, placing the next segment end dead ahead in line with the previous (as you see them in Traxx) is not always the best bet unless the terrain under the ai is flat.
Second is the terrain, the ai's tend to overcompensate while airborne to keep in line with the segment they are on and definitely have trouble during the transition from one to the next so try to keep the area just prior to, during, and just after the transition fairly smooth, this will make finding the optimum segment location much easier and reduce the amount of crashing ai's that were trying to negotiate the turn while bouncing off the ground.
Third is coefficient of friction or the combination of, texture grip depth setting, texture type setting, and weather setting. I haven't played with this too much but I assume this is a factor in the distance the segments are to be layed out. A track that ai's run extremely well with a weather mask thats set to rain is HorrorLand by RT DJ_MP, the track is slippery when you drive it, but all the textures are set to default 1, all the course segments are about 1 grid square apart and 0, 1, and 2 courses are identical, I believe what enables the ai's to run so well here is the fact that the terrain is smooth rolling hills therefore keeping the trucks tires in contact with the terrain the majority of the course and most importantly during the segment transitions.
When combining these variables you end up with possible variations that are infinite and therefore make it impossible to pose specific guidelines that work well for every track, it just takes a lot of fine adjustments, testing, and patience, along with the understanding that these ai's are only as smart/fast as you train them to be and the more time spent with them the better they'll behave, but only to a point...
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