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PostPosted: Tue Aug 21, 2007 6:29 pm 
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Right! Here is the full list so far. Only 7 more to reach 60, then we can add the border line tracks to take the total to the 80 that Phineus recommended:


Rachels Park.
Farm Road 129.
Barnyard 109.
Castle Rock T.
Deadmans Gultch 2. *
Dejavu. *
BoondocksNationalPark.
Jinxfarm.
KCsBackyard.
7ogdenville.
DogCountry.
2chance.
204TAILINGS. *
MauiWaui.
BeccasCanyon.
BlackGold. * (Short but sweet)
DawgHeaven. * (KDASPEN.pod)
ExtremeLuge.
LaPaMaEF.
VoodooislandNC.
OrientExpress. * (Tough track)
Paperun3-way_PZ. (Trucks cheat)
TopSpeedTrack.
RestArea2. * (a bit short)
Rhubarb.
Ruach * (again short but good)
RunfortheNight.
TheRaptor. *
Playing Chicken 2.
Buzzard Country. * (fast! And very good AI)
Country Havoc.
Swiss Alps 2. (Really not that bad!)
Techno Run. *
Scrapyard Rally. * (superior fun)
Hazzard County.
Walnut Grove.
GuitarbillVille. * (another great track!)
LA Supercross 98.
Mud Pies 98.
Sandy Morgans Gulch.
Big Whiskey. * (easy learner track)
Crazy 2002.5.
Fun in the Snow.
Blacktop204
Muskoka Road
Panama
Pine Run
Playin Chicken II
Quid Pro Quo
SBM Speedway SE
Summer Isle
TMX 99
Toys In The Attic

If anyone can find more, feel free to list them below!

These will probably get in to help fill the number. They are very good tracks with good AI, but all have a few issues that make them less comfortable for a beginner:


Motherload 1.5
RCA Jam (maybe)
Rocky Mountain Way
SPs Outback Trny
204WHIPPET
Construction Zone
Zoon Moon

So that takes us to 60 tracks, the ones with an asterisk (*) are really very good AI wise. :)


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PostPosted: Tue Aug 21, 2007 7:26 pm 
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what about zoon coasters? didn they have good AI i dont recall.

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PostPosted: Wed Aug 22, 2007 12:53 am 
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I just looked at the ZooN Coasters (1 and 2) ... and I gotta say that while both are visually rich and well designed, the AI is ... fair.

If it wasn't for places where the AI Trucks could (and would) get hung up, it would be much better. Especially in ZooN Coaster 2, I saw trucks hit a corner or wall... and that's the last you'd see of them until you passed them as you came back around..

Maybe I'm a little harsh on that, maybe not. I don't know. Visually, and fun wise, a lot of the ZooN tracks are worth keeping around. As for the list that Disposable has been building, their AI just isn't always exceptional enough to be included in the Track List: Competitive Trucks.

Disposable:
Excellent work, Dude! [:-)]


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PostPosted: Wed Aug 22, 2007 5:40 am 
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ZooN Subway has the same problem!


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PostPosted: Wed Aug 22, 2007 6:30 am 
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When you're done could you e-mail me your pod.ini, Disposable? I'm sure this goes without say, but make sure you have all the tracks in your list mounted to the game beforehand. :)

copeology@hotmail.com


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PostPosted: Wed Aug 22, 2007 6:52 am 
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Will do!


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PostPosted: Wed Aug 22, 2007 9:49 am 
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Id sure like the full list too. Can you zip up those pods, and make a list for them please? I onnly play offline on my laptop so it would be nice to have competitve tracks.


Zoon subway? i frequently lose on that track when i on my lappy lol. I think the AI is darn good, or I suck horriably :)

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PostPosted: Wed Aug 22, 2007 10:33 am 
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This list will be grouped with the other lists available at http://mtm2.com/~tracks

As for having a consolidated zip available for d/l, that's not my decision to make, however, someone else asked about that with respect to the other lists, but I can't recall the name.

So Phin/Mal - whatcha think? I can put the zip together easy enough and upload that baby if you guys think it's a worthwhile endeavor.


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PostPosted: Wed Aug 22, 2007 10:36 am 
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On the very first bend after leaving the platform there is a pile up against the wall, only two trucks managed to get away from there successfully. I finished the race at a leisurely stroll! :)

Slo Cope: The list needs a name that will be easily understood by beginners, something like: "Good Computer AI" or "Good Computer Truck Races".....Anyway you get the idea!
Also the description needs to make it clear that the trucks on these tracks will give you a good work out, and are as good if not better than the Microsoft stock tracks to race computer opponents.

A few more to add before I send you the pod.ini.


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PostPosted: Wed Aug 22, 2007 11:17 am 
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be nic eto hav ea new pod list meant for offline racing


I saw that CPu crash hang up on Fun in the Snow, ill look around my systems wehen I get home to see if I still have the TXX file somewhere and fix that.

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PostPosted: Wed Aug 22, 2007 7:20 pm 
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Sent the pod.ini to Slo Cope.
69 tracks in all, but that includes the stock MTM2 tracks. They are after all, the ones we all started with, and have good AI. :D


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PostPosted: Wed Aug 22, 2007 11:07 pm 
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i found the txx file, ill see if i can fix it prolly tomorrow during the day while the boss is gone :p

while im at it ill fix this trees and the invis posts lol

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PostPosted: Thu Aug 23, 2007 5:44 am 
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Can you send the fixed pod to Slo Cope?


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PostPosted: Thu Aug 23, 2007 8:27 am 
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yeah or ill just update it on the site here, just make a new version.

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PostPosted: Thu Aug 23, 2007 5:56 pm 
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Ok, i got the trucks in professional mode, to run it perfect about 90% of the time, even take the shortcut flawlessly, and get a laptime for 2:01. in intermediate mode, because of how then they slow down so much more for a corner, they never actually finish the race.


how do I make the pro trucks follow course 2, and the intermediate trucks follow course 1? right now they all follow course 2, but the turn for the cut is at the top of the final jump, thus they come to almost a complete stop and turn, in intermediate mode they do stop, thus calling heli and doing it all over again.

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PostPosted: Thu Aug 23, 2007 7:14 pm 
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"how do I make the pro trucks follow course 2 ?"
More acceleration and a better grade of Diesel. :D

Joke aside, this is a common problem with most tracks I tested. They would do well on Rookie and Pro, or Inter and Pro, or any two of the other veriations, but very few tracks have truck AI that is good on all 3 levels.
So a compromise of sorts had to be made, this is why they were all tested on PRO level. At least if Pro and Rookie are passable, then inter isn't really vital to a beginners progress, it is just a bigger jump! :)


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PostPosted: Thu Aug 23, 2007 7:57 pm 
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well if intermediate doesnt work, rookie prolly even worse, i didnt even try, one step at a time ya know. anyways if you wanna try t out as is, i put it on my server temporarily (dont wanna upload to cownap till its ready)

http://www.trevorsarchives.selfip.net/d ... aceFIX.zip

I added the word "Fixed" to the beginning of the name to fix any issuues if both are podded.

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PostPosted: Fri Aug 24, 2007 6:12 am 
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I think I gave you the wrong impression, so I have corrected my post above to reflect what I meant.
Tried your re-worked track, and the gully problem is gone, but I see what you mean about the trucks slowing down to almost a stop......But 2 trucks went up those hills without stopping and needing the Helli to help them. So if 2 can do it, what is different about the other trucks momentum?


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PostPosted: Fri Aug 24, 2007 10:37 am 
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well they seem to work perfect in professional, i dont know why 2 could do it, maybe they rear ended each other and knocked em off the cliff? Anyways im gonna ask my course question in the traxx section o fthis forum, maybe it is possible

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PostPosted: Fri Aug 24, 2007 12:25 pm 
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That is possible! I hope you find a solution! :)


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