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Some Ai Updates


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#1 Pavel

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Posted Jan 04 2015 - 03:19 AM

Here I will post my AI updates for various tracks. I had uploaded some of my files and they are somewhere here at forum. But I like to keep them in one place.

Updates for tracks:
*At tracks like Reims and Hockenheim I tried to increase passing on straights. So lp files has many  passing flags. Original game supports only 24 passing flags. But for example I placed something like 50 passing flags around Reims. So you need mod's patches that enable long track support.

Part 1

Albi 1967 Attached File  Albi67_AI.zip   163.6K   106 downloads
Borovaya 1966 Attached File  Borovaya_AI.zip   192.13K   60 downloads
Brands Hatch 1967 Attached File  Brands67_AI.zip   203.75K   166 downloads
Crysatal Palace Attached File  Crystal_AI.zip   105.56K   116 downloads
Edmonton Attached File  Edmonton_AI.zip   190.19K   99 downloads
Enna Pergusa 1967 Attached File  Enna_AI.zip   148.56K   123 downloads
Hockenheimring 1967 Attached File  Hockenhm_AI.zip   267.19K   120 downloads
Jarama Attached File  Jarama_AI.zip   161.95K   119 downloads
Keimola 1970 Attached File  Keimola_AI.zip   152.83K   86 downloads
Laguna Seca 1967 Attached File  Laguna67_AI.zip   145.27K   111 downloads
Mallory Park Attached File  Mallory_AI.zip   68.87K   79 downloads
Montjuic Parque 1969 Attached File  Montjuic_AI.zip   119.94K   124 downloads
Oulton Park 1967 Attached File  Oulton_AI.zip   143.85K   126 downloads
Reims Attached File  Reims_AI.zip   390.88K   175 downloads
Snetterton 1964 Attached File  Snett_AI.zip   135.22K   147 downloads
Snetterton 1967 Attached File  Snett67_AI.zip   181.82K   116 downloads (option to make AI brake earlier https://srmz.racesimcentral.net/inde...=45#entry126842)
Syracuse 1967 Attached File  Syracuse_AI.zip   262.2K   117 downloads
Tulln Langenlebarn 1967 Attached File  Tulln_AI.zip   470.2K   105 downloads (you need to install this update https://srmz.racesimcentral.net/inde...topic=7107&st=0)
Vallelunga 1967 Attached File  Vallunga_AI.zip   139.63K   116 downloads
Zolder 1967 Attached File  Zolder67_AI.zip   175.54K   101 downloads

Part 2 is here https://srmz.racesimcentral.net/inde...=30#entry122790

----------------------------------------------
Old files, you don't need them. Couldn't delete them.

Attached Files


Edited by Pavel, Dec 24 2017 - 11:07 AM.


#2 GPLaps

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Posted Jan 04 2015 - 09:44 AM

:bowdown2:  Pavel!

Thank you

#3 MECH

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Posted Jan 04 2015 - 10:30 AM

Pavel, can you be more specific about the year for Hockenheim, Oulton park?
I'm adding referrals to this page for the tracks you made ai for so people will find them here.

#4 Pavel

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Posted Jan 04 2015 - 11:46 AM

Martin,
For those tracks I use names from Track Database. Also there is track folder name in archive's name.
Hockenheimring 1967 https://gpltd.bcsims.com/?dis=H#14
Oulton Park 1967 https://gpltd.bcsims.com/?dis=O#7

#5 Arno

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Posted Jan 04 2015 - 11:51 AM

Thanks a lot Pavel !

#6 gliebzeit

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Posted Jan 05 2015 - 11:57 AM

Pavel, top-notch work, my friend!  I have tested Snetterton '64, Crystal Palace and Oulton Park with the '65 Mod..... excellent AI behaviour - both realistic and challenging.  :)

Thank you!!  :)

Edited by gliebzeit, Jan 05 2015 - 11:58 AM.


#7 JonnyA

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Posted Jan 07 2015 - 02:36 AM

I tried the Reims update last night and it was better than before. The AI did a lot more overtaking. Many thanks, Pavel.

#8 M Needforspeed

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Posted Jan 08 2015 - 05:12 AM

thks Pavel ; I see for Reims, the race and pass files are depending on the mod 66 or 67 we use .

For Edmonton, do you advise us that your track.ini shld be used instead of the tra71ca.ini ?

Edited by M Needforspeed, Jan 08 2015 - 05:20 AM.


#9 svenvangent

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Posted Jan 08 2015 - 02:39 PM

Pavel ...;thanks for the new AI , really wel donne .
Big fun at Reims .
Thank you . :hat-tip:

#10 Pavel

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Posted Jan 09 2015 - 03:30 AM

View PostM Needforspeed, on Jan 08 2015 - 05:12 AM, said:

thks Pavel ; I see for Reims, the race and pass files are depending on the mod 66 or 67 we use .

Yes, there are some mod specific files in my updates. I will try to explain the way GPL use this AI files so you may decide how to use them. All this was found during various tests. I don’t know why it works that way.

Original game (or source gpl.exe that is used by GEM to generate all other executables) for every track need set of lp’s and track.ini file.

Lp’s control AI racing line around the track, also race.lp (and occasionally pass1 and pass2) controls cars longitudinal and lateral speeds. GPL.exe directly uses values from this files.

Track.ini contains various values that control AI behavior on track. There are also seven strings for AI to calculate fuel load:
brabham_fuel_load_per_lap = x.xx
brm_fuel_load_per_lap = x.xx
coventry_fuel_load_per_lap = x.xx
eagle_fuel_load_per_lap = x.xx
ferrari_fuel_load_per_lap = x.xx
lotus_fuel_load_per_lap = x.xx
murasama_fuel_load_per_lap = x.xx
This is amount of fuel that is needed to complete one lap for every car model controlled by AI.

All this seven strings can be replaced with single one:
nominal_fuel_load_per_lap = x.xx
It forces AI to use this amount of fuel for very car model.

That was easiest part. Now I’ll try to explain how this files work with mods.

Firs of all, patch 1.3 for original game it’s not a simple patch. After applying it original game.exe remains. But you also get new gplc67.exe with 1967 F1 season. This is mod. It’s behavior is different compare to original gpl.exe. Original executable still use track’s AI files like I’ve described above. But gplc67 use them different way.

I guess Nigel Pattinson try to make game feature that helps mods to use original lp’s and track.ini files. Original lp’s contain speeds for 67 F1 cars. They maybe will not work well with 65 F1 cars or 67 GT cars. Or fuel load that is set in original track.ini will be to high for 65 F1 cars, ot too low for 67 GT cars. So some sorts of coefficients were implemented. But also he created possibility to have mod specific AI files that still will be directly used like original executable do.

Lp files
All mods adjust speeds from common lp’s (even F1’67). Most of them do it ok, but GT’67 and CA’71 have some problems. Mods use directly speeds only from mod specific lps (*.l65, *.l66, *.l67 etc.).
I prefere:
1) to use F1’67 (gplc67.exe) with mod specific lps - *.l67. That way AI use actual speeds from lps that were made from 1967 replays in most of the cases. I usually make a copy of race.lp, pass1.lp and pass2.lp and put them in track folder with l67 extension (race.l67, pass1.l67, pass2.l67)
2) to use GT’67 and CA’71 mods only with specific lps made from appropriative replays. I released my GT files. I had whole set of CA’71 specefic lps, but I don’t know how it’s better release them.
3) to use F1’65, F1'66, F1’69 (original and extra), F2’67 mods only with common lps. There is no much difference compare to using mod specific files.

Note: Most of latest tracks lps are generated with AIEdit tool. Speeds inside such files are also generated by this tool. If you made mod specific lps from them AI cars will have unreal acceleration and sometimes too low speed in turns.


Track.ini files

All mods
If common track.ini is used game calculate average fuel load from values in seven strings, apply some coefficient (I’m not sure if there coefficient for F1’67) and use resulted fuel load for every car.

(brabham+brm+coventry+eagle+ferrari+lotus+murasama) / 7 * K

Or it can be replaced with single Nominal fuel load for which also coefficient will be applied.

F1’65, F1’67, F1’69 (original)
If mod specific track.ini is presented (track65.ini, track66.ini, track69.ini) then fuel loads for every car model are used independently.
So for F1’67 it’s better to have track67.ini in track folder (just a copy of common track.ini).

F1’66
Mod specific track66.ini has 16 fuel load strings for every car model. Each setting are used independently by mod.

F1’69 (extra)
Unlike 1966 mod here there wasn’t implement option to have individual fuel load setting for every car model. Fuel load settings are used like with common track.ini file.
I don’t use original 1969 mod anymore. So I replaced seven fuel strings with single Nominal using brabham fuel load there.

GT’67 mod uses its own fuel strings which are used independently.

CA’71 mod uses only single string (brabham) for all cars.

F2’67
This mod has some bugs here. It needs fuel load settings for every car model, but it use them to calculate average setting that is used for every car. I will explain in soon, when will upload F2 AI patch.

View PostM Needforspeed, on Jan 08 2015 - 05:12 AM, said:

For Edmonton, do you advise us that your track.ini shld be used instead of the tra71ca.ini ?
No. Tra71ca.ini should be used. Maybe only with some speed adjustments.

Edited by Pavel, Nov 15 2020 - 02:52 AM.


#11 leon_90

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Posted Jan 09 2015 - 03:12 PM

Pavel if you have the time, could you make a track66.ini for spa67?

#12 hansje

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Posted Jan 10 2015 - 04:51 AM

Wondering...are there any Ai-files made maybe better for the default 67 tracks...Kyalami, Monaco...and so on  :)

Thanks !!

Hans ;)

#13 pioujd428

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Posted Jan 11 2015 - 06:16 AM

Thanks for all your ai work pavel really appreciate it. :)

Do you think you could take a look at the lp files for Syracuse 67? I think I have the latest files for it but the ai always hit the wall at the corner before the first hairpin. The rest of the track is fine.

#14 Pavel

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Posted Jan 11 2015 - 06:49 AM

My opening post was updated.

I made small update for Snetterton 1964. First time I forgot to add second tire warmup flag so AI cars needed more time to heat up tires.
Also I add my updates for Brands Hatch, Montjuic and Syracuse.

Edited by Pavel, Jan 11 2015 - 12:58 PM.


#15 Pavel

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Posted Jan 11 2015 - 01:24 PM

Here are some fixes for original tracks from Papyrus. I had posted some of this fixes before somewhere here. It is just improvements to AI speed through particular corners or attempts to improve overtakes.

Kyalami
AI was always slow for me through Barbeque Bend and Sunset Bend. I made some fixes for this turns.
Attached File  Kyalami_AI.zip   38.94K   164 downloads

Monaco (Monacane)
I don't use original Monaco anymore. Like Pete I had replaced it with Monacane and renamed to Monaco.
Increased AI speeds at Mirabeu - Virage de la Gare - Portier. Some adjustments to Gazometere hairpin. Additional passing flags to improve overtakes.
2016.01.16 I fixed AI behavior at chicane. Now AI cars are fast. But 1969 cars are wider so AI still have crashes there. Additionaly I made apply all same fixes to original Monaco track.
Attached File  Monacane_AI.zip   244.9K   78 downloads
Attached File  Monaco_AI.zip   194.63K   76 downloads

Monza
I forgot if changed speeds there :think:  But if I did then it was at Lesmo 2. Also I increased number of passing flags on straights.
Attached File  Monza_AI.zip   67.42K   165 downloads

Nurburgring
It seems like original lps were gathered from several pieces. And racing line had bad transitions between this pieces. I smoothed them and placed additional passing flags.
Attached File  Nurburg_AI.zip   782.83K   166 downloads

Silverstone
2020.11.15 Some adjustments were made
I tried to increase AI speeds through Maggots, Chapel and Abbey. AI don't like such high speed corners with small radius.
Attached File  Silver_AI.zip   227.64K   8 downloads

Zandvoort
AI always was ridiculously slow through Pulleveld corner.
2015.08.30 Improvements to section Gerlachbocht-Hugenholtzbocht
Attached File  Zandvort_AI.zip   125.36K   124 downloads

Edited by Pavel, Nov 15 2020 - 02:47 AM.


#16 hansje

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Posted Jan 12 2015 - 02:08 AM

Nice work....thanks for sharing Pavel :up:

Question about those, if I see 1967 its only any use for that year  ??  or say also 1966.


Hans

Edited by hansje, Jan 12 2015 - 02:13 AM.


#17 Pavel

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Posted Jan 12 2015 - 02:22 AM

I enter track name as it shown on track database https://gpltd.bcsims.com/ So 1967 or 1969 are just seasons for which that tracks were made. But you can use them with any mod.

#18 pioujd428

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Posted Jan 12 2015 - 09:40 PM

Thanks Pavel. :bowing:

No more ai bouncing into the wall before the hairpin every lap at Syracuse now. Much better. Haven't had time to use the others yet.

#19 gliebzeit

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Posted Jan 13 2015 - 08:38 AM

Yes, outstanding work, Pavel.  Many thanks!!!

(hoping for Tulln)  ;)

#20 ed76

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Posted Jan 13 2015 - 09:48 AM

Many other links here :
https://srmz.racesimcentral.net/inde...topic=8268&st=0

Edited by ed76, Jan 13 2015 - 09:51 AM.





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