Aged old track mod questions

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alfiejay

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Jul 31, 2016
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I guess i havent found a answer, so if you build tracks or know of this, how do you fix it? I love racing some older tracks and even some new ones and track modders re adjust the AI. so here it is without naming some tracks so i don't want to be complaning about thier work when it is much appreciated to give us more accuarate tracks or old track for the older mods to keep the time frame.

With most of all the original tracks from papyrus I can keep my AI strength around 95 to 97 and races this way on every track and very consistant, except Daytona the AI cars seemed to slow down a shade for no reason in turn 1

Now with some old and new tracks the AI either runs off and leaves you in the dust on starts and the whole game and you can't race them at all so the track is a waste to even run, I had to turn down the AI to even in the 70's and they still were on rails and you can't race them, so how i can i slow the AI cars down and make the track race where you can enjoy it?

Or the AI cars are way to aggressive in corners and just run over you

I have experimented with copying the original track ini file from papyrus and that actually helped run the track with the new graphics if pit road or track was not changed. Like one 1970's Atlanta track where the the AI cars always seemed to run fast and always run high and crash into the wall so you can't run a race, but took another Atlanta track ini and replaced the Modders track ini and it worked so you can run the track.

These just a few of the problems i have running some modified tracks with the new AI settings from track modders.

I did spend time with one older car set to experiment where the aggression speed in the painters ratings was set like to 70 or 80 to 100, so i took time to change at least 42 cars for one race to 0 to 30 and that helped make the race more realistic so it wasnt the track AI

Not all tracks have this problem but some do.
Thanks for any input
 

ZiggyM

Well-Known Member
Hot Pass Member
Jun 5, 2017
968
93
I guess i havent found a answer, so if you build tracks or know of this, how do you fix it? I love racing some older tracks and even some new ones and track modders re adjust the AI. so here it is without naming some tracks so i don't want to be complaning about thier work when it is much appreciated to give us more accuarate tracks or old track for the older mods to keep the time frame.

With most of all the original tracks from papyrus I can keep my AI strength around 95 to 97 and races this way on every track and very consistant, except Daytona the AI cars seemed to slow down a shade for no reason in turn 1

Now with some old and new tracks the AI either runs off and leaves you in the dust on starts and the whole game and you can't race them at all so the track is a waste to even run, I had to turn down the AI to even in the 70's and they still were on rails and you can't race them, so how i can i slow the AI cars down and make the track race where you can enjoy it?

Or the AI cars are way to aggressive in corners and just run over you

I have experimented with copying the original track ini file from papyrus and that actually helped run the track with the new graphics if pit road or track was not changed. Like one 1970's Atlanta track where the the AI cars always seemed to run fast and always run high and crash into the wall so you can't run a race, but took another Atlanta track ini and replaced the Modders track ini and it worked so you can run the track.

These just a few of the problems i have running some modified tracks with the new AI settings from track modders.

I did spend time with one older car set to experiment where the aggression speed in the painters ratings was set like to 70 or 80 to 100, so i took time to change at least 42 cars for one race to 0 to 30 and that helped make the race more realistic so it wasnt the track AI

Not all tracks have this problem but some do.
Thanks for any input

Any of the "GN60/70" tracks I have done, which have the pit road speed limit set to well above 70 MPH and intended for online use will have the AI running into the wall because the pit road speed limit is over 70 MPH, which causes the AI to run up and eat the wall. So for any offline track, make sure the pit road speed limit is set to 70 or less, or they will run up and eat the wall.


Have fun!
 

alfiejay

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VIP
Our Partner
Hot Pass Member
Jul 31, 2016
155
93
Any of the "GN60/70" tracks I have done, which have the pit road speed limit set to well above 70 MPH and intended for online use will have the AI running into the wall because the pit road speed limit is over 70 MPH, which causes the AI to run up and eat the wall. So for any offline track, make sure the pit road speed limit is set to 70 or less, or they will run up and eat the wall.


Have fun!
Thanks
 

Rufio2031

Well-Known Member
Hot Pass Member
Jul 3, 2017
107
43
AI speeds vary by the author of the track. There's not really any way around it. People use different ratings, have different skill sets, and different ideas of what the racing should be like and all of those come into play when creating a track.

Before I started actually creating my own tracks, I did edit just about every single track I used to make the AI consistent from track to track. It is a TON of work, but for me it's worth it in the end. Those edits work for me, but might not be what someone else wants or expects for their racing experience. Point being, to get what you're looking for, odds are your going to have to modify the game to fit your liking. It's not for everyone, but it's rewarding for some. Otherwise, you're at the mercy of the track creator and you have to accept that you'll need to find the right Opponent Strength % for each track for you.

The most important setting in the track.ini (located in each track folder), is the ai_grip_modifier. This tells the game how much grip the AI has. There's also a track_asphalt_grip that sets the overall grip for the track (both AI & Player), as well as a track_concrete_grip and track_paint_grip that likely come into play. This is an extremely light coating of something you can adjust to help your AI speeds. There's are several guides and threads on the net that discuss what a lot of the settings do, but playing with them and seeing for yourself is the best way to get the AI how YOU want them.
 
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alfiejay

Our Partner
VIP
Our Partner
Hot Pass Member
Jul 31, 2016
155
93
AI speeds vary by the author of the track. There's not really any way around it. People use different ratings, have different skill sets, and different ideas of what the racing should be like and all of those come into play when creating a track.

Before I started actually creating my own tracks, I did edit just about every single track I used to make the AI consistent from track to track. It is a TON of work, but for me it's worth it in the end. Those edits work for me, but might not be what someone else wants or expects for their racing experience. Point being, to get what you're looking for, odds are your going to have to modify the game to fit your liking. It's not for everyone, but it's rewarding for some. Otherwise, you're at the mercy of the track creator and you have to accept that you'll need to find the right Opponent Strength % for each track for you.

The most important setting in the track.ini (located in each track folder), is the ai_grip_modifier. This tells the game how much grip the AI has. There's also a track_asphalt_grip that sets the overall grip for the track (both AI & Player), as well as a track_concrete_grip and track_paint_grip that likely come into play. This is an extremely light coating of something you can adjust to help your AI speeds. There's are several guides and threads on the net that discuss what a lot of the settings do, but playing with them and seeing for yourself is the best way to get the AI how YOU want them.
Thank You , yea i havent messed with a lot of those settings , so ill take a look i appeciate it
 

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