Plate racing

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M&M CUP SERIES

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Aug 21, 2016
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Hi, ive tried alot on talldega tracks to make the plate racing realstic and i cant fingure out how to make them pack race any advice?
 

Slick 18

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Hi, ive tried alot on talldega tracks to make the plate racing realstic and i cant fingure out how to make them pack race any advice?

What have you tried thus far? I imagine you'll need to play with the track.ini in order to get some more realistic pack racing. I've been trying to do the same with the modernized Daytona to no avail. Still having the difference between 1st and 10th end up around 5-6 secs after 10 laps.
 

MrPermafrost

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Sep 18, 2016
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fordfrost28
What have you done with Drafting Distance and the Chassis type, I will ask about AI difficulty later but for now, just give me the first three
 
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MrPermafrost

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Sep 18, 2016
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fordfrost28
Under track you will find the Chassis Type, and it should be a 1, which is a Restrictor Plate Superspeedway, and under AI Drafting distance should be at most 2.35, also try removing the line modifier if you haven't.
 

M&M CUP SERIES

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Aug 21, 2016
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Under track you will find the Chassis Type, and it should be a 1, which is a Restrictor Plate Superspeedway, and under AI Drafting distance should be at most 2.35, also try removing the line modifier if you haven't.
Okay thanks I'll try it! And yes I tried the track Ini. Sometimes there're to spread out or the crash every lap.
 

M&M CUP SERIES

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Aug 21, 2016
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Under track you will find the Chassis Type, and it should be a 1, which is a Restrictor Plate Superspeedway, and under AI Drafting distance should be at most 2.35, also try removing the line modifier if you haven't.
The drafting is at 1.5 that I originally
 

Smoker

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Mar 7, 2017
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1.5 drafting value is pretty high, imo. I'd low that to 0.95 - 1.20, how could they plate if you give them such a big distance? Keep ai_squeeze at 0.0 to hold the field together. To reduce crashes: ai_wall = 50-100, ai_slipcurve = 0.50 - 1.0 and ai_dlat_pad to 1.0 (ai side distance) for such a fast track as Talladega.
 
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gone-sovereign

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Apr 5, 2017
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You will find it very difficult to emulate the modern pack racing dynamic in NR. NR doesn't have a very good pack racing engine to begin with; it's more reliant on who has the low line than who's got the best car or who has the most drafting help. You can't really get a car to get up front and stay there. That's not to say it's impossible to have realistic pack racing with the AI, but you would really have to play with some values in the papy_ai.ini as well as the track.ini. Unfortunately I don't know enough about all of the values in the papy_ai.ini to tell you what all of them do, but in the track.ini, doing what @hsuorttocs suggested is a good place to start. I also might recommend looking at APT's version of Talladega; in my opinion it has the most realistic pack racing of any version of Talladega that's out there.
1.5 drafting value is pretty high, imo. I'd low that to 0.95 - 1.20, how could they plate if you give them such a big distance? Keep ai_squeeze at 0.0 to hold the field together. To reduce crashes: ai_wall = 50-100, ai_slipcurve = 0.50 - 1.0 and ai_dlat_pad to 1.0 (ai side distance) for such a fast track as Talladega.

Setting ai_drafting_distance to anything lower than like 1.05 on any restrictor plate superspeedway means the AI will crash every lap. If you want to have pack racing that resembles real life, you kinda want the AI to get spread out. Also, I don't think anyone actually knows for sure what ai_squeeze_pcnt actually does, but if you set it to an obscenely high value they'll start driving in the grass and up the wall.
 
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Smoker

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Mar 7, 2017
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Also, I don't think anyone actually knows for sure what ai_squeeze_pcnt actually does, but if you set it to an obscenely high value they'll start driving in the grass and up the wall.
ai_squeeze_pcnt is surely one of the mysteries in NR03. Lots of explanations about it around. My own experience is it spreads the field of AI more or less. I think you can bring the AI with plenty numbers out of control if they are choosen obscenely as you say.
 

Rufio2031

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Jul 3, 2017
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I think a lot of people have some wild imaginations when it comes to squeeze_pcnt.

ai_squeeze_pcnt is how strict the ai is when it comes to the minrace and maxrace lines. A higher ai_squeeze_pcnt means they'll drive across the bounds of those lines without worry. You see a common explanation that they'll inexplicably run off the track or to the inside of the track; this is why. It most commonly comes into play in 3 wide scenarios. It is often explained the ai_line_modifier has to deal with how much grip the AI thinks they have. You can think of ai_squeeze_pcnt as how much track width the AI think they have.

Another myth is that removing the ai_line_modifier makes them drive differently. Now, I don't know this with certainty, but as a programmer it really doesn't make any sense. These values we all change are variables, you can change them to whatever you want (within limitations). If you remove this line, it's the same as saying "I'm not going to clarify a value, use the default value". It is my assumption that that means 1.0. Of course, it is possible that if the value doesn't exist they don't use that logic (wherever it's used) but I highly doubt that being the case. I would assume that all these pieces sort of rely on each other in AI decision making. Taking one of those pieces out I would image would have a significant affect.

Disclaimer: Every word of this could be wrong.
 

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