rFactor Hot 2 Hour Challenge: TUSCC @ Daytona RC

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Highbank

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I have to go into those car files with the goofy symbols and fix that...drives me nuts
 

M_Nesevitch

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Well, the idea was good, but the AI are not up for a "race" of any kind.. A "ride" and demolition derby perhaps.. I ran 1 fuel run, the entire car was yellow and the front splitter and fender was red.. Only way to pass is to make contact, which damages the car, which kills it's top speed, which takes away a passing opportunity.. Just a catch 22.. Was fun though, prepping and getting ready to race!!
 

The_Tigg

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You need to out break them, that's the secret. Going into the two "horseshoe" turns, the bus stop and turn one are your cleanest passing areas.
 
B

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Well, the idea was good, but the AI are not up for a "race" of any kind.. A "ride" and demolition derby perhaps..

With no specific Driver Talent Files this is what happens, more so with rFactor1 (2 is much better) then the other gMotor2 games. For whatever reason rFactor seems to set it's Generic Driver Talent Aggression value at pretty much 100, while setting the Courtesy value really low. This makes them act like the wife on her way to a last minute shoe sale.

You can either create your own talent files with the rFactor Talent Creator or take a dozen or so stock talent files and change their file names to match the names of the mod drivers. You will have to edit the RCD file slightly to match the vehicles driver info but it's all done with Notepad. Not hard, just time consuming, but worth it.
 

The_Tigg

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An hour into the race, made my pit stop done and I came off the turn to go into NASCAR 2 and the car shoots straight up into the wall, I watched the replay several times and I can't tell if it's a glitch in the track or I had a nano second hiccup with my PC, either way I lost the right front tire and it ended my race.

I'll be redoing the race again.
 

M_Nesevitch

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I take it this particular mod was meant for online (human) racing? Cause it looks like some mods actually come with .rcd files, but not this one.. I downloaded the Talent Editor but I may as well be trying to decipher Chinese arithmetic.. No clue what the values do.. They need a site or something where people can create/upload drivers for these mods.. (Get on that BLMG!) :openedeyewink:
 
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Will do mate, I'll get my minions on it right away.

As for this mod being an online multiplayer version. Nope. A lot of people just don't make the talent files as it takes a lot of time and research to make good ones. Nothing like having a top driver with poor stats running at the back or a filler always running in the top 5 because someone didn't do any research. I'd say maybe 10-15 % of the mods come with talent files for it's drivers.

There was some good AI info on NoGrip and the old ISI rFactor1 forums back in the day. Sadly no more. Maybe RaceDepartment in their old rFactor subforum may have some. I once thought there was a complete AI tutorial that included a section on Talent Files and the Driver Stats.

Open up a couple stock RCD files with notepad and compare the values between the files. You'll see that some drivers have a low Aggression stat and their Courtesy stat is up in the 80's while others are pretty even on both those stats. Then theirs those that have a high Aggression and low Courtesy.

The Talent file CoryDaily.rcd is a pretty good balanced driver. Not overly aggressive, has a middle of the road reputation, will give a little in the corners and under braking, wont lose his cool, likes to keep his foot in it, stays on the track and if pushed off will make a fine recovery, completes most laps and has a great overall minimum racing skill.

For a simple test use the stats from Cory's file and make a talent file for every GTLM class driver. You only need to make it for the teams main driver (Driver/Driver1) for now and not Drivers 2, 3 and so on that are found in the VEH files. Then before you copy the RCD files to the Talent Folder, run a race and see how the drivers react, then copy the RCD files into the Talent Folder and run the race again.
 
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M_Nesevitch

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Edit: Removed the Talent .rcd files I'd created.. They pretty much drive like little old ladies. If I get them dialed in I'll post another set..

Also, I've included "my" corvette.. (Thanks to whomever painted the originals, I just edited the number) Im now #5.. Just extract the 4 files into the existing 14TUSC_Corvette Racing folder..
 

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The_Tigg

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rFactor 2018-08-08 22-20-44-90.jpg
Well, I finished it, last in my class, but I finished. I was racing 19th and 18th when the prototypes came up on us, as they passed I lost contact with them. I still had a clean car at this point, on the second to last lap trying to catch 19th again I looped it and took the nose off in turn one. Lots of fun, but 100% is probably to high for me at this point, 95% is probably better, but I'll still chase that 100% to get better!

On to Sebring?

P.S. I'll send out the final car file when it's done, or should I just upload it here for everyone?
 

M_Nesevitch

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Nice job Tigg!! :cool:

Note: I deleted the .rcd files I created with the "random" setting on Talent Editor.. They went from being kamikazes to little old ladies.. :confounded:

BLMG, can you post (or show me where to find) the "CoryDaily.rcd" so I can take a look at it? I need a better understanding of what the categories do.

I guess "recovery" means how well they recover from a crash/spin? I saw a huge wreck in front of me in turn 3 (just after the exit of pit road) One of the Prototype was sitting there pointed the wrong way, missing it's nose.. BY the time I got to turn 5, he passed me in the braking zone.. x'D (That was with the original AI) lol
 
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The_Tigg

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That's why I don't mess with the talent files, besides all the research involved you have to make them, edit the rfm, it's a ton of work and I wish the mod makers took the time. It's a big let down in what is to me one of the best mods for rFactor.
 
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The_Tigg

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BTW, at Sebring I'm 9 seconds off pace of the other GTLM cars and you thought Daytona was hard, wait til you go here!
 
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Highbank

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I've made hundreds of Talent files over the years for series and indeed doing real drivers requires ardent research...not something I feel we need to do for something like we are doing...I feel it is a huge failure on the part of the mod makers to not do the Talent files for this, why go so far and not see it thru until you have a realistic mod reflecting the series...baffles me


However the point is really that you are running with other albeit ai cars on the track for two hours rather than running a single lap or more solo...

My online experiences over the year with only a few exceptions was pretty much just like what you see with these cars and ai as is...you never know when someone is going to wreck or wreck you...
 
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Mick the stock RDC files are in the GameData/Talent Folder.

I agree with you Highbank on the Talent files being omitted from mods that use cars/drivers based on real series. It's one thing to let the game use the Default Talent values for fictional mods, but mods like this (and those in GTR2) would greatly benefit from a good talent pack. Thankfully in the GTR community there are talent files for the non fictional mods. It's just that they are all over the various sites.
 
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Highbank

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To me it's exactly like the skins, real skins, real talent files...of course we could debate all day about the quality of the Talent files really, it's somewhat subjective, things are never the same from race to race...averaging results and creating a matrix for making Talent files is sketchy at best, they really don't tell the real story...
 

M_Nesevitch

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I don't mind tinkering with the AI (.rcd) if were going to keep using this mod.. Im just not up for being run into and off the road in every corner. I can't just ride around in the back until they decide to spread out. That's not racing.. The "random" files were good to race against, but just not fast enough. When you have a folder of "talent", does that completely over ride the game AI settings? Cause I was running down Prototypes at 103%.. They raced clean, but were just not fast enough..
 
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The_Tigg

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I'm all for running this all the time, I love it as is and if decent talent files were made I'd probably only run this mod in rFactor.

You guys need to hurry up and get this done, Sebring is a blast and a lot harder to figure out braking points. At least to me, there are two corners that are tough to figure out and they seam to where I'm losing the most time.
 

Highbank

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I don't mind tinkering with the AI (.rcd) if were going to keep using this mod.. Im just not up for being run into and off the road in every corner. I can't just ride around in the back until they decide to spread out. That's not racing.. The "random" files were good to race against, but just not fast enough. When you have a folder of "talent", does that completely over ride the game AI settings? Cause I was running down Prototypes at 103%.. They raced clean, but were just not fast enough..

The Talent files are part of the ai picture...they work hand in hand, this is why they are tricky to get right.

There has always been a great deal of debate about which categories do what in the Talent files, the "Recovery" number I found really can affect how well things go with an on track incident, does the ai spin or just get loose? That kind of thing...and remember they are all in there and work with each other, so 40 Talent files will make it a soup of results...a few bogus numbers can mess up the whole thing.

I worked a lot with this at Zoom, we ran a bunch of rFactor series in the last couple years and getting Talent files for our regular driver sthat were both fair and depicted the various driver's history was very time consuming....I felt like I had a pretty good handle on it, but there were times when things happened in any given race that defied what you thought you had set up.

It's much like the ratings in NR2003, but more sophisticated.
 
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The_Tigg

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BTW Mick, waiting for the guy in front of you to make a mistake is road racing, beating and banging is NASCAR. These teams have two maybe three cars they use all season, so beating them to death is hard on the wallet.

That's why you only have a few good passing zones at every track, waiting for the guy to make a mistake is what road racing is all about. Now if we were racing real people and not AI you can harass them into making a mistake and that's the only problem with racing AI.
 

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