Change track magic data to create more AI overtaking and interesting racing

Posted by Amador 
In GP3 1.13, many times I feel the AI drivers take a position after start, follow each other, don't take risks enough when overtaking on certain tracks when they could, and the race becomes
a procession (except for wet conditions!). More so then in real life racing.. I would like to fine-tune this to make the AI more interesting without going unrealistic..

I tried to change some of the magic data to create closer racing and more overtaking, with some success:
-64768 ; added to car.field_108. related to cc grip factor //lowering this definitely makes the AI "braver" and more aggressive..
-16650 ; track grip //sometimes I feel If I lower the track grip, the AI will attempt to overtake from far, long braking zones like in wet races..
-128 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car //not sure about this one, maybe lowering it will make the cars closer to each other in speed?
-512 ; ?? cc random perf range min
-2048 ; ?? cc random perf range max//Not sure about these either, maybe increasing it slightly would make AI perf. more random, that could help..
-64 ; some chance. same chance multiplied with race perc.//seems to be related to driver errors, that could lead to overtaking and making the AI more exciting..

Does anyone have ideas or experience with magic data to make the AI more interesting, perhaps aggressive and overral closer racing?
Well, these are good hints.

I'll try some of them and see what happens.
All I can do is post a personal MD-file-explanation of known values. Author of this knowledge is unknown..(see below). Maybe you can get some useful info..?
PLUS 10 years ago I had some contact with a MD-Genious called "Mike Miller" here on GPG.org -maybe you try to contact him by PM..


""""
[gp3 magic file] - Header. This must never miss.
- Blank Row.

168 ; fw - Front wing of the AI cars. Accepted values between 151 and 171 where 151=0 and 171=20.
166 ; rw - Rear wing of the AI cars. Accepted values between 151 and 171 where 151=0 and 171=20.
175 ; 1st
181 ; 2nd
187 ; 3rd
193 ; 4th
199 ; 5th
205 ; 6th - Gear Ratio of the AI cars. Accepted values between 151 and 171 where 151=0 and 171=20. Usually they are set in steps of 6 but it depends of the track. Important is that higher is the gear higher must be the value assigned so 3rd can't have a lower value than 2nd.
53 ; hard tyre
52 ; soft tyre - Resistance of the two tyre compounds. Hard tyres should have an higher value than the soft tyres. Commonly used Combos: 55/54, 54/53, 53/52.
100 ; >= 50 tyretype 1 else 0 - Tyre type selector. 0= all with hard tyres. 100= all with soft tyres.
16384 ; unused
16384 ; unused
16384 ; unused
16384 ; unused - Unused values, they should be left this way as default.
16448 ; track grip - Overall grip of the track. Suggested values between 16000 and 18500. Lower values than 16000 will cause a wet track effect.
16384 ; unused
16384 ; unused - Unused values, they should be left this way as default.
21 ; related to next value below - Suggested values from 16 to 35.
995 ; ride height - AI cars ride height. Suggested values from 850 to 1040.
16617 ; air resistance? - Suggested values from 15000 to 17500. Lower is the value higher is the driveability and steering ability.
6352 ; fuel??? - Fuel quantity needed to complete a lap. It should be set to consume around 1.0 of fuel each lap.
128 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car - ???
16413 ; tyre wear - Tyre resistance in race. Lower values preserve the tyres for more laps. Common values usable are between 10000 and 12000.
21 ; related to next value below - Suggested values from 16 to 35.
995 ; ride height - AI cars ride height. Suggested values from 850 to 1040.
16617 ; air resistance? - Suggested values from 15000 to 17500. Lower is the value higher is the driveability and steering ability.
6352 ; fuel??? - Fuel quantity needed to complete a lap. It should be set to consume around 1.0 of fuel each lap.
128 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car - ???
16413 ; tyre wear - Tyre resistance in race. Lower values preserve the tyres for more laps. Common values usable are between 10000 and 12000.
64768 ; added to car.field_108. related to cc grip factor - Values from 64512 to 65536. It should involve the slipstream amount.
768 ; grip??? - Suggested values: 128, 256, 384, 480, 512, 640, 768.
10000 ; cc power factor (ace) - Percentage of engine bph used in ace level than the values set in Gp3Edit. 10000=100%. In example 800bph with 9800 in power factor become 784bph which is the 98% of the total.
9900 ; cc grip factor (ace) - Percentage of driver grip used in ace level than the values set in Gp3Edit. 10000=100%. In example 16700 with 9800 in grip factor become 16366 which is the 98% of the total.
9900 ; cc power factor (semi-pro)
9040 ; cc grip factor (semi-pro)
8920 ; cc power factor (rookie)
8920 ; cc grip factor (rookie) - Same parameters as the ace level but for lower levels of skill. As shown values should be lower as lower is the skill level.
512 ; cc random perf range min
2048 ; cc random perf range max - ???
64 ; some chance. same chance multiplied with race perc. - Seems to set the chance for the AI cars to make driving errors.
64 ; segment count, range 1 to 256 - Sectors to repair the error for AI cars.
0 ; sectors to pit in 1 - Sectors to prepare to enter the pit entrance. Counter from the pitlane start to backward.
2 ; sectors to pit in 2 - Sectors to re-join the cc-line when left the pit exit. counter from the pitlane end to forward.
20480 ; pre pit speed limit - Speed to approach the pit entrance. A fast entrance should have an higher value than one in a slover section.
15892 ; fuel consumption 1
15604 ; fuel consumption 2 - Respectively fuel consumption adjust for human car (1) and AI cars (2).
5199 ; cc shuffler??? - It is the pace adjustment of the cc-cars (involving also the human car). Suggested values from 1000 to 9000. Higher is the value, faster the cars will be as they lose the fuel weight. Still best value needs to be tested.
12 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared Units from the sf/line in which the cars will keep a rail-line at the start of the race. It helps to disciply cars and prevent chaotic starts.
74920 ; timing factor? (dword!) - It is the poletime of the track (related to the specific racing category). In example 80700 equals to 1:20.700s.
820 ; timing factor finetune? (dword!) - Adjustment for the laptime. In example -1000 equals to adding +1.000s to the laptime while 1000 makes the poletime 1.000s faster.
11293 ; helps decide if a tyre set needs changing? (dword!) - ???
15000 ; same as above (dword!) - ???
11 ; rain chance - Sets the chance to have the rain in a session as higher is this value. Accepted values between 0 and 100.
6 ; segment nr (start of some range)
6 ; segment nr (end of some range)
256 ; another perf factor
12000 ;
0 ; - Unknown. These values should be left as they are by default.
15 ; pitstop group 1 % - Sets how many cars (in %) will use a 1 stop strategy.
31 ; stop 1S
11293 ; helps decide if a tyre set needs changing? (dword!) - ???
15000 ; same as above (dword!)???
11 ; rain chance - Sets the chance to have the rain in a session as higher is this value. Accepted values between 0 and 100.
6 ; segment nr (start of some range)
6 ; segment nr (end of some range)
256 ; another perf factor
12000 ;
0 ; - Unknown. These values should be left as they are by default.
15 ; pitstop group 1 % - Sets how many cars (in %) will use a 1 stop strategy.
31 ; stop 1 - Sets the lap in which the stop is scheduled.
8 ; pit window 1 - sets the range of laps in which the cars will do the stop. In this case between lap31 and lap39 (31+8).
0 ;
0 ;
0 ;
0 ;
0 ; - Unused. should be left as they are by default
70 ; pitstop group 2 % - Sets how many cars (in %) will use a 2 stops strategy.
16 ; stop 1 - Sets the lap in which the first stop is scheduled.
5 ; pit window 1 - sets the range of laps in which the cars will do the first stop. In this case between lap16 and lap21 (16+5).
39 ; stop 2 - Sets the lap in which the second stop is scheduled.
6 ; pit window 2 - sets the range of laps in which the cars will do the second stop. In this case between lap39 and lap35 (39+6).
0 ;
0 ;
0 ; - Unused. Should be left as it is by default
5 ; pitstop group 3 % - Sets how many cars (in %) will use a 3 stops strategy.
13 ; stop 1 - Sets the lap in which the first stop is scheduled.
3 ; pit window 1 - sets the range of laps in which the cars will do the first stop. In this case between lap13 and lap16 (13+3).
24 ; stop 2 - Sets the lap in which the second stop is scheduled.
3 ; pit window 2 - sets the range of laps in which the cars will do the second stop. In this case between lap24 and lap27 (24+3).
50 ; stop 3 - Sets the lap in which the third stop is scheduled.
4 ; pit window 3 - sets the range of laps in which the cars will do the third stop. In this case between lap50 and lap54 (50+4).
0 ; - Unused. Should be left as it is by default
0 ; failure chance : suspension
0 ; failure chance : loosewheel
0 ; failure chance : puncture
2234 ; failure chance : engine
1489 ; failure chance : transmission
0 ; failure chance : oilleak/waterleak
0 ; failure chance : throttle/brake
0 ; failure chance : electrics - They set in which amount the failure will happen in a particular track. In example very fast track should have many engine problems while slow and tortuouses tracks should have many transmission problems or street tracks should have many suspenion problems because of the wall risk.
16368 ; unused
16256 ; unused
16128 ; unused
15872 ; unused - Unused. Should be left as they are by default.
17920
0 ; failure chance : loosewheel
0 ; failure chance : puncture
2234 ; failure chance : engine
1489 ; failure chance : transmission
0 ; failure chance : oilleak/waterleak
0 ; failure chance : throttle/brake
0 ; failure chance : electrics - They set in which amount the failure will happen in a particular track. In example very fast track should have many engine problems while slow and tortuouses tracks should have many transmission problems or street tracks should have many suspenion problems because of the wall risk.
16368 ; unused
16256 ; unused
16128 ; unused
15872 ; unused - Unused. Should be left as they are by default.
17920 ; bump factor
9 ; bump shift - ???
- Blank Row.
[bumptable] - Header. It must never miss.
- Blank Row.
0,0
31,1
63,0
164,1
186,0
300,1
336,0
602,1
643,0
771,1
789,0 - The bumptable defines the bumpiness of the track surface through intervals of units. Every entry is composed by two parameters: the distance from the start expressed in units and the level of the bump. There can be as many entries we want but the highest one must be shorter than the total lenght of the track. In example if a track is 790 units, the highest entry for the bump table can be 789. The levels of bumps can be commonly 0,1,2,3,4,5 etc... but higher bumpa may produce higher rough effect. To simulate a race without pitstops we need to set the pit strategy to a single stop for all and set the beginning of the stops at least 1 lap later the total to run with a window of 1/2 laps, so none will enter the pits at the last lap. See the example below for a 70 laps race:
100 ; pitstop group 1 %
71 ; stop 1
1 ; pit window 1 - A long race without pitstops may not give a realistic feedback in the race. As the game is programmed to use the pitstops, the behaviour of the AI cars may appear too ‘cautious’ or give a not realistic fuel consumption. Anyway this method may work nicely in short races types like sprint races.

"Oiııo.
........................................................................................................
Pilot Pirx
........................................................................................................



Edited 1 time(s). Last edit at 06/22/2022 03:22PM by pirx.
Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy