is the link in the vid u linked? cause thats from 2021 ohh never mind i just seen the other link thanks
because i dont wanna mess it up where do those files go exactly? i thought i could just drop em into the original mod zip and replace the old ones but they aint in there so im lost
Even in the 1 to 2 minute lap time scenarios that are in the pack, I had to test for hours on each scenario to get the cars to drive properly and be a few seconds faster. For such a twisty track, I may need to test more than any of the scenarios here. It's scary to even think about how much time it will take. I'd like to try it out of curiosity, but I can include it in the package or publish it separately. Time will show that.
oh i can only imagine what a headache it could be wish it was as easy as assetto and just train the ai by doin a few laps and thanks for the mod we always need more races added
the folder from the fix zip goes inside of the ks_spa zip (open it with 7zip, if you open it with explorer it will not work), you paste the "main" folder to levels/ks_spa folder, it will ask for accepting the changes, then press yes.
i just figured it out just as you posted but thanks anyway bud the ai in this game reminds me of the early days of assetto they can be a abit messy at times but its all good fun i just changed the ai and my own car to the learner car and they cant even get around corners now think i should just leave it alone now
The race.json file is tweaked for this specific vehicle, to use faster or slower cars you might need to change the aggression values.
Hey, I need some help. I want to make a NASCAR Ai race series, but I don't really know how. The goal for what I want to make is a fake NASCAR series that is random and uses AI to be the "drivers." I would really appreciate any help, because I have tried messing with decal roads, and waypoints for several days with absolutely zero progress made.
I was also preparing scenarios for the Scintilla before I decided to use only the Vivace. Then, the pauses during the take-off and the difference in the race times between them and the player caused me to leave the scenarios I prepared for the Scintilla for later. AI can't make full use of Scintilla race config or the gt3 config, yet. --- Post updated --- I uploaded a fix, I hope this fixes the issue for you. --- Post updated --- What you want to do is not very different from what I did, add a decal road, make a race from Race Editor, then prepare the script, set the aggression, then countless tests. The most important thing here is that your fps should not drop below 30 while playing the scenario. Because if it falls, even if you prepare everything correctly, the AI's behavior can be disrupted.
Kolas updated Kolas-Gamergull AI Circuit Race Scenarios: Vivace with a new update entry: Update for a fix Read the rest of this update entry...
Super nice work! AI is competitive and competent enough, very aggressive but I kinda like it (and sometimes it makes for some truly impressive crashes), and almost everything works almost everytime, so that's already great! A couple of things that I noticed though: - at Brands Hatch AI cars don't move and I get hit with an off track warning as soon as the race goes green. Track problem maybe? - at Lakeside races are amazing but there is a spot on the right side of the start-finish straight that gets counted as off track, therefore it stops you dead while trying to set up for an epic pass on the outside of the kink . - more of a consideration than a bug / problem: why the off track penalty? You are racing against AI, so you're not taking advantages over anybody, and I think the people who download this mod are likely to enjoy clean-ish and fair-ish races anyway. And if they want to cheat to win that's... kinda their own personal problem, I guess I get the idea, but in this application (offline against AI) I feel it becomes more of a frustration and takes away the fun of recovering from a mistake . Thank you for the work, this is a ton of fun!
You need to update the map from the links, I added a decal road to the map, probably your version doesn't have it. I'll take a look. edit: That patch of the road isn't part of the actual track, I might retune the offset but you should keep your car in between the white lines anyway Even if your car one tire width inside on the actual road is enough to not be penalized. With Gamergull, we thought of something like that because I don't want the person playing the game to behave illegally during the race. As if there was a passive race control. The penalty system is only activated if the last part of the player's vehicle leaves the asphalt, still it is possible to beat the opponents without breaking the rules or leaving the asphalt. Thanks for your review.
Yeah, can you check if the problem still happening? Because I heard this issue only from you. Thanks.
unfortunately no it still happens i will look if i have any mod in my folder that is in anyway related to tthis track or something :/ cant be that im the only one and its a fault from the mod --- Post updated --- could it be that the Gull's Asphalt Race Scenarios have something to do with it? i can try removing it and test it again --- Post updated --- ok goottt it it was on my side im very sorry for this bullcrab i deleted the folder from west coast i had in the documants section in levels folder dont know why it was there and what it had to do there but yeah now its fixed