Hello, We have introduced a new ScriptAI Editor tool with the latest release. This is designed to let the user produce scenarios with detailed vehicle-to-vehicle interactions, and comes with a lot of space-time editing features and also a dedicated camera path editor. New ScriptAI 'modes' have been introduced to improve accuracy and behaviour. Error in vehicle trajectories can now be reduced down to the single-figure centimetre range, depending on which behaviour/modes are chosen. Thorough documentation can be found here: https://documentation.beamng.com/world_editor/tools/scriptai_editor/ We hope this will help those of you interested in scenario/video creation. This is still a work in progress, but is already completely usable, so please let us know how you get on with it, if you choose to try it out. Dave
Thank you for bringing us this new suite of Script AI features! I had been wondering if Script AI would receive any more updates so this is great to see. It looks like there will be a learning curve to this but the documentation will be helpful. Looking forward to trying it all out. I see that you've left the old Script AI Manager there (the one under the Window > Gameplay menu). Is the long term plan to keep this one as well? While I'm sure many of us will learn the newer version, it might be nice to still keep the simplified, older one as well. If the plan is to keep the older Script AI Manager, I also wonder about bringing some of the features from the "advanced" one to it, such is re-shaping paths, etc. (without making it too complex of course). Just a thought. Thanks for all your work!
Thanks. The ScriptAI Manager will still work as before, and we have no plans for removing it certainly. It is a good tool, and it serves a known purpose. From what I have seen in my usage of it (I could be missing something here) there shouldn't really be anything major that the ScriptAI Manager can do which the ScriptAI Editor can not do, but if people prefer to stick with what they know and that is enough for them, it is there. The new editor is for people who want more advanced editing tools on the trajectory level, and increased precision, such as in cases where centimeter accuracy is needed, who then want to film these vehicle-vehicle interactions directly in the tool. A quick note on purpose, which may or may not be helpful: Although the ScriptAI Editor has been released with BeamNG.Drive (since we think people could benefit from it there), it was in fact designed primarily as part of the functionality of BeamNG.Tech. Going forward, rather than amalgamating it with the ScriptAI Manager, I see it more as a foundation stone in the development of a suite of GUI-based tools for BeamNG.Tech (incorporating ADAS sensors, human-in-the-loop simulation, etc). Developing a wider range of ScriptAI behaviours (and validating them) is something which we want to investigate. PS. give it a 2-3 more days, since it seems a couple of bugs have crept in to it. We will put some video examples up too. Dave
Been doing a ton of work with the AI system inside Beam, Figured I'd share a few bugs/issues that I've noticed. 1. Pressing record in script AI editor, and recording yourself driving and then replaying the path. When you do the playback, the cars acceleration for the first 5 seconds isn't smooth, the car stops and goes and then after the 5 seconds it smooths out. 2. When playing a recording of yourself driving (either with Script AI Editor or Script AI Manager), sometimes the cars want to to reverse first, pull a u turn and THEN follow their path, idk why this is. It seems to happen randomly as well. 3. If you go under the UI AI App, and you have lets say 10 cars you want to put under AI (like set them to "Chase" for example), you can only set around 6-7 and then the other 3 cars AI will appear as disabled, but it's actually enabled. So if you set 10 ai cars that you spawn to chase, then 7 of those will show as having AI enabled, the other 3 will say AI is disabled, but for those last 3 the AI is actually enabled. Basically it says AI is disabled when it's actually enabled. 4. UI for Script editor glitches out, you'll lose the ability to open/close the window for Scene Vehicles. The only way to fix this is to go under view -> reset layout and then it works again 5. This is more of a suggestion than a bug, but is there a way to make the nodes of a recorded ai path easier to work with? Right now it's really touchy and hard to get the right numbers, especially when it comes to velocities because if you slow down one side of the node, the other side will be faster. Also when you click on the nodes in the trajectory window, it should automatically show which node you selected. Right now, click on a node in the trajectory window does nothing.