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TUTORIAL Build your FIRST track - BASIC GUIDE

Xuacu

Member
Hi there. I have a question that I haven't been able to solve yet. In Pits the red square where the player must stop does not appear, I don't know if that has to be drawn, or it is because the PIT STOPs are very close, but that square does not appear.

I hope to solve it and thanks in advance!
 

Johnr777

Moderator
Hi there. I have a question that I haven't been able to solve yet. In Pits the red square where the player must stop does not appear, I don't know if that has to be drawn, or it is because the PIT STOPs are very close, but that square does not appear.

I hope to solve it and thanks in advance!
is the physical mesh underneath 1PIT? or defined in surfaces.ini as pitlane?
 
I tried these tips yesterday and it almost works. I was able to get the AI fast lane and the pit lane, but in the race the cars didn't move well. At the end I tried to record the left/right limits and with this the AI worked fine.

The png map works fine as you mentioned, it was generated automatically

The only thing that still doesn't work is the red square limits for pit stops, I don't know how to do it.


I would also need to record the theoretical fast line where the acceleration and braking information is recorded, I don't even know how to do it.

I have to order the AC_START points correctly because the start order is not correct

But at least the AI works well now, I'm very happy!

Thank you very much for the help!
How do you get the street view inside of blender


Sent from my iPhone using Tapatalk
 

Xuacu

Member
How do you get the street view inside of blender


Sent from my iPhone using Tapatalk
Hello. It is not street view (360º photos) It is google 3D maps (earth or maps) I have a tutorial that explains it, it is in Spanish but you can activate the automatic subtitles in your language. Please subscribe and follow me for all my tutorials, I am explaining all the work I am doing to make the street circuit of my city from scratch:

 

Xuacu

Member
is the physical mesh underneath 1PIT? or defined in surfaces.ini as pitlane?
I have managed to solve the problem with the Pit lane and it was exactly what you said, it was necessary to put the type of surface (Surface PIT; 1PIT, 2PIT...) in the pit area, and IS_PITLANE=1 in surfaces.ini. Now the red stop box works, also I already managed to put all the AI lines and the limits of the road and everything works. My next tutorial will consist of all this and obviously I will mention you in the thanks for the help you have given me.

Thank you so much!
 

Xuacu

Member
data\crew.ini
[HEADER]
SIDE=1 ; 1 = left , 0 = right

afair, default, when this file is not there, is right

sorry, just seen this now

Thank you very much for the advice, it works perfectly, I´ve copied the crew.ini of monaco and the guys have been changed.

On the other hand i am having problems with the ai of some cars in this curve i don't know why they don't follow the ai line.


I´ve been researching the IA Hints but i don't really know how it works and if this would solve the problem, there are cars that work well and others don't, I don't understand
 

fughettaboutit

aka leBluem
thats ac's fault, if you really want to make it work for all cars, test and make ai hints for those, that are overpowered

[BRAKEHINT_0]
START=0.529
END=0.540
VALUE=0.6 ; more makes ai brake more
 

Xuacu

Member
thats ac's fault, if you really want to make it work for all cars, test and make ai hints for those, that are overpowered

[BRAKEHINT_0]
START=0.529
END=0.540
VALUE=0.6 ; more makes ai brake more
I will try. Yesterday I tried "hint" "danger" and "brakehiny" but i didnt solved well. The problem start in 0.0 i dont't know if is correct to pot 0.9 to 0.1 to anticipate the brake...

I will try but allwais in the same turn, the rest of the circuit is correct. In thisnpart the road mesh is very big and not follows the IA path, I was thinking can be the problem, but I will try your advice.

Thank you very much for your fast resposes!
 

Xuacu

Member
when recording the new ai line, everything else but your road-mesh in your surfaces.ini should be set to IS_VALID_TRACK=0

if you dont do this, ac will assume it can drive anywhere, also in the pits, if you use your normal "surfaces.ini" with pits set to valid

another thing that should fix this (i dont know for sure)
would be recording side_r.csv and side_l.csvwith ai-line helper and using those with the "holding-shift at ac-start" method
Could it be that just those two curves the road surface is very large and the AI gets confused?
 

fughettaboutit

aka leBluem
If road surface was too long, cars would fall through...

When it goes over s/f , just use 2 sections:
[BRAKEHINT_0]
START=0.0
END=0.05
VALUE=0.6

[BRAKEHINT_1]
START=0.95
END=1.0
VALUE=0.6
 

Xuacu

Member
If road surface was too long, cars would fall through...

When it goes over s/f , just use 2 sections:
[BRAKEHINT_0]
START=0.0
END=0.05
VALUE=0.6

[BRAKEHINT_1]
START=0.95
END=1.0
VALUE=0.6

Super! Thank you very much!

Value max/min are 1.0 and 0.0?
some times I´ve seen values of 1.1 in some examples ([HINT_0])
 

fughettaboutit

aka leBluem
basically yes, but you can have values above, where 1.1 is like 110%

using that in [HINT... makes them push more, where 0.5 is hold back by half!
 
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