Well AndriodXP there has been 'progress' but also a wall on the coding front.
As can be read in my posts above I decided to try using LFS as a test bed for the AI Project. I made my InSim connection which is ready to receive OutGauge and OutSim information if required. I also did the planning, however I can't control a car from my code. I attempted the /press command, but that releases the key stroke.
After that I decided I wasn't going to look further because it was probably for a reason, though you've probably noticed my thread where I watched the AI drive for 5hrs, actually I've done this a lot lately; not only endurance but different cars, tracks; long races, short races; And all sorts of watching. I've learned a few interesting things, have a few interesting theories and am still playing with different tests in LFS; which made me decide to look for some form a virtual thing where my AI can run LFS controllers in some fashion.
I stumbled upon PPJoy, which was mentioned on page one by someone when virtual control was first brought up. I successfully turned the wheel in LFS using my program. However, it doesn't center the wheel properly. I made sure my values were correct, and they are. But dor some reason LFS interprets ALL of the 'virtual' axis to be offcenter, not just the steering. I tried messing with some configs for PPJoy but still couldn't fix it. I am deciding that LFS is not the place to do this under the constraint of proper control, and probably more problems to come.
I did request that /hold [key] and /release [key] were added to the command system in LFS, as well as /setaxis [axis] [pos]
If those get added I may try implementing this in LFS again, until then I will attempt to look into other things; also with the PPJoy it wouldn't be as shareable as you'd think - not the easiest thing to install and use for the general public.
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On the other hand, I was thinking a bit more about driver response. We have already discussed, and I've placed into my plans to give the driver a response time; maximum speed of control and reaction times etc... But I began wondering, what about driver smoothness; error in control. Sure there is error in guessing where the car is on track, but there is also error with control - not only reaction time, but think of going on a perfectly straight section. It's likely a less experienced player is fighting to keep the car smooth and straight, where-as the experienced player is fine. The only problem I see is adding TOO many places of error. Not necessarily too much error, since that can be dialed in later; but too many sources.
I've also figured out that it will be impossible to use a pure random method on finding the distance to a reference point; because this will likely cause the AI to never drive towards the same point. Sure we want random variance with the guesstimating, but it needs to be based on the previous frame(s) in some form or another. Basically something interesting will have to be developed to keep the value realistic compared to previous frames, but also randomly moving according to the Drivers state and actual distance etc. . .