The Ai shifting will be the next step, and it shouldn't be too hard. Though that said; I am still limitting the setup to 40mph. The car went to 40mph not because the AI didn't shift, but because that was the limit I setup for it. I am quite astonished this worked the first try, with only 20 minutes of fiddling with what I completed the previous time - granted I hacked something in really quick so it is not completely appropriate! But, it is a first step!
That said I need to make the AI 'see' the DriveTo points through the visual sensor. As of now I hacked it to grab the DriveTo points through the world directly. Then I will need to look ahead and choose which point to drive towards. Currently it goes from cone to cone, as you can see it turns hard as it gets near the cone then continues on. I have a small radius around the cone. The car needs to be within 2.5 meters of the target, this will need to expand.
The primary test here was to see if the LFS layout format kept track of the object order. Meaning the first cone placed is the first DriveTo point, and so on. Currently if I was to go click in the middle to try adding another DriveTo point it would corrupt the 'ai' file and that wouldn't be good. So the tip here would be to add more DriveTo points than needed, and move them around as necessary, ALWAYS maintaining proper order and only deleting from the back if absolutely needed. But the test succeeded, and that is one less thing to worry about with the LFS to AIRS interface.
But yes, onto shifting and actually driving; which is the hard part. Do remember as I've said 100 times, competitive AI is a hope, but not the goal.
That said I need to make the AI 'see' the DriveTo points through the visual sensor. As of now I hacked it to grab the DriveTo points through the world directly. Then I will need to look ahead and choose which point to drive towards. Currently it goes from cone to cone, as you can see it turns hard as it gets near the cone then continues on. I have a small radius around the cone. The car needs to be within 2.5 meters of the target, this will need to expand.
The primary test here was to see if the LFS layout format kept track of the object order. Meaning the first cone placed is the first DriveTo point, and so on. Currently if I was to go click in the middle to try adding another DriveTo point it would corrupt the 'ai' file and that wouldn't be good. So the tip here would be to add more DriveTo points than needed, and move them around as necessary, ALWAYS maintaining proper order and only deleting from the back if absolutely needed. But the test succeeded, and that is one less thing to worry about with the LFS to AIRS interface.
But yes, onto shifting and actually driving; which is the hard part. Do remember as I've said 100 times, competitive AI is a hope, but not the goal.