The online racing simulator
AI Improvements.
So the ai was pretty messy on LFS and i think theses suggestions will make it better.

1. alternative Racing line.

Ok so this is been talked A LOT and i know it's almost impossible to do but maybe if the AI system can use
3-4 types of racing line per ai. or combine a racing line with another to do actually overtakes (Which they don't with the FBM). and avoid crashes.

2. Commands.

Some AI can be a bit cheaty. like going track limts. corner cutting. Spinning/Crashing into another car, You get the point.

So i think it would be better to add More commands for that. let me give you a example.

/Penalty 5 [AI NAME]. This does add a 5 second time penalty for the AI you just named. and theres way more.

/Penalty [Time] [AI NAME] Gives a time penalty for the AI named.

/DT [AI NAME] Gives a DriveThrough Penalty for the AI Named.

/FCY [AI]/[ALL] This maybe can be used on AI or Players. This can limit the throttle of the AI/User to 50%.

/DNF [AI NAME] This can make spectate the Named AI. Perfect for a Realistic DNF.

/Pit [AI NAME] This could work for a Strategy.3

/RepairDamage [AI NAME] [YES/NO]. This command can fix the damage of the car in the pit. or not.

3. Your own Racing line.

You can modify the racing line with Free View just like making a circuit. this would be good if you want a different Layout of a circuit and makes the AI races on it.

4. Types of start.

This can affect Players or AI.

theres can be a lot of types.

Standing Start

Rolling Start

Rolling/Stand

Fast Rolling
Some of those commands are either already available, or the same effect can be obtained through the GUI:
  • Penalties like drive-through can be applied to AI and players alike: /p_dt AI 1, /p_30 AI 1, etc.
  • Instead of the proposed /dnf to spectate an AI, you can use /spec.
  • Pit strategy: we cannot force an AI to pit, but we can adjust its pits settings by switching view to that AI, and modifying values in the F12 pit instructions (I don't think the /pitins commands work for them, though).
I agree that an arbitrary time penalty would be useful, and InSim packets can already hold information about penalties (see IS_RES).

For racing lines, rather than a few specific lines, I think it would be better if AI could have a better understanding of the concept of attack/defense, and didn't try so hard to stay on its default line; if PTH files are used at all, those could also use some updates to include the entire width of the track (currently some parts of the various tracks are not considered in the "driving limits" despite being within track limits, especially in turns like chicanes). Being able to feed a custom PTH and have AI compute trajectories from it would be great.

Rolling start could be nice as well, but AI currently doesn't seem to understand anything other than "drive as fast as you can" and "drive somewhat slower and return to pits". The next best thing would be using InSim with custom AI control via IS_AIC packets and IS_OCO to turn the lights green; I'm not sure we can resume standard AI control after that, though.
Quote from Bokujishin :
  • Pit strategy: we cannot force an AI to pit, but we can adjust its pits settings by switching view to that AI, and modifying values in the F12 pit instructions (I don't think the /pitins commands work for them, though).

Actually you can force them to pit by doing this:

1) When you want your AI to make a pit stop, type command /p_sg [AI Name]. If you want that AI to make that pit stop on that current lap, you have to do it before it starts last sector of that lap. Otherwise, it will make that pit stop on the next lap

2) Then, during that final sector, before it enters the pit lane area, clear that Stop-Go penalty by typing command /p_clear [AI Name]

3) That AI will still think it's going to do a stop-go penalty, but since that penalty no longer exists, it will actually do a pit stop.

Just two more things to notify though about this method:
- Because AI will think it's a Stop-Go penalty, that pit stop always lasts at least 10 seconds. Even if pit stop has finished in under 10 seconds, that AI will remain in that pit box until 10 seconds has elapsed

- If pit stop lasts more than 10 seconds, AI will start flooring the accelerator pedal, thinking their penalty is over, but they can't move anywhere since they're still doing that stop. This method contains some risks, as some cars (especially XRR) may shut down their engine due to having too low RPM when they finally leave that pit box after stop has been completed.
About the racing line. just like the others ai that they can't think. theres should be like a radar for it. like a hitbox. Like Wheres the grass. The wall. the grave. the cars.

When they see someone brake checking him. The AI First need to be sure his sorrundings. let me give you a example.



The AI after seeing the car infront of course it's gonna try to change his racing line and focus if hes closer
to the grass or wall. This already happends in LFS in the Straight's. (Except blackwood. for some reason they slow down on a overtake in a straight.

But what about in a corner or chicane?



The AI will go his normal racing line like always. but when a car tries to enter in his racing line. The AI will slow down or brake. and give a little bit of space. or just move around a little bit. so the other car. can go through. But what about defensive?. That's Depends on the corners. Example.

Blackwood Turn 1. if they are side by side. the AI will slow down to do a switch back or keep the racing line as side by side.

Kyoto Ring National Turn 2-3: He can slow in the inside line in turn 2. Keep the front wheel to rear wheel and do the attack heading at turn 3.
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Some AI racing games use that way for racing. Codemaster. EA Sports. and sometimes Beamng.drive (Depending on the car they're using.)

And Full Physics...

we can re-create Similar physics. Just Like rFactor.

They don't use the player Physics but a different Physics that isn't the same. but on track it's quite the same. but what it's the difference? They do more overtakes. More Mistakes. More Crashes. and Faster AI.

and of course for S3 Mods. they gonna keep the LFS Physics. or a Custom Made Physics which it can be made on the LFS Editor.


And About Rolling start and formation. The cars will have 2 types of System for that.

1. The normal AI.

2. Forced AI.

The normal AI will be the same as the LFS. Just driving and trying to win.

Whoever the Forced AI. will NOT apply Physics. The cars will have 2-4 Different Lines for the Rolling start. to NOT cause a crash. and after the Green flag the Normal AI will be switched up again. and the setups won't be applied until the green flag.

Why not Physics?

They probably will glitch out after spawning. and preventing crashes.

Why not Applying Setups?

Just imagine 0 Downforce. No pressure and skinny tires and scrapping suspension. the cars will go straight into the barriers. to avoid that. we won't apply Setups until the green flag it's out.

AI Improvements.
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