I have it there. Also added min duration total and min duration left to shared memory, so CC can inform you. Not sure when it reaches public...
In AAI, player's class data will store as usual, and all other classes will store their AI data.
All drivers in yellow zone, and flag values are 0 = no flag, 1 = flag
Hi, and beautiful work so far! :) I looked into this, and there seems to be some more functionality that we hadn't exposed yet. An update will...
Sounds like you have Assisted Braking on?
Still dont think I can repro what you say. Did this today, is there anything in there that is what you experience? Btw we start AAI at 85...
I can't see how stored AI laptimes for lower skill levels would in any way harm calculations further on. Also, this is the basics of how the...
@Viktor Öfjäll , there's your man ;)
It's not in public build yet, need to go through testers etc.
Also made AI run stints with at least 10 mins or 3 laps of fuel + randomly 0-3 extra laps of fuel, in non race sessions. They used to go out with...
I've made AI drivers get a bit randomized "daily shape" to avoid same guy winning too often. Not sure it'll help in this case since it can be cars...
Try with latest hotfix, should fix that crash
Sounds like the placeholder autogenerated maps
You're right, adaptive was always used in practice gamemode. Fixed for next patch, thanks!
Think it's been said plenty of times before, but no it doesn't
@CheerfullyInsane there are a few wrong assumptions in that pdf, some I feel I have to correct: - ai doesn't adapt per lap, it's per race....
Increasing skill level from 95 to 100 changes a whole lotta stuff about how fast they can go in corners etc, and the laptime is the result. And...
Not sure I understand properly :) An AI needs to know player's average laptimes; those I guess you could put in manually. It also needs to know...
You have to request pit prior to entering, to prepare crew, you do that?
I believe they are created when you save a setup
Separate names with a comma.