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denis74 escribió:Hombre!! dormilonZZZZ. Veo que te has apuntado![]()
Esta tarde precisamente han colgado un exe para machacar por el que hay en el directorio del juego. Hace mejoras para el FFB. En el hilo de pc he puesto un enlace del foro para localizarlo más rápido.
El F1 en efecto, suena exactamente igual a si lo escuchases como espectador pero ten en cuenta que está en un estado temprano y lo irán dotando de más personalidad. En el subforo de vehículos verás como la semana que viene le hacen y muestran las mejoras de animación de suspensión, el sonido seguro que lo cambian. Y Doug Arnao si tiene tiempo tocara las físicas. Precisamente en el hilo del F1 la gente está debatiendo las físicas.
Recuerda que el juego está en estado pre-alpha. Poco a poco irán implantando más cosas. Allí soy denis74, también.
Formula A aprox 1.3Km/L (3.1mpg)
Fuel capacity set to 240L
Major revision to all car for Fuel use. Both Player and Human were calcualted out and researched KM/L useage for all car adjusted. Fuel cell/tank sizes adjsuted where necessary, and all starting fuel loads are now to complete a 20 lap race at Belgian Forest
Below I'm documenting the AI sliders, specifically what each slider influences in the AI logic, with the default positions matching the current AI level in the game (with a new profile). There is a lot of interaction between the sliders and how they influence the driving abilities of the AI and their decision making on the track. The sliders move from 0->100 but please note that simply setting a value to 100 is not necessarily going to produce perfect AI, you may find the value makes the AI over-react to a decision so all changes should be done in moderation to see its influence. Here is the info...
Start Reactions
Race starting reaction to red lights
How hard to push when in front
Making mistakes
Late braking ability
Braking modulation
Gear changing
Rate of change of direction
Defending the driving line reactions
Reacting to an imminent impact
Intelligence
Making mistakes
Offline speed into a corner
Braking modulation
Using push to pass logic
Rate of change of direction
Overtaking distance
Overtaking logic
Overtaking/undertaking into a corner
Braking point into a corner
Tight corner defence
Qualify Ability (only used in qualifying laps)
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance
Race Ability
Driver strength
Driver mass penalty
Throttle control
Steering logic
Wall avoidance
Passing
Offline speed into a corner
Rate of change of direction
Overtaking logic
Race start line
Use of rumble strip track width
Overtaking distance
Overtaking/undertaking into a corner
Hazard avoidance
Switching driving line
Defending
Defending the driving line
Give way to being lapped
Stamina
Tiredness recovery
Reduces pressure
Increases concentration
Defending the driving line reactions
Overtaking pushing
Risk Taking
Making mistakes
Speed into a corner
Using push to pass logic
Steering logic
Braking logic
Collision avoidance
Rate of change of direction
Use of rumble strip track width
Give way to being lapped
Defending the driving line
Overtaking risks
Wall avoidance
Obstacle avoidance
Rubbing
Aggression
Making mistakes
Rubbing
Offline speed into a corner
Braking point into a corner
Using push to pass logic
Steering logic
Throttle control
Rate of change of direction
Tight corner defence
Defending the driving line
Impact and obstacle avoidance
Overtaking risks


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