AI / player collision discrepancies

Discussion in 'Automobilista - General Discussion' started by tpw, Oct 9, 2016.

  1. tpw

    tpw Well-Known Member AMS2 Club Member

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    Firstly, let me just say that I'm thrilled at the rapid state of development and improvement of AMS, which has pretty much become my go to sim. I'm very glad to be an early backer, which is why I hope this post doesn't get taken as a pointless whinge or dev bash.

    Collisions are as much a part of racing as driving. AMS has generally great AI who can be adjusted to give a great close race. And when things get messy there's a pretty decent visual and mechanical damage model to back it up.

    Where things don't really gel is when there is contact between the AI and the player. Basically the AI never comes off second best. It can be summarised thusly: if the AI hit you, they drive on largely unconcerned and you are off into the grass; if you hit the AI, they drive on largely unconcerned and you are off into the grass. If they tap you in a corner you'll lose control and exit the track, they carry on like nothing happened. Conversely, you can T-bone or rear-end the AI and they'll generally wriggle briefly while you ricochet off into the fence with a ruined car. The only times I ever see AI leave the track is if they give up in a door to door encounter and go too wide in a corner, or if you hit them with a closing speed of 50+ kmh.

    The core of the problem is that with normal reaction times the player takes half a second or more (if at all) after a collision to recover some sort of driving line, the AI recover the perfect racing line in literally milliseconds. It might also be that during a collision the player's tyres briefly break traction (usually unrecoverably), while the AI's don't, although this is just a theory.

    I understand the balancing act between AI realism and the need to keep most of them on the track for a race. Regardless, AMS remains in a state where the AI are quite often unfairly advantaged, particularly if their aggression is high. I'd like to think that Reiza's source level access to the engine means it could hopefully be addressed as part of the beta process.

    This is a subject I've raised in various threads and forums which never seems to be acknowledged or addressed, so I raise it as its own topic in the hopes that a dev or someone more knowledgeable than me can have some input (beyond condescendingly telling me not to hit anything :) ).

    TL;DR Any chance the superhuman reaction times of AI during collisions with the player could be adjusted?
     
    • Agree Agree x 1
  2. roby13

    roby13 Active Member AMS2 Club Member

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    AITorqueStab=(1.0, 1.0, 1.0) // Torque adjustment to keep AI stable

    never fully understood what every value controlls, but i suppose somekind of pitch roll yaw stability for the simplified physics ai uses. if u rase the values too much u get ai that never spin and make less mistakes but are superstable at collisions also
     
  3. tpw

    tpw Well-Known Member AMS2 Club Member

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    Thanks @roby13, this is super interesting. I will have a play will it.

    EDIT: So this parameter is inside each vehicle's HDV file, which is no longer accessible in AMS.

    So back to my original topic, is it possible for the devs to look at fiddling AITorqueStab or whatever other parameters to get AI to not behave like 6 tonne slabs of concrete during collisions with the player?
     
    Last edited: Oct 10, 2016
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