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AI behaviour dependant on car

Discussion in 'Suggestions' started by alienillusions, Feb 9, 2014.

  1. I'd like to see, instead of a generic one AI fits all AI, that the AI behave accordingly with which type of car they are driving and what race they are in.

    For instance, touring car style driving/racing doesn't suit single seaters and vica versa. Sprint races all about getting position and battling with longer endurance races a bit more settled approach.

    Touring cars should be close, paint swapping, bumper to bumper, going for gaps that just about exist (or "make the gap exist" (within reason). But still respectful.

    GT cars, tend to be associated with longer races - can the AI be programmed to know that the race is longer and to not dive bomb everything in sight at lap 1 turn 1? And to play it over the longer game - perhaps concentrating on more consistent laps and overtaking when the time is right?

    Single seaters - perhaps the opposite of touring cars as contact easily ends a race or 2 with broken suspension or a lost wing.

    Sports/road/super cars - probably somewhere between touring and gt cars.
     
    dawa_bu likes this.

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  3. Bailey

    Bailey Alien

    Did you watch the Bathurst 12 hour race yesterday?!! That was a sprint! I would show you a clip but it would last 12 hrs! :p Awesome stuff.

    Yes, I totally agree that the Ai would have different styles dependent on the race craft and time/distance of the race. It could be taken a step further and also be depend on the characteristics of the driver. Even further would be to insert some fatigue for races to! Complete with weather and heat realization.

    ~Bailey
     
  4. Some of it, just catching up, but yeah, the parts I have seen, some awesome stuff and more like a sprint in places.

    That would be pretty cool to have too :)
     

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