; all of those things won’t affect online [ℹ] FULLNAME=New AI behavior PREVIEW=https://acstuff.ru/images/modules/new_behaviour.jpg DESCRIPTION=Adds new AI behavior in track mode, creating seemingly endless traffic, and allows to drive wrong way in practice or track day (still WIP). Doesn’t affect online. Hopefully, more stuff will be added later. SHORT_DESCRIPTION=AI flood URL=https://trello.com/c/1DODnXHv/9-new-ai-behavior [BASIC] ; Extension ENABLED=1 ; Active (set to 0 to disable new behavior extension); 1 or 0 [AI_TWEAKS] ; AI tweaks FIX_SHORT_AXLE=1 ; Better three-wheelers support (if three-wheeler is set with a short rear axle, AIs become overly cautios. This tweak fixes that.); 1 or 0 FIX_SHORT_AXLE_TRACK=0.25 ;; hidden START_REDUCE_REDLINING=1 ; Prevent AIs from redlining before the start (experimental feature); 1 or 0 START_STRAIGHTEN_TRAJECTORY=1 ; Straighten AIs trajectory when starting (experimental feature); 1 or 0 ACT_IMPATIENT=1 ; Act impatient if blocked; 1 or 0 TRAJECTORIES_FOR_DUMMIES=1 ; Use simpler AI spline for low-level AIs (switch to AI splines further from ideal for bots with level below 90%); 1 or 0 CAUTIOUS_STEERING=1 ; Steer more carefully in tight corners (helps with cars crashing into walls on Trento-Bondone, for example); 1 or 0 REMOVE_STEER_LOOKAHEAD_SPEED_LIMIT=0 ; Improve the way AIs turn at speeds above 200 km/h; 1 or 0; new [RAIN] ; Rain awareness AVOID_SIDES=1 ; Avoid sides when raining (prefer a trajectory closer to the middle of a track depending on how wet is the track); 1 or 0 AVOID_PUDDLES=0 ; Avoid puddles (look ahead and steer to avoid some of the deep puddles, experimental); 1 or 0 [AI_SPLINES] ; Extra options for AI splines ALT_GRID=1 ; Use sparse grid (replaces original AC AI grid. Improves precision, performance, loading time and memory consumption. Original grid is still stored when recording AI lanes for now, for compatibility.); 1 or 0 CACHE_GRID=1 ; Cache generated grids (might improve loading speed); 1 or 0; not available with ALT_GRID CACHE_PAYLOADS=1 ; Cache generated payloads (might improve loading speed); 1 or 0 ALT_DRAG_SPLINE=1 ; Create parallel AI spline for AI cars starting from non-AI spot; 1 or 0; new [WRONG_WAY] ; Allow to drive wrong way (offline only) ALLOW_IN_PRACTICE=1 ; In Practice mode (not in weekends); 1 or 0 ALLOW_IN_TRACKDAY=1 ; In Track Day mode; 1 or 0 [RESET_CAR] ; hidden ; Allow to reset car (offline only, not in a race; invalidates lap) RESET_DISTANCE=30 STEPBACK_DISTANCE=300 [AI_FLOOD] ; AI flood (works in Track Day mode) ENABLED=1 ; Active; 1 or 0 DEBUG_MODE=0 ;; hidden MIN_TRACK_LENGTH=7000 ; Minimum track length (there is no need to turn it on on short tracks, just looks silly); from 1000 m to 13000, round to 500 HIDE_DRIVER_NAMES=1 ;; 1 or 0 PREFERRED_TYRES=Street, Street?, Semislicks, HR, Slick Hard ;; hidden PUSH_FORCE=100000 ; Push force (gets newly spawned AIs to get to speed faster, but might cause damage to cars and result in broken cars on the side of the road); from 0 N to 250000 PUSH_SPEED=80 ; Push speed (gets newly spawned AIs to get to speed faster, but might cause damage to cars and result in broken cars on the side of the road); from 0 km/h to 120 MIN_DISTANCE_TO_AI=15 ;; hidden X_OFFSET_MULT=0 ;; hidden Y_OFFSET=0 ;; hidden SHUFFLE_BEHAVIOUR=AUTO ; Behaviour variation (randomly limit throttle, speed, alter following distance for AIs on respawn to increase variety in behaviour; in automatic mode would affect only multi-lane traffic maps); ALWAYS, AUTO, NEVER SPEED_LIMIT=80, 160 ; Speed limit (only applied with active behaviour variation); two values from 40 km/h to 240; not available with SHUFFLE_BEHAVIOUR:NEVER SHUFFLE_COLORS=1 ;; 1 or 0 SPAWN_MIN_DISTANCE_TO_PLAYER=400, 200 ;; hidden SPAWN_DISTANCE=600, 300 ;; hidden SPAWN_RANGE=200, 100 ;; hidden SPAWN_DESPAWN=1000, 400 ;; hidden ; SPAWN_MIN_DISTANCE_TO_PLAYER=40, 20 ;; hidden ; SPAWN_DISTANCE=60, 30 ;; hidden ; SPAWN_RANGE=20, 10 ;; hidden ; SPAWN_DESPAWN=100, 40 ;; hidden [AI_RACE_COOLDOWN] ; AI race cooldown lap ENABLED=0 ; Active; 1 or 0 LIMITER=0.2 ; Throttle limit ; from 0.1 to 1, perc. [AI_RACE_RETIREMENT] ; AI retirement settings REJOIN=0 ; Get back to the race after going to pits; 1 or 0 REJOIN_MESSAGE=0 ; Show message when AIs go back to pits; 1 or 0 PIT_WITH_DAMAGE=1 ; Go to pits if taken a lot of damage; 1 or 0 TELEPORT_WITH_DAMAGE=1 ; Teleport to pits if taken too much damage; 1 or 0 [AI_RACE_RUBBERBANDING] ; AI rubberbanding ENABLED=1 ; Active; 1 or 0 CHANGE_TIME=60 ; Time to apply; from 0 s to 300 CHANGE_DISTANCE=200 ; Distance to apply; from 0 m to 500 DECREASE_AHEAD=0.03 ; Decrease for cars ahead; from 0 to 0.2, perc. INCREASE_BEHIND=0.1 ; Increase for cars behind; from 0 to 0.2, perc. __HINT_BOTTOM=With rubberbanding cars behind would drive faster and cars in front would be slower (with AI level offset). Offsets grow from 0 to specified value based on how the time an AI car was ahead or behind (getting to full value at “time to apply”) and on how far is AI car from player (getting to full value at “distance to apply”). [TRACK_simtraxx_transfagarasan_cl] ; hidden WRONG_WAY_ALLOW_IN_TRACKDAY=1 AI_FLOOD_X_OFFSET_MULT=0 AI_FLOOD_PUSH_FORCE=0 AI_FLOOD_MIN_DISTANCE_TO_PLAYER=300 [CUSTOM_AI] ; hidden ENABLED=0 DISABLE_AUDIO=0 DISABLE_PYTHON_APPS=0 DISABLE_TEXTURES=0