AI Speed and Rubber-Banding
Posted 20 December 2012 - 04:53 AM
I was just wondering, what file determins the speed at which AI opponents move. I believe it has to be something located within the track-folders, but I have no idea what file it could be. I know that their maximum speed is linked to their starting position - Having the Baron von Barron start from Achu's spot will cause him to be far slower than usual, and vice versa. However, I also noticed that all opponents in the mirrored version of each track seem to be moving slightly faster than in the original, not-mirrored version. Can anyone confirm/falsify this observation?
As for the rubber-banding, as most of you probably know already, it too varies depending on the slot form which a racer starts. Some racers have rather extreme rubber-banding on all of their tracks (again, I'm looking at you, Baron von Barron!), but some minor opponents only seem to exhibit a watered-down version of this behaviour on some but not all tracks. Specifically, I noticed Alpha Dragonis possessing weak rubber-banding on Knightmare-Athon and Islander on Amazon Adventure Alley and possibly Royal King on Ice Planet Pathway. As for the rubber-banding, I again suspect it's being controlled by files within each track's folder, yet again, I am somewhat clueless as of where to find it.
So, yeah, can anyone help me with this? Does anyone have any idea on how to increase/decrease opponents' maximum speed or remove/add rubber-banding?
- Lair thanked this
Posted 20 December 2012 - 08:02 AM
Posted 20 December 2012 - 06:13 PM
Posted 21 December 2012 - 02:17 AM
- Creator and MrElephant thanked this
Posted 21 December 2012 - 04:11 AM
Posted 21 December 2012 - 04:30 AM
Posted 12 January 2013 - 01:10 PM
Posted 12 January 2013 - 09:13 PM
I thought that when two cars started in the same place that the game automatically places them a few feet from each other?
Apparently, this is only true for player cars in Multiplayer and for AI cars without corresponding RRB file. AIl regular AI cars are glued to their invisible paths and can't be pushed out of the way, except by teleporting them to 0,0,0.
Posted 13 January 2013 - 01:07 PM
Posted 13 January 2013 - 07:04 PM
By the way, can anyone tell me what's up with RACEC2R2\R5_S_2? It's one of Alpha Dragonis' path files for the third Adventurers track, but it's slightly larger than all the other RRB files and contains two blocks of what may be different values for the game to pick from.
- MrElephant thanked this
Posted 14 January 2013 - 11:53 AM
Posted 14 January 2013 - 11:59 AM
So what can you do to change the speed of the driver
Speaking as the resident expert on all things LR1:
I'm not sure, but I'm working on it
Posted 27 January 2013 - 06:14 AM
So what would happen if you typed path 9 in for a racer, since I dont have my game right now?
Posted 05 April 2013 - 04:08 PM
Yes, I'm late on replying here, but I figured I'd better post here what I found concerning AI speed.
It is indeed defined in the .RRB files, but not in a way that changing one particular value (e.g. set speed 10 to 11) would set a different speed for the whole AI path in an .RRB file. The AI path is made up of nodes, you could see them as waypoints for the AI path. The byte in each node (when viewed with origamiguy's Binary File Editor) defines the speed an AI has to pass a waypoint. Since each path is made up of +600 nodes, it would be a big job changing the byte of every node to another value in order to set a new (faster/slower) speed for the AI path.
Posted 16 April 2013 - 01:17 PM
Yea I am back. But what you said is interesting RobExlorien. I dont think I have enough time to change all of the file names and notice how each does their tiny change to the game...