just letting you know. if you put a mention in the description. I can't see it. it has to be a comment. you're lucky I was interested in your comment on the tournament or I wouldn't have seen it. I'll check it out later here.
@PancakeAddiction yea actually. there is no separate AI for cars or planes. in a plane snap turning is perfectly fine. however it is not fine in cars. We either need a seperate AI or changes such as I suggested to fix this.
@AndrewGarrison honestly I believe turning it off would be nice just in general... I've seen a lot of good planes including my own get taken out of the tournament due to different acceleration times off like the beginning and such.
You know I'm debating if I should just enter my LV-1-B because its 100% reliable no matter what happens to it at 1:30... and use the top designs of this tournament as a guide for the future...
if you want the speeds. its 140mph for front, right ramps on jump zone. and 100 for left. as for super jump. that is... any speed... you usually can't survive that one with any thing.
The way the AI works as I understand it. is that the cockpit has 2 lines it follows. a horizontal and vertical. The vertical one dictates the roll of the plane as it tries to align it for the pitch and the horizontal one is the pitch its self. And the issue is. this is the same AI that the ground vehicles in the car races use. realistically in the air. you could hammer the controls and then roll to counter act over steering which the AI does in all the races. easily seen in the tournaments.
The problem is. the AI for ground vehicles is the exact same. there is nothing preventing it from hammering your wheels back and forth expecting it to be stable.
The AI tries to instantly snap to the next ring once it locks on. and you can't do that with cars. you can do that initially but once you're generally on target you can't just keep holding that huge snap turn. yet the AI does.
So you're forced to build your car to under steer and then as an example on this track. you get screwed on turn 6 unless you heavily engineer the perfect vehicle.
@EliteSteel the AI in air races is actually pretty decent. the AI that controls ground vehicles... is not. that said. they are the same AI. which may be part of the problem.
@AstleyIndustries and my idea here is that once it approaches the ring with its 2 lines it seems to use to path find for it. For certain courses the control used to go there is reduced as you get closer to the middle.
@Sunnyskies actually as what i found. it does do it on this 2 line axis kind of thing. from the car races I found out and looking at how the AI flies it makes sense. because of a few turns in snow crawl where you'll be at an angle but its not turning. because the ring appears right above the middle line which in the AI's path finding is what it tries to do for roll controls. while you are right. we do need a better system for all this. I feel this simple change would be a good solution for the GROUND RACES. as AI in there over steers you so hard that you have to build your vehicles to under steer in the first place.
@LiamW Well yea mine has a basic suspension travel (as thats all it needs) but I think the main issue is you're over speeding it through jump zone. the middle jump that you start pointed at from that location you have to be going 140mph minimum to go through it. and that is often the best speed to do it at. left jump with the super jump. 100MPh right jump I actually never really do that one that much so I never got an exact speed. it does well on jump zone. it is just so fast it over speeds the jumps unless you control your speed.
@LiamW on the front wheels sure. but not rear wheels. thats why I have it setup like I do. with rear wheels on max settings. it acts like an anchor that holds the vehicle straight (sort of like what rear wings and rudder does on a plane) and the front wheels don't have maximum traction so that they don't have enough power to cause any signifigant over steering problems even in player control and you don't spin out or flip.
@EliteSteel you keep the turn angle no higher than 25 degrees on most vehicles. and you modify the traction of your wheels (which doesn't' pertain to under steering but you should be doing this any how with tractoin). with your rear wheels both settings at 150% and front wheels at 100%.
@EliteSteel the AI over steers. you have to build your vehicle to under steer from the start. which in turn makes it hard to do the turn at ring 6 because you need a good turn time for that.
@MrSev let e give you some advice... have all your engines at 600HP and adjust the down force to that. (the fact your'e not using all 600HP engines is a problem in the first place)
@MrSev down force creates drag and makes you slower you'll have to add more engine power. I mean. I have 4 engines one for each of my wheels on my current design.
@brucethemoose simly changing where you put things. thats how I got the LV-1-E turned into the LV-1-F which cut 5 seconds on the time and is reliable on both sides of the track now.
@MrSev Basically to counter this you set your spring setting on your shocks higher. NOT YOUR DAMPENER however. springs will keep it riding higher for longer with that force on it.
I can say it looks cool tho :3
just letting you know. if you put a mention in the description. I can't see it. it has to be a comment. you're lucky I was interested in your comment on the tournament or I wouldn't have seen it. I'll check it out later here.
@f1racing6 do you have vertical wings? specifically tall ones that stick far away from the center of mass.
@PancakeAddiction yea actually. there is no separate AI for cars or planes. in a plane snap turning is perfectly fine. however it is not fine in cars. We either need a seperate AI or changes such as I suggested to fix this.
@Geekpride yea but some vehicles its just something you can't do. because when you do that. you fail THE TURN AT RING EFFING 6
@DesertEagle3450 points. internet points.
@Geekpride the only thing you get out of it is crashes.
@AndrewGarrison honestly I believe turning it off would be nice just in general... I've seen a lot of good planes including my own get taken out of the tournament due to different acceleration times off like the beginning and such.
@baallzebub pretty sure that's using part scaling right? if so then no/
@MemeKingIndustriesAndMegaCorporation it controls with throttle and roll.
@LiamW it is 100% reliable tho. absolutely no issues completing.
You know I'm debating if I should just enter my LV-1-B because its 100% reliable no matter what happens to it at 1:30... and use the top designs of this tournament as a guide for the future...
if you want the speeds. its 140mph for front, right ramps on jump zone. and 100 for left. as for super jump. that is... any speed... you usually can't survive that one with any thing.
@Baldovino you win
@Notapier AI for air and ground is identical. actually. it is the SAME ai for air planes.
@Notapier it acts the exact same on the ground too. you just aren't gliding on the wings in the air.
@Notapier actually no. it treats your car as a plane at all times.
@MrSev flipping is not an issue of speed. its an issue of hitting a jump at the wrong angle.
@MrSev well yea I mean if you go slower. slower vehicles can easily do it. but if you try to push your time hard. you can't.
The way the AI works as I understand it. is that the cockpit has 2 lines it follows. a horizontal and vertical. The vertical one dictates the roll of the plane as it tries to align it for the pitch and the horizontal one is the pitch its self. And the issue is. this is the same AI that the ground vehicles in the car races use. realistically in the air. you could hammer the controls and then roll to counter act over steering which the AI does in all the races. easily seen in the tournaments.
The problem is. the AI for ground vehicles is the exact same. there is nothing preventing it from hammering your wheels back and forth expecting it to be stable.
The AI tries to instantly snap to the next ring once it locks on. and you can't do that with cars. you can do that initially but once you're generally on target you can't just keep holding that huge snap turn. yet the AI does.
So you're forced to build your car to under steer and then as an example on this track. you get screwed on turn 6 unless you heavily engineer the perfect vehicle.
@EliteSteel the AI in air races is actually pretty decent. the AI that controls ground vehicles... is not. that said. they are the same AI. which may be part of the problem.
@AstleyIndustries and my idea here is that once it approaches the ring with its 2 lines it seems to use to path find for it. For certain courses the control used to go there is reduced as you get closer to the middle.
@KingDeadshot the AI IS whats going to be driving it in the tournament however. thats counter productive.
@Sunnyskies actually as what i found. it does do it on this 2 line axis kind of thing. from the car races I found out and looking at how the AI flies it makes sense. because of a few turns in snow crawl where you'll be at an angle but its not turning. because the ring appears right above the middle line which in the AI's path finding is what it tries to do for roll controls. while you are right. we do need a better system for all this. I feel this simple change would be a good solution for the GROUND RACES. as AI in there over steers you so hard that you have to build your vehicles to under steer in the first place.
@LiamW have fun with that. just remember to make sure the main cockpit is on the car.
@LiamW it works. I mean it flys well enough. and still drives the same once you ditch the plane.
@LiamW Well yea mine has a basic suspension travel (as thats all it needs) but I think the main issue is you're over speeding it through jump zone. the middle jump that you start pointed at from that location you have to be going 140mph minimum to go through it. and that is often the best speed to do it at. left jump with the super jump. 100MPh right jump I actually never really do that one that much so I never got an exact speed. it does well on jump zone. it is just so fast it over speeds the jumps unless you control your speed.
@LiamW on the front wheels sure. but not rear wheels. thats why I have it setup like I do. with rear wheels on max settings. it acts like an anchor that holds the vehicle straight (sort of like what rear wings and rudder does on a plane) and the front wheels don't have maximum traction so that they don't have enough power to cause any signifigant over steering problems even in player control and you don't spin out or flip.
@LiamW its called down force. I do have 5 degrees of turn angle on my rear wheels in my current entry and it does fine.
@AndrewGarrison Figure I point this out for ya to see.
@EliteSteel you keep the turn angle no higher than 25 degrees on most vehicles. and you modify the traction of your wheels (which doesn't' pertain to under steering but you should be doing this any how with tractoin). with your rear wheels both settings at 150% and front wheels at 100%.
@EliteSteel the AI over steers. you have to build your vehicle to under steer from the start. which in turn makes it hard to do the turn at ring 6 because you need a good turn time for that.
@marcox43 the wobbling down the initall hill I'm not worrying about. but on ring 6 I haven't had problems. idk what you're having.
@LiamW to go faster you need more engiens and less down force. Down force creates drag slowing you down.
@Valkyrie it depdnds on the car
@Flightsonic yes they are.
@MrSev let e give you some advice... have all your engines at 600HP and adjust the down force to that. (the fact your'e not using all 600HP engines is a problem in the first place)
@MrSev which is a hard balance to find.
@MrSev down force creates drag and makes you slower you'll have to add more engine power. I mean. I have 4 engines one for each of my wheels on my current design.
@brucethemoose double/tripple up each segment of shocks you have there. you've seen my recent geoterrains. something like that.
@MinePlayX never have your turn angle above 30 degrees. 90% of the time 25% is maximum AI can handle.
@MrSev you said you were making down force wings. you're not nose heavy. you just have a bit to much down force in your front.
@Geekpride well what finish times are you getting? people here are pushing past 200mph times of under 1:20 and under 1 minute.
@brucethemoose simly changing where you put things. thats how I got the LV-1-E turned into the LV-1-F which cut 5 seconds on the time and is reliable on both sides of the track now.
@brucethemoose eh no depends really. I mean your design is massive but most others don't need it.
@MrSev Basically to counter this you set your spring setting on your shocks higher. NOT YOUR DAMPENER however. springs will keep it riding higher for longer with that force on it.
@brucethemoose I moved things and fixed my problems :3
holy crap you went all out on this thing.
@brucethemoose wait... it blows up on the jump to go into the final ring? you realize that still counts as a crash in the tournament right?
@brucethemoose my best is 1:15 both sides reliable. can your's do both sides btw? got to make sure the right lane seems to make turn 6 harder.