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Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:00 pm
by egamad
Has anyone noticed the difference in grip/slowdown values when playing snow tracks solo or with AIs? What I mean is, with all same game settings, same cars, same surface, the cars somehow behave differently if you play alone or against AI players. :rolleyes:

I've known that for quite some time, but it started to annoy me just recently, since I'm working on some snow rallies. This is most noticeable with jumps, as when going solo you would (under same conditions) jump farther that when playing against AI, because you get more speed on the ramp. It happens to me all the time with original cars (tested General, Formula, Monstertruck, Mini), not sure about others.

So, has this been addressed before and can anyone else confirm? And I suspect it's not just snow, could be the same with sand also, but would have to test it to be sure.

CORRECTION:

1.) It's not just AI players, but also human. When there are 2 or more human players, the cars act differently that with solo player.
2.) The solo player can also be AI - when there is only 1 AI, his car is faster than with more opponents.

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:03 pm
by TuomoH
It's a well known fact and happens with all surfaces - when you drive alone it's as if the whole surface was covered with skidmarks so there's more grip. It's just more noticable with snow and sand since they are the slowest surfaces.

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:08 pm
by egamad
So, is this considered a bug? I suppose there is no way to bypass this? :shake3:

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:14 pm
by TuomoH
It's not a bug, it's a feature. ;) I don't think there's a workaround.

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:25 pm
by egamad
TuomoH wrote:I don't think there's a workaround.
Oh well, if GR gives you lemons.. :vsad:
TuomoH wrote:It's not a bug, it's a feature. ;)
Make yourself a lemonade! :goodvibes:

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:46 pm
by Mr.J
TuomoH wrote:It's not a bug, it's a feature. ;)
:lol:
So it is true that you have more grip on skidmarks?

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:49 pm
by TuomoH
Mr.J wrote:So it is true that you have more grip on skidmarks?
It surely is. :nod:

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:55 pm
by Mr.J
That's very realistic, doesn't sound like GR. :bsmile:

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 5:59 pm
by AleksiNir
Well, it depends on the car's values. Those surfaces that have also a 2nd value for grip in Car Editor, like tarmac, have more grip on skidmarks (if the 2nd value is higher, of course).

And also, there's generally more grip when only 1 car is driving, than when there's 2-6 cars on track.

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 6:18 pm
by Quklis
They're like qualifying tires :P
TuomoH wrote:It's not a bug, it's a feature. ;) I don't think there's a workaround.
Sure if you change car's physics so that tarmac and tarmac2 have same grip and slowdon etc, then it's the same for one driver only or more.

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 6:38 pm
by TuomoH
Quklis wrote:Sure if you change car's physics so that tarmac and tarmac2 have same grip and slowdon etc, then it's the same for one driver only or more.
I guess you're right... I'm not really that familiar with carmaking side of GR. :shy:

Re: Snow tracks with and without AI

Posted: Wed Oct 27, 2010 9:02 pm
by Lukeno94
You're correct, equal values on Tarmac2 and Tarmac would mean this effect would not exist. Not quite sure how heavily Ice and Snow are linked - I would guess quite heavily from your reports - and what Mud/Gravel would go to, however. Certainly the Sand will show a difference if set up in that way.

Re: Snow tracks with and without AI

Posted: Fri Oct 29, 2010 12:31 am
by Crowella
The best example of the skids making an effect on grip is Longbow's rain pallete on gravel. With the settings used to modify a car for rain, you notice the dry line has more grip. The tarmac definitely works the same way as the gravel used to simulate rain in his pallete.

Re: Snow tracks with and without AI

Posted: Fri Oct 29, 2010 10:13 am
by Sutinen
Anyone noticed this: Your handling jams when theres more human players than one. Also same thing with gas, it doesnt stop sometimes.

Re: Snow tracks with and without AI

Posted: Fri Oct 29, 2010 10:49 am
by TuomoH
Sutinen wrote:Anyone noticed this: Your handling jams when theres more human players than one. Also same thing with gas, it doesnt stop sometimes.
When you're using the same keyboard, right? It's due to the way keyboards are constructed - they can only handle a certain number of simultaneous key presses.

Re: Snow tracks with and without AI

Posted: Fri Oct 29, 2010 2:59 pm
by egamad
Tuomo is right, keyboards have their own buffers, and these buffers limit the number of signals recognised at one time. Different keyboards have different (in size) buffers, so a new keyboard might fix the problem.

Also not all keys on one keyboard are connected via the same line. This means that for instance, pressing S, R, T might not work, while pressing S, B, K might work with no problems. I came across a small piece of software once for figuring out which keys work together and which don't, but I don't remember how it was called. :shrug:

Re: Snow tracks with and without AI

Posted: Fri Oct 29, 2010 7:49 pm
by Paw
I got a file called keyboard.exe which is working as emagad describes. I've had also something called like "Wingman Keyboard Test", but I couldn't find it on the net after the format :(

Re: Snow tracks with and without AI

Posted: Sat Oct 30, 2010 7:00 am
by Lukeno94
My keyboard jams in GR if I try to use the up/down/right keys at the same time (I think), but oddly, not if I use up/down/left :D Which is odd and annoying.