Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not sure why it's not working for you guys, as I've had it work for me in the past.
Hopefully next updates adress this as i'm quite excited to run custom championships
The AI programming logic becomes a nightmare. Since the Madness engine doesn't use static tables, trying to calculate pit strategies and ensure every AI car doesn't all pit at the same time would be extremely difficult (basically trying to programmically do what real life teams try to do on the fly today).
Well having pitstops is nothing new - most racing games have pitstops in them. This is just forcing a pitstop at some point in the race. That cannot be very complex.
IMO its just a variable that is either on or off. And if its on the pitstop routine needs to be followed at some semi-randomised time within the race to suit the tyre condition of the car and avoid having two team mates pit together. If tyres are not relevant for shorter races then the pitstop should occur sometime near the end of the race (to avoid two pitstops being carried out needlessly). If the car pits for some other reason any earlier than that the variable would be set to off.
I dont see anything very difficult in that.
Most racing titles also use static physic tables as well. The Madness Engine doesn't use static tables so the calculations have to be dynamic. Basically, you are asking the Madness Engine to do on the fly what professional race teams have an entire bank of engineers figuring out during races for pit stop strategies. Not going to happen with this version of the Madness Engine but maybe it's something SMS brings to a future version.
Keep in mind, all that would need to be calculated "per AI car" as just having all the AI do the same strategy would annoy people if all the cars pit on the same lap (Madness Engine sort of hacks that now for the 1 pitstop). That means it's taking CPU cycles for those calculations. Personally, I'd rather have those CPU cycles go to having an AI tire model closer to the player.
I honestly don't think it needs to be that calculated. What the devs should do is enable the player to choose the mandatory pitstop lap before the race for their own car so he can configure to suit fuel and tyre strategy. F1 2021 does it, and even suggests the best strategy for the player, so why not here as well?
Then each AI team would do a similar thing based on their own strategy BEFORE the race begins. No need to calculate these things on the fly during the race.
I don't play AMS2 as I don't really like it, but PC2 supports this... This is not enabled in AMS2?
If not, that is an easy thing to enable since it's already built into the engine.