RaceRoom Racing Experience

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Revision as of 14:37, 2 July 2024 by Shovas (talk | contribs)
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Force Feedback

  • Really quite impressive these days. Might be better than rFactor 1. -Shovas, SimuCube 2 Pro

Adaptive AI

  • Adaptive AI adjusts the AI difficulty level for the current car/track combo by comparing the player's average lap against AI grid's average fastest lap
  • Adaptive AI works by comparing the average fastest lap of the AI grid to the players average lap over the last 10 laps.
  • Quotes
    • Based on this post
    • "The AAI works by comparing the average fastest lap of the AI grid to the players average lap over the last 10 laps."
    • "So you need to run enough laps for the grid to get spaced out a bit. otherwise they're being held up either by the player or other AI."
    • "4-5 laps is usually enough to get a decent lap-time for the AI."
    • "The player has to run at race-pace during this as well, otherwise the player average will plummet and the whole thing will be for naught."
    • "It will take a few attempts before the AI starts getting up to speed. So do one track/car combo repeatedly until it's up to speed."
    • "Then switch to the next. Rinse and repeat until you have 4-5 tracks done with that class, and by then the law of averages should mean any new track will start in roughly the right place."
    • "Yes, [Adaptive AI] only trains during race-sessions. And yes, you do have to have AI on-track for it to work."
    • "If the AI can't find info on that particular track, it'll take the average of all the tracks you've done with that particular car-class. And vice-versa for new cars on a track you've already run with a different class."
    • "The more tracks you've done, the bigger the chance the adaptive AI will hit the right spot in the first try. Which is where the 4-5 tracks needed come in."
  • Caveats
    • Must run multiple races at the same track
    • Must run multiple races with the same car class