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Improved AI Nodes
Track Mod

Saturday, 11th November 2023

Personally I recommend playing with Arcade collision and Catchup on. It allows for much more close-packed racing than simulation since Re-volt's AI system is very basic (cars follow the track racing line as best as they could, no situational awareness).

Improved AI Nodes
Track Mod

Wednesday, 1st November 2023

Yes, I've been working on them now after getting permision from Xarc. I will be releasing them as a batch like with G_J/I_Spy's tracks, so it will take a while. I plan to continue to add other tracks from other creators over time.

Supermarket 2: Improved AI Nodes
Track Mod

Thursday, 5th October 2023

I may retake a look in the long future. If I do end up updating it will probably be with other refinements for other tracks so I can just update all at once for the pack. Thanks for the feedback.

Supermarket 2: Improved AI Nodes
Track Mod

Thursday, 5th October 2023

Unfortunately not with my skill and patience - the entrace to the optimal path is much narrower and sharper in reverse than forward. cars with higher grip will indeed bump into the corner of the wall because that its the only way I could get a majority of the cars to line up for the corner without slipping on the ice in a bad way.

Zephyr 4k
Advanced Car

Thursday, 28th September 2023

It's rare for me to open up parameters.txt on other cars to see "how do they do that?" but this car has more than piqued my curiosity. Mad props to you making a RWD car that isn't a pure railer, is intuitive to drive, and just overall fun whether you want to grip or slide.

Improved AI Nodes
Track Mod

Wednesday, 20th September 2023

Maybe rooftops. I will need to check with rodik about it first. I pushed the original PC tracks as a pack first due to time constraints in the future; I am unsure if I will have time and energy to make rooftops, and I wanted to release a cumulative pack before I get busier.

Supermarket 1: Improved AI Nodes
Track Mod

Tuesday, 19th September 2023

Hey mad, possibly. Right now I'm going back to making my chibi cars, and I don't know when I'll do AI node edits again. I would like to improve some community-made tracks in the future, but this will depend on my life-commitments as well as permissions from the creators.

Botanical Garden: Improved AI Nodes
Track Mod

Thursday, 14th September 2023

The "ineffective path" was something else entirely in the long turn around the circumference of the fountain. Cars will take the high and low paths you mentioned; the high path is marked as "long pickup route" so cars have a chance to take it if their pickup slot is empty.

Ghost Town 2: Improved AI Nodes
Track Mod

Saturday, 9th September 2023

Those are "walls". Afaik it makes AI try harder to stay within the bounds of the AI nodes (they will already try to do this); the most obvious effect I see is AI will prioritize going back to that same node before moving to the next node if the car goes out of bounds. Without it, cars will try to continue to the next node and ignore that they are out of bounds. You can add them to your track by using ALT+left click on a green or red node in the modern editor. Stock tracks make use of these a lot in corridors, though I'm frankly not sure how much effect they have versus no walls.

Toytanic 1/2: Improved AI Nodes
Track Mod

Friday, 8th September 2023

Some areas are left with less nodes because it's actually beneficial for some of my test cars or leads to more varied ai behavior and at other times makes no practical difference. I'm not particularly focused on consistency for node density as long as I get the desired car behavior and the repos are not too far appart.