AI break out and short cut.

  • Thread starter Thread starter Uncle Harry
  • 11 comments
  • 586 views
Messages
1,418
I haven't seen this talked about before.

Racing at SSR5 in the amateur World Championship the Viper AI car crashed into the tyre wall on the first lap with a bit of help from me. Next lap around I pushed the AI C5R Corvette into the back of the Viper. I then noticed a yellow dot heading off the track towards the middle of the circuit. It was the AI Viper. It contiued on towards the main straight and rejoined the race halfay along the main straight.
I think what happened was the force of the C5R hitting the Viper was enough to cause the AI to break out. The car then followed the old Clubman section of R5 from GT1 and GT2 and rejoined the race where R5 and Clubman join.
What is interesting is that the AI is programmed to follow the clubman track and rejoin the race.
Anybody else ever seen this?
 
Now that I'm 100% finished, I try not to race with the Artificial Idiots anymore.
Though, there is a thread dealing with this AI weird things somewhere. A search might help but it's time for me to leave the office and go home... :D
 
:D - not been seen before as far as I know. Nice... :D
 
Wow that's cool. I just managed to break out of the Seattle track in my Escudo (didn't have it on the wheelie settings) and let my brother explore the half-modeled city. It was funny when he re-entered...on the replay he went towards the part of the track where you're going downhill and catching air a couple of times and on the approach the car was clearly under the track. But then it suddenly gets lifted what seems like 100 feet into the air and it just floats down onto the track...funniest thing I'd ever seen
 
Hmmm, if the route for clubman R5 is there why is'nt it used in the game?
 
Originally posted by live4speed
Hmmm, if the route for clubman R5 is there why is'nt it used in the game?
It's probably part of the track modelization, carried along with the source code since GT1. Now that they are not limited anymore by storage capacities, programmers dislike to remove portions of code that are not necessary. Never know, they might turn out useful in the end of day.
 
I think flat-out was right, if they've carried over an integrated track design from the previous GT games, the paths would still be in existence for the AI to follow the Clubman route.

The thing that strikes me as weird is that, if that's the case, they've not only carried over a map design into what I would have thought would be a different format and editor, and also kept a pathnoding system that is AI compatible despite all the new modifications.
 
Back