- 240
- France
Great work! Hopefully, you should not work on it! 😆 . You're more efficient with scripting than I would.
I 've tried your files and got the lua files and csv.
I could have helped you regarding the meaning of each column in the csv file but i think you just found out more than what I knew.
I'm curious to see if modifications on pace values like brake/gas and speed would work, as it did not when I tried with Blender, but maybe I made something wrong at that time.
From what I remember, regarding your hypothetical columns, I wonder if there is not something linked to yaw/roll and or suspension/bumps
Oh, for the basics, i have my favourite clanker helping a lot😂. The lua file is not really useful at the moment, you still have the fastlane coordinates but i'm wondering if there could be some use for the brakes, throttle, maybe steering? What to export and read in a AI lua script? I need to figure out how to influence those thru the ai script first, otherwise, it's just to-read intel.
I'll code the csv to ai converter and see if modifications are taken into account.
As usual, i should let this on the side for a moment before deciding what to exploit. Brain assimilation needed😂
Since we have the fastlane space coordinates, we can integrate them in the aihints.lua. then we can decide for the ai to adopt a behavior depending on how far it is from the fastlane .
In example, 2meters from fastlane, 50% "aggressivity", aggressivity being either related to brakehint or dangerhint since we have direct access to call for those. Or we could separate left and right side and have a different behavior for each side.
The only downsize is the amount of parameters that need to be taken into account, and to find a way to make them easy to tweak. At the moment i have this data logged and available to use for an AI script :
AI_(0...24) being each car, progress, the distance in % on the track, Side being either if the car is on the right or left side of the fastlane, Band being the distance from the fastlane, Speedmult being the throttle management (not working yet because that require the associated data from the CSV to work, so it's just HINT for now), caution being the brake (just BRAKEHINT for now), fastlanesteer being the amount of steering (absolutly not working, it's just an auto offset for when AI cars get close to sidelines).
I could share the whole thing if you're interrested, but it needs to be curated : as usual when vibecoding with the settings i wasn't familiar with, i got carried away with settings that make no sense. At the moment it is pretty pre-alpha stage, just a pet project.
I also added a car to car distance calculator, so at least the script can decide to add extra controls when cars are close to eachother, which maybe will get somewhere? At least i know that this data is available to exploit.
For easier export CSV, i made an lua app (bring the zip directly into CM). I'm working on the editor so you could work on the value per point on the fast lane directly, when clicking a point. The import button is not working yet, as i need to add a "safe" switch in case users try to bring incorrect values into an *.ai file.
Attachments
Last edited: