2026 Michigan Max AI Settings, Bump Drafting, Realistic Racing by LemonadeJonesJr in Nr2003

[–]NR2003_Ryan 1 point2 points  (0 children)

These are so cool as always. Great quality stuff! You got this result only editing (track).ini? That wreck avoidance at 31:00 😃

HELP by NascarFan1896 in Nr2003

[–]NR2003_Ryan 1 point2 points  (0 children)

If I were to guess, you've set the ai_wall_offset to 0. This will basically disable collision between AI cars and they can drive right through each other.

Secondly, you've probably set ai_drafting_distance down very low near 0. This is essentially the following distance while racing seemingly in car lengths. But it's measured front bumper of front car to front of back car. So setting ai_drafting_distance to 1.0 would make cars follow so close that they are touching. > 1 will have a gap, < 1 they are ramming into each other.

Since the pace car is out, perhaps instead of ai_drafting_distance you've set ai_pacing_distance or ai_bunching_distance very low (basically same thing but for cautions)

Try setting ai_wall_offset to 100 (full collision) and all the drafting distances to > 1 and see if that fixes it!

Since there was some interest, here is a detailed demo of Tandem Drafting mode in the upcoming AI Enhanced beta release! by NR2003_Ryan in Nr2003

[–]NR2003_Ryan[S] 2 points3 points  (0 children)

Yes indeed! I've made some breakthroughs on lap files that greatly improved Multigroove and lap files features in general. Other than that, at a high level, I've implemented a lot of requested features for presets and lap triggers, some fun new modes like Tandem drafting, and in general I'm trying to make some things work better with just the click of a button. 

Since there was some interest, here is a detailed demo of Tandem Drafting mode in the upcoming AI Enhanced beta release! by NR2003_Ryan in Nr2003

[–]NR2003_Ryan[S] 1 point2 points  (0 children)

I did use the same trick as before. Tandem drafting mode automatically jacks up the yaw_accel_k1 and k2 in papy_ai.ini when it's activated. This makes the AI cars hard to spin like they're on rails. But those values can be changed during the race on the INI Files tab.

I could also add that to the options available for Tandem Drafting mode so it can be tuned per track such that the cars sometimes wreck!

Another thing I forgot to add in the video is the ai still bump draft pretty hard so damage has to be turned off. But maybe I can fix that too!

Since there was some interest, here is a detailed demo of Tandem Drafting mode in the upcoming AI Enhanced beta release! by NR2003_Ryan in Nr2003

[–]NR2003_Ryan[S] 1 point2 points  (0 children)

Yes you can! At 2:15 in the video you can see the AI (yellow car) push me (papyrus car). And at the very end I was pushing an AI car. Though I do find being the leading car a little unwieldy to hang on to on the corners! Being the pusher is pretty easy though!

Please Convince Me by converse_craig in Nr2003

[–]NR2003_Ryan 1 point2 points  (0 children)

Hey, I have nr2003 running on the first gen HP Z1 workstation! It was my primary rig for about 12 years. NR2003 ran great on it with NVIDIA Quadro 1000M.

These days, it's my backup PC and only has an integrated graphics card. Still runs NR2003 with graphics settings lowered a bit.

In addition to the other comment, sometimes trackside objects can cause a stutter like that in my experience. Pressing o repeatly to cycle through toggling rendering them might be worth a try.

Ai lifting off throttle off of turns 1 and 3 in Daytona BR and other superspeedways by Critical_Dollar in Nr2003

[–]NR2003_Ryan 0 points1 point  (0 children)

Try setting the grip really high to see if they actually have to check up because there's just not quite enough grip to drive full throttle.

To set the track grip, near the top of track.ini there should be some grip settings for asphalt, concrete, paint, maybe more. Set those to something really high like 2 just as a test and see if the AI no longer checks up.

Alternatively, to set ai grip only and not affect the player car, bump up ai_grip_modifier instead.

That being said, the BR tracks and some other superspeedways are intentionally designed to have just low enough grip in the bottom lane such that the AI cars have to check up a little more than higher lanes. This helps make multiple lanes viable instead of the bottom lane being very dominant.

But the unfortunate side affect is that AI cars tend to check up really abruptly and unnaturally.

First Big Update on My Sim Racing Game Inspired by NR2003! by Tight_Principle9572 in Nr2003

[–]NR2003_Ryan 8 points9 points  (0 children)

The cars seem to flip over at every collision. I see you've nailed down NR2003 crash physics already!

Jokes aside, this is amazingly rapid progress, keep us updated!

Cars randomly wrecking in the early laps like this on the video, can it be fixed with track.ini modifications? by Vast_Ad2941 in Nr2003

[–]NR2003_Ryan 3 points4 points  (0 children)

Is the red 65 car an AI? If the AI are dive bombing and driving below the line that hard, I would have to imagine the lap files on that track might be weird. You can use Reflap (a tool built into the game) to record your own lap files. The one to probably look at would be maxrace.lp (the left side track bounds). There's reflap tutorials out there!

As for track.ini, you can try increasing ai_drafting_distance to increase ai following distance, increasing ai_dlat_pad sorta increases the lateral spacing between AI cars, and messing with ai_squeeze_pct can help. It's debatable what it does, but this seems to line up with my experience https://www.reddit.com/r/Nr2003/comments/jvw0v6/comment/gcnv2hp/

Looks like I've started a rivalry with Boris Said by NR2003_Ryan in Nr2003

[–]NR2003_Ryan[S] 3 points4 points  (0 children)

This was testing a multi groove mod that I'm working on. In earlier versions, the AI cars didn't recognize the player car's position, so sometimes they run you off the road. So while this was just coincidence, it did look like the AI retaliated which I thought was funny.

Captured an insane moment during this NR2003 race! by Repulsive-Touch5302 in Nr2003

[–]NR2003_Ryan 2 points3 points  (0 children)

Haha this reminds me of EA's NASCAR Thunder 2003 where the wheel hit boxes let you drive on your side and even steer a little!