1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

AI-work 2

Discussion in 'Microblogs' started by tdev, May 24, 2018.

  1. TheDiamondLord8

    TheDiamondLord8
    Expand Collapse

    Joined:
    Jan 2, 2017
    Messages:
    1,988
    I know, just pointing out this thread is for the new AI tracks.
     
  2. Car8john

    Car8john
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    6,287
    Well it's relevant for old AI aswell
     
    • Agree Agree x 1
  3. titantls

    titantls
    Expand Collapse

    Joined:
    Feb 9, 2014
    Messages:
    686
    Awesome, they look like they are navigating great! Do you think we will ever be able to easily make the ai go where we want? I mean you can do it, but you have to look through all the code to find your destitanton. This might have been addressed, but I didnt see it,
     
    • Agree Agree x 2
  4. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,927
    Isn't manual mode what you're looking for? (It sends the AI to a specific waypoint)
     
    • Agree Agree x 2
  5. Modem

    Modem
    Expand Collapse

    Joined:
    Sep 22, 2016
    Messages:
    398
    this is interesting, but whats the use for it? traffic? i mean how would traffic work when most high end computers cant handle more than 10 cars at a time.
     
  6. VeyronEB

    VeyronEB
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,537
    Welp. You'd be very right .-.

    OT: AI looks really cool, look forward to trying it
     
    • Agree Agree x 2
  7. titantls

    titantls
    Expand Collapse

    Joined:
    Feb 9, 2014
    Messages:
    686
    Yes, that's what I mean, but simpler. You know? Its more of a comfort feature than anything. It would be easier to set an AI to your own plotted point or "West bridge" than is it to set it to "Highwayeast_435_3". That's an exaggeration, but you get my point.
     
    • Agree Agree x 1
  8. Nathan24™

    Nathan24™
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    2,339
    Because... that is not releastic at all...

    OT: Will there be a feature where if a car gets in a crash, it will stop and turn on it's hazard lights?
     
    #28 Nathan24™, May 28, 2018
    Last edited: May 28, 2018
    • Agree Agree x 1
  9. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    So, a most wanted criminal (who's going to be executed in case he gets caught) stopping after his car gets a bit dented is "releastic"?
     
    • Agree Agree x 1
  10. Nathan24™

    Nathan24™
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    2,339
    No I mean when the car is barely drivable
     
  11. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    Should still drive until it becomes completely undrivable.
    The best thing would be the game being able to detect if the crash is severe enough to kill or incapacitate the driver, and stopping the car then.
     
    • Agree Agree x 8
  12. Toddolius

    Toddolius
    Expand Collapse

    Joined:
    Sep 7, 2013
    Messages:
    238
    In real life this person would flee on foot I think as the car would become dramatically slower and uncontrollable.

    Since this will not become a thing in the game the car would simply stop. But maybe we'll get to choose the criminal's behaviour?
     
    • Agree Agree x 3
  13. Jsap20

    Jsap20
    Expand Collapse

    Joined:
    Jun 26, 2016
    Messages:
    630
    I agree, if my car was on its roof I wouldn't redline it till my engine starves of oil and dies
     
    • Agree Agree x 6
    • Like Like x 1
  14. robert357

    robert357
    Expand Collapse

    Joined:
    Mar 15, 2016
    Messages:
    573
    Combine NFS and Driver chase mechanics. If car stops and there is nearby police car - after few seconds busted. If car is damaged in, for example, 50% and car slows down to less than 5km/h near the police car - after few seconds busted. If car is damaged in 80-90% - car is recognise as a wreck and automatically busted. Don't overthink about it, make it simple.
     
    • Agree Agree x 5
  15. krayziepunk

    krayziepunk
    Expand Collapse

    Joined:
    Jun 21, 2015
    Messages:
    180
    Great progress! Can we also expect some updated racing AI as well?
     
    • Agree Agree x 12
  16. Brickfalcon

    Brickfalcon
    Expand Collapse

    Joined:
    Jul 19, 2017
    Messages:
    110
    Could there also be a follow mode for AI where they follow you peacefully instead of chasing and ramming you?
     
    • Agree Agree x 11
  17. Neo

    Neo
    Expand Collapse

    Joined:
    Oct 31, 2015
    Messages:
    260
    It would be awesome if the Ai can follow a path which is set in some code files (eg. car.driveTo(waypoint_id)). Scenarios could be so much more challenging and it would give the whole modding community a really powerful way to create something big :rolleyes:
     
    • Agree Agree x 1
  18. Brickfalcon

    Brickfalcon
    Expand Collapse

    Joined:
    Jul 19, 2017
    Messages:
    110
    Instead of that it would be better if there was a mode where you drive and save how you drove and play it and the car will drive in the same way while you could drive a different car. Like the game Does not Commute
     
    • Agree Agree x 1
  19. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,927
    I believe that setting manual waypoints is already in game.
     
  20. Brickfalcon

    Brickfalcon
    Expand Collapse

    Joined:
    Jul 19, 2017
    Messages:
    110
    No not that an ai mode
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice