Thank you for this tutorial bro, I didn’t know you could do this I’ve always spawned cars and did “AI Flee” but now I can actually race better knowing this, thanks!
Appreciate the tutorial. Honestly the devs need to update this feature, BADLY! In fact just give them a race mode for crying out loud. Because i'm glad you agree at around 7:04, basically, things can go wrong and often it doesn't look as cool as it should be. The script AI is not accurate......
I actually like the ai being the way it is. I have never seen any feature like Script AI in any other video games, and it really opens up the door to making interesting crashes, and even NASCAR recreations.
@@ldogg_48gaming Idk. I had bad experiences. Like the AI SHOULD match whatever I do. If I full throttle a turn on Daytona they should too, I shouldn't have to slow down. If I get loose in a corner and save it, they should too. Plus they don't even turn all the way they just sloooowlyyyyyyyyyyyy turn the doggone wheel!
@@theultrarealdave3052 If you look at the files for the paths, they work off of coordinates and time, not player inputs. There is really no way for them to do what you want them to do. (I honestly have no idea why I am trying to defend the ai, lol.)
@@ldogg_48gaming Interesting...Well that brings back to my first statement. It should be where it has player inputs not coordinates and time the world? Also I often love defending the AI because they always have the potential to be fantastic AI, since sometimes it's a great substitute for real players that you play against online. But some games (ime ( in my experience) ) don't have it down like BeamNG should.
One thing I'm starting to wonder is if the ai don't fully know how to take into account the banking of a road, if not then I wonder if someone could make a mod or ask beamng to do something
Well, if you actually look at the file that it makes when you record a path, it is all coordinates and time. The AI only reach each point in the time on the recording, so they can't really take things like banking, and racing line into account.
Thanks for this tutorial! I couldn't figure out how to stop the AI from wadding up and wrecking in the corners but now I know! I haven't watched the whole video yet but is there a certain config for the Gen 7 that you use so that they don't get spread out? I couldn't quite hear you all the time over the cars. Either way, Thank you for the help!
If you do download a recording, (which I wouldn't necessarily recommend doing, as it almost always ends up going smoother when you make the ai yourself), you should go into files, and go to User/AppData/Local/BeamNG.drive/0.32/replays/scriptai/tracks and then put the files there.
I actually just tried this method at Talladega and it works pretty well but I can't get the cars to go over 146. Is there a way to make the cars go full speed while still using the trucks to make the AI lines? Thanks!
Thank you for this tutorial bro, I didn’t know you could do this I’ve always spawned cars and did “AI Flee” but now I can actually race better knowing this, thanks!
No problem!
Appreciate the tutorial. Honestly the devs need to update this feature, BADLY! In fact just give them a race mode for crying out loud. Because i'm glad you agree at around 7:04, basically, things can go wrong and often it doesn't look as cool as it should be. The script AI is not accurate......
I actually like the ai being the way it is. I have never seen any feature like Script AI in any other video games, and it really opens up the door to making interesting crashes, and even NASCAR recreations.
@@ldogg_48gaming Idk. I had bad experiences. Like the AI SHOULD match whatever I do. If I full throttle a turn on Daytona they should too, I shouldn't have to slow down. If I get loose in a corner and save it, they should too. Plus they don't even turn all the way they just sloooowlyyyyyyyyyyyy turn the doggone wheel!
@@theultrarealdave3052 If you look at the files for the paths, they work off of coordinates and time, not player inputs. There is really no way for them to do what you want them to do.
(I honestly have no idea why I am trying to defend the ai, lol.)
@@ldogg_48gaming Interesting...Well that brings back to my first statement. It should be where it has player inputs not coordinates and time the world? Also I often love defending the AI because they always have the potential to be fantastic AI, since sometimes it's a great substitute for real players that you play against online. But some games (ime ( in my experience) ) don't have it down like BeamNG should.
1k subs!!!!!!!!!!!!!
congrats!
🥳 you were at 999 when in watch the vid on tv
Thanks! I am really excited to see where the channel will go from here!
@@ldogg_48gaming yep!
Very interesting tutorial. This is even more difficult than I thought!!!! 😂🤣
It is pretty difficult, but I think it pays off in the end!
W! Let’s gooooo!!’
Awesome tutorial!
Thanks man!
One thing I'm starting to wonder is if the ai don't fully know how to take into account the banking of a road, if not then I wonder if someone could make a mod or ask beamng to do something
Well, if you actually look at the file that it makes when you record a path, it is all coordinates and time. The AI only reach each point in the time on the recording, so they can't really take things like banking, and racing line into account.
1,000 subs gang!
Can you believe it!? I only hit 800 a little over 2 weeks ago!
Thanks for this tutorial! I couldn't figure out how to stop the AI from wadding up and wrecking in the corners but now I know! I haven't watched the whole video yet but is there a certain config for the Gen 7 that you use so that they don't get spread out? I couldn't quite hear you all the time over the cars. Either way, Thank you for the help!
You're welcome! Sorry about the audio, I forgot to mess with the vehicle sounds before recording.
HE MADE ONE
Yep!
@@ldogg_48gaming yep you responded after an entire day
@@thebestbomberintheworld I was racing on NR Night last night, and I kind of forgot to check my comments, lol.
@@ldogg_48gaming same with me with my videos
my d series trucks wont work hw did you get them to work?
Thank You LDogg but one more question . I saw people using and posting some pre-made ai scripts , how to put them into the game? thanks in advance!
If you do download a recording, (which I wouldn't necessarily recommend doing, as it almost always ends up going smoother when you make the ai yourself), you should go into files, and go to User/AppData/Local/BeamNG.drive/0.32/replays/scriptai/tracks and then put the files there.
@@ldogg_48gamingthey won't work :(
I actually just tried this method at Talladega and it works pretty well but I can't get the cars to go over 146. Is there a way to make the cars go full speed while still using the trucks to make the AI lines? Thanks!
Not really. The whole point of the trucks is that they are slow, because it lets the AI actually be able to follow the paths.
@@ldogg_48gaming Alright, well thanks for the help!
thanks man
You're welcome!
15:35 from right here to 15:57 I couldn't tell what you were saying, sorry
My bad. I noticed that after I uploaded, and was just too lazy to rerecord it, lol.
@@ldogg_48gaming 😂😂👍👍
How do I fix the cars just flying up high in turn 3 and 4?
This gonna be hard as hell to do on a Ally Rog X 🥲