Hi. After some time tinkering with nfs3 I found out that the AI's speed seems to be independent of the cars actual performance, and is based on accel tables. I know that there is a mod making ai opponents faster, but I wanted to have class A with actual race cars like the XJR-15, clk-gtr, and a couple of custom cars and I discovered that even though I downloaded the mod I still get like 30s lead on 4 laps. Sience the cars are edited I think I need to create a custom accel table for them too?
I found an online tutorial for creating nfs3 cars but the only thing written there was this:
AI use different phycial model for running. You should finish human part before touch AI part.
The table have 8 parts, each part have 14 dots. Echo dot repersent a speed in m/s. the value of the dot is the acceleration of that speed.
The 1[sup]st[/sup] dot is the acceleration of speed 0 m/s if the value is 0 mean the AI car can’t move by itself
the last non-zero dot is the top speed of an AI can reach.
Here is what I do with this table
After you finished human part
Record a video on a MOD track (straight for speeding test) then playback the video frame by frame
Find time for 1m/s aka 3.6 KPH, 2m/s 3m/s…. and fill an excel sheet
1 m/s (speed between 2 dots) / (Time(2m/s) – time(1m/s) ) = acceleration for the dot.
Which literally doesn't explain s**t. There is 8 parts of this table, after reading the tutorial I have no idea what any of them do, I can kinda guess that some are accelerations from 0, some are breaking, or it's a complete speed sheet for different parts of tracks.
I tried just putting one car in excel and simply multiplying the thing by 1.2, but while i noticed some speed variation somewhere it didn't change the outcome of 30s lead. I would appreciate if someone would explain to me how to do it.
Edit: I'm not really interested in realism of the thing if they approximately mimick top speed etc of the car then it's fine. It'm interested in competition.