This definitely happens.Rolci @ Monday, Jul 18 2011, 23:17 wrote:... I'll give an example to describe the problem. Say I'm second position in a race, and my car is slightly faster than the 1st place. So imagine a long straight part of the track. Obviously I will slowly catch up and overtake. The problem is, if the same car is behind me, it'll catch me up! How?? Also, if it's like 80m behind me, it'll get closer to me at a stupid rate...
Interesting terminology, kind of true.Nero @ Thursday, Jul 28 2011, 12:33 wrote:Completely normal. Re-Volt has rubberband AI.
Rubberband AI = regardless what car you use, if the AI overtakes you they will slow down. If you overtake them, they will speed up.
Don't know where this has gone to now we use RVZ ?zipperrulez @ Friday, Jul 29 2011, 21:19 wrote:Here's a great test track for this sort of thing.
http://rvzt.zackattackgames.com/main/co ... +Ice+Speed
That zip includes two tracks actually, one is concrete, the other ice. Use the concrete.
But I created a track for high speed testing which works just as good in defining this issue.
F1 Dragstrip Test Track
Very interesting, the formula for the 'Rubberband Effect'. Have these variables been verified and tested to see if a degree of Rubberband Effect difficulty can be implemented ?huki @ Saturday, Jul 30 2011, 21:44 wrote:Except...KDL @ Jul 30 2011, 05:50 PM wrote:That's weird, everything in Re-Volt source say: "the parameters of Ai-cars are equals directly to players', no changes at all"
Huki has toned down the rubberband effect greatly, really ? The effect looks exactly the same to me.Nero @ Friday, Mar 9 2012, 17:07 wrote:I said it many times before, the game uses rubberband AI. It is only noticable on tracks with long straights. You cannot turn it off, unless you have programming skills, like Huki. He has toned down the rubberband effect greatly by the 1.2 12.0107 patch, but it seems he's too stubborn and isn't prepared to turn it _completely_ off.
Some of us are not expert or even reasonable quality racer's, so it sometimes feel's unfair.Skarma @ Friday, Mar 9 2012, 22:39 wrote:Oh boo. You lost to an AI car because it's faster than you. Seriously?
Why do you care about this SO MUCH? And you're trying to emphasise that it makes the races unfair? This is the only way it CAN be a fair race, have you not noticed how much the AI can love up especially on the stock tracks? Unless you're intentionally messing around or using a slower/bad handling car you would (almost) always win so I don't see the problem here.
Nicely said.Citywalker @ Saturday, Mar 10 2012, 03:40 wrote:...there is fair (as in “give a guy a chance, would ya?”), and there’s fair (as in “racing on equal terms”).
Right now we have the first kind of “fair” that is actually patronising. “Well, boo-hoo, the player can’t keep up. Here, let’s slow down the AI a bit.” and “Weeelll, let’s not make this race boring for him, let’s give him the feeling that we’re breathing down on his neck. Speed up those AIs, but only until we reach him.”
Do you notice the pattern?
On the other hand, racing on equal terms would be maybe more boring for some people (get ahead and stay ahead, or fall behind and stay behind), but that’s also how it is in real life, you know.
Bottom line: rubberband AI should be optional, because people react differently to it. I don’t know how long we have to petition for Huki to make it so, but we should continue petitioning. Re-Volt was made as a children’s game, but it has progressed beyond that after all...
Factual observations, I've seen these myself.Rolci @ Saturday, Mar 10 2012, 11:10 wrote:...I especially get annoyed when I mess up and fall behind, only to see the car(s) before me slow down, so I can catch up. And I notice that and tell myself: "I don't need that, I can do it on my own, don't humiliate me, I'm good enough of a racer to catch you up". So when you win, was it because you're a seasoned racer? Or was it because the AI let you? Think about that before you all become overconfident. And it's not true that it is only long stretches. The AI does not measure stretches and make a decision whether it's long enough or not to activate the rubberband effect. The RB effect is there, always, but it's more obvious and noticable on long stretches. On short ones (that is, throughout the whole track really) it's still there but the effect is small. But it does add up. RB should be optional, just like junior mode and simple collisions mode. There could be a separate menu for it on/off, like the difficulty menu where you choose (or rather leave it set on) simulation.
(Rolci @ Saturday, Oct 19 2013, 00:20)
Another feature of this "bug" is that if you fall behind a bit at the beginning of a race, you can catch any particular car up easily. However, when you gain a whole lap advantage over that particular car and you move up to right behind it, and it is a straight stretch of the track and you both drive as fast as you can, the other car will always be faster and moving away from you. ..knowing that all the cars behind you are fixed, like you're fixed when you're behind, as if anyone falling behind were given an unfair advantage of invisible booster rockets. Although I do realize that if all cars' max speeds were constant then the slightly slower cars would be continuously falling behind further and further, which is probably why the rubberband had been invented. But still unfair. When I catch my opponents up I'd like to know that it was because I was driving well and deserved it, and not because the AI slowed down all the cars before me. Is there a way around this?
This question has always troubled me, as I thought it was something that could possibly be adjusted in the parameters. I found that your car can have a speed difference of +/- 4-5 mph and the effect still happens.
So ! Is this effect something that can be added to the menu to be adjusted in game setup, or could there be a switch implemented into the cars parameters file ?
Has Huki or anyone else looked further into this ?