Description:
ARS its a racing tool that allows singleplayer racing against smart opponents in a modded enviroment. (More info)

-- Key Features --

Route-based tracks
ARS makes use of routes instead of waypoints to build its tracks. This has huge advantages - The tracks' limits are very well defined and curves are well detailed. AI benefits greatly from this as they tap into the route info to try and follow the track to the best of their abilities, meaning they don't need vanilla pathfinding anymore, and they're able to make full use of the track's width, encouraging multiple-car battles and overtaking behavior. Add-on lands are possible to race on thanks to this.

The track contains all the information the AI might need to navigate, and that's huge.

Modding support
ARS is built to support a wide range of game modifications out of the box. Specifically:
Add-on vehicles: All kinds of land based vehicles are supported. Add-on included, there's no difference between vanilla and Add-on ingame. In fact, ARS comes with a few IVPack and VWE vehicles added in.
Handling mods: ARS' AI taps into the car's Handling to judge the vehicle's capabilities, like tire grip and engine power, for example. This allows the racers to work with almost any kind of handling, from the arcadey vanilla to realistic builds like Killatomate's Realistic Driving.
New lands: It is possible to race in add-on lands of any kind. This is because the routes themselves provide the AI with everything they need to navigate, so there is no pathfinding needed at all.
Stunt tracks: Tracks can be built on GTAO's stunt props (any prop, really), thus allowing Cunning Stunts' style races to be done too.
Surfaces/Material mods: A few mods modify the ingame surfaces to have better physics, and this is specifically supported aswell. AI will account for the new grip modifiers.

Authors:
Eddlm


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