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    This is a fun mod, but I realize that development is halted atm, so since I'm an Uber Eats driver myself, I'll provide some feedback as well as a general idea of how Uber works to hopefully either inspire the author should they continue, or inspire someone else should they decide to make a similar mod in the future. As a disclaimer, I'm only an Uber Eats driver. I don't run passengers, so I can only speak from my experience running deliveries, but it's most likely almost identical to ferrying passengers.

    Right now, you activate this mod by calling the Uber contact, which then immediately places a ped somewhere close by for you to pick up and then deliver to a randomly-determined point nearby. It's a serviceable approximation of what I actually do, but there are many ways it can be improved.

    When you sign up as an Uber driver, you download an app called Uber Driver. On the Uber Driver app is a heatmap, which is a map of your city that shows the busiest areas of town at that moment. Busy areas are either highlighted in gray, gold, orange, or red depending on how busy they are. Gold areas typically offer an extra $1 per delivery (at least in my town), orange areas an extra $2, and red areas usually add $3 or more per delivery as a way to get you out there running jobs.
    Now, as an Uber driver, you can go online or offline at your will. When you're offline, you're not able to receive requests for new jobs; you have to be online to get those. The best tactic is to remain offline until you get to a really busy part of town, and then you park somewhere, go online, and then you *wait.* You typically don't get a job right off the bat. As boring as it sounds, most of the job is waiting for work, especially on weekdays when people are typically at their jobs and don't want to wait on their food to be delivered. When a job offer pops up, you can accept, decline, or ignore it. If you're a proficient enough driver, you also get to see the route. Before accepting a job, you'll also get to see the distance, the estimated travel time, the name of the pick-up location, the drop-off address - and most importantly, the total fare, including the expected tip.

    Now that we've got all that out of the way, what happens when you accept a job? Turns out that the Uber Driver app has built-in navigation, so it'll take you right to your pick-up location, and from there to your drop-off (something this mod already does, so props there). However, rather than incentivizing speedy delivery, which is what this mod does, Uber instead compensates you for the amount of time you take to finish the job. That means that it really is in your best interest to drive safely, obeying all the laws, even if it means you take a bit longer than expected to finish a given job. However, in order to combat drivers intentionally taking ages to finish deliveries, both customers and businesses can rate a driver's performance. Drivers with lower ratings seem to get fewer job requests, which obviously impacts their earnings. So, tl;dr: gotta be quick, but not too quick.

    Now I'm not sure how much of that can actually be implemented into GTA5, but again, hopefully this inspires someone to make a better Uber Driver mod. What we have now is an okay approximation, but it definitely could use some work. Feel free to contact mee if you need further detail or clarification!

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    फरवरी 15, 2022
  • Default

    So I've had the opportunity to play around with the creator, and while it's good, there are a few tweaks I have in mind:

    1: Reduce the drone's floatiness. Right now it's very hard to be precise with it.
    2: Make it possible to adjust the track's width on-the-fly, so that you can make it as wider or as narrow as it needs to be. For instance, say the track starts on a wide section of road, but then the road narrows. You should be able to make it as wide as it needs to be for the wide section, and then be able to narrow it down for the tight bit.
    3: Add a way to manually set a preferred AI line. If the AI is having trouble with a section of track, you could fix the line to make them faster through it.
    4: Add a way to mark "no overtake" zones so you can let the AI know that it's not wise to try to overtake through a specific section of track. Aggressive AIs would still be able to try overtakes, however, and if mistakes are enabled, then AIs might go for lunges into tight corners only to wreck themselves and possibly whoever they're trying to pass.
    5: Add a way to manually place brake, coast, and throttle zones. Similarly to the manual preferred line feature, these would help the track creator improve the AI by helping them eliminate areas where the AI is weak. For throttle zones, you would be able to set a roll-on speed to help them nail their throttle inputs, and for braking zones, you would be able to specify a braking percentage so they don't brake too much or too little. The AI would still be able to adjust a bit depending on the car used, however.

    I'm keeping my rating as-is for the time being as the mod still needs a fair bit of tweaking (hence why it's 0.7c and not 1.0), but I really look forward to seeing where this goes!

    जुलाई 20, 2020
  • Default

    Correcting my earlier comment: The route creator is actually an option you have to enable in an .ini (/scripts/ARS/Options.ini > set AdvOptions to true). This needs to be enabled by default; idk why it isn't. You should also dig around in the options and developer settings .inis - there are a lot of options that can really make your races very fun. My recommendations:

    options.ini
    Catchup = false
    AdvOptions = true

    Developer Settings.ini
    AITuningLevel = 2
    AIRacerAutofix = 0
    TimeoutSeconds=60

    These should make races much more enjoyable. I had a real fight with another AI just a bit ago using these settings, and for most of the race there were like four cars in the hunt. Because of that, I think it's worth four stars. Will update my rating once I try the creator.

    जुलाई 04, 2020
  • Default

    The idea is great, the new AI is much more fun to race against than the vanilla AI, and the mod has loads of potential, but how do you start the track editor?

    जुलाई 04, 2020
  • Default

    Oh man, lemme tell ya, with R.E.AL. and a VR headset, this is *awesome.* The game is totally transformed! Would give it 5 stars, but the default force feedback settings are kinda trash, which means you've gotta spend a considerable amount of time testing and adjusting to get the weight and road feel just right. The FFB is too light and numb out of the box. Other than that, it's perfect. Thanks!

    जून 05, 2020