For those looking to try out the new 2021 IR-18 Indycars at Indianapolis on the oval and get the best experience possible:
Not sure what Studio 397 did (maybe in the AIW lines and talent files?) but to first impressions, it seems to work okay. Maybe it's progress related to the upcoming Indycar game? I'm sure the AI still are unable to slipstream and slingshot past, thanks to that longstanding ISImotor AI bug. Which sucks. But even so, looking from the outside, this looks like legitimate improvement.
By the way, depending on your default AI settings, I wouldn't be shocked if you have to mess with AI Limiter and Aggression a bit too. Possibly lower the limiter value to help the field spread out as in real life, and lower the aggression since it's dangerous 220+ mph oval racing, not touring cars. But you may not need to, I don't know for sure.
For those who have purchased the Indycars and know something about American open wheel oval racing, I'd love for you to try this and to hear what your experiences are after doing the tweaks and fixes I've listed above. Do the AI race well, or poorly? Do we have a new contender for a single player Indy 500 simulator, or is that still a pipe dream?
Edited for grammar and clarity a couple times
NOTE: If only you didn't have to do all these tweaks. It'd be better. You should not have to manually fix a game this much to get it working half-correctly. It's not acceptable. But it's rFactor 2 in 2022, so you shouldn't expect anything less. By the way, let me know if I'm wrong about any of these tweaks for whatever reason, and I'll update the post accordingly.
- To ensure the AI automagically select the Indy 500 aero package, be sure to select the correct aero package for yourself, then to be safe, click "Force Setup" (thanks gmoore for the updated information!)
- When the rF2 IR-18 was first released, you had to choose the "Brickyard" Indianapolis layout, because the Indycars did not auto-select the correct package on the "Oval" layout, and wouldn't even switch when you "Force Setup"
- Even though the "Brickyard" layout AI would presumably be intended for NASCAR, judging by its name, it seems this is what 397 initially used to test the Indycars, cause it's the only one that works as expected
- If you want to run with full-course yellow flags enabled, use the Brickyard layout, as the safety car gets stuck behind a wall on the "Oval" layout (thanks Ole for this information!)
- Create a rfmod with the updated RFM in the thread linked (with the new Indycars and Indianapolis) to have 100% working "oval racing" flag and full-course yellow rules implemented via an updated StockCarRules plugin
- Enable the StockCarRules plugin and restart the game
- Instead of "All Cars & Tracks", select your new rfmod series
- Practice and find a reasonable AI level (might need to be fairly high)
- Still having issues? Some other advice from roninho from later in this thread
Not sure what Studio 397 did (maybe in the AIW lines and talent files?) but to first impressions, it seems to work okay. Maybe it's progress related to the upcoming Indycar game? I'm sure the AI still are unable to slipstream and slingshot past, thanks to that longstanding ISImotor AI bug. Which sucks. But even so, looking from the outside, this looks like legitimate improvement.
By the way, depending on your default AI settings, I wouldn't be shocked if you have to mess with AI Limiter and Aggression a bit too. Possibly lower the limiter value to help the field spread out as in real life, and lower the aggression since it's dangerous 220+ mph oval racing, not touring cars. But you may not need to, I don't know for sure.
For those who have purchased the Indycars and know something about American open wheel oval racing, I'd love for you to try this and to hear what your experiences are after doing the tweaks and fixes I've listed above. Do the AI race well, or poorly? Do we have a new contender for a single player Indy 500 simulator, or is that still a pipe dream?
Edited for grammar and clarity a couple times
NOTE: If only you didn't have to do all these tweaks. It'd be better. You should not have to manually fix a game this much to get it working half-correctly. It's not acceptable. But it's rFactor 2 in 2022, so you shouldn't expect anything less. By the way, let me know if I'm wrong about any of these tweaks for whatever reason, and I'll update the post accordingly.
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