Here are my tips for getting AI to work decent at ovals (still work in progress):
First off: back up your files
For
safetycars/full course cautions:
* Install the stockcar rules plugin as described in
https://www.racedepartment.com/threads/how-to-fix-rf2-stock-car-rules.219153/
* When doing this take good notice of what is mentioned in post #17 in the topic, otherwise in my case the SC does not work
* In your player.json file change the setting of the damage removal to 2 seconds. This will ensure that after a crash the debris is removed in 2 seconds, greatly reducing the chances the AI will crash into the debris even when there is a yellow
For pitstops:
* Only use timed races, not laps. Reason for this is that if you use laps the ai will make their first stop in normal fashion, but after that stop randomly way earlier then the pit window would suggest (as in stopping in lap 30, then 36 then 40 etc.). This won't be an issue when you use timed races, the ai will always pit for a full tank.
For AI racing feeling
* In the player file i will set the 'ai logic override' to 1. To be honest if you set this to 2 and you watch the ai race then 2 would be the setting to use at ovals, because then you see 3 wide and many overtakes. However when racing the AI with this set at 2 it is undriveable for me. The AI will move all directions when you are close and i find it impossible to drive more then 5 laps without crashing. When set to 1 it works fine for me.
* in the player file i have the ai limiter set at 99%. This will ensure the ai will spread out over time, if you set this at 4% (i think the standard setting in rfactor) then even after an hour of racing all cars will remain bunched up
* i have ai aggression at 29%, but havent really tested this at the moment
House rules (for your own liking if to be used or not)
* The AI isnt smart on the strategy part. So for example if you have a regular pit window of 50 laps and there is a caution after 25 or 30 laps in a long distance race (say a 500 miler) you normally would want to pit for fuel. Often the ai does not. I have the house rule i only pit when others pit as well.
* When you use timed races the AI will always pit for a full tank. Even when there is only 6 laps to go. So if you decide to go for a splash and dash with 6 laps to go and only fuel for 6 laps you will gain an advantage. So i don't do that, i only pit for a full tank
For the CART 98 mod driveability:
* The basic setup for the car is undriveable you will spin due to oversteer every corner. So change:
* The front wing to 1
* Make a big change in the setup to the weight distribution and the oversteer effect will go away. I put it fully to the max (i think it is to the front, but set it to one of the max and you will notice it right away in the first corner)
* Change the AI Fuel Multiplier (at least for indy). With default setting and the multiplier at the base setting of 0.99 i get roughly 33 laps with a full tank and the AI does between 39 and 41 (depending on their car). You have to test for yourself but i have increased the multiplier to somewhere between 1.10 and 1.20 to have them run the same nr of laps on a full tank
* Unfortunately the mod builder did not do anyting with the oval tyres, meaning that whatever you will do you front tyres will be gone long before you have to pit for fuel (and worse, the ai does not have that issue). You can work around this in 2 ways, first of all you could just turn off the tyre wear at all. Or alternatively you increase the fuel consumption in the main menu (x2 or x4) meaning the fuel will be gone before the tyres are gone (just more stops).