Here is a little suggestion how you can personalize the AI in P&G 3.2 a little better.
The base values in the PLR file are a little too high for my taste. The corner grip is often pretty unrealistic especially since P&G simulates vintage racing.
So here is what I did:
I started a race weekend (Quali and Race Difficulty 100%) on an stock track (don't bother with modded tracks since the AI is often not the best on them) which I know inside and out and where I know I'm fast. (In my case Spa)I did a couple of laps on the limit with a quali setup (Soft tyres and only litte fuel). So at 100% the AI was on the same car about 4 seconds faster. Their breaking points were much closer to the corner than mine and the corner-speed was also much higher (Which will eventually result in bumping during the race).
So in my experience AI Brake Grip Usage and AI Corner Grip Usage are the parameters which will give you the best option to tune the AI. I once fiddled with other parameters but this is for my taste overly complicated and could potentially break your game. First I lowered the Break Grip Usage until the AI (roughly) breaks at the same place as I do. Now the AI was only 2.5 seconds faster than me. Then I lowered the corner grip usage until the fastest AI with the same car as mine was about 1.2 seconds faster than my kamikaze lap. So here are my settings which everybody can use as a baseline:
AI Driver Strength="100"
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
AI Additional Fuel Mult="1.00000" // Additional fuel multiplier for AIs because of their driving style
AI Brake Power Usage="1.15000" // Fraction of theoretical brake power that AI attempt to use
AI Brake Grip Usage="0.82899" // Fraction of theoretical brake grip that AI attempt to use
AI Corner Grip Usage="0.83000" // Fraction of theoretical cornering grip that AI attempt to use
AI Max Load="38800.00000" // Maximum total load to set up theoretical performance tables
I have not touched the Break power since the AI often bumps in each other if you lower it ( at least in my expierience) If you do endurance races and the AI has to Pit more often than you the Fuel Multiplier has to be lowered.
NOTE: Backup your PLR file before you start tunig the Parameters.
EDIT: This will only work with cars that use slicks. The 1960s cars on BiasPly will be much too slow. Its a problem of this Mod that you have 2 different tire models and the AI uses the same parameters. But yeah...limitations. We have to live with them
The base values in the PLR file are a little too high for my taste. The corner grip is often pretty unrealistic especially since P&G simulates vintage racing.
So here is what I did:
I started a race weekend (Quali and Race Difficulty 100%) on an stock track (don't bother with modded tracks since the AI is often not the best on them) which I know inside and out and where I know I'm fast. (In my case Spa)I did a couple of laps on the limit with a quali setup (Soft tyres and only litte fuel). So at 100% the AI was on the same car about 4 seconds faster. Their breaking points were much closer to the corner than mine and the corner-speed was also much higher (Which will eventually result in bumping during the race).
So in my experience AI Brake Grip Usage and AI Corner Grip Usage are the parameters which will give you the best option to tune the AI. I once fiddled with other parameters but this is for my taste overly complicated and could potentially break your game. First I lowered the Break Grip Usage until the AI (roughly) breaks at the same place as I do. Now the AI was only 2.5 seconds faster than me. Then I lowered the corner grip usage until the fastest AI with the same car as mine was about 1.2 seconds faster than my kamikaze lap. So here are my settings which everybody can use as a baseline:
AI Driver Strength="100"
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
AI Additional Fuel Mult="1.00000" // Additional fuel multiplier for AIs because of their driving style
AI Brake Power Usage="1.15000" // Fraction of theoretical brake power that AI attempt to use
AI Brake Grip Usage="0.82899" // Fraction of theoretical brake grip that AI attempt to use
AI Corner Grip Usage="0.83000" // Fraction of theoretical cornering grip that AI attempt to use
AI Max Load="38800.00000" // Maximum total load to set up theoretical performance tables
I have not touched the Break power since the AI often bumps in each other if you lower it ( at least in my expierience) If you do endurance races and the AI has to Pit more often than you the Fuel Multiplier has to be lowered.
NOTE: Backup your PLR file before you start tunig the Parameters.
EDIT: This will only work with cars that use slicks. The 1960s cars on BiasPly will be much too slow. Its a problem of this Mod that you have 2 different tire models and the AI uses the same parameters. But yeah...limitations. We have to live with them
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