[I've created a new mod for improved AI here now that I have more experience: https://www.racedepartment.com/downloads/sho-competition-ai.30447/]
I've been experimenting in a project where my end-goal is to facilitate easy calculation of AI difficulty level(*) based on player's Practice time vs AI's practice time: Simply plugin your practice time, the AI's practice time, and my formula will provide you an AI level that will give you competitive opponents around your lap times.
I've cross-posted this on a few forums in the hopes of getting some more eyeballs on this.
You can see my latest work in this post/thread over here:
https://www.racedepartment.com/thre...i-level-without-trying-them-all.160599/page-3
Currently, I can calculate a representative Qualifying AI difficulty level so that once you've put in a practice then AI in your qualifying session will have lap times around your lap time automatically (no guessing around with the usual 80-120 difficulty levels).
The problem I have is that the AI in Race sessions have much slower lap times. Additionally, some Race sessions they could be 2sec+ faster than another Race session, using all the same configuration and parameters.
What parameters affect AI Race lap times vs AI Qual/Prac lap times?
I do know about the AIW QualRatio and RaceRatio and I have those set at 1.0 to keep things as simple as possible: My idea was to get them to drive the same in Practice, Qualifying, and Race so that the calculation would be easy for now (and I could deal with QualRatio later on to make them a smidge faster in Qual just like they are in real life).
I know about Player Car Equal in the UserData PLR which keeps AI closer together in terms of lap times and which I feel makes for tighter racing (I have it enabled).
I'm aware RCD AI files can affect AI performance per-driver but I'm testing using the "2016 Ginetta GT4 Supercup by jsmee & Silversun" mod at VLM Sebring 12h where they all use Default.RCD so they should all be racing the same.
Is there some other param in some other file I'm missing?
*The trick is the AI Difficulty Level is not using the 80-120 slider (I always have it set at 120). In my system, you change AI Brake Power/Grip Usage and AI Corner Grip Usage to control how fast the AI lap times are. These parameters provide 1/1000th of a percentage precision and can be better dialed in than the rough 80-120 difficulty slider.
Thanks,
I've been experimenting in a project where my end-goal is to facilitate easy calculation of AI difficulty level(*) based on player's Practice time vs AI's practice time: Simply plugin your practice time, the AI's practice time, and my formula will provide you an AI level that will give you competitive opponents around your lap times.
I've cross-posted this on a few forums in the hopes of getting some more eyeballs on this.
You can see my latest work in this post/thread over here:
https://www.racedepartment.com/thre...i-level-without-trying-them-all.160599/page-3
Currently, I can calculate a representative Qualifying AI difficulty level so that once you've put in a practice then AI in your qualifying session will have lap times around your lap time automatically (no guessing around with the usual 80-120 difficulty levels).
The problem I have is that the AI in Race sessions have much slower lap times. Additionally, some Race sessions they could be 2sec+ faster than another Race session, using all the same configuration and parameters.
What parameters affect AI Race lap times vs AI Qual/Prac lap times?
I do know about the AIW QualRatio and RaceRatio and I have those set at 1.0 to keep things as simple as possible: My idea was to get them to drive the same in Practice, Qualifying, and Race so that the calculation would be easy for now (and I could deal with QualRatio later on to make them a smidge faster in Qual just like they are in real life).
I know about Player Car Equal in the UserData PLR which keeps AI closer together in terms of lap times and which I feel makes for tighter racing (I have it enabled).
I'm aware RCD AI files can affect AI performance per-driver but I'm testing using the "2016 Ginetta GT4 Supercup by jsmee & Silversun" mod at VLM Sebring 12h where they all use Default.RCD so they should all be racing the same.
Is there some other param in some other file I'm missing?
*The trick is the AI Difficulty Level is not using the 80-120 slider (I always have it set at 120). In my system, you change AI Brake Power/Grip Usage and AI Corner Grip Usage to control how fast the AI lap times are. These parameters provide 1/1000th of a percentage precision and can be better dialed in than the rough 80-120 difficulty slider.
Thanks,
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