Stronger Ai Draft

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HorseCrazy

Active Member
Hot Pass Member
Mar 16, 2018
20
8
Not sure if this is the right place but with NASCAR announcing the new package for 2019, I've been experimenting with simulating lower hp and higher drag. It works fairly well to where I got the AI to race at 1.5 mi tracks similar to the 2018 All-Star Race. With one major problem. The passing is good mid pack but poor at the front. Once the AI car gets to 2nd they stall out and can't get closer than 1.5 to the leader. Has anyone else been experimenting with this? Is there anyway to actually lower the hp? And is there a way to make a stronger AI draft?
 

The_Tigg

"The One, The Only"
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Dec 24, 2016
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How are you doing this, if you are altering either the exe or the core ini you won't find the answers here. Talking about altering those two thing is the quickest way to bannedland.
 

The_Tigg

"The One, The Only"
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Dec 24, 2016
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Ok, in all reality the 1.5 second draft that's in the sim is stronger then real life, in reality it's only around .5 to .8 seconds depending on the size of the pack. So if you're looking for realize then you'll have to make it weaker.

[ ai_track ]
pace_merge_from_pit_line_dlong = 320.000
pace_merge_to_pit_line_dlong = 3650.0000
pace_speed_limit_mph = 70
ai_accel_modifier = 1.00 ; acceleration grip efficiency
ai_decel_modifier = 1.00 ; braking grip efficiency
ai_fuel_use = 0.98 ; > 1.0 = more fuel consumed
ai_grip_modifier = 1.10 ; > 1.0 = more grip
ai_drag_modifier = 1.08 ; > 1.0 = more drag, which is slower
ai_line_modifier = 1.00 ; dangerous hack, don't use unless you are a trained professional
ai_qual_modifier = 1.02 ; > 1.0 = faster during qualifying
ai_wall_offset = 100 ; 100 = full-time AI collision detection
ai_tire_wear_left = 0.30 ; left tire wear adjuster for ai > 1.0 = more wear
ai_tire_wear_right = 0.39 ; right tire wear adjuster for ai
ai_arcade_tire_wear = 0.01 ; lower = less wear (used in addition to the above left/right modifiers)
ai_arcade_fuel_use = 0.96 ; > 1.0 = more fuel consumed (used in addition to fuel_use above)
ai_arcade_grip_modifier = 1.0 ; > 1.0 = more grip
ai_arcade_drag_modifier = 1.0 ; > 1.0 = more drag, which is slower
strategy_lap_time_wear_loss = 0.316 ; lap time loss from totally worn tires
strategy_lap_time_fuel_use_gain = 0.118 ; lap time gain from low fuel
strategy_base_pitting_cost = 49.756 ; time lost to a stop & go pitstop
ai_pacing_distance = 2.0 ; car lengths behind while pacing
ai_bunching_distance = 1.7 ; car lengths behind while bunching for start
ai_drafting_distance = 1.5 ; car lengths behind while racing <--------------------THIS IS THE LINE YOU NEED TO EDIT
ai_panic_decel = 3.2
ai_dlongpad_scale = 1000.0 ; scales padding in braking zones (smaller = more scaling)
ai_dlat_pad = 1.0
ai_squeeze_pcnt = 0.0
ai_inverse_slipcurve_k = 0.79
 
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HorseCrazy

Active Member
Hot Pass Member
Mar 16, 2018
20
8
Okay. I got the Drafting distance set to 0.95. I also have the track type as 4. This makes Texas look like Daytona, with the way the pack runs. Altough with many lead changes at Daytona, it makes me wonder why at 1.5 mi tracks the AI seem so reluctent to pass for the lead.
 

Cynon

Well-Known Member
Hot Pass Member
Jan 5, 2017
339
63
Okay. I got the Drafting distance set to 0.95. I also have the track type as 4. This makes Texas look like Daytona, with the way the pack runs. Altough with many lead changes at Daytona, it makes me wonder why at 1.5 mi tracks the AI seem so reluctent to pass for the lead.

Saw this thread and since I've done a lot more than most with the AI I thought I'd answer this.

The reason for the AI's reluctance is that ai_squeeze_pcnt is 0.0 and ai_dlat_pad is 1.0.

Some values in the track.ini are, admittedly, a little misleading, or affect multiple things at once. They also are very dependent on the LPs.

ai_squeeze_pcnt affects how far apart the highest and lowest lines are. It can also affect how closely they run side by side, but don't manipulate this value for that. Try setting this to 1.0 or 1.2 and seeing what happens.

What you're looking for is ai_dlat_pad, which, the lower this value is, the less room the AI give each other side by side and the more likely they stick their nose in where it doesn't belong. Ive seen this affect braking distances as well. Set this to 0.5. Don't put it higher than 1.
 

ZiggyM

Well-Known Member
Hot Pass Member
Jun 5, 2017
968
93
Raise the temp to lower the HP.

At 150 F and clear, the Cup physics put out around 475 HP. Play with that to your goal. Going over 150 F will make the car overheat, even with 0 tape.

Have fun!
 

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