Anyone an expert in Driver Ratings?

  • You DO NOT need an account in order to download the content that we host....ONLY make an account if you plan to be an ACTIVE member.
  • We DO NOT Allow Multiple Accounts, those people found to have more than one linked to their IP address Will be Banned.

casssp

Well-Known Member
Hot Pass Member
Jul 28, 2017
61
28
I thought and researched well before opening this topic. Long story short: in the game, what is the behavior difference between a low and high value for Aggression? And for Car Traction, what is the difference between low and high value? I couldn't identify very well, maybe I'm missing something...


What happens, I'm redoing the Driver Ratins from the 1990 to 1994 IWCCCARS carsets for the NR1 to be more similar to the Racing Reference Final Standings. So if you can explain it to me, even based on NR2003, I suppose it will also work.

Thanks...
 

fortine_oo

Active Member
VIP
Hot Pass Member
Jul 28, 2021
55
18
AI Driver Ratings Tutorial

-----------------------

Q1) in the game, what is the behavior difference between a low and high value for Aggression?

AGGRESSION:
The ai's propensity to initiate a pass attempt, regardless of the outcome.
A high aggression rating does not make up for a car with lower ratings, and a fast car with a good driver (with a reasonable aggression rating, 90 or less) will still overtake a slower car. [The track lp's and track.ini are far more influential/important when it comes to ai passing.]
The higher the value, the more readily the ai will attempt a pass on another ai and the more likely they'll be to hound you.
I only go as high as 95 for the best drivers (I'm just not a glutton for punishment).

-----------------------

Q2) And for Car Traction, what is the difference between low and high value?

Car Traction is not a category in ai ratings.
Actual tract grip value would be track specific and a value in the track.ini,
[ track ]
track_asphalt_grip = 1.03 ; Grip value for the parts of the track designated as asphalt for their surface type
track_concrete_grip = 1.03 ; for concrete
track_(surface-type)_grip = 1.03 ; etc for other surfaces, paint, rumble, grass, dirt, sand, gravel, water, invisible

then an adjustment to equalize the Player and the ai
[ track_(series) ] --- i.e. [ track_gns ], [ track_cts ], [ track_pta ], [ track_gtp ]
ai_grip_modifier = x.xxx ; for matching Player's laptime, > 1.0 = more grip, i.e. a reducuction in laptime
ai_inverse_slipcurve_k = 1.000 ; slip angle AI need to corner, Reduce the value until the ai break loose as easily when you bump them as you get loose when the ai bump you. This has the added benefit that the ai won't have a superior cornering ability over the player (assuming the player has some cornering skill).

Grip/traction qualities in the ai ratings are a combination of
DRIVER - "track type" , RC, Short Track, Speedway, Superspeedway
VEHICLE - Aerodynamics, Chassis
... but you aren't really adjusting for grip/traction via ai ratings, you're adjusting for overall speed/driver-ability.
 
  • Like
Reactions: casssp

mjarviejr

Active Member
VIP
Hot Pass Member
Nov 25, 2016
19
8
Thank you for the explanation on aggression. That's something that I never really have been able to understand, but you put it in plain english so I can understand it. Thanks!
 

ZiggyM

Well-Known Member
Hot Pass Member
Jun 5, 2017
991
93
I thought and researched well before opening this topic. Long story short: in the game, what is the behavior difference between a low and high value for Aggression? And for Car Traction, what is the difference between low and high value? I couldn't identify very well, maybe I'm missing something...


What happens, I'm redoing the Driver Ratins from the 1990 to 1994 IWCCCARS carsets for the NR1 to be more similar to the Racing Reference Final Standings. So if you can explain it to me, even based on NR2003, I suppose it will also work.

Thanks...
I do not know the N1 AI settings as well as the NR2003 now, due to forgetting more than some will ever learn. If I recall correctly, N1/N2/NL had 'traction' and another setting with 'traction' relating to speed in the turns. The other rating was speed on the straights. Each track is made up of segments that are either curves or straights and those 2 settings (traction and the other one) affect the speed of the car depending on the segment of track the car is on.


If you are running N1, post what the AI rating fields are to see if it can jog my memory and I might be able to give you some input. I think I recall them being a bit different and having to learn the NR2003 rating system to adjust formulas but that was 20 years ago so I could be totally wrong.

Have fun!!
 
  • Like
Reactions: casssp

casssp

Well-Known Member
Hot Pass Member
Jul 28, 2017
61
28
AI Driver Ratings Tutorial

-----------------------

Q1) in the game, what is the behavior difference between a low and high value for Aggression?

AGGRESSION:
The ai's propensity to initiate a pass attempt, regardless of the outcome.
A high aggression rating does not make up for a car with lower ratings, and a fast car with a good driver (with a reasonable aggression rating, 90 or less) will still overtake a slower car. [The track lp's and track.ini are far more influential/important when it comes to ai passing.]
The higher the value, the more readily the ai will attempt a pass on another ai and the more likely they'll be to hound you.
I only go as high as 95 for the best drivers (I'm just not a glutton for punishment).

-----------------------

Q2) And for Car Traction, what is the difference between low and high value?

Car Traction is not a category in ai ratings.
Actual tract grip value would be track specific and a value in the track.ini,
[ track ]
track_asphalt_grip = 1.03 ; Grip value for the parts of the track designated as asphalt for their surface type
track_concrete_grip = 1.03 ; for concrete
track_(surface-type)_grip = 1.03 ; etc for other surfaces, paint, rumble, grass, dirt, sand, gravel, water, invisible

then an adjustment to equalize the Player and the ai
[ track_(series) ] --- i.e. [ track_gns ], [ track_cts ], [ track_pta ], [ track_gtp ]
ai_grip_modifier = x.xxx ; for matching Player's laptime, > 1.0 = more grip, i.e. a reducuction in laptime
ai_inverse_slipcurve_k = 1.000 ; slip angle AI need to corner, Reduce the value until the ai break loose as easily when you bump them as you get loose when the ai bump you. This has the added benefit that the ai won't have a superior cornering ability over the player (assuming the player has some cornering skill).

Grip/traction qualities in the ai ratings are a combination of
DRIVER - "track type" , RC, Short Track, Speedway, Superspeedway
VEHICLE - Aerodynamics, Chassis
... but you aren't really adjusting for grip/traction via ai ratings, you're adjusting for overall speed/driver-ability.

Hey, thanks so much for the information and the link. I will calmly analyze and study the possibilities and try to make adjustments... Thank you!
 

casssp

Well-Known Member
Hot Pass Member
Jul 28, 2017
61
28
I do not know the N1 AI settings as well as the NR2003 now, due to forgetting more than some will ever learn. If I recall correctly, N1/N2/NL had 'traction' and another setting with 'traction' relating to speed in the turns. The other rating was speed on the straights. Each track is made up of segments that are either curves or straights and those 2 settings (traction and the other one) affect the speed of the car depending on the segment of track the car is on.


If you are running N1, post what the AI rating fields are to see if it can jog my memory and I might be able to give you some input. I think I recall them being a bit different and having to learn the NR2003 rating system to adjust formulas but that was 20 years ago so I could be totally wrong.

Have fun!!

It's really cool to know this information about straights and turns, and it made a difference to understanding! I will post below an example in stock from Papyrus:



rem ************************************************
rem Edit file drivers2.txt, not this file.
rem drivers2.txt is read unless it does not exist.
rem ************************************************
VERSN 1
NUMDR 40
rem Do not add any chassis or tires. It will not work.
NUMCH 3
CHASS Chevy Ford Pontiac
NUMT 2
TIRES Goodyear Hoosier
rem The DINFO lines should follow the limits below.
rem Cars 00 through 09 should be 100 through 109.
rem The pairs of numbers from 1 to 999 are as follows:
rem power, traction, drag, and aggression
rem Make sure to use underlines in place of spaces in names.
rem DINFO 0 0 0 001 999 001 999 001 999 001 999 1234567890123456789012345 1234567890 123456789012345678901234567890 1234567890 123 123456789012345678901234567890
rem DINFO num chassis tires driver_nums name nickname hometown country country_abbr team
DINFO 0 2 0 375 562 375 562 387 562 375 562 Pace_Car Pacer Daytona_Beach,_FL USA USA NASCAR
DINFO 94 1 0 500 562 500 562 100 150 500 562 John_Smith John Somerville,_MA USA USA NASCAR_Team_USA
DINFO 50 0 0 125 250 225 350 500 562 125 250 Fred_Jones Fred Newton,_MA USA USA NASCAR_Team_USA
DINFO 1 1 1 375 500 375 500 125 250 375 500 Rick_Mast Rick Rockbridge_Baths,_VA USA USA Precision_Products_Racing
DINFO 2 1 0 475 562 475 562 100 150 475 562 Rusty_Wallace Rusty St._Louis,_MO USA USA Penske_Racing_South
DINFO 4 0 0 375 500 375 500 125 250 375 500 Sterling_Marlin Sterling Columbia,_TN USA USA Morgan-McClure_Racing
DINFO 5 0 0 375 500 375 500 125 250 375 500 Terry_Labonte Terry Corpus_Christi,_TX USA USA Hendrick_Motorsports
DINFO 6 1 0 475 562 475 562 100 150 475 562 Mark_Martin Mark Batesville,_AR USA USA Roush_Racing
DINFO 7 1 1 475 562 475 562 100 150 475 562 Geoff_Bodine Geoff Chemung,_NY USA USA Geoff_Bodine_Racing
DINFO 8 1 0 250 475 250 475 250 475 250 475 Jeff_Burton Jeff Halifax,_VA USA USA Stavola_Bros._Racing_Team
DINFO 16 1 0 375 500 375 500 125 250 375 500 Ted_Musgrave Ted Franklin,_WI USA USA Roush_Racing
DINFO 19 1 1 250 475 250 475 250 475 250 475 Loy_Allen,_Jr. Loy Franklin,_WI USA USA Tri_Star_Racing
DINFO 21 1 0 375 500 375 500 125 250 375 500 Leroy_Brittain Leroy Gunnison,_CO USA USA Wood_Brothers
DINFO 22 2 0 250 475 250 475 250 475 250 475 Bobby_Labonte Bobby Corpus_Christi,_TX USA USA Bill_Davis_Racing
DINFO 24 0 0 475 562 475 562 100 150 475 562 Jeff_Gordon Jeff Pittsboro,_IN USA USA Hendrick_Motorsports
DINFO 26 1 1 375 500 375 475 125 250 375 500 Brett_Bodine Brett Harrisburg,_NC USA USA King_Racing
DINFO 28 1 0 475 562 475 562 100 150 475 562 Ernie_Irvan Ernie Modesto,_CA USA USA Robert_Yates_Racing
DINFO 30 2 0 250 475 250 475 250 475 250 475 Michael_Waltrip Mike Owensboro,_KY USA USA Bahari_Racing
DINFO 31 0 0 250 475 250 475 250 475 250 475 Ward_Burton Ward South_Boston,_VA USA USA A.G._Dillard_Motorsports
DINFO 33 0 0 475 562 475 562 100 150 475 562 Harry_Gant Harry Taylorsville,_NC USA USA Leo_Jackson_Motorsports
DINFO 38 1 0 250 475 250 475 250 475 250 475 Elton_Sawyer Elton Chesapeake,_VA USA USA Akins_Sutton_Motorsports
DINFO 41 0 0 375 500 375 500 125 250 375 500 Joe_Nemechek Joe Lakeland,_FL USA USA Larry_Hedrick_Motorsports
DINFO 51 0 1 250 475 250 475 250 475 250 475 Jeff_Purvis Jeff Clarksville,_TN USA USA Phoenix_Racing
DINFO 52 0 0 475 562 475 562 100 150 475 562 Ken_Schrader Ken Fenton,_MO USA USA Schrader_Racing
DINFO 55 1 0 250 475 250 475 250 475 250 475 Jimmy_Hensley Jimmy Ridgeway,_VA USA USA RaDiUs_Motorsports
DINFO 64 0 0 250 475 250 475 250 475 250 475 Robert_Caffery Rob Culpeper,_VA USA USA Food_City
DINFO 71 0 0 250 475 250 475 250 475 250 475 Dave_Marcis Dave Wausa,_WI USA USA Marcis_Auto_Racing
DINFO 90 1 0 250 475 250 475 250 475 250 475 Mike_Wallace Mike St._Louis,_MO USA USA Donlavey_Racing
DINFO 69 0 0 250 475 250 475 250 475 250 475 Joe_McDermott Joe Austin,_TX USA USA Team_FAT_Racing
DINFO 100 0 0 250 475 250 475 250 475 250 500 Rachel_Bolan Rachel Toms_River,_NJ USA USA Brutal_Groove_Racing
DINFO 109 1 0 125 250 225 350 500 562 125 250 Jim_Cummings Jim Lehigh_Acres,_FL USA USA McKenna_Motorsports
DINFO 25 0 0 125 250 225 350 497 500 125 250 Palmer_Stiles Palmer Melbourne,_FL USA USA Palmer_Motorsports
DINFO 47 0 0 125 250 225 350 500 562 125 250 Ross_Peterson Ross Springdale,_MS USA USA T_J_Racing
DINFO 48 2 0 125 250 225 350 500 562 125 250 Todd_Bell Todd Atlanta,_GA USA USA Southern_Racing
DINFO 56 0 0 125 250 225 350 500 562 125 250 Steve_Loeffler Steve Mullen,_NE USA USA Loeffler_Racing
DINFO 58 0 0 125 250 225 350 500 562 125 250 Jeff_Trummel Jeff Springfield,_NC USA USA Mitchell_and_Associates
DINFO 70 0 0 125 250 225 350 500 562 125 250 Lorne_Roth Lorne Redbay,_FL USA USA Ocean_Motorsports
DINFO 74 0 1 125 250 225 350 500 562 125 250 Chris_Williams Chris El_Paso,_TX USA USA Trax_Motorsports
DINFO 88 1 0 125 250 225 350 500 562 125 250 Tony_Anderson Tony Portland,_MA USA USA Aldo_Trak_Racing
DINFO 93 1 0 125 250 225 350 500 562 125 250 Charlie_Unger Charlie Raleigh,_NC USA USA Fellows_Inc.
 
Last edited:

ZiggyM

Well-Known Member
Hot Pass Member
Jun 5, 2017
991
93
I think drag was for straights and traction was for curves. Power was for overall speed and aggression for whether the driver would pass or hang back.

Have fun!!
 
  • Like
Reactions: casssp

casssp

Well-Known Member
Hot Pass Member
Jul 28, 2017
61
28
I think drag was for straights and traction was for curves. Power was for overall speed and aggression for whether the driver would pass or hang back.

Have fun!!

Precious informations! I'll see what I can do... Thank you very much! :)
 

Hot Links