I would be looking at these track.ini parameters:
*** value shown is "Rio Oval" track.ini value ***
Descriptions of track.ini lines are from :
"ai Development Tutorial - Track.ini Adjustments" , post 2&3
I would definitely start with the first two in the list.
While rest look to be within norms, there still might be help available there.
If no joy in the track.ini, then I'd be looking at the lp's for linear continuity and proper orientation (min to the right of the race.lp, max to the left) of each line.
------ ------ ------ ------ ------ ------ ------ ------
< track.ini/[ ai_track ] or [ ai_track_(series) ] >
ai_dlongpad_scale = 20.0
; scales padding in braking zones (smaller = more scaling)
used to get ai to take fast corners without using brakes or checking up. 0.3 seems to work without any bad effects.
Haven't seen any improvement by going lower. Tried to use it with a higher setting to get them to slow up, didn't help, used the concrete for asphalt remedy.
ai_drafting_distance = 2.14
; This value determines the distance between cars linearly, the grill of one car to the tail of the other. A value of 1.00 would be zero clearance.
For RC's: a base value for cup would be 1.075-1.085, 1.07-1.055 for pta and GTP.
For Ovals: probably 1.085 at a minimum to 1.1+ for Short tracks and plate tracks.
Note: Too high a value will retard passing. Don't use a value higher than absolutely necessary to keep accidents to a minimum. A high value may cause the ai to checkup because they must maintain the minimum distance of clearance.
FWIW:
I don't do a lot of oval work, normally only for tracks I might have run.
After that, only for specific requests or for specific ai track problems posted on forums I frequented.
From earlier days in my ai development journey - 1.07 doesn't usually cause problems ( collisions ) or inhibit passing ( although it may take a little longer to happen ). If I don't see much passing, I'll lower it to 1.05.
ai_panic_decel = 3.5
; G's of extra deceleration inducing panic
When the ai panic they can either brake very hard or change lanes. I don't care as long as they don't run into me, but they shouldn't be doing it all the time ( they also panic for other ai ).
I go as high as the teens ( pta ), but I normally use 3, but 4 if I see bumping.
*** The higher the value, the more apt the ai will be to brake sooner.
ai_dlat_pad = 0.9
; This value determines the distance between cars laterally, door to door. A value of 1.00 would be zero clearance.
The value for this parameter is not as critical as the value for ai_drafting_distance is.
For cup, 1.08-1.07 should work. For pta, 1.07-1.055. For GTP, 1.07-1.045.
Note: Too high a value will retard passing. Don't use a value higher than absolutely necessary to keep accidents to a minimum.*** Too high can inhibit passing
ai_squeeze_pcnt = 0.0
; it allows the AI to deviate from the ususal constraints of the Race.lp ( they'll change lines ). Through use, I've found this to be true.
I've found the best use for me is to encourage ai passing at corners. They will more easily take an alternate racing line into a corner, but I can't\confirm/deny that it might also make them a more racey elsewhere.
I use it in .05 increments, from 0.05 up to 2.0. If the ai really force their way into a corner at every opportunity, I lower ( or eliminate, value= 0.00 ) the value. The optimal value is very track and racing series dependant.
***Warning: If your lp's are very close to wall at the clipping point of a turn, the ai will run into the walls when this above 0.00. (Obviously, the higher the value, the greater chance it will occur. )
Whatever value is in the <[ ai_track ]> ( cup ) section applies to all the other series/sections as well, so make sure the <ai_squeeze_pcnt = xx.xx> stanza is in each section, and set to the appropiate value. You may want cup different from cts and/or pta.
It's my personal choice to leave it at 0.00, unless there's a particular need.
ai_inverse_slipcurve_k = 0.26
; how much slip angle AI need to corner. smaller = more, more = increased drag
when used in small increments, i.e. .05 and .10, to get ai to stick, while still allowing ai to to break loose when bumped (not always achieved)
May be used to simulate player-like slide offs/traction loss if occurs infrequently (could also depend on driver ratings)
I just don't like to be the only accident recipient, whether I'm bumped or I do the bumping. Normal settings for me 60-75, as low as I can get it without the ai losing it in the corners, or as soon as they have an equal a chance of losing control upon contact as I have.
*** If this value is too low and the ai do slip (i.e. lose traction), they will check up to regain traction. The ai are programed (via the exe) to stay on the track.
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If the ai are braking too early at every corner:
ai_decel_modifier = 0.90
; { .x to .0x range }
adjust to player braking
I don't like getting punted, and I don't like getting brake checked and then they speed off.
!!! { May need adjustment if the <ai_grip_modifier> is raised or lowered significantly. }