AI Ratings
Help For Mods And Roadcourses
by fortine_oo
The ai racing will only perform as well as your ai ratings allow. The best lp's and track ini will not provide a good racing experience if the ai ratings don't reflect the actual laptimes that can be driven on a specific track. For example, the cts ratings, formerly provided by S10 ( and now OmegaSeven at masgrafix ), don't have realistic roadcourse settings because Nascar trucks don't run any roadcourses. Cup settings would be horribly out of date ( as far as who's driving and how well they're doing ) if the painters didn't use the new available ratings. But as far as RC's for cup, they're limited to two events and may not provide the competition you might like. Gtp and pta ratings are at the discretion of the painters that provide them. They range from 40/60 ( min/max ) to 100/100. Ratings are fun. It's not like gpl, where Surtees could always find you. Here, you can make Surtees behave, "exuse me, after you". I would suggest, if you'd like a better racing experience, get in there and tweak those settings. Here's how...
Where to start:
Enter the game, pick a series. Go to opponent manager. Above the picture of the car, click the tab marked "ratings". There's a minimum and maximum range. The closer they are to each other, the more likely that driver will consistently perform that function, or a car will have a consistent strength. The farther apart the min/max is, the more random the car/driver results will be. To my knowledge and experience, the only settings that affect the player car are the pit settings. If you want the best service ( no foul ups ), set them to 100% on your car. I set my best drivers with a 5 spread. The competitive drivers get a 10, and the also-rans get a 15 difference. Variations in the spread will provide variations in results from race to race.
As for the actual numbers, in the 90's is an exceptional car/driver. The 80's can be very fast. An 85/90 is at the top of the car/driver ladder. An 80/90 can have very good days, a team that will be able to win 1 or 2 races a year. Ratings of 75 to 85 are top half of the field finishers, assuming you have cars/drivers with 60 to 75 ratings. A couple of 40/60 cars in a 42 car field means you'll always have someone to lord it over.
The ratings should apply no matter the players ability. The player adjusts the ai strength with the "computer opponents" on the main page before entering the track. A fast car/driver is a fast car/driver, whether you're running 90% or 107%.
What to adjust:
The vehicle is king. Aerodynamics and Engine provide the best car. Chassis will just enhance or detract those two. In the Driver, track ability rules ( RC, Speedway, etc. ). Consistency reinforces that ability. Aggression is mostly related to passing/getting passed, a better car will eventually get by regardless. If you have trouble qualifying, lower the competition. I find the ai pit too well, or I pit poorly. The ai have the advantage of rev limiting speed control, and brake perfectly every time. Therefore, my ai never get better than 50%, and generally are 30 or below in the crew.
Strategy. I found at 100%, the ai sometimes outsmart themselves about pitting, i.e. they run out of gas or don't get tires.But I don't want to make them too dumb, or they'll do the same. 85 to 98 max for the better cars, with smaller min/max differences for the top guys.
Driver Aggression. The higher the number, the more readily they'll pass another ai ( or not allow a pass ) 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 ). If the car ratings are lower, a high aggression rating is not as potent as a fast car with a good driver.
Consistency. The higher it is and the closer the min/max difference, the better the driver is, and the more easy it is to see in the racing and results.
Finishing. I haven't found this has much affect. The other settings are way more powerful.
Qualifying. If you just want consistent results, fast cars/drivers in front, slow at the back, 80/80 gives that with just enough variation so your not always lined up behind the same car. If you have some 'very' good cars, they will (almost) always be at the front, however.
Roadcourse (and other track layouts). Use the 70, 80 , 90 rule.
Vehicle Aerodynamics. 2nd most powerful tweak available. Anything in the 90 to 95 range is a super car characteristic. 85 to 90 is very fast. 75 to 85 is fast. 70 to 75 is competitive, depending on how its paired with Engine. If the Engine is the same, it's above average. If the Engine is greater, it's could be fast. If the Engine is less, it's mid pack or less.
Chassis. It doesn't really have a major impact, but will either enhance or detract the car's aero/engine package.
Engine. The king of the ratings. The single biggest, baddest tweak of all. Aero will have a major impact, but if you ain't got the horses... 90 to 95, you better be good at this track. 85 to 90, ain't no grass growing. 80 to 85, very fast. After that, it's just degrees of not as fast.
Reliability. If there's an affect, I haven't seen it. I run 40 to 93, and if it does something, the results are underwhelming.