some magic help concerning the drop off of ai performance during the race
1: tyre wear, this can be difficult to work out as the ai tyre wear is the same
for all 4 tyres, most of the time I just add the all 4 player tyre values, divide
by 4 and adjust the tyre wear value to match.
2: it's equally important that the ai uses the same amount of fuel as the player,
I try to get the ai car use the same fuel to within 10 sectors after 4 laps of
racing, the only way to do this is to multiplay 2 cars with the same performance
and same fuel and compare then re-run until you get it close.
3: cc shuffler, values should range from min of 800 to no more than around
6000, in qualifying a large value has an effect on the random grip so at 6000
the pole time may vary from 3 - 4/10ths either side of pole time, usually the
slower runners have a larger range of random grip this has an effect of shuffling
the grid a little.
in the race a larger value will slow the lap times for all cars as the race progresses,
a value of 800 should give fastest laps through a whole session, this of course is
dependant on the tyre wear and fuel being correct, so to set up a track you need
to set ccshuffler first before setting up tyre wear and fuel.
4. lastly is bhp, for gp32k/gp4 there's 6 values that need to be set for the game
to run properly, gp4phys doesn't patch any of these values which is why it's
important that the belini tracks use the correct patches for different seasons.
gp3 I know nothing about except it's completly different, a quick test you could
try is to set all cars @ 400 bhp in gp3phys and performance files, start from the
back and if you easily out accelerate everyone then you know you have the same
problem, only fix for this is to always run the carsets at around the original bhp
value of 800 for gp3 (810 gp32k) if you want good racing.
this has to be correct to start with before you even think about tyre wear and fuel,
it's very time consuming
pk
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