Ok. I changed every setting in the AI settings. It really matters what series. So the V8 Supercars (2024 Next Gen) had no change no matter the settings. But when I added the stock car brazilian series to the roster they spun and crashed like crazy. Not the V8 series not once. Vehicles that are glued to the track don't seem to wreck. I had some luck with LMdh vehicles on Lime rock wrecking on their own. Also as far as ovals seems like Dover and concrete tracks have more wrecks than asphalt. Always keep aggressive drivers at 100 and optimism at 100. Age didn't seem to affect much on road course only on ovals. Set age to 99 of ovals. They wreck more than less. As far as weather. Set temp warmer but not to warm. If to cold AI runs on rails. If too hot AI runs very slow. Good luck. Any suggestions let me know.
@OperationalOrigin Tracks really seem to affect the mimi stocks; at 5 flags they were in the wall all the time, but at Martinsville, they were on rails. Thank you very much for your information!
I recently picked up the Ford Mustang Fr 500 and was curious how that AI would act. Doing a lot of testing at Watkins Glen; it did seem to be truly random, had a couple races where everybody maintained then had a couple races where we had the big one.
I will keep updating on this post since it seems like people want to know about IRACING AI and wrecking. I play every night for hours for years. I will keep updating my seasons of AI.
Which slider would affect stamina or the ability to sustain decent lap times over a longer run? For instance, I tested the new mini stock AI at Nashville SS and they run great for about 20 laps then start coasting or something, really slow after that.
The tire wear is 'broken' for the Mini I hear but overall that happens with most AI;they slow down some. Bump up the skill spread. If your high is say 100 go to 110 or more, you may start last but you will catch up.
If you set an ai attribute to 0%, that’s actually a random value between 1-100%, so in terms of smoothness you will have a mix of understeering and oversteering drivers on the grid. In your MX-5 season, it doesn’t matter that you have drivers setup as 0-5-10 relative skill as the skill spread is set as 61% only, so all drivers would have 61% skill! If this was a skill spread between 50-70% your 10% drivers would be racing at 70% skill, your 5% drivers at 60% skill and your 0% drivers anywhere between 50-70%
www.iracing.com/ai-rosters/ For example, if you have an Opponent Roster with AI Drivers who have Relative Skill values ranging from 0 to 100 (and everything in between), but the AI Event’s Skill Spread values are set to minimum 30 and maximum 60, all AI Opponents’ “Actual Skill” values will be scaled to values between 30 and 60. This means any AI Driver with a Relative Skill value of 100, will instead be scaled down to an “Actual Skill” of 60 for the AI Event, and any AI Driver with a Relative Skill value of 0 will be scaled up to an “Actual Skill” of 30 for the AI Event. All other AI Drivers with Relative Skill values from 1 to 99 will also have their “Actual Skill” scaled appropriately between 30 and 60. *** The way I understand this; Driver skill set to Zero and slider set to 50% Low and 50% High; all drivers have 50% Slider set 20% Low and 50% high results in a mix of driver skill from 20% to 50% Yes; 50% on smoothness is neither loose or tight.
Would've been interesting to see what would happen if you put smoothness to 100%, and also if you use a normal, bigger spread with AI drivers on different individual skill
Yeah, I haven't experimented with 100 smoothness yet. Which will make them understeer, push. I've tried all other combinations and just wasn't seeing what I wanted.
Unfortunately they seem to always mess up the same way in the same spots.. like a coding calculation. Wish it was more natural and could be anywhere at anytime.
Yes I've noticed that too if it's turn 1 where they have wrecks it's always turn one if it's turn 3 it's always turn 3 it's just what we have to live with.
Ok. I changed every setting in the AI settings. It really matters what series. So the V8 Supercars (2024 Next Gen) had no change no matter the settings. But when I added the stock car brazilian series to the roster they spun and crashed like crazy. Not the V8 series not once. Vehicles that are glued to the track don't seem to wreck. I had some luck with LMdh vehicles on Lime rock wrecking on their own. Also as far as ovals seems like Dover and concrete tracks have more wrecks than asphalt. Always keep aggressive drivers at 100 and optimism at 100. Age didn't seem to affect much on road course only on ovals. Set age to 99 of ovals. They wreck more than less. As far as weather. Set temp warmer but not to warm. If to cold AI runs on rails. If too hot AI runs very slow. Good luck. Any suggestions let me know.
@OperationalOrigin
Tracks really seem to affect the mimi stocks; at 5 flags they were in the wall all the time, but at Martinsville, they were on rails.
Thank you very much for your information!
I recently picked up the Ford Mustang Fr 500 and was curious how that AI would act.
Doing a lot of testing at Watkins Glen; it did seem to be truly random, had a couple races where everybody maintained then had a couple races where we had the big one.
I will keep updating on this post since it seems like people want to know about IRACING AI and wrecking. I play every night for hours for years. I will keep updating my seasons of AI.
This is awesome.
Thank you!
I've used the same settings but there's no change for me I have no idea why. Does it depend on the car/track combo too ?
It still varies a lot.
Oval almost no change.
@@StudioDaVeed Ok thanks !
Which slider would affect stamina or the ability to sustain decent lap times over a longer run? For instance, I tested the new mini stock AI at Nashville SS and they run great for about 20 laps then start coasting or something, really slow after that.
The tire wear is 'broken' for the Mini I hear but overall that happens with most AI;they slow down some. Bump up the skill spread. If your high is say 100 go to 110 or more, you may start last but you will catch up.
@@StudioDaVeed They run so much better than a year ago. Ive run a few recent no caution races. They NEED a little dimwit to em for realism, lol.
@@coletickleracing3211
Check this video:
ua-cam.com/video/FyANFvRBE88/v-deo.html
@@StudioDaVeed Ty sir
@@coletickleracing3211
You are very welcome and thanks for watching!
I have more toots on the channel about AI racing.
If you set an ai attribute to 0%, that’s actually a random value between 1-100%, so in terms of smoothness you will have a mix of understeering and oversteering drivers on the grid. In your MX-5 season, it doesn’t matter that you have drivers setup as 0-5-10 relative skill as the skill spread is set as 61% only, so all drivers would have 61% skill! If this was a skill spread between 50-70% your 10% drivers would be racing at 70% skill, your 5% drivers at 60% skill and your 0% drivers anywhere between 50-70%
www.iracing.com/ai-rosters/
For example, if you have an Opponent Roster with AI Drivers who have Relative Skill values ranging from 0 to 100 (and everything in between), but the AI Event’s Skill Spread values are set to minimum 30 and maximum 60, all AI Opponents’ “Actual Skill” values will be scaled to values between 30 and 60. This means any AI Driver with a Relative Skill value of 100, will instead be scaled down to an “Actual Skill” of 60 for the AI Event, and any AI Driver with a Relative Skill value of 0 will be scaled up to an “Actual Skill” of 30 for the AI Event. All other AI Drivers with Relative Skill values from 1 to 99 will also have their “Actual Skill” scaled appropriately between 30 and 60.
*** The way I understand this; Driver skill set to Zero and slider set to 50% Low and 50% High; all drivers have 50%
Slider set 20% Low and 50% high results in a mix of driver skill from 20% to 50%
Yes; 50% on smoothness is neither loose or tight.
Would've been interesting to see what would happen if you put smoothness to 100%, and also if you use a normal, bigger spread with AI drivers on different individual skill
Yeah, I haven't experimented with 100 smoothness yet. Which will make them understeer, push.
I've tried all other combinations and just wasn't seeing what I wanted.
Unfortunately they seem to always mess up the same way in the same spots.. like a coding calculation. Wish it was more natural and could be anywhere at anytime.
Yes I've noticed that too if it's turn 1 where they have wrecks it's always turn one if it's turn 3 it's always turn 3 it's just what we have to live with.