Oh, I think I explained myself wrong in the first post. The car HAS to refuel, indeed they all did it at the correct lap. What they didn't do right was changing tires when they didn't need to. Sorry about that.
Ah ok so fuel usage is correct, I’ll check whether AIW acts as a factor that influences tyre wear at all, I know it doesn’t affect the AI’s default tyre choice.
Hi mate I know you have a long list but if you could add the newly updated Winton to the list that would be brilliant and if you fix the double stacking in the pits that would be a bonus ;-)
I don't know if this can help, but we see that the variables that can affect fuel consumption also depend on the mod. Perhaps using an average value in consumption can be adjusted, then it would depend on the capacities of the fuel tanks. Data provided by "Acciarri"
That's very interesting mate, I've been using a multiplier of 16 so I might drop mine to 14.2 to match that info.
First post updated with new update to Road Atlanta 2017 this takes it to V1.10, feedback would be appreciated on this one. I've tested with GT3s only. I'd really like to hear peoples experiences running multiclass races here if possible.
First post updated with new update to Adelaide 2017 V1.07, feedback would be great for this one, I have tested FVR V8s, GT3s, SMMG GP3 and F1 86 mod with an rcd file I have sent to @ChiefWiggum .
@t0p5ecret I only let the AI drive now. Turn 2/5/6 is particularly noticeable. But there are also problems in other curves, because the AI takes the high curbs too hard .
If turn 2 doesn’t cause issues I’d like to leave it in as it’s more realistic, if you’ve ever watched the V8’s there you’ll see they smash that curb hard. I’ll take a look at the others, what car were you using?
Mate these won't work properly here unless you are using the .rcd file packaged into the main .mas that I sent @ChiefWiggum . Just be aware of that, they will default to the FASTEST path which I didn't create for them.
Hey Mark @t0p5ecret, Thanks a lot for your Road Atlanta Aiw update! I just released a new version of the track in my workshop, where I put this in. New version is V1.30, where I also updated curbs colours and some other small things https://steamcommunity.com/sharedfiles/filedetails/?id=1227712083
I just did a multiclass race in Road Atlanta v1.30. 105 IA and 25 agression. GT3, GTE, lmp3 and lmp2, all official content. I got some aggressive dives into t1 but nothing wrong about it, loved it actually because inside the turn they did perfectly. Multiclass overtakings were good as well. Anyway, fighting with a same class car through the back straight I noticed a weird move. Going side by side, me on the left, at the time of the braking before the chicane the car on the outside hit me before getting to the turn. It didn't happen every time, just 2 out of 5 times I got into that situation. Rest of the race was intense but fair. Great job Mark, cheers.
Indy cars from S397 work also well at Road Atlanta. The newer Indy car mod from Apex seem to have some problems. Could it be seen if mod uses the FAST_OW1 path or not?