I don´t know if I should credit them or you RacerFactor guys, so sorry if I did it wrong. Both of you have contributed hugely to the rF2 community.
Euskotracks were a modding group independent of the guys of the RaceRfactor trackpack (and more things) But two members of Euskotracks were staff of RaceRfactor too. In fact, we were two modding groups and a group of friends. Thank you very much
Tried something at Putnam GP layout. Recorded a new fastest line for a bit more speed and added a block line for hopefully more fighting of the AI Maybe anybody wants to try it: https://mega.nz/file/igsCwKiI#glI7Sdv0yYehCddUfqZRp_Ser8P0inoyNz6QYAA9wnk - please de-install a previous update if there is one. New version number should be 1.16a
This one is for Paul Marc´s fantastic Guangdong track, you can find it on Steam. https://drive.google.com/file/d/1esF216UixKcAWXdWxC7kfyu3An4yFl-7/view?usp=sharing
I use a different AI Brake_Power Usage setting than Mark´s, so you may try to change that value in player.json to see if there´s a difference with my AIWs. "AI Brake_Power Usage":0.98, If anyone can try that and report I´d be grateful, I get fast and close racing AIs this way.
Sounds good. As soon as I finally get to the rig I will test this. And thank you for your huge commitment.
@memoNo1 don´t think I´ve forgotten about your CTMP, I´m having some issues with the testing, for some is ok for some is not, that´s why this AI Brake Power issue I have to clarify before making more corrections.
@memoNo1 it would also be helpful to check which lap times you get at CTMP with S397 GT3 at 100%/120% with the AIW i sent you some days ago
Yes I know. Since then I've been to the rig exactly once. I hope this weekend. Sry friends. Work, children, women, nice weather = garden etc ... The RL has me at the moment by the eggs.
@memoNo1 No problem We just have to find a procedure to make new AIWs and lap times comparable on different computers. There is some discrepancy - probably of different values in player.json.
Long Beach, take 2, hope this one works better. https://drive.google.com/file/d/1CKGDb8CWeuBrYrL6eckxJBb0tV2SEv1a/view?usp=sharing
iDT´s Belle Isle 2017. https://drive.google.com/file/d/1aJOIIkEhQeWECclMCnzuzY_K4baXOQj2/view?usp=sharing Edit: Big thanks to @redapg for the fix on the rolling start issue.
Long Beach updated, same link. I think I got it this time, they shouldn´t crash now at the damn-I-already-hate-you fountain.
Sorry about the late reply on this. I have tried it again with a fresh JSON but the problem still persists. The only settings I have changed are in game. Aggression set at 2%. Limiter at 0%. Strength at 100%. I run it with All tracks and cars. I use this original track with the F1Champs 2020 off steam. Melbourne Grand Prix Circuit - SimRacingHub Films & TV (gyazo.com)
Maybe this problem is related to the F1Champs 2020 mod. As redapg wrote there is absolute no issue with official content. Tried also a F1 2009 mod which i found in my collection. Zero problems. Running at 100% AI, 50% agression and 2% limiter.
I have again made a 30 Laps Race with 29 AI + me (driven by AI) and the same Settings that you use. The Mod Version is 1.21 and the Track Version is 2020. And again there was no Problem. But when i watch your Video and my Race, there is a big Difference in the Lines that the Cars go. On your Video, the Cars seem to use a Block Path, while in my Race, the Cars drive in a Line. No Defending, no Blocking, nothing. So i suppose that you use an updated Track Version, because that different Behaviour can only be caused by different AIW Files normally. Please check if you really use the above shown Car and Track Versions. And if yes, please upload a Replay of a Race where these Incidents are happening.