Does ai fixed setup still work ? it seems not on my computer. I have fixed setup & ai fixed setup set both to true. I have a FavoriteAndFixedSetups.gal that point correctly to a setup of my choosing but cars that should have this setup pits at lap 15 or does not pit in a 20 laps race with a setup that has 14L/7lap of fuel (2L per lap). Is there a problem with fuel calculation, i remember there was in the past ?
Did you check if 2L/Lap is the correct Consumption of the Cars that you use? The displayed Numbers of 14/7 are no always correct on all Tracks. And also when you set a Time Acceleration, it can cause wrong Behaviour, if i remember it right.
I got the consumption by Simulator controller. I had a different setup with 41L of fuel, i had to pit in the last lap but maybe i could just get to the end despite the warning so its seems to correspond. The part of the UI where you set your pit strategy is not correct though, nevertheless if there is no more fuel... i don't know how AI is able to continue. Do you know how to "assign" a "Simulator controller" strategy ? i thought that just by saving it in the track directory (of SC) would make it but CATO says there is no strategy ? i'm veryfying something, there is a "set as racestrategy" function in a dropdown, must be it , i don't know where it goes, strange to have to do this, of course there could be many, a way to flag one as the one you choose i guess, but CATO is not able it seems to find it where i save it. nope, this function does nothing to the strategy file, strange, i will have to do it live probably. nevertheless, i have no idea for the ai fixed setup. I will redo a test to be sure the right setup was assigned but thats the one that is in the gal file normally, so... i'm pessimistic on this one. another guess, there is : FuelUse=56607.398438 in the aiw of the track, what does it correspond to ?
FuelUse=56607.398438 is the Value that gets generated, when you create the AIW File for a Track and it has to be done with driving the Skip Barber. Then it gets used for the "Forecast" Calculations of how many Laps you can drive with your Car, with the Amount of Fuel that you have. But when you say that it matches your Consumption on the used Track, that Value is OK. Who is CATO? Again the Question: Did you use Time Acceleration for the Race? Did you recheck if Fixed Setups and Fixed AI Setups are both set to true? I mean to remember that there was also a Bug with a timed Race, but i'm not sure if it was Fuel related. Did you try another Mod, just to check if the Problem persists?
Did you use Time Acceleration for the Race? no ( but there is normal and none for timescale, mine is normal, should i use none?) Did you recheck if Fixed Setups and Fixed AI Setups are both set to true? yes they are Did you try another Mod, just to check if the Problem persists? no Cato is the race strategist of simulator controller. You can revise a strategy live with it if need be (depending on changing conditions, traffic etc...). its a machine lol
Always was always will be. Every single combo you must drive a number of laps to confirm use. So like old Italy I would do out lap 6 timed and in lap Belgium out lap 2 timed in lap Don't forget to test extra fuel use, use a forced setup with full tanks then change your pitstops after race start to balance out any performance issues. You must remember rF2 AI are dynamic so they will react differently to these changes. Like increasing tyre wear. Any AI that then do a lockup will be affected, they will have slower sectors, hold up traffic IE: real life. Again rF2 every car, every track every condition is dynamic, no two are the same. You simply can't run one setting for all like other sims.
Yes of course in the details it varies but in the grand scheme of things, same car, same track, how on earth can the AI do a full 30 laps race without refueling when the setup brings 7 laps of fuel ? And my own experiment is that soft tires are quiet worn out after 10 laps. There is an Ai engineer in rfactor that tweak the setup before the race ? i'm talking about big discrepancies here, for the details i will see later. in GTE they made classes for every kind of car, all ferraris 488 have there own class, all bmw etc... so there is an autoload entry (ai fixed setup) per kind of car, not for every GTE. Hence its reasonable
For the Tires.... the human Player uses the tgm Tires, the AI the tbc "Tires". So, if they are not balanced, you get different Grip, Wear..... Can you tell me exactly (Links) which Car and Track you use?
Ok, thanks, i didn't know that for the ai cars. So fixed setup doesn't work anymore ? I mean they don't use same tires, don't use fuel load... Where are those tbc/tgm ? encrypted in mas files ? so its by observation of there behavior and maybe the set pitstop in setup that we can balance, maybe with weight penalties in veh files or others? My aim was to set close alternatives strategies as proposed by simulator controller strategy workbench to Ai, it seems compromised. I use the official GTE cars on Donington gp.
All DLC Content is almost completely encrypted, so that we have Access to a few Files only. For the Cars, the Physic Files (includes the tgm and tbc) are encrypted. You can use modified Physics/HDV Values in the Upgrades.ini, but in most Cases it doesn't make Sense for the DLC Cars, because we have no Access to the original Entries in that File. And normally, as official Content, they should have balanced tgm and tbc Tires. I have to say that i didn't seriously try in the last Years, if fixed Setups still work properly and i also don't know how much Influence "CATO" has. Maybe i will try out, how it works without "CATO" and a normal/Plugin free rF2 Installation, just to see if i run into the same Problem. One last Question: do you use a Setup File for the "fixed Setup" for each GTE Model? I mean 1 for the Aston Martin, 1 for the Corvette, 1 for the Ferrari 488, ... And are they all stored in the correct ..\rFactor 2\UserData\player\Settings\[Track/Layout] Folder?
SC is an incredible project. It would have been nice to mix tire/fuel strategies but unfortunatly rfactor has gone backward in there own strategy... compared to what it was for almost 10 great years. I have only fixed setup for the 488 for the moment as it doesn't work. And yes its the game that put the assigned setup in the good folder as specified in the gal file.
OK, i will try it with 488 too then. But it will last a few Days, before i have the Time and Patience to do it.
i just understood your remark about cato lol, i don't think it messed with ai. I still don't know how to transfer the strategy from SC to the game, i have to open another thread... in discord I came back to rf in late august and i'm just testing, testing, testing. From optimizing the settings for my system like adjusting software to particular core of the cpu, now rf alone has 4 processes, i have only 4 cores and no hyperthreading so... We should be paid to play this game, its a full time job lol. Patience i have (yoda)
So i had time to test one or two things. I have no clue from what algorithm/information, the AI devise its pit strategy, its seems very random. Have increased fuel use X3 and tire wear normal i suspected they were tire limited. But some still pit as early as 5 laps in a 37 laps race, some goes until 11/12 but i'm still able to extend 1st stint with hard tire and full fuel and so easely overcut the 8 that were in front the first being at least 10 s in front, i come back to track with a 24s margin, what an overcut at Donington ! I started last, ok ai is @98% only but i have no clue how you setup a proper strategy for ai with no fixed setup... they never have medium or hard tires always soft for exemple and they even DNF out of fuel, before the 1st pitstop for some... crazy, everything is broken. I was questioning myself, hmmm its strange there are only cars/tracks no more championships/mods... nobody sims (from simulation) to have the expertise or worst its broken. Ai learning doesn't work, fixed setup neither, its dead, i will try another game this one is really dead.
@chuckyeager Give the 1132 in the Beta Selection a Try. Some say that it's the best for racing against the AI. I also did make a quick Test, where i didn't use fixed Upgrades, but the Upgrades.ini. In that, i defined a starting Fuel Amount of 3 L and 1 Pitstop with 12 L refueling and with that i made a 40 Lap Race. I tested on Joesville, where the Cars, with these Settings, should Pit at ~Lap 9 and the 15 Liter are enough for 45 Laps. I also let the AI drive my Car. Result: My AI driven Car did make the Pitstop at Lap 9, but all other Cars 3, 2, 1 Lap before the End of the Race, where they normally shouldn't have a Drop of Fuel left since ~25 Laps anymore. There indeed seems to be something totally broken, but it's not (not only) the fixed Setups.
ok redapg, so you confirm its not me having made a bad change to a parameter somewhere, thanks ! Good idea, i'll give it a try.