Estimates are wrong, leading the AI to pit for fuel unnecessarily. Many 3PA and mod tracks have this issue. I assume it's a text file I have to edit, but I don't know which one.
I have never figured out how to tell the AI exactly what to do but I do run a weekly private dedi server for ages and get the AI to pit once or twice for tyres or fuel or both on 30 minute races using 3PA and mod circuits. I dont believe the tracks have anything to do with it. This I do by using the data from rF2 Log Analyzer and the settings in the game. What mod, track and length of race are you trying to configure ? Number of pitstops required (tyres/fuel or both) and for a dedi server or single player ?
The fuel consumption parameter is in the track AIW (FuelUse=) To correct it, you get the game estimate (E) for the number of laps you'll get from a full tank, the number of laps (L) you know you'll get from a full tank (either drive til it's empty, or use telemetry / HUD to work it out), and the current Fuel Use value (V). Once you've established those, you just need to change the value to V * E / L . (I'm fairly sure I've got the magnitude right, otherwise swap E and L) Obviously this requires repackaging the track, but if you're trying to do a proper offline championship (or run a league, for that matter) you're probably used to tweaking and repackaging things anyway, as that's part of being a user of rF2. I think many tracks aren't well made for AI, plus with different available engine modes it's hard to make one value fit all.
Thanks @Lazza, did not know this so use a cobbled up system ! Now I know why I do not know the first thing about modding and will leave this to the mod specialists
It's all single player. Different official cars. Palm Springs road course was the latest one I used. I like to do forty-minute races, which in most cars I can run fine without a stop. I'm not sure if incorrect estimates aren't at least part of it. Some tracks like the ones I mentioned give numbers that are way off on the setup screen. I have to go by what the HUD says I average -- then I alt-tab to open up the calculator in Windows to see how much fuel I need. EDIT: @Lazza posted while I was writing my response.
For more data on AI use, I run rF2 Log Analyzer which will give AI and my fuel use. The fuel expected laps HUD data has never worked for me but the fuel usage per lap does. But compared to @Lazza correct answer, my one is based upon expectations. Though I do agree with the difficulty with varied engines, I run our dedi for F1 mainly but in winter/summer F break, we run the GT3 Pack, so different fuel/tyre settings. What mod are you running and do you require pitstops ?
This one ? https://forum.studio-397.com/index.php?threads/latest-update-palm-beach-v2-02-now-available.53019/ Better send the full name of the file, this is easier.
I found a way to fix it. I just start a race, immediately retire to the pits, and let the AI run the race in accelerated time. When the race is over I restart the event and the AI knows the correct amount of fuel to use. I'm not sure if this must be done before each race; I haven't tested that yet.
Interesting. If that's the case don't they learn the correct about from running a bit of practice or quali?
I haven't tested that. I always skip those. When I practice on my own, outside of weekends, I notice the AI will always pit after doing a handful of laps at a time. I think that they may need to run until they're actually out of fuel. I could be wrong.