I was aware that this was possible on rf1. However on rf2 can we choose when the AI driver's make their pit stops. Can we choose their fuel load, tyres etc?
I wonder for myself if pitstop sheduling is working in the same manner as in rF1. For fuel and tyres: No.
Don't they follow the default entries in the *hdv file? For e.g. FuelLoad, don't they use the volume that is set at the PitstopXSetting=YY lines? And with a low starting volume they pit sooner and with a higher one later. But you can't set a special lap to force them doing a pitstop, i fear. From other threads i remember that some things are possible and others are not. Try forum search.
Robocat amigo, you can set the setup to the ai, you can set a setup with more o no fuel. Sorry for my newbie english
There is a fudgefactor FuelEstimate= in the Engine.ini file, that decides when the AI should pit. As far as I know it only decides WHEN they pit, not that they pit when they are short of fuel. So if you change this, you should also change the FuelConsumption parameter and/or the AIFuelUsage (in the HDV file, or if it is set to <0, then the JSON file) parameter.
Not exactly spot-on but you can tweak it a bit. Start a race offline. Accelerate the session park your car on fence near pits use cam with mouse to watch the pits. With my given fueload ........ If I set fuel to 1x the F3 at Italy10k do 18 -20 laps If I set fuel to 3x they do 9-10 laps If I set fuel to 7x they do 3-4 laps If they are now lapping too slow for you with higher fuel usage adjust ai strength to match the pace you want them to run in race. Don't forget some cars may pit early due to a incident in race.
Thanks for the help, but what I really wanted to do was set pit strategies for each driver. You could do this easily on F1 Challenge and as far as I know on rfactor1. It's just a shame that rf2 won't allow this as easy like it's two predecessors.
How frustrating that a modern game does not have this option like rf1 did. Very disappointed with a lot of things on rf2. Why does it have to be so freakin difficult?
In rf1 you could go into a tracks GBD file and choose how many pit stops each AI driver would make, and what laps they would put on. On rf2 I don't see a tracks GBD file.
I feel your pain. It's so close to being the perfect, dream customizable offline racing sim but AI seems to be one of the lowest priorities for the devs and that's really frustrating. I wonder if they have data on how many rF2 purchasers do mostly online racing and how many do offline racing. I kind of wonder whether there are only a handful of us who really care about AI stuff or if we are speaking for a silent majority.