Many years ago, on the former racesimcentral site, I think it was Joe Campana or MikeZ wrote a quick description of the talent file as it applied to rFactor 1. rFactor 2 is not too much different, but I recall there being new information. I'll update this post if I can find that newer information [now updated with MikeZ's info].
StartSkill is the reaction time when the green flag drops, with StartSkill=0 being slow and StartSkill=100 a perfect reaction.
DrivingLine= assigns an AIW path to a specific driver. See
http://isiforums.net/f/showthread.p...ettings-Thread?p=246577&viewfull=1#post246577
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The old racesimcentral (RSC) post:
Aggression 0 - 100 (%)
As this number increases the AI will give other cars less room, both while passing and while following. It also increases the frequency at which they try to pass and the increases the threshold they are willing to endure before giving up a pass (or crashing, as the case may be...)
The aggression slider in the UI also affects this directly. RCD Aggression * UI Aggression = final....and should always be between 0-100%.
Reputation:
Courtesy:
Recovery:
All but worthless or no longer used.
Composure:
The lower the number, the higher the frequency of "intentional" mistakes. (if AI Mistakes is > 0 in the playerfile) If AI Mistakes in the playerfile is set to 0.0, then the AI drivers never make mistakes. *cough* Well, mistakes that the programmer planned. "intentional" mistakes are things like, taking a turn too wide, or missing a breaking point.
Increasing composure also decreases the time between bad driving zones. (also affected by the playerfile variable AI Limiter, see MinRacingSkill below)
Speed: 0-100
How close to "optimal" this driver drives a track. This number directly interacts with a variable in the AIW file called "AIRange" AIRange tells us how wide the gap, from 0-100% (expressed as 0.0 to 1.0 in the AIW) The default is 0.1 meaning that the full range of Speed RCD values from 0 to 100, are directly mapped to the top 10% of the max speed = 90-100% For example a driver with 100% speed will drive at (0.9 + 0.1 * 100%) = (0.9 + 0.1 * 1.0) = 100% of what he thinks the track can handle, while a driver with speed = 0 will drive at (0.9 + 0.1 * 0%) = (0.9 + 0.1 * 0) = 90% what he thinks the track can handle. There is a random fluctuation in this value, but it's much less than in previous version where the random fluctuation was so great that it made the original value meaningless.
Crash: 0 - 100 %
CompletedLaps: 0 - 100%
Only used in auto completing laps (skipping practice/qualifying)
MinRacingSkill=0 - 100%
When the AI Limiter variable(from the playerfile) value is > 0.0, the AI drivers go through cycles of optimal driving and sub-optimal driving where their driving skill falls to MinRacingSkill * Speed. (Set the AI Limiter variable to 0.0, and the AIs will always drive to the best of their ability...every lap) So for example if you have a driver with Speed = 50, a AIRange in the AIWfile = 0.2), and MinRacingSkill = 90 This AI guy will usually drive around at (0.8 + 0.2 * 0.5) = 90% speed (really very very slow....but this is just an example), but will sometimes dip as low as (this speed * MinRacingSkill = (0.9* 0.9) = 81% while having a bad lap.....that is extremely low, but this is just an example with easy numbers.
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Where to put the RCD file?
The RCD file goes into it's own MAS file which then is included (alongside the other MAS files) when building the package.
Is my RCD file working?
A good way to test if the Talent file is working is to deliberately make 1 or 2 drivers with Speed=0 and check in game that that they are much slower. When the file is working you can then reset Speed=.
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MikeZ expanded on
Speed= and
Aggression= in 2014:
Some things to keep in mind: 1) The rcd "Speed" values are not constant throughout the race (though they change slower the closer to 0.0 your playerfile "AI Limiter" value is)....they fluctuate slightly throughout the race. 2) Also, upon RCD load (which happens between every session) the speed values have a small pseudo normal variation added. 3) The AI are extra careful behind the player's car. They try *really* hard not to ram the player in the back. As a consequence of that code, it is possible to keep the AI confused and behind you if you if you are actively working to mess with the AI instead of racing.
In the standard retail build you're not privy to this second by second speed information, but in Mod Mode, you can see the current "Speed" value for the displayed AI car while in the AIW editor on the 3rd line up from the bottom (the line that reads, "track xx.xx obst xx.xx per x.xx", per = percentage of what the AI physics considers optimal speed.
*) That is the value I use to determine when I think cars should attempt a pass or not. (The AI don't use this value though....they determine when to pass based only on what they perceive....having to brake before they want to...counting up the moments they think they are losing staying behind this guy...)
One more thing. The RCD aggression values are not as significant as the playerfile aggression value. What I mean by that is,
those rcd values (1-100%)are mapped into a %20 range whose start slides from 0 to 80% based on that playerfile slider. So an AI driver with %100 aggression while the Playerfile aggression is %0 is about as "aggressive" as an AI driver with %0 aggression when the playerfile aggression is set to 21%. These numbers aren't exact, but you get the idea.
I did my tests between 25% and 50% playerfile aggression.
* FYI "track" shows how much more meters per second the car could go to be limited by the track, "obst" means the same but limited by his relationships with other cars. When ever one of those values is negative, you know what the AI is slowing down in response to.