MarcG
Registered
ALTER SETTINGS AT YOUR OWN RISK
It is highly advisable to *ONLY* adjust the In Game settings especially if you don't know what you're doing! Any changes you make could alter your game to a state where it becomes unstable or even broken, ISI or myself won't be able to help you if that becomes the case. So if you get Stuck or Lost then start fresh with a new player.JSON file (or install) and leave everything else well alone thereafter!
If you're not afraid of the risks and/or have an idea of what you're doing, then please bear in mind that many of these settings should still be OK to fiddle & tweak with if you so desire, but as I'm not updating this first post (last update May 2014) there could be some deleted or amended settings, if so it's up to you to see what works and what does not.
If anyone wants to go through this post/thread with a fine tooth comb and start a new thread based off this then be my guest and I'll have this thread locked.
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#Update 6th May 2014 - Tidy up
Seen this asked for a few times so here goes, I'll start off with all PLR settings for now and it may evolve into RCD settings too. Any thoughts on individual settings and your own findings please post them.
If I've missed anything or have anything wrong then please say so and I'll edit accordingly!
Please dont forget that there are hundreds of variables associated with AI, not just in the PLR files but all the RCD/Talent files and especially the making of the AIW by the track author.
That last one is a biggy, if the AIW is poorly created the AI will be bad at that track full stop and no amount of editing PLR settings will change that. For example in rF1 I had to redo some of the AIW myself to improve the AI at certain corners, I was no expert (and pretty much forgetton everything now!) but I had them racing better to my liking.
I'll update this first post as we go along so that we get the best results possible and easy access for those wanting to have a tweak & fiddle with the AI.
AIW Creation Tutorial by ISI:
http://downloads.imagespaceinc.com/rf2/modsresources/rF2_AIW_Creation_Tutorial.pdf
player.PLR
AI Database File="C:\Games\rFactor2\Installed\Locations\PalmBeach\1.43\PALMBEACHRC.AIW"
This seems to be simply the last AIW used, no need to edit.
AI Controls Driver="2" // Bitfield defining which drivers the AI controls (0=none, 1=driver1, 2=driver2, 3=driver1+driver2, etc.)
need more information
No AI Control="1" // AI never has control over car (except autopit)
need more information
Drive AI Physics="0" // Only works in Dev builds, single player when you toggle to AI "control"
Can only presume this means that when you let the AI take over control of your car they use AI physics? need more information
GPRIX AI Driver Strength="105" // 100 should approximate real life
MULTI AI Driver Strength="95
This is your in game Strength setting, no need to edit manually.
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
need more information, never needed to change this myself
AI Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style
At a guess if you find the AI pit sooner/later for fuel at a given track then maybe changing this setting might help.
AI Brake_Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)
AI Brake_Grip Usage="0.97250" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)
AI Corner_Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)
AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV)
AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables (can be overrode in HDV)
As all these can be overrode in the HDV it's probably best to leave well alone.
Auto Line Smooth="0" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside
See this post by MikeZ, explains it in great detail:
http://isiforums.net/f/showthread.p...ettings-Thread?p=180192&viewfull=1#post180192
Autocalibrate AI Mode="0" // When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use
Fixed in Build 240 and working correctly, see release notes:
Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
AI Calibrate Sample Size="5" // When AI calibration is set to 2, this is the number of trials the AI should run while testing each parameter. bigger # == larger file size of saved data
MikeZ - http://isiforums.net/f/showthread.p...ettings-Thread?p=235678&viewfull=1#post235678
Changelog (Build 342) notes:
Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode=”2″ in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable “AI Calibrate Sample Size” number of trials). They create a database (*.wis file…for “wisdom”, in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it’s not completely full-featured…for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
When Autocalibrate AI Mode=”3″, the AI will only read and use existing knowledge.
Ghost AI="0" // If 1, AI car will ignore others and be uncollidable. disabled for standard builds
Ghost car, option in game so no need to edit manually.
Fixed AI Setups="0" // whether AI use the fixed setups, only applicable if "Fixed Setups" is also enabled (and can be used in single player to have the AIs use your favorite setup)
Worked great in rF1, need confirmation that it works the same in RF2.
AI Logic Override="0" // use bitfields to disable certain AI behaviors. 1= blocking line
New from Build 218 and onwards, only one Bitfield it seems, need more experimenting with this.
AI Limiter="0.25000" // Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)
Does as it says, makes racing closer between the entire field of cars or more spread out. To try it out set it to 0.0 and watch an AI race - time accelerate is handy, do NOT just 'Finish Session' as this could have variable results - then note/screenshot the finishing times, exit game and change it to 1.0 and repeat then compare finishing times. Longer tracks/more laps have a greater spread obviously!
AI Mistakes="0.00000" // a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes). Anything above 1.0 multiplies the frequency
Varying results depending on who you talk too, personally I have found any setting above 0.0 results in the AI randomly driving off the track at various spots into the walls as they are intentional...that means they deliberatley do it themselves as apposed to a natural/Human mistake.
Now at some tracks (depending on the AIW) the AI do make mistakes naturally when this is set to 0.0, sometimes always at the same one or two corners (T1 and the Rise/Bump at LRP spring to mind), other times because they've been run wide by Human/AI.
Either way their natural or more Human like mistakes are actually very rare for my personal liking, they are "too clean" lap after lap, but i simply dont like editing this setting and have them flying off into the armco when going down a straight...just seems weird!
When I get around to fiddling with that I'll report back, please add your own thoughts to this - Videos in this sense are immensly handy tools!
AI Aggression="0.74620"
In game setting, no need to edit manually
Monitor AI Postfix="" // what is displayed after AI driver names in monitor (multiplayer only)
Guess this means the Labels above the cars, need more information
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HDV
AIAimSpeedsPerWP=(30.0, 54.0, 68.0, 82.0, 100.0, 120.0, 150.0, 185.0) // Speeds at which to look ahead X waypoints (spaced roughly 5 meters apart)
AISlipReaction=(500.0, 30.0) // prediction factor for front wheel grip loss (higher numbers increase sensitivity), how quickly AI increase throttle after grip loss has occurred (higher numbers reduce "coasting")
AICornerReductionBase=165.0 // (pointspeed/this number)= % deceleration we can expect through a point
AIMinPassesPerTick=3 // Minimum passes per tick (can use more accurate spring/damper/torque values, but takes more CPU)
AIRotationThreshold=0.15 // Rotation threshold (rads/sec) to temporarily increment passes per tick
AIEvenSuspension=0.0 // Averages out spring and damper rates to improve stability (0.0 - 1.0)
AISpringRate=1.0 // Spring rate adjustment for AI physics
AIDamperSlow=0.5 // Contribution of average slow damper into simple AI damper
AIDamperFast=0.5 // Contribution of average fast damper into simple AI damper
AIDownforceZArm=0.050 // Hard-coded center-of-pressure offset from vehicle CG
AIDownforceBias=0.0 // Bias between setup and hard-coded value (0.0-1.0)
AITorqueStab=(1.0, 1.0, 1.0) // Torque adjustment to keep AI stable
AIFuelMult=-1.0 // PLR file override for AI fuel usage - only positive value will override, see PLR for default
AIPerfUsage=(-1.0, -1.0, -1.0) // PLR file overrides for (brake power usage, brake grip usage, corner grip usage) used by AI to estimate performance - only positive values will override, see PLR for defaults
AITableParams=(-1.0, -1.0) // PLR file overrides for (max load, min radius) used when computing performance estimate tables - only positive values will override, see PLR for defaults
Above information gathered by Satangoss in the post below.
As noted though any changes will cause mismatches online and may also cause other issues, never had the need to edit these personally and would like to think the mod team would get them as correct as possible upon release.
http://isiforums.net/f/showthread.p...ettings-Thread?p=180340&viewfull=1#post180340
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Talent file - RCD
{
default
{
StepDistance = 5.0
StepSpeed1 = 20.3
StepSpeed2 = 30.5
StepSpeed3 = 40.0
StepSpeed4 = 51.0
StepSpeed5 = 61.0
StepSpeed6 = 72.0
StepSpeed7 = 92.0
StepSpeed8 = 122.0
DrivingLine = Megane_FAST
CorneringCaution = 30.0
StartSkill = 105
}
Bob Jones
{
Nationality = English
DateofBirth = 27-2-1984
Starts = 5
Poles = 1
Wins = 1
DriversChampionships = 0
Aggression = 88.6
Reputation = 95.9
Courtesy = 100.0
Composure = 89.7
Speed = 96.3
QualifySpeed = 95.7
WetSpeed = 92.0
StartSkill = 97.0
Crash = 5.5
Recovery = 98.0
CompletedLaps = 94.3
MinRacingSkill = 93.5
}
It is highly advisable to *ONLY* adjust the In Game settings especially if you don't know what you're doing! Any changes you make could alter your game to a state where it becomes unstable or even broken, ISI or myself won't be able to help you if that becomes the case. So if you get Stuck or Lost then start fresh with a new player.JSON file (or install) and leave everything else well alone thereafter!
If you're not afraid of the risks and/or have an idea of what you're doing, then please bear in mind that many of these settings should still be OK to fiddle & tweak with if you so desire, but as I'm not updating this first post (last update May 2014) there could be some deleted or amended settings, if so it's up to you to see what works and what does not.
If anyone wants to go through this post/thread with a fine tooth comb and start a new thread based off this then be my guest and I'll have this thread locked.
-=-=-=-=-=-=-=-=-
#Update 6th May 2014 - Tidy up
Seen this asked for a few times so here goes, I'll start off with all PLR settings for now and it may evolve into RCD settings too. Any thoughts on individual settings and your own findings please post them.
If I've missed anything or have anything wrong then please say so and I'll edit accordingly!
Please dont forget that there are hundreds of variables associated with AI, not just in the PLR files but all the RCD/Talent files and especially the making of the AIW by the track author.
That last one is a biggy, if the AIW is poorly created the AI will be bad at that track full stop and no amount of editing PLR settings will change that. For example in rF1 I had to redo some of the AIW myself to improve the AI at certain corners, I was no expert (and pretty much forgetton everything now!) but I had them racing better to my liking.
I'll update this first post as we go along so that we get the best results possible and easy access for those wanting to have a tweak & fiddle with the AI.
AIW Creation Tutorial by ISI:
http://downloads.imagespaceinc.com/rf2/modsresources/rF2_AIW_Creation_Tutorial.pdf
player.PLR
AI Database File="C:\Games\rFactor2\Installed\Locations\PalmBeach\1.43\PALMBEACHRC.AIW"
This seems to be simply the last AIW used, no need to edit.
AI Controls Driver="2" // Bitfield defining which drivers the AI controls (0=none, 1=driver1, 2=driver2, 3=driver1+driver2, etc.)
need more information
No AI Control="1" // AI never has control over car (except autopit)
need more information
Drive AI Physics="0" // Only works in Dev builds, single player when you toggle to AI "control"
Can only presume this means that when you let the AI take over control of your car they use AI physics? need more information
GPRIX AI Driver Strength="105" // 100 should approximate real life
MULTI AI Driver Strength="95
This is your in game Strength setting, no need to edit manually.
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
need more information, never needed to change this myself
AI Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style
At a guess if you find the AI pit sooner/later for fuel at a given track then maybe changing this setting might help.
AI Brake_Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)
AI Brake_Grip Usage="0.97250" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)
AI Corner_Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)
AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV)
AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables (can be overrode in HDV)
As all these can be overrode in the HDV it's probably best to leave well alone.
Auto Line Smooth="0" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside
See this post by MikeZ, explains it in great detail:
http://isiforums.net/f/showthread.p...ettings-Thread?p=180192&viewfull=1#post180192
Autocalibrate AI Mode="0" // When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use
Fixed in Build 240 and working correctly, see release notes:
Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
AI Calibrate Sample Size="5" // When AI calibration is set to 2, this is the number of trials the AI should run while testing each parameter. bigger # == larger file size of saved data
MikeZ - http://isiforums.net/f/showthread.p...ettings-Thread?p=235678&viewfull=1#post235678
Changelog (Build 342) notes:
Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode=”2″ in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable “AI Calibrate Sample Size” number of trials). They create a database (*.wis file…for “wisdom”, in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it’s not completely full-featured…for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
When Autocalibrate AI Mode=”3″, the AI will only read and use existing knowledge.
Ghost AI="0" // If 1, AI car will ignore others and be uncollidable. disabled for standard builds
Ghost car, option in game so no need to edit manually.
Fixed AI Setups="0" // whether AI use the fixed setups, only applicable if "Fixed Setups" is also enabled (and can be used in single player to have the AIs use your favorite setup)
Worked great in rF1, need confirmation that it works the same in RF2.
AI Logic Override="0" // use bitfields to disable certain AI behaviors. 1= blocking line
New from Build 218 and onwards, only one Bitfield it seems, need more experimenting with this.
AI Limiter="0.25000" // Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)
Does as it says, makes racing closer between the entire field of cars or more spread out. To try it out set it to 0.0 and watch an AI race - time accelerate is handy, do NOT just 'Finish Session' as this could have variable results - then note/screenshot the finishing times, exit game and change it to 1.0 and repeat then compare finishing times. Longer tracks/more laps have a greater spread obviously!
AI Mistakes="0.00000" // a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes). Anything above 1.0 multiplies the frequency
Varying results depending on who you talk too, personally I have found any setting above 0.0 results in the AI randomly driving off the track at various spots into the walls as they are intentional...that means they deliberatley do it themselves as apposed to a natural/Human mistake.
Now at some tracks (depending on the AIW) the AI do make mistakes naturally when this is set to 0.0, sometimes always at the same one or two corners (T1 and the Rise/Bump at LRP spring to mind), other times because they've been run wide by Human/AI.
Either way their natural or more Human like mistakes are actually very rare for my personal liking, they are "too clean" lap after lap, but i simply dont like editing this setting and have them flying off into the armco when going down a straight...just seems weird!
When I get around to fiddling with that I'll report back, please add your own thoughts to this - Videos in this sense are immensly handy tools!
AI Aggression="0.74620"
In game setting, no need to edit manually
Monitor AI Postfix="" // what is displayed after AI driver names in monitor (multiplayer only)
Guess this means the Labels above the cars, need more information
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HDV
AIAimSpeedsPerWP=(30.0, 54.0, 68.0, 82.0, 100.0, 120.0, 150.0, 185.0) // Speeds at which to look ahead X waypoints (spaced roughly 5 meters apart)
AISlipReaction=(500.0, 30.0) // prediction factor for front wheel grip loss (higher numbers increase sensitivity), how quickly AI increase throttle after grip loss has occurred (higher numbers reduce "coasting")
AICornerReductionBase=165.0 // (pointspeed/this number)= % deceleration we can expect through a point
AIMinPassesPerTick=3 // Minimum passes per tick (can use more accurate spring/damper/torque values, but takes more CPU)
AIRotationThreshold=0.15 // Rotation threshold (rads/sec) to temporarily increment passes per tick
AIEvenSuspension=0.0 // Averages out spring and damper rates to improve stability (0.0 - 1.0)
AISpringRate=1.0 // Spring rate adjustment for AI physics
AIDamperSlow=0.5 // Contribution of average slow damper into simple AI damper
AIDamperFast=0.5 // Contribution of average fast damper into simple AI damper
AIDownforceZArm=0.050 // Hard-coded center-of-pressure offset from vehicle CG
AIDownforceBias=0.0 // Bias between setup and hard-coded value (0.0-1.0)
AITorqueStab=(1.0, 1.0, 1.0) // Torque adjustment to keep AI stable
AIFuelMult=-1.0 // PLR file override for AI fuel usage - only positive value will override, see PLR for default
AIPerfUsage=(-1.0, -1.0, -1.0) // PLR file overrides for (brake power usage, brake grip usage, corner grip usage) used by AI to estimate performance - only positive values will override, see PLR for defaults
AITableParams=(-1.0, -1.0) // PLR file overrides for (max load, min radius) used when computing performance estimate tables - only positive values will override, see PLR for defaults
Above information gathered by Satangoss in the post below.
As noted though any changes will cause mismatches online and may also cause other issues, never had the need to edit these personally and would like to think the mod team would get them as correct as possible upon release.
http://isiforums.net/f/showthread.p...ettings-Thread?p=180340&viewfull=1#post180340
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Talent file - RCD
{
default
{
StepDistance = 5.0
StepSpeed1 = 20.3
StepSpeed2 = 30.5
StepSpeed3 = 40.0
StepSpeed4 = 51.0
StepSpeed5 = 61.0
StepSpeed6 = 72.0
StepSpeed7 = 92.0
StepSpeed8 = 122.0
DrivingLine = Megane_FAST
CorneringCaution = 30.0
StartSkill = 105
}
Bob Jones
{
Nationality = English
DateofBirth = 27-2-1984
Starts = 5
Poles = 1
Wins = 1
DriversChampionships = 0
Aggression = 88.6
Reputation = 95.9
Courtesy = 100.0
Composure = 89.7
Speed = 96.3
QualifySpeed = 95.7
WetSpeed = 92.0
StartSkill = 97.0
Crash = 5.5
Recovery = 98.0
CompletedLaps = 94.3
MinRacingSkill = 93.5
}
Last edited by a moderator: