I'm sorry, but I can't really give any useful feedback when it comes to the Eve cars. I never drive them, so I don't really know how far I can push them; and to reproduce the issues I described you really have to be able to drive the car at its limit all over the track. Otherwise you can't really compare the AI's behavior, to determine where they might not being pushing enough. Perhaps someone else who's more familiar with the Eve cars would be able to help out?
Be nice if Sergio's djursland and silkeborg could be fixed. Not just Eve wheel sink happens with any car. Shame he abandoned rF2 as they are such nice little layouts. I reported Phillip Island F3 Eve wheel sink, Andrea has published fix now.
@8Ball There are already patches for both tracks available - see link to our folder below. Problem were holes in the track but just tested with Eve F3 and saw no tire sinking.
@Kronzky Sorry, but i give up (but read to the End please). It really seems to be a "Problem" with the F1 67 Mod, in Combination with this bumpy Track. The Mod has 7 different Models with 7 different Physics (i think they've been made in a Way, to match the real Series) and i haven't checked if also a Talent File is involved. I let the AI make a 40 Lap Race, where in the End some Cars have been lapped 1, 2 and 3 Times. And that also affects the AIW Creation. If you've found a better Line at some Part of the Track for one Car, the next One stills slows down there. In the worst Case, you would have to create separate Lines for each of the 7 Models and with that, you probably would have a Dia-Show with 25 FPS, because of a very big AIW File. But there maybe is a Workaround that you can try. I've saved the Rubber File from the 40 Lap Race and gave it the Name Kronzky_Rubber.rrbin. Download it below, and extract the zip File into the Folder ..\rFactor 2\UserData\player\Settings\Belgiangp_1960S_Lf for the 1960 Layout. Then start a Race and in the EDIT SETTINGS (Session) Tab, select the Race Tab, set "Weather Preset" to Scripted and select "Kronzky_Rubber" in the below "Real Road" Selection (Screenshot below). Then start the Race and check, if that improves the AI Behaviour. You can also create own Rubber Files, with even more Grip, if necessary.
Actually, YOU DID IT!!! The new rubber file, in combination with the 2nd AIW revision (plus a few training laps), and the AI is now running away from me — at a rate of 2sec per lap! If I lower the skill a bit from 100% (so that we're somewhat even) they keep up with me through all the turns, and we have a real race! All your work paid off!!! As far as the '67 mod is concerned, yeah, it's a bit unfortunate that there are such large performance gaps, but I already posted a fix for that in the mod thread, and am privately using one that basically turns the mod into a spec-series — with identical physics for every car, and identical skills for all the drivers. (Otherwise, why would anybody ever use a Ferrari, if it's 20km/h slower all through the track, compared to the Lotus?) But with that mod I have some pretty close and challenging races. Thank you again for all your hard work! I really appreciate it. (And I'm sure so do many others.)
Hello everybody. I have the Barcelona track in the converted 1991 version and I need help with the AIW. Cars arrive at the pits but do not go to the garage or change tires as soon as they stop at the pit position. If anyone can help me with this, we will have another 1991 track available.
there is a new and better one: https://forum.studio-397.com/index.php?threads/track-aiws.64102/page-68#post-1136233
Is it possible to look at AIW for DLC tracks? Official Donington Ntl & offical BTCC cars, I run into a problem where AI nearly stop dead coming towards Old Hairpin, but randomly. It doesnt happen all the time, but enough and very randomly that it ruins immersion and races.
no problem, AIW edits for DLC tracks are possible . Which part of the track do you mean exactly? Afair only the international layout has a hairpin edit: i know which part you mean.
could you check if this is the part of the track (where my Skippy is parking) where the AI slows down? There is a kink in the block line which make the AI brake instead of going full throttle.
...and a quick fix to try it out: https://mega.nz/file/mg0hQCzI#4d1tU3OTFfKfumgJC5f0RC0fgZ9-nnXnG7eDd4TmFYM
AMAZING!! Thank you! That fixed it perfectly. I just did a 12 lap race with a full field, no problems into Old Hairpin and even had some great side-by-side battles through there with the AI. Cars were going down the hill 3 wide and filtered down to 2 wide no problem. A very fun race and that fix makes all the difference. A million thank you's! edit - I dont use the GP layout but I can check in the coming days if it has the same issue
GP layout seems to be ok @Coutie could this kink in the national layout of Donington be fixed officially? Concerns the block line