Track AIWs

I enjoy racing the Indy dallara at Iowa oval from steam (about 103/104 % AI-strength) until AI crash each other while pitting. maybe wrong AIW pitlane-path or how you call it!? new St Pete 24 & Belle Isle work awesome.
 
I enjoy racing the Indy dallara at Iowa oval from steam (about 103/104 % AI-strength) until AI crash each other while pitting. maybe wrong AIW pitlane-path or how you call it!? new St Pete 24 & Belle Isle work awesome.
looks fine at first sight. Can you show exactly where it happens?
 
looks fine at first sight. Can you show exactly where it happens?[/QUOTE
I watched the replay of my race: AI brake (to late/hard) at backstraight on the racingline! - instead of switch earlier to the lefthandside for safety - before turn 3 in order to pit (about from lap 40 on/tyre-use set to x2), so randomely if the car direct behind in pursuit is to close, crashes into car in front.
 
This nice track/oval deserves actually an AIW update too, as AI slow down on start/finish- line while racing: Las Vegas Motor Speedway from Tchachalowski Oficial from steam.
 
Hey mate,

Soooo long story short the settings in my .Json file came about through a ton of testing with a mate of mine, that I then tweaked a little bit more on my own just to make them a little bit harder to race against. The overall aim was to make them behave more like a real person, block more actively and race against each other more realistically.
Spin Recovery set to 0 will not flip you back over onto your wheels if you mess up big time and will do the same for AI
AI Agression set to 0.66 make them more agressive and behave in my opinion more like the people I league race against. They will try to pass, block etc.
Brake Grip and Power were adjusted to make them brake more like a real person.
AI Calibration size was increased to make them try different lines more often and create a bigger sample size when practicing a track
Corner Grip - I can't remember if I actually adjusted this one or not but is self explanatory, if I did adjust it it was so they cornered more like me and less like an alien.
AI limiter was increased to create more realistic variation across the grid, creating racing pockets
Logic override is self explanatory, I don't limit the AI in any way, they will block, use a wet line etc.
AI Mistakes - I set this to 1 because people make mistakes and it makes the racing more realistic. I don't mind accidents occuring on track and cars offing, nothing worse than lapping away with the AI with everything in a train.
AI Power Calibration is the learning process the AI use for it's control parameters, if it's set to 7 it will learn across all of its parameters of fuel, power and gearing, I have it set to 5 so fuel and power.
Auto Calibrate set to 2 means that the AI actively learn during practise and when they roll to quals they actively save a .wis file which if you return to the track at a later date with the same cars they will use to pick up where they were. If you are an active offline racer you should always have this set. You should also always let practise and quals complete.

"DRIVING AIDS":{
"Spin Recovery":0,
},
"Game Options":{
"AI Aggression":0.66,
"AI Brake_Grip Usage":0.9725,
"AI Brake_Grip Usage#":"Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)",
"AI Brake_Power Usage":0.92,
"AI Brake_Power Usage#":"Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)",
"AI Calibrate Sample Size":10,
"AI Calibrate Sample Size#":"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",
"AI Corner_Grip Usage":0.97,
"AI Corner_Grip Usage#":"Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)",
"AI Formation by Position":true,
"AI Formation by Position#":"If true, AI will line up for yellow or formation laps by fixed position behind the pace car, if false they will line up relative to specific car they should be following",
"AI Fuel Mult":0.99,
"AI Fuel Mult#":"Additional fuel multiplier for AIs because of their driving style",
"AI Limiter":0.40,
"AI Limiter#":"Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)",
"AI Logic Override":0,
"AI Logic Override#":"use bitfields to disable certain AI behaviors. 1= blocking line, 2 = flexible superspeedway driving line",
"AI Mistakes":1.0,
"AI Mistakes#":"a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes). Anything above 1.0 multiplies the frequency",
"AI Power Calibration":5,
"AI Power Calibration#":"Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)",
"Autocalibrate AI Mode":2,
"Autocalibrate AI Mode#":"When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use",
},

I should note if I've found coupling this with some tweaks in a tracks AIW file like slowwhenpushed and aidraftstickiness create some really interesting hard fought 3 car wide battles. Again though the AIW paths need to be then tweaked to cater to this sort of behaviour.
Newb question. Is it fine using this without changes to AIW files? Not familiar with editing AIW files. TY
 
Newb question. Is it fine using this without changes to AIW files? Not familiar with editing AIW files. TY
The Studio changed AIs behavior after these settings were recommended, so I think they don´t work as Mark intented when he shared them. You can anyway meddle with them (with a backup json file just in case) to see how they affect the AI, I find that trial and error process really interesting.
 
Hi everyone, tried to change AIW like I saw in the video #31, but doesn't work unfortunately. If I open a mas file, it seems like it's empty. Is there a new method to do that?
 
Hi everyone, tried to change AIW like I saw in the video #31, but doesn't work unfortunately. If I open a mas file, it seems like it's empty. Is there a new method to do that?
Seem all mas Files that you open being empty?
That sounds strange, because even DLC mas Files, that contain the AIW File can be opened, because they are usually not encrypted.
Are you sure that you try to open the correct mas File?
Can you give an Example?
 
Seem all mas Files that you open being empty?
That sounds strange, because even DLC mas Files, that contain the AIW File can be opened, because they are usually not encrypted.
Are you sure that you try to open the correct mas File?
Can you give an Example?
Thanks, sending a screenshot.
I tried to open a lot of files but it's always empty.
 

Attachments

@Tibor Sólyom Here is a Screenshot and a zip of the extracted Files (Download) of the opened layoutPortland.mas File, so you can see that it's not empty.
Try this:
Go to the Folder ..\rFactor 2\Support\Tools, rightclick on the File MAS2.exe, select "Run as an Administrator" and try again to open the layoutPortland.mas File for Example.
Does that work?

open_mas_file.jpg
 
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Re Adelaide 2023
I uninstalled all Adelaide’s (local and steam)
I then download and install says its version 1.7
https://www.mediafire.com/file/z4fatx5fxlpgnle/Adelaide23.rfcmp/file
I then add the fuel fix in the signature section and when in game it displays as 1.51 with no base mod so I can’t install it.
Not sure what’s going on…

Edit: does the full version link include the fuel fix and the speed limit fix as I noticed it was 40kph. My theory is that I don’t need the aiw fix as it’s included?
 
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@Tibor Sólyom Here is a Screenshot and a zip of the extracted Files (Download) of the opened layoutPortland.mas File, so you can see that it's not empty.
Try this:
Go to the Folder ..\rFactor 2\Support\Tools, rightclick on the File MAS2.exe, select "Run as an Administrator" and try again to open the layoutPortland.mas File for Example.
Does that work?
Oh yes, I don't even need to run it as Admin. It seems i downloaded a wrong MAS file utility.
Thank you!
 
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