That is the recommended aggression for the AI for the selected series. If you want cleaner racing drop the slider below this line. If you want to BTCC-ize the AI then raise the slider above the yellow line
May I ask, does the AI run on simplified physics still? One of the biggest immersion breakers in rF1 for me was that AI cars never locked their breaks, and rarely spun their wheels. Also, seeing an AI car have a huge crash, losing both front wheels, and then still "hovering" and turning as if it still had wheels, was pretty annoying. It would be great to know where you currently stand with the AI, and what your future plans for it are. Kind regards!
It's a very very very very very complicated thing to simulate a four wheeled vehicle properly (three would be much much easier), and that's just one. Having to do 5, 10, 20, 50 of them... You're going to run out of computing power pretty soon. And for the record, I've seen plenty of cases in rF1 where the AI cars have spun and locked their wheels, it's all in how the AI is set up for the particular mod.
I'm not asking them to simulate AI cars to the same standard as player cars, just that they make the simple model a little less simple lol. Like GP4 in 2001, the AI cars had the exact same physics as the player car. If their wheels fell off, they didn't hover. In rf1 you could make AI cars spin and get tail happy by lowering a setting, I forget it's name. It was related to AI stability and grip. You could also make them good/poor at braking using brake pressure AI settings, but that made them brake early or miss the corner, it had little effect on the fact that the AI never lock their tyres under braking. I'm not complaining at all, just asking what ISI's plans for AI are. Regards.
I've asked Scott before (probably more than once my memories terrible!) about improving AI after release and he replied Yes basically, I see this as an area I'll glady help out in and hope to help improve with my own personal feedback and ideas, seeing as I know bugger all about Physics and modelling lol
Speaking of AI settings, there is also a control for the AI strength. I can't see any difference in the AI ability to drive slower or faster or better when setting this feature from 70%-100%. I also tried setting my Player.plr file AI strength to a different number, but once you start the game your Player.plr file is rewritten back to its original status.
Yeah, the strength setting does actually cause them to lap slower/faster (at least it does for me). If you're not seeing any change you may want to make a post in the "Problem Reports" section