Brake Point by costum car

Hi,

after a lot of work with engine, suspensions, tyres, gearbox etc my costum car works fine. But the AI isn't able to drive it with, because they miss the brake point or maybe brake to low. So it doesn't make a lot of fun if the AI-cars are crashing in the first corner... but i don't won't to make my engine so small that they are braking like the should.
I searched a lot inside the whole car-files, but haven't found where the it is managed.

Can someone plz help me?

regards, Sebastian
 
Sorry that it takes so long. Here's my talent file. But the AI still breakes to late (or to little?)...
Are you sure it couldn't be because of eng/hdc-file?

Abbreviation=K. Yamauchi
Nationality=Japan
NatAbbrev=JAP

//Driver Stats
StartsDry=3.0 //Average number of drivers passed during start (-4 - 4)
StartsWet=1.0
StartStalls=0.0 //% of starts where driver stalled
QualifyingAbility=2.00 //Average qualifying position NOTE: keep GT between 1 -15
RaceAbility=1.0 //Range 0 - 6.2 (0 is best)
Consistency=1.0
RainAbility=1.00 //Range 0 - 6.2 (0 is best)
Passing=100.0 //% of times driver completed a successfull pass, not including pit stops or lapped traffic
Crash=2.0 //% of times driver crashed
Recovery=100 //% of times driver continued after a crash
CompletedLaps%=99
Script=default.scp
TrackAggression=1.0


// Increase attempted low-speed cornering by adding a minimum onto calculated speed.
// Reduce attempted high-speed cornering by multiplying speed by a number less than 1.0.
// <adjusted speed> = CorneringAdd + (CorneringMult * <original speed>)
CorneringAdd=1.0
CorneringMult=0.975

//AI Throttle Control - how good they are at their own traction control upon throttle application
TCGripThreshold=0.7 // Range: 0.0-1.0
TCThrottleFract=1.2 // Range: 0.0-???
TCResponse=0.0 // Range: 0.0-???

//AI skill mistake variables
MinRacingSkill = 1.00
Composure = 0.010

//AI ColdBrain variables
RaceColdBrainMin=0.99
RaceColdBrainTime=100
QualColdBrainMin=0.96
QualColdBrainTime=180

}
 
Modify the following:

TrackAggression=1.0


// Increase attempted low-speed cornering by adding a minimum onto calculated speed.
// Reduce attempted high-speed cornering by multiplying speed by a number less than 1.0.
// <adjusted speed> = CorneringAdd + (CorneringMult * <original speed>)
CorneringAdd=1.0
CorneringMult=0.975

You can also add some grip to the AI via the .tyr file:

AIGripMult=
 

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