Everything is fine in vanilla 1.2 - variances of about 2% per lap on soft tyres and 3% on supers, between the teams, for example.
Wow. How have I managed to make the AI tyre wear worse then the players? I don't quite understand that.
The only thing I can think of, is that they've all had such bad chassis, that they're all getting the -X laps penalty - instead of just the bottom third of the cars which was coded for the game. Either that or they're completely unable to manage thier temperatures.
I expected my mod would have some unexpected consequences, but at the moment this one is quite illogical. I made the change so that if the player had the worst chassis, they'd struggle a lot more with tyre wear. It shouldn't be possible for ALL the AI cars to have massive tyre wear problems, especially on inters which are effected far less anyway!
Of course, this was before the new AI. Do they actively manage their tyres better now to get their aimed 'target lap pitting' then they used to? In which case, this maybe why my changes no longer work - much like why my old fuel efficiency changes had to be removed.
Either way, I'll remove my 'chassis tyre life bonus/penalty increases' and upload a version without that, and see if that makes a positive difference. In your vanilla run, how better was your tyre wear compared to the AI?
The Chassis is really terrible.
i changed the active - passive whightness in the part components that is very good, the AI do the same as the Player.
But FLAMING do u know where u can Change the Chassis whigtness in the ressource??
I believe there's weightings in the team.txt. Lots of ones there such as HQ weightings, car weightings, driver weightings etc etc. I assume this is where they decide how to spend money. I believe Chassis Weightings is one of the options, but I may not be remembering it right.
As for them choosing random Chassis - I am not surprised if that's the case at all. In fact, in vanilla, Chassis Makeup is one of the most pointless things in the game as the strength of having a really good Chassis is really minor that I didn't feel it one little bit. As such, the AI may as well save money and take the lowest option - as it's not going to impede them as much.
I am at work for one more day before I have some time off to come back and study what's going on.
I'll see what I can do about fixing these two areas come Monday. The tyre wear one is puzzling but it seems reverting to Vanilla values will fix that (which is a shame, as removing the increased bonus/penalty on tyre life started to make the chassis important). I should be able to see how the AI is choosing their Chassis in the dll. If it is random like you believe, I should be able to see where it's being generated and perhaps 'help' the AI make better choices.
Either that or I go another direction with the chassis, make them equal and let players house rule to always buy the most expensive one they can. It'll help balance money a little, but it removes chassis from being a gameplay component. I'd prefer to make the chassis mean something, but at this time I am really struggling to see how I can do that.
So maybe I can change how Chassis and their stats work... Maybe I can make them increase more base stats instead instead of just the engine? (Though That's probably not possible). I'm open to ideas on this - especially if I can no longer change their strengths on fuel eff/heat management/tyre wear without handicapping the AI.