Kenny's guide to creating good racing on individual tracks.

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Post by f1fan on April 8th 2016, 1:55 pm

I've been asked how I have gotten good racing at certain tracks this year. So here is my guide to "influence" quality racing out of certain tracks.

Road Atlanta:
As you could clearly tell, I had done a MASSIVE overhaul to Road Atlanta's ini. I had still been using my ini from 4 years ago on it, so I thought it was time to make a new one. I have two keys to Road Atlanta, the first is car control. I influence the cars to oversteer (be looser) quite a lot on this track by turning down the slipcurve. This also gives them blinding straight-line speed down the back straight. You don't want to go too low, because that will cause the cars to be un-driveable in the esses. So what ends up happening is the car that has the most control through the esses, ends up being the better car heading down into the double right handers. Then I turn the d_latpad way down to allow cars to dive bomb entering the chicane. It tends to work very well. The only issue I still have is that some of the more aggressive AI tend to overdue the esses and wreck each other. Hence why Myatt always wins at Road Atlanta is because he is the only driver on the grid (I believe) with a -9 aggression rating.

ButiBamBa (Port Skyline):
Getting Butibamba to initially cooperate is a mess. However believe it or not, I am still on my original ini set for that track. However it is getting an update for next season. "The Gauntlet" ends up being a huge problem. If I knew how to work Sandbox I would do something differently over there. Pave over the grass/gravel, re-angle some of the apex's, or completely omit it and "tilkedrome" it and put an arena section on it like this.

Kenny's guide to creating good racing on individual tracks. Port_s10

However if you are going to keep it, you have to keep the cars under check going through there. I haven't figure out how to do that yet. But I am definitely looking at it.

The other key is, if you do end up getting "The Gauntlet" right, it might end up ruining the racing on the rest of the track. So there is a very fine line that this track runs on. Other then that, Butibamba is one that you want to decrease the squeeze_pcnt on. Because they will go side by side around almost the entire track if you do. It is awesome to watch.

Fontana is a track where you can pretty much do anything to it, and it will work. Simply because Auto Club Speedway is as wide as a Burmese Freeway.

Kenny's guide to creating good racing on individual tracks. Napida10

Fontana however is getting an Ini update for next year as well. It will be seeing a change in the tire fall off. I want the AI early in a run to be able to go flat out, however late in a run not be able to. The other thing I want to do with Fontana is get eliminate racing grooves for a late race run. The way I will do this is by jacking up track grip all the way and deleting the AI line modifier (which is useless). Pretty much, I want the AI to experiment with their lines late into a run. So an AI can enter high and dive low to get an advantage. Or an AI can enter low and "dime the corner" to get the AI to play nice. Another key to Fontana's rebirth will be a radical squeeze_pcnt. I do not want the cars necessarily packed this time around. However I want them to go side by side a lot. So my plan is to turn the slipcurve way down (will help with the late race run too) and increase their drafting distance to prevent them from packing up. The big problem I have had with the 700 in the past is a big wreck early wiping out 10 cars on lap 5 of 350. So by spreading them out, and going crazy with the slipcurve and squeeze values. I might be able to achieve some wild racing. Also I will turn the reliability up a bit here as well. Also Sean Angel redid my starting procedure for Fontana and gave me a 3 wide standing start which will spread them a bit off the line as well.

Ohio Motor Speedway:
Ohio Motor Speedway is fun because it's flat and wide yet short. So I gave the ai some Ini that makes the cars understeer (tight) setup to make them push in the corners a bit. The problem I tend to have at OMS is trying to coax the ai to pass each other. But I have some pretty wild measures I will experiment here to get them to "engage Sato mode" entering the corners on each other.

Darlington is a VERY difficult track to get right. The big problem is understanding that passing is the problem. A lot of times people will try and go for an ini that forces the AI to be REALLY aggressive with each other. While this can work for a bit, it typically ends up in the two wrecking, and wiping out 15 others because the track is about as wide as an aisle in Wal-Mart. The key to Darlington is making the cars, undriveably loose. Therefore, the leading Ai tends to make a mistake, allowing the 2nd car to slide right under him. This is evidenced in last seasons race where the lead changed several times late due to both drivers making mistakes costing them about 5 seconds a pop and allowing the other to get past. Darlington also is great when you set it up to have MASSIVE tire fall off. As the tire quality decreases, driver mistakes increase, allowing passing.

Do not do much with the squeeze_pcnt here. The track is too narrow for side by side racing all the way around it, and it tends to be boring when it does happen. However decreasing the slipcurve is really helpful around here. Let the cars bolt down the straights and back way off in the corners because they are sliding around like they would on a dirt track.

Throw out any version of the new Phoenix you have, because the old one is much more fun to play with. The new one sucks because I can't figure out how to make people play on the apron of the dogleg. The old one is too much fun to pass up. The key to Phoenix is pretty much the opposite of Darlington. At Darlington, you need to calm the AI down, however at Phoenix you need to actually make them aggressive. First thing is, you have to spread them out, and increase grip. The AI slowing down to 130 MPH in the corners is unacceptable. So after you spread them out, you should notice the leader tends to "puppy guard" the inside line preventing anyone from getting it. So the way you combat this is by making the leader somehow come off the inside line. Phoenix is the only track where I will tell you to INCREASE the slipcurve. You want to make the cars tight around here. Then you decrease the d_latpad to the negatives. This will coax the ai to kamikaze their way entering the corners to pass by running the leader up to practically the wall. Either the 2nd place car will take the lead, or the third place car will slide underneath both of them and take the lead. The other key is raising the Concrete and Asphalt grip levels to around 1.90 and increase drag to prevent the cars from flying around it. What this does is gets the cornering speed somewhat reasonable, but it also gives the inside line one BIG disadvantage. That is the dogleg. When cars are going side by side exiting the dogleg, the car on the inside will back off and he will lose his track position. Typically either the next car on the outside dives low and tries a really insane pass on the leader, or the car that originally on the inside does.

Kenny Myatt:
Kenny's guide to creating good racing on individual tracks. Kenny_11

Maddie Myatt:
Kenny's guide to creating good racing on individual tracks. Maddie11

Erin Perkins:
Kenny's guide to creating good racing on individual tracks. Maddie10

Sean Perkins:
Kenny's guide to creating good racing on individual tracks. Sean_p10

Posts : 1852
Join date : 2015-11-03
Age : 24
Location : Bowling Green, Ohio

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