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Information for Customizing AI drivers in AMS2

Discussion in 'Automobilista 2 - General Discussion' started by gian, Nov 19, 2021.

  1. Ricky Richards

    Ricky Richards Member

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    I get that it's superfluous beyond a point. The thing is, I'm generating the files using data from real races, so it's more the extra work would consist of removing detail, rather than extra work meaning typing pointless digits. I might reduce it to 3 decimal places though so it looks nicer.
     
    Last edited: May 21, 2026
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  2. Buzzhornet

    Buzzhornet Member

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    Is 1.7 the likely update when to expect custom ai to work in multiplayer??
     
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  3. Alain Fry

    Alain Fry Well-Known Member AMS2 Club Member

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    do you guys know what is the name of Hungaroring to make it work as track specific ?
     
  4. Romeo Foxtrot

    Romeo Foxtrot Active Member AMS2 Club Member

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    The custom AI name is "Hungaroring_GP_2025", Alain.
     
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  5. Adamczuk

    Adamczuk New Member

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    Does anyone know how or if the new power and weight functions work?
     
  6. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    In the custom AI XML add values between 0.9 and 1.1 to the driver entry with the following fields: weight_scalar, power_scalar, drag_scalar.

    Consider for instance:


    <driver livery_name="McLaren-Honda #1 A. Senna">
    <name>Ayrton Senna_(McL)</name>
    <country>BRA</country>
    <race_skill>0.980</race_skill>
    <qualifying_skill>0.990</qualifying_skill>
    <aggression>0.90</aggression>
    <defending>0.93</defending>
    <stamina>0.94</stamina>
    <consistency>0.79</consistency>
    <start_reactions>0.98</start_reactions>
    <wet_skill>0.99</wet_skill>
    <tyre_management>0.87</tyre_management>
    <fuel_management>0.55</fuel_management>
    <blue_flag_conceding>0.76</blue_flag_conceding>
    <weather_tyre_changes>0.35</weather_tyre_changes>
    <avoidance_of_mistakes>0.64</avoidance_of_mistakes>
    <avoidance_of_forced_mistakes>0.56</avoidance_of_forced_mistakes>
    <vehicle_reliability>0.53</vehicle_reliability>
    <weight_scalar>0.99</weight_scalar>
    <power_scalar>1.01</power_scalar>
    <drag_scalar>0.994</drag_scalar>
    </driver>
     
  7. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    I have tested the power scalar and it does work. It basically adjust the cars horsepower on a positive or negative percentage of 1 to 10 , so if a car has 500HP and you use a power scalar of .90 it will have 450hp and if you use 1.1 it will have 550, 1.09 will have 545, etc.

    The weight and drag scalars I dont really know how they exactly work, I have my theories, but haven't really tested them as I dont know how to measure the cars weight and drag in game. But the first page should be updated soon with proper explanations.
     
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  8. NedimMehmedovic

    NedimMehmedovic Active Member

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    Now I know this is in early stages. And please forgive me if this question sounds a bit stupid. Will these new power, weight and drag scalers have a longer scale in the future? Like for instance 0,5-1,5 scale
     
  9. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    I imagine that weight, power, and drag scalars which were permitted too much range would introduce an undesirable amount of variability relative to other constructs being simulated (i.e., "Don't cross the streams!", in Egon-speak).

    Moreover, I'm not sure simracers are actually ready for Life F190: The Backmarker Simulator!
     
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  10. NedimMehmedovic

    NedimMehmedovic Active Member

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    Well I would just be messing around with this only to do custom single player BoP on the cars! Better hope it will have further tweaks. But no rush at all!
     
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  11. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    With the new Power, weight and drag scalars aswell as the "setup preferences" that each AI driver has, could we reasonably asume that its better to downtune the car for the AI to reduce their speed instead of modifying the "race skill and qualyfing skill"?
    My assumption is that in an F1 grid, pretty much everybody should be around 80-100 skill and then by adding weight and removing power that should create gaps between cars. Would that make sense? or has anybody tried otherwise?
     
  12. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    I think this is the proper way to do it now that we have the scalars. I have not tested it yet but I'm already working on my AI files for the next race :p.
     
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  13. Ricky Richards

    Ricky Richards Member

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    Can I ask, does the weight scalar affect accelaration and cornering (as increasing the weight would IRL) or is cornering still specifically down to race skill?
     
  14. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    In theory it should, as well as the drag scalar. I guess that it affecting the player car if you have a a telemetry installed you could test their effects, but then the AI doesn't run on the same physics as the player, so I dunno if said results would be the same for the AI. :confused:
     
  15. F_B

    F_B Well-Known Member AMS2 Club Member

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    I really would like a deeper explanation on those three new scalars by Reiza. :)
     
  16. TomLehockySVK

    TomLehockySVK Well-Known Member

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    No need to explain it too deeply.

    These values would make the car really fast.
    <weight_scalar>0.900</weight_scalar>
    <power_scalar>1.095</power_scalar>
    <drag_scalar>0.900</drag_scalar>

    These values here on the other hand make it really slow.
    <weight_scalar>1.099</weight_scalar>
    <power_scalar>0.905</power_scalar>
    <drag_scalar>1.099</drag_scalar>

    Everything in between is the middle ground.
     
  17. gian

    gian Administrator Staff Member AMS2 Club Member

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    The first post of this thread is now updated with a more detailed explanation about the five new AI override params:

    weight_scalar
    power_scalar
    drag_scalar
    setup_downforce
    setup_downforce_randomness
     
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  18. jamespoly86

    jamespoly86 Member

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    Weight, power and scalar are Ok. But setup_downforce in which classes and tracks work actually ? Because i tried with 2 AI pilots with f-3 and formula v8 gen 1 at monza and no big difference between low and high downforce
     

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