Have you considered a system that would intelligently set AI difficulty based on actual performance data from practice and/or qualifying sessions and instantly set that for the next session, whether that is qualifying or the race? My experience with RaceRoom Racing Experience Auto AI has always been frustrating. I want it to adjust every single lap I run, or at least for the next prac/qual/race session, but the current system only adjusts for the next race, if I'm not mistaken. That's a lot of junk races to get the right AI level and it still won't be right for the next track because AI level for one track doesn't mean much for another track. The main technical problem with AI Difficulty levels is that they are not granular enough to ensure close driving. AI are either getting ahead of you more and more or falling behind more and more. I've been investigating a simple idea for a straightforward laptime-based calculation that would adjust AI difficulty instantly to a given laptime, your best practice or qualifying laptime, for example. You can see some discussion, details, notes, spreadsheets, etc. over here: How to find the right AI level without trying them all? - Latest Formula 1, Motorsport, and Sim Racing News How to find the right AI level without trying them all? - Latest Formula 1, Motorsport, and Sim Racing News It's basic and my investigation is sophomore at best but I don't think I'm wrong that a simple formula based on actual performance could provide competitive, hard-fighting, clean-driving AI (I know it can from experience when I get the numbers just right). The formula simply adjusts AI laptimes to suit a given grid position. Do you want to compete for top spot then plug in the #1 Practice AI's laptime and adjust is up or down to meet your own best laptime. Do you want a good top 5 battle? Adjust to AI #5's laptime. And so on. You could even plug in a fuzziness to it to avoid always ending up in a certain grid position. My work has been with GTR2 and playing with low-level config file AI params that have more granularity than AI Difficulty levels. Those params follow a logarithmic or similar curve, unfortunately, that I need to map out for different AIs across different cars across different tracks. It's super tedious but I'm confident such a system could be automated if implemented in-game with all the data at hand in the code as you are running a race day. I've been trying this on and off for a year or two and when the numbers work out the AI are incredible to drive against, even in a 2006 game like GTR2, but so far it has been relative guess-work due to the unknowns in the AI performance curves. Thanks for taking a look. I'd love to hear your input.