Hello everybody! After spends countless hours playing Automobilista, racing against the AI, I start to understand how they behave in longer races (30 minutes or more). In this post, I summarize some main AI behaviours, and how to configure your race options to get the best possible experience, including practice and qualifiyng sessions, enforcing pitstops, multiclass racing, and so on. My goal is to make this post a central information point about single-racing in Automobilista, so feel free to post your own tips. General Tips: 1 - AI Behavior AI-controlled cars have a simplified physics, and behave differently comparing to real humans. I summarize some behaviors based on my experience racing against them. You should consider the tips below when racing single-player against the AI on your own: In Practice, the AI seems to always run with full tank. In qualifying, they seems to always run with enough fuel to run 3 laps (pit exit lap, flying lap, pit return lap) That explains why qualy times drop up to a second in qualy comparing to practice. In Race, the AI will use enough fuel to complete the race. However, if a full tank is not enough to complete the race (resulting in at least 1 pit stop), they will ALWAYS start the race with full tank. The AI will only make a pit stop if they run out of gas. By the time the AI run with low fuel, the simulator distributes the AI pit entering in 3 laps, in order to avoid all AI cars pit at the same lap, which would result in several cars have to wait their teammate finish his pitstop. When in pit stall, AI will ALWAYS change its four tyres, no matter how much they wear it; and will ALWAYS fill up the tank, no matter how much time is left for the race to end. Pit stop times can be 32 to 38 seconds, depending of the vehicle. Tip: when you a message "Your teammate is in pit", prepare yourself for pitting next lap at most. Turn off Tyre Wear: The AI has very little tyre wear effect. As the race goes by, AI time laps will decrease each lap, according to fuel usage: each lap the amount of fuel decreases, the car gets lighter and the AI run faster. On the other hand, AI tyre wear is so little that seems not to be relevant in lap times. So, by the time AI cars are almost out of gas (hence, close to their pit stop), their lap times will be very close to their qualifying times, while the player lap times will increase due to his tyre wear, much more noticeable when running several laps. You can check a detailed example in this post. Example: Series: Endurance Brasil (MR18 and MCR2000) (download here) Track: Tarumã Qualifying lenght: 30 minutes Race length: 30 minutes Fuel Usage - 2x (with 2x fuel , MCR will race for 25 minutes before run out of gas, so a pit stop will be surely necessary) (MR18 cars can race up to 35 minutes with 2x, so they won't pit in this scenario) Tyre Wear - OFF (otherwise, bots will get faster each lap while you get slower each lap due to your wear tyres) In qualifying, put enough gas in your tank to run 3 laps and to go track. When you complete your 3 laps, get back to the garage (hit ESC) and repeat the process until you feel ok with your times. Then, press Control + T to quickly finish the session. In race, start with full tank. When you're gonna make a pitstop, fill up your tank and change all 4 tyres. By doing this, I can guarantee you will have a close race throughout the race lenght (30 minutes), with a mandatory pit stop, in a standart pit-window of three laps. 2 - Multiclass racing Tip for multi-class racing: ALWAYS do a qualifying. This way, you will split the different class in the grid, assuring that all the faster cars will be in front of the slower ones at race start. If you skip qualifying, simulator will scramble all cars, putting faster cars mixed with slower ones all over the grid. A 30 minute qualifying is recommended to assure all AI cars will do a flying lap according to its class and won't be cought in traffic. When you finish your qualifying, press Control + T to fast foward qualifying time, so you won't need to wait halp na hour to race. Another important tip: when Multi-class racing in AMS, considering always use the slower class. Check out the "Blue Flag Issue" section below for more info. 3 - Race Scale and Day/Night Transition With a race scale of 20x, each 10 minutes in a race will make the time move forward 3 hours. So, if you want to simulate day-night transition in a, for example, 40 minute race, set the race scale to 20x, and the race start time by noon (12PM). 10 minutes racing will be at 3PM (you will notice the shadows start to move); 20 minutes, it will be 6PM (and you will notice the golden color of the sunset upon the track and cars); 30 minutes will be 9PM (headlights will be required, the light will dim gradually, to a point where the sky is almost black and you will have some hard time to find your marks); 40 minutes will be midnight (the sky will be pitch black, and if the track does not have native light posts, all you can see is what your headlights can lit, and the other cars lights). 4 - Night Races Racing at night can bring performance issues in some rigs, mainly due to the headlights of your opponents. But I found some parameters in the PLR file that solves the issue: Max Headlights="2" // Max headlights visible relative to your car. The default value is 12 cars with visible lit headlights. In my tests, I change the value to only 2 cars, so I can see headlights from on car in front and 1 can behind. Thats enough to keep the track visible enough, and I don't suffer any more performance issues. Another issue when racing at night is cockpit ilumination: other cars headlights also iluminate your cockpit, making it too bright, sometimes white. To solve this, use this parameter in PLR Headlights On Cars="0" // Headlights illuminate other cars. The default value is 1. Set this value to 0, and headlights will iluminate only the track (tarmac, grass, signs, etc). Your opponents will still be visible but darkened, with their taill lights in highlight. And, most important, your cockpit will be dark, and you'll only see the led lights in your panel and wheel. Blue Flag Issue AMS has the so-called 'Blue Flag Issue', where faster cars can't overtake slower cars in straights; they stick in the line, hitting the brakes, until they reach the braking zone in the following curve, where they finally make the overtake move. Continuing to use the Endurance Brasil example: a race in GP1 category (Metalmoro) against AI can be very frustrating if race conditions allow the GP1 cars reach and lap down the slower ones. You will be racing hard against the AI and, by the time you guys reach the MCR pack, your opponents will be stuck behind them and you will easily overtake them all, which completely spoils the fun. If your race is up to 15 minutes, then no problem at all. The faster pack will hardly reach the slower cars. For tracks with a lenght from 3km to 4km (like all tracks listed in this post, and virtually all brazilian tracks), MR18 cars will reach MCRs between 15 and 20 minutes. So, if you plan to race a longer multi-class race with the Endurance Brasil skinpack, a recommend you to use the MCR cars. They will not lose time (they will be the slower cars), and its a really nice experience to be reached by the Metalmoros mid-race and have to deal with them, receiving blue flags and getting yourself out of their way, while managing your own race against your class. The bottom line is: for Multi-class racing in AMS, considering use the slower class.