Race Sim Central
Rec.Autos.Simulators Archive

N2 AI Car Skill Settings

7 posts by 7 people · 15 Jul 1997 - 26 Jul 1997

Jim Keyto 15 Jul 1997#373315
Hi, A friend and I race alot over the modem..we have an IROC car set that we have been playing with the skill setting. For now we have power: 561-562, traction: 561-562, drag: 150-160, agression: 561-562. We race at Taladega and have the RELS set at 107. AI is set at 100%. Does anyone know, or be able to point me in the direction of, just what the various skill settings control. What I mean is, what do they do and what are the inter-relations...seems I read that drag controls qualifing times. Another question is...does the game need or look for a certain spread in the various settings, would a 50 number spread produce better results than a 10 number spread. I find using the N2HQ program makes changing settings a lot less of a hassle, but it limits you to a so called 'legal limit' setting of 562. Whats the deal on this. Jim
Tom Hansen 15 Jul 1997#373316
times. Here is what I have experienced. The power setting controls the straight away speed and acceleration. For example, a car with a very high power setting will get a good jump on the restarts and will be difficult to pass down the straight-aways. A car with high power settings will run quicker out of the draft and produce better lap times on superspeedways. The traction setting controls the cars speed in the corners. Cars with lower traction will slow more through the corners. In general, higher traction settings will increase a cars lap times on smaller tracks and road courses. I have alsl used the higher traction numbers to improve the corner speeds at Talladega where the relative corner speed to straight-away speed seems to be a bit low. In general, I set very high traction numbers for the AI cars at Talladega. The drag setting effects the cars overall speed. I have noticed that cars with higher drag numbers will run much faster in the draft. I use a high drag number at Talladega to enhance the effect of the draft. I find that this does appear to keep the cars closer together. Of course the drag numbers have a greater effect on the superspeedways. The game simply will randomize somewhere in between the spread. Who knows ? I set traction much higher that this for Talladega.
Kerry Grant 15 Jul 1997#373317
What type of drag numbers, power, etc. do you use at Talladega? Is this the best way to improve AI performance as a whole? Do you have to make changes to each car or is there one change in the txt. file which will improve the entire field's performance in the turns? Kerry Grant
ccorpor 16 Jul 1997#373373
Just to add a couple pennys to this thread. You've all read what the numbers do. I urge you to sit down and mess with them you can really really improve Nascar 2 even more with proper settings in here. This and N2 HQ are required to obtain the best Nascar racing experience. Q.B.M.
Jay Taylor 16 Jul 1997#373374
> What type of drag numbers, power, etc. do you use at Talladega? Is this > the best way to improve AI performance as a whole? Do you have to make > changes to each car or is there one change in the txt. file which will > improve the entire field's performance in the turns? > Kerry Grant To adjust the whole field increase the RELS number in the track text. But if you want to tighten up the racing of the AI you need make the drivers stats closer. I have changed mine so that the lowest power and traction stetting are 400 leaving the high at 562. I've made sure that even the weakest drivers have a maximum of 500, and knocked the best drivers low scores back to the 450 range. This has closed up the racing a bit and makes it so the lower drivers can still run up front once in a while. I also changed drag numbers so 200 is the max for any driver, keeping this number close really helps at dega. I also added 250 to all the drivers aggresion scores, as I find that this keeps them from being bullied in the corners. Sorry I ran on and on Jay Taylor
J. Gue 26 Jul 1997#374141
Traction seems to help cornering speeds while Power controls pure "grunt" and overall better times. Drag affects the amount of grip a car has and no doubt inter-relates to the other variables. A car with a low drag setting against a car with a high setting, with the other variables the same, should make the low-drag car go better at the high speed tracks. It's tough to say. The way I took it was, that the min and max values *in proportion to each other* are more important than the spread. Although what I've worked on is getting better results, as in finishes and qualifying order, rather than the AI driving better on track. I'm not entirely sure myself, it may be to do with the file structure. I'm sure K. Dane Johnson (creator of 'HQ) will be able to help you with this information. Strangely though it can deal with settings greater than that. My project uses values between 200 and 740 and it still creates the settings files ok and doesn't complain. :) Be sure to visit my site if you want some decent Skill settings for the WC crew. :) I'm quite a way from "perfecting my craft" so to speak, but my test season looks quite like the current WC standings, and that's before the season began, and I've obviously made some important changes as things have unfolded this year. Thanks very much, Jon Guest Guildford, UK http://www.meganet.co.uk/~pegasus/nascar2/
Quoted text (54 lines)> >Hi, > >A friend and I race alot over the modem..we have an IROC car set that we > >have been playing with the skill setting. For now we have power: 561-562, > >traction: 561-562, drag: 150-160, agression: 561-562. We race at Taladega > >and have the RELS set at 107. AI is set at 100%. > >Does anyone know, or be able to point me in the direction of, just what the > >various skill settings control. What I mean is, what do they do and what > >are the inter-relations...seems I read that drag controls qualifing times. > Traction seems to help cornering speeds while Power controls pure > "grunt" and overall better times. Drag affects the amount of grip a > car has and no doubt inter-relates to the other variables. A car with > a low drag setting against a car with a high setting, with the other > variables the same, should make the low-drag car go better at the high > speed tracks. > >Another question is...does the game need or look for a certain spread in > >the various settings, would a 50 number spread produce better results than > >a 10 number spread. > It's tough to say. The way I took it was, that the min and max values > *in proportion to each other* are more important than the spread. > Although what I've worked on is getting better results, as in finishes > and qualifying order, rather than the AI driving better on track. > >I find using the N2HQ program makes changing settings a lot less of a > >hassle, but it limits you to a so called 'legal limit' setting of 562. > >Whats the deal on this. > I'm not entirely sure myself, it may be to do with the file structure. > I'm sure K. Dane Johnson (creator of 'HQ) will be able to help you > with this information. > Strangely though it can deal with settings greater than that. My > project uses values between 200 and 740 and it still creates the > settings files ok and doesn't complain. :) > >Jim > Be sure to visit my site if you want some decent Skill settings for > the WC crew. :) I'm quite a way from "perfecting my craft" so to > speak, but my test season looks quite like the current WC standings, > and that's before the season began, and I've obviously made some > important changes as things have unfolded this year. > Thanks very much, > Jon Guest > Guildford, UK > http://www.meganet.co.uk/~pegasus/nascar2/
Jon: Just a note!! Printed out you N2 W/Cup skill levels---great!! Makes for some better racing. I loaded them "by hand" so it took a while but after a "cold one or two" I really enjoyed the result. Quest: Will you be updating them?? Steve

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy