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F1 2020 Modding AI team performance?

F1 2020 The Game (Codemasters)
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Im messing around here in EGO archiver and im trying to figure out how to perhaps bump up an AI teams performance without waiting for the crap shoot of year end R&D for instance bringing williams to Mclaren levels or Mclaren to redbull levels? I tried copy and pasting the XML files within the assets but to no avail.
 
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I added 100 to Mercedes and both went down by 5 seconds, oof. I guess I keep using the engine mass then again, instead of the chassis mass. Adding 100 there is around 1 second, it seemed.
50 - it's old info from 2018, not tested in 2020. But yes, 100 it's too much. After post in this thread I added 40 for myself, and now they on 12-18 places without points. It looks good :D
 
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Interesting. It's possible to mod the R&D values for other teams? So to make Williams and Haas bringing up with the middle pack easier, or to make Mercedes slow down their progresses :)
 

ParkYongLee

Modular Mods Creator
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It's so annoying to set up the teams' performances. If you make all cars equal, so the player reaches the same laptime with every car, the drivers will still be so bad that you have to decrease the chassis mass again.

Like Williams, I need to decrease the mass to 700 for them to be able to compete at the same level, while I would be 2 seconds faster in that car than in any other car I would drive.

Funny thing: If you use the fom_car model and vtf for all teams, you will still have teams like Mercedes and Williams being 1 second slower than the other teams, if you drive the car yourself.

So, like I tested Melbourne with each team racing a few laps in quick qualy and these are the fastest laps I could reach:

Mercedes1:22.3Mercedes
Ferrari1:21.3Ferrari
RedBull1:21.6Honda
McLaren1:21.6Renault
Renault1:21.3Renault
Alpha Tauri1:21.1Honda
Racing Point1:21.1Mercedes
Alfa Romeo1:20.4Ferrari
Haas1:20.7Ferrari
Williams1:22.2Mercedes

That's odd, isn't it? We have at least three different tiers but opposite than expected.

Alfa felt sooo light, every curve was a dream, while Mercedes and Williams felt so heavy. But as I wrote: All using fom_car model and vtf.

E: Also interesting, decreasing the mass does impact the A.I. more than human player.
I tested now with several rounds of Q and R in Spain and decreased Williams from 740 to 700 on fom. I had to increase diff level from 80 to 90 to have the A.I. on par with me while my Williams mate gained a 3 seconds boost. Having 714 for Williams on 82 gets us on par with each other and the pole.
 
Last edited:
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Okay, for the engine mass and chassis mass, how do i need to modify for Williams?
Hi WanMah, as I currently worked on a performance mod maybe I am able to help you based on what you want to do with Williams and at what level you desire it to be. Feel free to contact me privately or I can also share here what I know! Cheers
 
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I wanna give you some tips on what you can do to change the car performance.

If you want redbull to have a little bit better engine than mercedes you multiply each Y value in
the <RevsPowerSpline numVertices="19"> by 81 and divide it by 78 except the last value which you should leave at 300000.

If you do this red bull will be 1 to 2 km/h faster than mercedes depending on the track assuming you also let them have the same drag values as mercedes.
<m_aero_cd_min value="1.06" /> (drag values for mercedes)
<m_aero_cd_max value="1.04" />(drag values for mercedes

Mercedes:
<SplineElement x="1099.97632" y="596560" op="=" /> (the highest value)

Red bull:
<SplineElement x="1099.97632" y="581646" op="=" /> (the highest value)

596560/581646= 1.0256410256410256= 40/39
596560-581646=14914

So that means if you multiply each value in the red bull value by 40 and divide by 39 red bull will
have the same engine as mercedes. If you multiply it by 79 and divide by 78 the red bull will have
their straight line increased by 1 km/h, 80/78 by 2 km/h and 81/78 by 3 km/h. Obviously it will also increase acceleration.

581646*81/78=604017 (little better than mercedes) + 3km/h (on monza) might be different on other tracks. (usually you gain more on tracks with shorter straights in the speed trap.)
581646*80/78=596560 (same as mercedes) + 2 km/h (on monza)
581646*79/78=589103 (a little better than lotus and ferrari but worse than mercedes) + 1km/h (on monza)

And likewise if you multiply each mercedes value with 39/40 they will have red bull engine.
596560*39/40=581646(same as red bull, renault and ferrari) or 596560*79/80=589103 (a little better than the other teams.

The only value you should not multiply is the last line which is 300000 for all cars except ferrari which have 292500.

Another things you have to change if you change engine is:

Red bull:
<FuelBsfcMax value="7.09E-05" />
<FuelBsfcMin value="4.32E-05" />
<FuelOptimalTorque value="547" />

Mercedes:
<FuelBsfcMax value="6.97E-05" />
<FuelBsfcMin value="4.22E-05" />
<FuelOptimalTorque value="561" />

As you can see they are different so if you give red bull mercedes engine you also need to copy this to red bull so they don't use too much fuel.

And if you multiply each value with 81/78 then it should look like:
<FuelBsfcMax value="6.91E-05" />
<FuelBsfcMin value="4.17E-05" />
<FuelOptimalTorque value="568" />

Another thing is the mercedes cars have better "party mode" than the other engines so this you can change by changing:

Red Bull:
<FuelPowerScaleLean value="0.96" />
<FuelPowerScaleStandard value="1.000000" />
<FuelPowerScaleRich value="1.03" />
<FuelPowerScaleMax value="1.07" />

Mercedes:
<FuelPowerScaleLean value="0.96" />
<FuelPowerScaleStandard value="1.000000" />
<FuelPowerScaleRich value="1.03" />
<FuelPowerScaleMax value="1.08" />

As you can see mercedes have a higher max fuel mixture giving them an extra 1 km/h in qualyfying. If you change 1.08 on mercedes to 1.07 they will have 339 km/h instead of 340 km/h
in Monza. This is also an easy way to to increase race pace of cars by not editing max fuel mixture but only editing lean, standard and rich mixture. If you change red bull to:

<FuelPowerScaleLean value="0.98" />
<FuelPowerScaleStandard value="1.02" />
<FuelPowerScaleRich value="1.05" />
<FuelPowerScaleMax value="1.07" />

They will be quite a lot quicker in the races and have an extra 2 km/h on each fuel mode. So this is a very easy way to mod engine performance without too much hassle. Changing fuelpowerscalemax will affect qualyfying and the others affect races.

Other things you can change:

Mercedes
<m_aero_cd_min value="1.06" /> multiply by 0.99 = 1.0494
<m_aero_cd_max value="1.04" /> multiply by 0.99 =1.0296

Around + 1 km/h top speed per percent. So multiply by 0.98 is 2 km/h and so on, but this also depends on track. Engine is more important than drag on tracks with shorter straights. Also weight affect acceleration for AI but does not affect when they're breaking or cornering since it's hard coded. That's why they gain less than the player when reducing weight. In career
they get the right increase because it's hard coded when you upgrade the car that they will break later, take corner quicker and so on. That's why changing aero will do little same with weight distribution and braking power.

The only way you can affect cornering speed in a meaningful way is changing the grip level of
the tyres instead of changing the aerodynamics. The AI seems to be hard coded to take the turns at a certain speed so changing aerodynamics will only work if you decrease the values.
Though it also might only affect acceleration i'm not quite sure.
Copying mercedes aero to williams will only really affect the Human player so that's why i never change the Aerodynamics. The thing you can change instead is:
<GripMultiplier value="1.000000" /> in the tyre section. You need to changeboth front and rear tyres. Change this value to something like 1.01, 1.02 or 1.03. I would never go higher than that because it has a greater effect in rain. . And you can also decrease someone by changing values to 0.99, 0.98 and so on. You can also try with smaller increases like 1.005.

In championship mode i'd given sauber 1.03 on gripmultiplier
And it was working fine, raikonnen had a few top 10 finishes and then it rains in canada and he takes pole and was really quick in the race too which were really annoying and ruining the championship. It was really nice too, in the first 5 races there were 4 different teams winning.
Red Bull, Mercedes, Mclaren and Renault.

The two last things will affect race pace and is tyrewear reduction and ers recovery.
It's also fun to increase tyre wear so AI will make more pitstops. I like to give mercedes and red bull better race pace but worse qualyfying pace like it is in real life.

<UpgradeWearFactor value="1.0" /> change this by increments of 0.025.
So 0.975, 0.95, 0.925 and so on down to 0.8 which is like having all tyre wear upgrades in career mode. 0.025 equals a small tyrewear upgrade, 0.05 a major and 0.075 an ultimate upgrade.
0.8 will make cars do 1 stop on all tracks on 50 percent race.

The last thing is ers harvesting

<Upgrade name="radUpgradeERS">
<EnergyRecoverySystem numCommonTypes="1">
<Common>
<EnergyHarvestEfficencyMGUH value="1.95" op="*" />
<EnergyHarvestEfficencyMGUK value="1.5" op="*" />
</Common>
</EnergyRecoverySystem>

This is if you have upgraded all parts in career mode.

<EnergyRecoverySystem numCommonTypes="1" numModeTypes="4">
<EnergyHarvestEfficencyMGUH value="1.05" /> (multiply with 1.95 for fully upgraded ERS)
<EnergyHarvestEfficencyMGUK value="0.4" /> (multiply with 1.5 for fully upgraded ERS)

so 1.05*1.95=2.0475 and 0.4*1.5=0.6 will make the car have fully upgraded ers recovery.
ultimate pack equals 1.05*((0.95*3/9)+1)=1.3825 and 0.4*((0.5*3/9)+1)=0.4666666666666667
small upgrade: 1.05*((0.95*1/9)+1)=1.1608333333333333 and 0.4*((0.5*1/9)+1)=0.4222222222222222

fully upgraded ers:
<EnergyHarvestEfficencyMGUH value="2.0475" />
<EnergyHarvestEfficencyMGUK value="0.6" />

1 ultimate upgrade:
<EnergyHarvestEfficencyMGUH value="1.3825" />
<EnergyHarvestEfficencyMGUK value="0.4666666666666667" />

Hope this was not too long. :cautious:
 
Messages
208
Points
211
I wanna give you some tips on what you can do to change the car performance.

If you want redbull to have a little bit better engine than mercedes you multiply each Y value in
the <RevsPowerSpline numVertices="19"> by 81 and divide it by 78 except the last value which you should leave at 300000.

If you do this red bull will be 1 to 2 km/h faster than mercedes depending on the track assuming you also let them have the same drag values as mercedes.
<m_aero_cd_min value="1.06" /> (drag values for mercedes)
<m_aero_cd_max value="1.04" />(drag values for mercedes

Mercedes:
<SplineElement x="1099.97632" y="596560" op="=" /> (the highest value)

Red bull:
<SplineElement x="1099.97632" y="581646" op="=" /> (the highest value)

596560/581646= 1.0256410256410256= 40/39
596560-581646=14914

So that means if you multiply each value in the red bull value by 40 and divide by 39 red bull will
have the same engine as mercedes. If you multiply it by 79 and divide by 78 the red bull will have
their straight line increased by 1 km/h, 80/78 by 2 km/h and 81/78 by 3 km/h. Obviously it will also increase acceleration.

581646*81/78=604017 (little better than mercedes) + 3km/h (on monza) might be different on other tracks. (usually you gain more on tracks with shorter straights in the speed trap.)
581646*80/78=596560 (same as mercedes) + 2 km/h (on monza)
581646*79/78=589103 (a little better than lotus and ferrari but worse than mercedes) + 1km/h (on monza)

And likewise if you multiply each mercedes value with 39/40 they will have red bull engine.
596560*39/40=581646(same as red bull, renault and ferrari) or 596560*79/80=589103 (a little better than the other teams.

The only value you should not multiply is the last line which is 300000 for all cars except ferrari which have 292500.

Another things you have to change if you change engine is:

Red bull:
<FuelBsfcMax value="7.09E-05" />
<FuelBsfcMin value="4.32E-05" />
<FuelOptimalTorque value="547" />

Mercedes:
<FuelBsfcMax value="6.97E-05" />
<FuelBsfcMin value="4.22E-05" />
<FuelOptimalTorque value="561" />

As you can see they are different so if you give red bull mercedes engine you also need to copy this to red bull so they don't use too much fuel.

And if you multiply each value with 81/78 then it should look like:
<FuelBsfcMax value="6.91E-05" />
<FuelBsfcMin value="4.17E-05" />
<FuelOptimalTorque value="568" />

Another thing is the mercedes cars have better "party mode" than the other engines so this you can change by changing:

Red Bull:
<FuelPowerScaleLean value="0.96" />
<FuelPowerScaleStandard value="1.000000" />
<FuelPowerScaleRich value="1.03" />
<FuelPowerScaleMax value="1.07" />

Mercedes:
<FuelPowerScaleLean value="0.96" />
<FuelPowerScaleStandard value="1.000000" />
<FuelPowerScaleRich value="1.03" />
<FuelPowerScaleMax value="1.08" />

As you can see mercedes have a higher max fuel mixture giving them an extra 1 km/h in qualyfying. If you change 1.08 on mercedes to 1.07 they will have 339 km/h instead of 340 km/h
in Monza. This is also an easy way to to increase race pace of cars by not editing max fuel mixture but only editing lean, standard and rich mixture. If you change red bull to:

<FuelPowerScaleLean value="0.98" />
<FuelPowerScaleStandard value="1.02" />
<FuelPowerScaleRich value="1.05" />
<FuelPowerScaleMax value="1.07" />

They will be quite a lot quicker in the races and have an extra 2 km/h on each fuel mode. So this is a very easy way to mod engine performance without too much hassle. Changing fuelpowerscalemax will affect qualyfying and the others affect races.

Other things you can change:

Mercedes
<m_aero_cd_min value="1.06" /> multiply by 0.99 = 1.0494
<m_aero_cd_max value="1.04" /> multiply by 0.99 =1.0296

Around + 1 km/h top speed per percent. So multiply by 0.98 is 2 km/h and so on, but this also depends on track. Engine is more important than drag on tracks with shorter straights. Also weight affect acceleration for AI but does not affect when they're breaking or cornering since it's hard coded. That's why they gain less than the player when reducing weight. In career
they get the right increase because it's hard coded when you upgrade the car that they will break later, take corner quicker and so on. That's why changing aero will do little same with weight distribution and braking power.

The only way you can affect cornering speed in a meaningful way is changing the grip level of
the tyres instead of changing the aerodynamics. The AI seems to be hard coded to take the turns at a certain speed so changing aerodynamics will only work if you decrease the values.
Though it also might only affect acceleration i'm not quite sure.
Copying mercedes aero to williams will only really affect the Human player so that's why i never change the Aerodynamics. The thing you can change instead is:
<GripMultiplier value="1.000000" /> in the tyre section. You need to changeboth front and rear tyres. Change this value to something like 1.01, 1.02 or 1.03. I would never go higher than that because it has a greater effect in rain. . And you can also decrease someone by changing values to 0.99, 0.98 and so on. You can also try with smaller increases like 1.005.

In championship mode i'd given sauber 1.03 on gripmultiplier
And it was working fine, raikonnen had a few top 10 finishes and then it rains in canada and he takes pole and was really quick in the race too which were really annoying and ruining the championship. It was really nice too, in the first 5 races there were 4 different teams winning.
Red Bull, Mercedes, Mclaren and Renault.

The two last things will affect race pace and is tyrewear reduction and ers recovery.
It's also fun to increase tyre wear so AI will make more pitstops. I like to give mercedes and red bull better race pace but worse qualyfying pace like it is in real life.

<UpgradeWearFactor value="1.0" /> change this by increments of 0.025.
So 0.975, 0.95, 0.925 and so on down to 0.8 which is like having all tyre wear upgrades in career mode. 0.025 equals a small tyrewear upgrade, 0.05 a major and 0.075 an ultimate upgrade.
0.8 will make cars do 1 stop on all tracks on 50 percent race.

The last thing is ers harvesting

<Upgrade name="radUpgradeERS">
<EnergyRecoverySystem numCommonTypes="1">
<Common>
<EnergyHarvestEfficencyMGUH value="1.95" op="*" />
<EnergyHarvestEfficencyMGUK value="1.5" op="*" />
</Common>
</EnergyRecoverySystem>

This is if you have upgraded all parts in career mode.

<EnergyRecoverySystem numCommonTypes="1" numModeTypes="4">
<EnergyHarvestEfficencyMGUH value="1.05" /> (multiply with 1.95 for fully upgraded ERS)
<EnergyHarvestEfficencyMGUK value="0.4" /> (multiply with 1.5 for fully upgraded ERS)

so 1.05*1.95=2.0475 and 0.4*1.5=0.6 will make the car have fully upgraded ers recovery.
ultimate pack equals 1.05*((0.95*3/9)+1)=1.3825 and 0.4*((0.5*3/9)+1)=0.4666666666666667
small upgrade: 1.05*((0.95*1/9)+1)=1.1608333333333333 and 0.4*((0.5*1/9)+1)=0.4222222222222222

fully upgraded ers:
<EnergyHarvestEfficencyMGUH value="2.0475" />
<EnergyHarvestEfficencyMGUK value="0.6" />

1 ultimate upgrade:
<EnergyHarvestEfficencyMGUH value="1.3825" />
<EnergyHarvestEfficencyMGUK value="0.4666666666666667" />

Hope this was not too long. :cautious:
This is amazing, I wish I would have read this in April before working on my performance mod :D
 
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