ai mod you can try it and tell me what to fix and the drs things didn't work idk why but i will try to fix it .
Btw you still need a good ai line .
Active
Btw you still need a good ai line .
Active
- Turns the mod on or off.
- Makes it work only in race sessions.
- Lets the mod manage AI DRS.
- If allowed, AI will open DRS automatically.
- Blocks DRS until lap 2.
- Helps AI launch better off the line.
- How long the launch help lasts after race start.
- How hard AI pushes at launch.
- Lower means less cautious at the start.
- Uses a different aggression level only on lap 1.
- The actual aggression value for that first lap mode.
- Makes faster AI notice overtaking chances earlier.
- Allows AI to attack the player too.
- How far ahead AI can start preparing an attack.
- Minimum speed advantage needed before AI attacks.
- Extra push for overtaking behavior.
- Lets attack logic react a bit earlier and farther ahead.
- Makes AI use different lane positions instead of one exact line.
- Generates a second racing line automatically.
- How far that second line sits away from the normal line.
- How easily AI chooses that second line when attacking.
- Natural lane difference between AI cars.
- More line spread on straights.
- More lane separation while side by side.
- Higher keeps AI tighter and safer in corners.
- AI tries to go around stopped or blocked cars.
- How early AI notices a blocked car ahead.
- How much AI moves sideways to pass it.
- Helps AI catch slides before they become spins.
- Lower means the assist reacts earlier to sliding.
- Lower means it reacts with less steering input.
- Max throttle allowed while the slide assist is active.
- Extra caution while trying to save the car.
- How long the slide assist stays active.
- Lets the mod recover spun or badly stuck AI.
- If traffic is clear, AI can be reoriented back the right way.
- If AI stays stuck too long, it can be teleported back.
- How long before that stuck teleport happens.
- Time before spin recovery starts.
- How long recovery behavior stays active.
- Max speed while recovering.
- How far ahead the mod checks for corners.
- Smallest turn angle that counts as a real corner.
- Angle where the mod treats the corner as much more serious.
- Maximum distance where AI still considers an attack.
- Gap where the attack is considered more committed.
- Minimum speed gain needed to count as a real attack.
- How much line change is needed before it counts as a pass attempt.
- How long the corner intervention stays active.
- Extra caution added when the mod intervenes.
- How much speed is cut during intervention.
- Safety margin to keep behind or around another car.
- Lowest speed the mod will force during intervention.
- Minimum speed before DRS auto-open is allowed.
- Loads GT3-focused values.
- Loads F1-focused values.
- Loads WEC-focused values.
- Clears the app stats counters.
- Now mainly resets AI state and active mod timers.