- 724

- Finland
Many thanks, this is something I had in mind looking at my replays of last tests with F1 '88 Monza and I'm happy that you confirm it with more details ! Iirc @Apocalypse211 mentionned also 40-50% aggression to be the maximum value to give in general. I'll polish the app, but also my F1' 88 grid accordingly.
A bit off topic but that may interest you too, I just made some bench tests on 40 laps on Monza '88 to look at how AI managed tyre wear and fuel level in terms of lap times. The good news is that I can confirm that they are taken into account as AI lap times evolves correctly with time (given the known bug in fuel management). The bad news for AI tweakers is that you may have to take this into account when modifying AI lines and hints as I saw in a test with ks Huracan GT3 in ks Monza that they were more or less able to deal with the first chicane according to fuel level and tyre wear (they still brake at the same point but slips more due to full tank or weared tyres)
50% is definitely pushing it for most cars. ASR / RSS/ VRC cars are way better quality and can probably handle that for the top drivers but I don't recommend that high of a value.
Higher aggression lead to issues with overtaking (AI knocks you out over aggressively) and also random mistakes in qualifying and race. I said that I tried 50% with ASR 1992 for Mansell because in that year he had overwhelmingly superior car and won pretty much everything. I increased it to 50% because that way he made random mistakes in some races.
I'd say 25% is already high if you want trouble free races. But it greatly depends on the cars you're using. I have used 0 and 1 values for the lower end drivers to make them easier backmarkers.
Any general CM value is not good. I always definie all these values individually for each driver in the championship.champ files.

