- 4,833

- London, Ontario
- voodoovaj
I think this needs to be highlighted way more than it is, but making a custom race with the F3500's results in the best F1 game I have played in a LONG time. It might even be better than EA's F1 games, but I haven't played those for more than a decade.
Sorry for the camera work. It's 21 minutes, but this was the best single player race I have ever had in this game in 30 years.
This is the regular AI (because Sophy does not officially support the F3500B nor the tracks that I want to use. With regular cars, Reggie is terrible. With the F3500, it's somehow really good. Yes, it still does some strange things here and there, but it's a night and day difference to the AI with everything else.
Now - to be fair - this was the best racing game of the early 90's
So, I didn't have far to go to make something better, but still I wanted something where I worried more about beating my teammate than winning the race.
What did I do? Not much. The cars are modelled after their real world counterparts in terms of power, and I have changed transmissions to match. H-pattern cars in real life get the semi-race transmission. Sem-auto in real life gets the normal transmission, and I am reserving full race transmissions for later years. This results in a 30pp difference from lowest rated car to highest rated, but that doesn't seem to matter much. I used a random number generator on the anti-roll bars. Sounds strange, but it works to alter the behavior of each car ever so slightly. Same with the initial torque (random from 5-10).
I made a spreadsheet to track race results, and I start each AI based on the finish of the last race. My start position is a random number from 1-20. I started the season's first race based on the official final results for the year I am emulating. From then on, the only rule I have is no restarts. What happens, happens. Boost is weak (we all know about this). Damage is HEAVY - this is super important because it mixes up the results and it forces you to be careful. Tire wear is 5X and fuel is 2X over a 15lap race, so no need for a stop, but there is a need for fuel management at some events. Weather is a random number from 1-32 (because there is a total of 32 varieties). For the first year I let the game choose random weather, but it was always sunny, so I decided to change it up. The video above is 30 out 32.
I choose my team at the start of the year with a random selection as well. I made an alphabetized list of teams and chose a random number from 1-10. For 1992, I drive for Minardi.
Nothing is predictable. I can't explain what is happening. For some reason, these guys do all the things that we wished the entire game would do all the time. I tried this exact same set up with the other cars, and the results are nowhere near as good, so I stick to Sophy for everything else. That said, I am going to use what I've found here and apply it there. I've already found it helps improve my DTM custom race.
I don't know if this is something that is intentional, or something emergent from the combination of factors, but either way, this is the best single player racing I have ever had.
Sorry for the camera work. It's 21 minutes, but this was the best single player race I have ever had in this game in 30 years.
This is the regular AI (because Sophy does not officially support the F3500B nor the tracks that I want to use. With regular cars, Reggie is terrible. With the F3500, it's somehow really good. Yes, it still does some strange things here and there, but it's a night and day difference to the AI with everything else.
Now - to be fair - this was the best racing game of the early 90's
So, I didn't have far to go to make something better, but still I wanted something where I worried more about beating my teammate than winning the race.
What did I do? Not much. The cars are modelled after their real world counterparts in terms of power, and I have changed transmissions to match. H-pattern cars in real life get the semi-race transmission. Sem-auto in real life gets the normal transmission, and I am reserving full race transmissions for later years. This results in a 30pp difference from lowest rated car to highest rated, but that doesn't seem to matter much. I used a random number generator on the anti-roll bars. Sounds strange, but it works to alter the behavior of each car ever so slightly. Same with the initial torque (random from 5-10).
I made a spreadsheet to track race results, and I start each AI based on the finish of the last race. My start position is a random number from 1-20. I started the season's first race based on the official final results for the year I am emulating. From then on, the only rule I have is no restarts. What happens, happens. Boost is weak (we all know about this). Damage is HEAVY - this is super important because it mixes up the results and it forces you to be careful. Tire wear is 5X and fuel is 2X over a 15lap race, so no need for a stop, but there is a need for fuel management at some events. Weather is a random number from 1-32 (because there is a total of 32 varieties). For the first year I let the game choose random weather, but it was always sunny, so I decided to change it up. The video above is 30 out 32.
I choose my team at the start of the year with a random selection as well. I made an alphabetized list of teams and chose a random number from 1-10. For 1992, I drive for Minardi.
Nothing is predictable. I can't explain what is happening. For some reason, these guys do all the things that we wished the entire game would do all the time. I tried this exact same set up with the other cars, and the results are nowhere near as good, so I stick to Sophy for everything else. That said, I am going to use what I've found here and apply it there. I've already found it helps improve my DTM custom race.
I don't know if this is something that is intentional, or something emergent from the combination of factors, but either way, this is the best single player racing I have ever had.
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