I realize we were all terribly wrong—AI is the true tire management master

ndslpsp

Well-known member
I used to complain a lot about tire wear issues, but I've realized I was completely wrong. AI's tire wear isn't actually a problem—on the contrary, their tire management is absolutely excellent. (If you don't believe me, turn off fuel consumption and go head‑to‑head with the AI in a pure tire endurance duel—let's see who cracks first.)
At Le Mans, they make one set of tires last four stints, and on regular tracks they often go three stints or more, all while keeping consistent lap times.
This perfectly mirrors the tire change patterns in WEC races. From 100% down to 1%, they maintain remarkably stable lap times, protecting their tires just like professional drivers. Only the first few laps are slightly quicker; over the long haul, the pace evens out. Even if the wear rate looks faster than a player's, that's never the real issue—they are true tire management masters. Because the measure of good tire management is never that damn percentage, but actual lap times and steady cruising.

The real killer that ruins races is the AI's silly tire‑change threshold. They always pit at 70%—which is utterly stupid. Completely unnecessary for them, and an incredible waste. The right approach is to simply adopt the mandatory pit window threshold, or even set it below 10%—that works perfectly. I'm sure 397 has the means; just change that 70% to 10% with a flick of the finger, and everything would be perfect.


Before we begin this brutal tire endurance battle, there's one more secret I have to share about the fuel multiplier. It doesn't just determine the AI's fuel consumption—it also dictates whether they've got a wooden block under the throttle. During my tests to find the fuel level that best matches my own consumption, I tried values like 0.97, 0.92, and 0.94, but something always felt off during races. No matter what car I drove, my car was always a bit faster on the straights—even without a slipstream, I could gradually catch up to them. And they were always timid in corners, braking early and afraid to go wheel‑to‑wheel. I could always charge from the back of the pack to the front... until I set the value to 2. Oh my god, the AI I used to bully became impossible to chase down. They were slippery as eels when overtaking, pouncing on any gap, and absolutely determined in wheel‑to‑wheel battles—whereas before they'd always lift off the throttle. They'd also brake late without hesitation—really tough opponents. Is this the fully unleashed version of the AI? I've already tested it with fuel consumption turned off, and the effect of this multiplier still persists. I think they must have been deliberately saving fuel just to hit the stint lap count you expected—after all, the player's physics aren't the same as the AI's; your fuel sweet spot isn't theirs. Well... lifting off the throttle just to make up the numbers, giving up positions and competition time after time—that's too boring. That's not the racing we want! Now that the throttle restrictions are gone, the pressure naturally shifts to the tires. Let me see just how much raw, unfettered strength the AI really has. So here it is: turn off fuel consumption, set the AI fuel multiplier to 2, turn on tire wear, and let's see how long you can last.
 
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Before we begin this brutal tire endurance battle, there's one more secret I have to share about the fuel multiplier. It doesn't just determine the AI's fuel consumption—it also dictates whether they've got a wooden block under the throttle. During my tests to find the fuel level that best matches my own consumption, I tried values like 0.97, 0.92, and 0.94, but something always felt off during races. No matter what car I drove, my car was always a bit faster on the straights—even without a slipstream, I could gradually catch up to them. And they were always timid in corners, braking early and afraid to go wheel‑to‑wheel. I could always charge from the back of the pack to the front... until I set the value to 1. Oh my god, the AI I used to bully became impossible to chase down. They were slippery as eels when overtaking, pouncing on any gap, and absolutely determined in wheel‑to‑wheel battles—whereas before they'd always lift off the throttle. They'd also brake late without hesitation—really tough opponents. Is this the fully unleashed version of the AI? I've already tested it with fuel consumption turned off, and the effect of this multiplier still persists. I think they must have been deliberately saving fuel just to hit the stint lap count you expected—after all, the player's physics aren't the same as the AI's; your fuel sweet spot isn't theirs. Well... lifting off the throttle just to make up the numbers, giving up positions and competition time after time—that's too boring. That's not the racing we want! Now that the throttle restrictions are gone, the pressure naturally shifts to the tires. Let me see just how much raw, unfettered strength the AI really has. So here it is: turn off fuel consumption, set the AI fuel multiplier to 1, turn on tire wear, and let's see how long you can last.
 
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That's an interesting theory, I definitely want to give it a try.

But you didn't mention what AI settings you're using. What AI Aggression and AI Strength percentages should we choose? Both at 100%? Or even higher, if that's possible?
 
ai brake grip 1.0
ai brake power 1..0
ai corner grip 1.0
ai fuel mult 2.0
Aggressiveness: high
Tire allocation must strictly comply with official standards (including qualifying).
6-hour race: 24 sets
8-hour race: 28 sets
Turn off fuel consumption on the game panel, and turn on tire wear.
If your tire count falls below this standard quota, the AI will keep driving until the tires blow out.
 
ai brake grip 1.0
ai brake power 1..0
ai corner grip 1.0
ai fuel mult 2.0
Aggressiveness: high
Tire allocation must strictly comply with official standards (including qualifying).
6-hour race: 24 sets
8-hour race: 28 sets
Turn off fuel consumption on the game panel, and turn on tire wear.
If your tire count falls below this standard quota, the AI will keep driving until the tires blow out.
I'm aware that the problem is something that imposes AI to change tyres almost every pit, a bad written threshold in the pitting code. The use of tyres follows a very steep line of degradation (cars are too fast at beginning, that too slower) but it wouldn't be a huge problemi, at least for me.(AMS2 had the same problem).

Still not sure about the outcome I should expect: AI performance should be more consistent but how frequently they pit (and change tyres)? The 3 or 4 stint-equvalent you mention in the first part of the post? So do they pit every 2h15/2:45?
 
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I'm aware that the problem is something that imposes AI to change tyres almost every pit, a bad written threshold in the pitting code. The use of tyres follows a very steep line of degradation (cars are too fast at beginning, that too slower) but it wouldn't be a huge problemi, at least for me.(AMS2 had the same problem).

Still not sure about the outcome I should expect: AI performance should be more consistent but how frequently they pit (and change tyres)? The 3 or 4 stint-equvalent you mention in the first part of the post? So do they pit every 2h15/2:45?
The GT3 pit stop time is about 1 hour and 40 minutes. For Hypercar, it depends on the tires — red tires take about 2.5 hours, while yellow tires are similar to GT3, but they generally don't use yellow tires. I tried it, and having to hold on that long before you can stop and save is just too hard. I still prefer your setup — extending AI pit stops via the fuel multiplier is acceptable. But I can't push myself for that long, especially since endurance races have teammates. Don't make it too hard on yourself
 
I'm aware that the problem is something that imposes AI to change tyres almost every pit, a bad written threshold in the pitting code. The use of tyres follows a very steep line of degradation (cars are too fast at beginning, that too slower) but it wouldn't be a huge problemi, at least for me.(AMS2 had the same problem).

Still not sure about the outcome I should expect: AI performance should be more consistent but how frequently they pit (and change tyres)? The 3 or 4 stint-equvalent you mention in the first part of the post? So do they pit every 2h15/2:45?
I had a 2-hour mixed-class race yesterday. The fuel multiplier settings meant the GT3s could make one fewer pit stop than me. The race was thrilling—plenty of action on track. I was constantly being overtaken by Hypercars, while ahead of me there were GT3s in my class to overtake, as well as slower GT3s in the same class to lap. Maintaining as much speed as possible when being lapped is something I often have to work on, because the speed differences vary. So choosing where to let Hypercars by, and where to let LMP2s through, is quite strategic. Over two hours with two pit stops, I simply had no time to keep track of when my class rivals pitted—whether their pit stops were perfectly synchronized with mine didn't matter at all. The track was full of cars from different classes, everyone was spread out. The key was to stay as consistent as possible and push for the long haul—that's what we needed to do."
 
Has anyone messed around with these to see what effect they may have on anything?

"AI Logic Override": 0,
"AI Logic Override#": "use bitfields to disable certain AI behaviors. 1= blocking line, 2 = flexible superspeedway driving line",

"AI Power Calibration": 7,
"AI Power Calibration#": "Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)",

"Fixed AI Setups": false,
"Fixed AI Setups#": "whether AI use the fixed setups, only applicable if \"Fixed Setups\" is also enabled (and can be used in single player to have the AIs use your favorite setup)",

"Fixed Setups": false,
"Fixed Setups#": "use fixed setups specified in UserData\\<plr>\\FavoriteAndFixedSetups.gal (based on track and vehicle class)",

"Speed Comp Dist": 500.0,
"Speed Comp Dist#": "<= 2.0: fraction of track length, > 2.0: actual distance in meters for max speed comp",
"Speed Compensation": 0,
"Speed Compensation#": "0 (none) - 10 (max)",
 
Has anyone messed around with these to see what effect they may have on anything?

"AI Logic Override": 0,
"AI Logic Override#": "use bitfields to disable certain AI behaviors. 1= blocking line, 2 = flexible superspeedway driving line",

"AI Power Calibration": 7,
"AI Power Calibration#": "Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)",

"Fixed AI Setups": false,
"Fixed AI Setups#": "whether AI use the fixed setups, only applicable if \"Fixed Setups\" is also enabled (and can be used in single player to have the AIs use your favorite setup)",

"Fixed Setups": false,
"Fixed Setups#": "use fixed setups specified in UserData\\<plr>\\FavoriteAndFixedSetups.gal (based on track and vehicle class)",

"Speed Comp Dist": 500.0,
"Speed Comp Dist#": "<= 2.0: fraction of track length, > 2.0: actual distance in meters for max speed comp",
"Speed Compensation": 0,
"Speed Compensation#": "0 (none) - 10 (max)",
AI Logic Override": 0
Only this single option works, and its function is to control the AI racing line:
1 = Force the AI to stick to defensive lines
2 = Force the AI to use fast lap racing lines

I’ve tested all other options, and none of them produce any noticeable effects.
 
This option defaults to 0, which is not good. My suggestion is to choose 2 — stick to the fastest racing line. This will make it harder for the AI to overtake and keep it fighting you persistently.If you don't choose 2, the AI will deliberately slow down as soon as you get close to them—which is pretty silly
 
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