Guys,
@ales100i and other folks good at creating mixed mod grids; I love taking different mods that have classes that can go together in a grid. One thing that has always escaped me is how to get their starting fuel and usage to be the same or similar. I know there is the fuel section of the car.ini and also the setup.ini. But for whatever reason, no matter what I put in there, some cars are still starting with 120 when I'm trying to set them to 30, for instance. Can anyone point me in the right direction if what I'm trying is possible?
Yes this is achiveable in two ways, with two hacks, but both are dirty hacks and not optimal solutions, but they work to an extent.
1. The amount of fuel you specify in the tank in a setup or data folder are only for you, the human driver. The AI don't use this value, as they calculate the consumption according to available data and put in as much fuel as they need to drive as many laps as they need or want to drive. Now when you boot into the race screen, the actual driving data is not available to the AI, so he takes the estimated fuel consumption from the fuel_cons.ini file, which looks something like this:
[FUEL_EVAL]
KM_PER_LITER=0.604527
this file is not always present and if it is not, the AI takes the generic value of i believe 3.0 km per liter. This is his base. But after running i think 3 laps (might be even sooner), he recalculates the fuel consumption based on actual driving experience. And then he uses this new obtained data until the end of the race, or/and for this session and all that follow in the race weekend. So, if you run a quick race, then you can alter the fuel_cons.ini to trick the AI into lower consumption by increasing the value (to 1.2 in our example). Now the AI will think he needs half of the fuel he actually needs and will put only half the fuel in. Now when AI "realises" te mistake, it will pit and add fuel for the rest of the race. This can be after one lap, or 3, or 5, i don't know how he decides this. I didn't figure it out yet. But this is dirty fix 1. If the file does not exist, you can always create it.
Don't have to tell why this fix is dirty and inapropriate. If you run qualy and/or practice, he will go out the first time with to little fuel for what he wanted to do (instead of fuel for 3 laps, he will put in fuel for only 1,5 lap). But after he does this run, he will know how much he needs and will put correct amounth for the rest of the session and the race. This as said is only useful for quick races.
Knowing about this file is very important for another reason. Very often, when people create mods, they adjust the fuel consuption, but don't edit this file to correct data, or don't create the file at all. And then we have cars going to pits for no apparent reason. The Audi 90 from Dan Bucsa has this problem for example, as most of you have probably already experienced it when running out of fuel after 3 laps.
2. this one is even less technical and even more dirty, but i haven't found a solution that works better. I ended not using it at all, as it is too much of a hastle for me. You can change the size of the tank for fuel. You lower it so it only holds the amount for a wanted number of laps. Yes i know it's not really a nice solution, but it works. If someone knows of a better one, please let me know. To change the size of the tank, you edit the max fuel in car.ini:
[FUEL]
CONSUMPTION=0.0044
FUEL=60
MAX_FUEL=120
Or leave the tank as is, but increase the consuption multiplier in CM, so that a full tank won't last you and AI the full race.
I know dirty hacks, but AC AI is too smart for anything else. I ended up just giving up on piting altogether.