Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there!

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- kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
- tried that same boosts with the chemflummi 296... helped a bit.
- I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
- Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
- it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
- I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
- Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)
Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)
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I see Sylana has released DTM 95 on youtube...