Heya
@GT2_MC Unfortunately this code will only ever affect the other 5 AI because what it does is max out the rubberbanding effect they have, which is entirely dependent on the player/6th's car position on the track in regards to the other 5. The only solution to that would be to upgrade your car or make a hybrid out of it, but even then, the AI will drive it no quicker due to how cornering is programmed in the game. Each turn/section on the track has assigned top speeds they can be taken at, as well as each even having an overall cornering speed multiplier, and so the AI will max out those speed parameters always.
As for why rubberbanding AIs can take turns seemingly quicker, it's because the cornering speed function is checking the speedometer's speed value, which isn't affected by the rubberbanding's speed multiplication effect.
I hope that answers your question ^^
EDIT: I just remembered this, but I have this code that can kind of solve your problem.
Combine this with the autopilot and crank up a little and you should have a similar effect to what you're looking for.
Note that the effect you add to your car only applies in the current game state. It'll have to be reapplied in the replays to work, but considering it's a dynamic add/subtract code applying a different amount/on different frames wil give a different result.
"Hold up/down to increase/decrease your handicap (PAL)
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