% What I would like to see is skill settings that vary based on the
% type of track. You would be able to set a drivers skill at four types
% of tracks ( short track, superspeedway, road course, and restrictor
% plate). With these settings you would have Earnhardt leading the pack
% at Daytona and Talladega. Martin would set the pace at Watkins Glen.
% And Rusty would be a threat at Bristol. But the drivers might be strong
% at some tracks and weak at others. Also there needs to be a setting for
% how well the driver qualifies on average.
With alot of attention and fine-tuning one can come close to this with
Papy's current Driver Skills data. By weighting the skills in traction
(cornering ability), power (straight speed), and drag one can create
drivers that excel at one type of track and may do poorly at another.
I have had good success at making good short trackers by giving them
good traction. While giving good power will make for super speedway AI.
Giving a good balance to both traction and power will make for a hot
driver at almost all types of tracks. Drag can play a big factor in
restrictor plate racing.
While I have yet to tackle the 1998 season, you can experiment with my
results for 1997 by using IWCCCARS' N2 Starting Grid
http://www.theuspits.com/iwcccars/nascar2/n2sgv1_1.EXE
in combination with the driver skill's table used for CCG NASCAR2 AI
Project's Talladega AI:
ftp://ftp.teleport.com/users/mcarver/AutoSim/ccg_ai20.sgd
While this approach is not perfect, it does come close to achieving your
goals.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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