ai ratings
Help for mods and roadcourses

The ai racing will only perform as well as your ai ratings allow. The best lp's and track ini will not provide a good racing experience
if the ai ratings don't reflect the actual laptimes that can be driven on a specific track. For example, the cts ratings, formerly provided
by S10 ( and now OmegaSeven at masgrafix ), don't have realistic roadcourse settings because Nascar trucks don't run any roadcourses. Cup
settings would be horribly out of date ( as far as who's driving and how well they're doing ) if the painters didn't use the new available
ratings. But as far as RC's for cup, they're limited to two events and may not provide the competition you might like. 
Gtp and pta ratings are at the discretion of the painters that provide them. They range from 40/60 ( min/max ) to 100/100.
Ratings are fun. It's not like gpl, where Surtees could always find you. Here, you could make Surtees behave, "exuse me, after you".
I would suggest, if you'd like a better racing experience, get in there and tweak those settings. How to...
	1. Enter the game, pick a series. Go to opponent manager. Above the picture of the car, click the tab marked "ratings".
	2. Where to start: 
		There's a minimum and maximum range. The closer they are to each other, the more likely that driver will
		consistently perform that function, or a car will have a consistent  strength. The farther apart the min/max is,
		the more random the car/driver results will be. To my knowledge and experience, the only settings that
		affect the player car are the pit settings. If you want the best service ( no foul ups ), set them to 100% on your car.
		I set my best drivers with a 5 spread. The competitive drivers get a 10, and the also-rans get a 15 difference.
		Variations in the spread will provide variations in results from race to race. 
		As for the actual numbers, in the 90's is an exceptional car/driver. The 80's can be very fast. An 85/90 is at the
		top of the car/driver ladder. An 80/90 can have very good days, a team that will be able to win 1 or 2 races a year.
		Ratings of 75 to 85 are top half of the field finishers, assuming you have cars/drivers with 60 to 75 ratings. A couple
		of 40/60 cars in a 42 car field means you'll always have someone to lord it over.
		The ratings should apply no matter the players ability. The player adjusts the ai strength with the "computer opponents"
		on the main page before entering the track. A fast car/driver is a fast car/driver,  whether you're running 90% or 107%.
	2. What to adjust:
		The vehicle is king. Aerodynamics and Engine provide the best car. Chassis will just enhance or detract those two.
		In the Driver, track ability rules ( RC, Speedway, etc. ). Consistency reinforces that ability. Aggression is mostly
		related to passing/getting passed, a better car will eventually get by regardless. If you have trouble qualifying, lower
		the competition. I find the ai pit too well, or I pit poorly. The ai have the advantage of rev limiting speed control, and 
		brake perfectly every time. Therefore, my ai never get better than 50%, and generally are 30 or below in the crew.
		Strategy_I found at 100%, the ai sometimes outsmart themselves about pitting, i.e. they run out of gas or don't get tires.
		But I don't want to make them to dumb, or they'll do the same. 85 to 98 max for the better cars, with smaller min/max
		differences for the top guys.
		
		Driver
		Aggression__The higher the number, the more readily they'll pass another ai ( or not allow a pass ) and the more
			      likely they'll be to hound you. I only go as high as 95 for the best drivers ( I'm just not a glutton for
			      punishment ). If the car ratings are lower, a high agression rating is not as potent as a fast car
			      with a good driver.
		Consistency__The higher it is and the closer the min/max difference, the better the driver is, and the more easy it is
			      see in the racing and results.
		Finishing__I haven't found this has much affect. The other settings are way more powerful. 
		Qualifying__If you just want consistent results, fast cars/drivers in front, slow at the back, 80/80 gives that with just
			    enough variation so your not always lined up behind the same car. If you have some 'very' good cars,
			    they will (almost) always be at the front, however.
		Roadcourse__( and other track layouts )__Use the 70, 80 , 90 rule.
		
		Vehice
		Aerodynamics__2nd most powerful tweak available. Anything in the 90 to 95 range is a super car characteristic.
			          85 to 90 is very fast. 75 to 85 is fast. 70 to 75 is competitive, depending on how its paired with Engine.
			          If the Engine is the same, it's above average. If the Engine is greater, it's could be fast. If the Engine
			          is less, it's mid pack or less. 
		Chassis__It doesn't really have a major impact, but will either enhance or detract the car's aero/engine package.
		Engine__The king of the ratings. The single biggest, baddest tweak of all. Aero will have a major impact, but if you
		               ain't got the horses...  90 to 95, you better be good at this track. 85 to 90, ain't no grass growing. 80 to 85,
		               very fast. After that, it's just degrees of not as fast.
		Reliability__If there's an affect, I haven't seen it. I run 40 o 93, and if it does something, the results are underwhelming.

fortine_oo
		