Updated Superspeedway AI

Updated Superspeedway AI v7.1

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Fixed an issue with Daytonas
I think this is getting pretty close to final. This update improves BGN and CTS physics, and a bit of CUP. I drive with AI difficulty around 90% (with ai_line_mod ratings, but works with other ratings such as MasGrafx) with PWF Expert setup.
After much testing, I have found some combinations which I think work nicely for strung out SS racing. Among the changes include:
  • AI run a bit faster with intended AI difficulty around 90-92% with CUP physics.
  • Issues with Daytona AI pitting have been resolved.
  • Issues with AI crashing in turns 3-4 at Daytona have been reduced.
Note that these tracks have been primarily tested with CUP physics. BGN works ok, CTS is not recommended (but works).

See README for more information.
Minor improvements made based on some feedback from prior update. AI testing was at 93% difficulty with PWF Expert setup and FUN.
This is my favorite (offline) version of SS tracks to drive in NR2003. The AI spread out, front runners run up front, the draft is very important. Very strategic and accurate racing (imagine if they never put the wicker bill up top and the 90s spilled into the early 00s more seamlessly). Race stats often end with accurate number of lead changes, laps led, etc. Racing at 95% difficulty is HARD with the expert setup. Enjoy and please leave any feedback!
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Reactions: KRX
This version removes the yellow lines and changes the backstretch apron to Racing Surface for accurate spotter calls. The AI check up less into turns, resulting in slightly less field spread, but better human driving experience. Any feedback welcomed.
Reworked the track.ini with the same LP lines. CUP racing should be challenging at 100% difficulty (instead of ~103-105%).