Okay, so the usual argument against using the Adaptive AI (AAI), is that it takes too long to set up. Personally, I don't agree with that, but I can see the merit of the argument. So what if you could get someone else (in this case, me) to do the setting up for you? It's actually pretty easy, all you have to do is use the AI Primer Tool by @pixeljetstream . Normally, I'd do this as a video but I've just bought a new PC and I have neither webcam, mics nor OBS set up on it yet so a text-version will have to suffice. A brief bit on the theory behind it, and we'll get to the good part. The AAI works by comparing the players lap-times to a database of AI laptimes, and picking the appropriate level. If there are no entries for that particular car/track combo, it'll use the average of all entries for the car in use. If there are none of those it'll use the average of all entries for that track. If none of those exist either. it'll average all entries the player has, and start there. With me so far? Good. So the basic premise is that the more entries you have, the better an average you're going to get, and thus the higher chance you have of the AAI picking the right level for any new combos you try. In my experience, once you have 4-5 tracks done for any particular class, the AAI gets it right in pretty much the first try. The problem though is that the database is local, so each player has to do each combo for himself before it works. Which is where the Primer Tool comes in. Not only can it generate approximate laptimes for any given combo (given enough information) it can also use other players database as a seed. All you need is a decent sampling-base, which is where yours truly comes in. So you're going to need two things: An XML-file from someone else (see attached), and a copy of the Primer Tool (https://github.com/pixeljetstream/r3e-adaptive-ai-primer) Also, I strongly suggest you back up your aiadaption.xml file before doing any of this, just in case. So, the Primer Tool is completely unintrusive. It doesn't install anything. Just extract it to a folder of choice, and we're about ready to go. Next, put the base.xml file into the seeds sub-folder. Then fire up the Primer Tool, and you'll see something like this (only without the colored boxes) The red box is that car-class. If the desired class doesn't show up here, it's because there are no entries in the database for it. The blue box is the track. If there are no entries listed here, either there are no entries in the database, or there aren't enough for the Tool to work. It needs a minimum of two entries, with a minimum of 5 levels between them. If there is an entry, but no player best, it means there are entries in the database, but no player lap-time has been registered. This is completely normal if you e.g. use other peoples files as seeds. The green box contains approximate lap-times for any given AI level. Again, it's dependent on having at least two entries with 5 levels between them. Okay, so how do we use the Tool with a seed-file? Well, first of all, while I can supply AI lap-times, there's one thing I can't tell you; how fast you are. So for any given combo, you need your own lap-times. Easiest way is to simply do a race with the desired combo, and using 0 AI opponents. Do 4-5 flying laps, and you now have a decent average lap-time to work with. Alternatively, if you know your average lap-time, you can simply input the correct AI levels. While having a player best in the database is preferable, it's not strictly necessary. Once you have all the above, it's 4 mouse-clicks to apply the AI levels. Select the class, select the car, select the desired level to center on, and hit apply. One thing to be aware of is that the database lists the player BEST and compares with AI AVERAGE. So unless you happen to be absurdly consistent, I strongly suggest that you move it down a 2 levels. So what do you do if the desired track isn't listed? Insert the appropriate levels for the tracks that ARE listed, then run the desired track using AAI. With 4-5 previous track-entries, there's a very good chance it'll hit the right level straight away assuming that you're reasonably consistent. Couple of details to be aware of: Any corrections made to the XML file while R3E is running will be overwritten. So you never have the Tool and R3E open at the same time. Consistency wins in this particular case. We're trying to get the AI to adapt to you, which is impossible if your lap-times are all over the place. So make sure you can run consistent laps, within two seconds of each other and preferably within one second. The approximate lap-times generated by the Tool are just that, approximate. They are, for lack of a better phrase, educated guesses. Usually they're pretty precise, but you will get the odd weird thing happening from time to time. Not a big deal since the AAI is dynamic and thus keeps adapting. Just be aware that this is not an exact science. The lap-times are build upon 'real' lap-times, which means that the closer you are to the level of the seed you're using, the less guesswork is involved. It will probably work at either extreme, but being at roughly the right level in the first place is better. Lucky for us, I'm about as common as muck. I usually run around 95-110 depending on the combo so the XML seed should fit the vast majority of users. As I said, it usually requires 4-5 tracks for any given car to make the AAI hit the right spot. Right now the XML-seed contains at least 5 entries for the following classes: GT Masters 15 & 18, Acquila CR1, Audi TT 16, BMW235i, DTM 92* , FRX, FRJ, Group 4, GTR 1, GTR 3, Porsche Carrera Cup. I'll continue to update the file as and when I do the various combos. Just be aware that I'll be doing them in order of preference for me. So if you're looking for modern DTMs, you're going to have to wait a while since I hate the bloody things. Also, I usually use the same 5 tracks as a baseline; Zandvoort GP, Zolder GP, Nürburgring GP, Road America and Mid-Ohio Full. No particular reason aside from these are 5 tracks I know pretty well, so they make a good baseline. But if you're looking for a specific class, you may want to get some laps in on those tracks. * Careful with the DTM92, GTO and Touring Classics. They're due a physics update, so they'll probably need a new seed-file once they're released. Edit 240319: Added FR3, WTCR 18, Audi TT RS and GT4 to base.xml Edit 040419: Updated assets.txt enabling Group C and Carrera Classic Edit 070419: Added GTR2, Group C, FR2, P1 and P2.