That’s the case. There is no “physical” AI, other cars are just graphical representation of a time that needs to be beaten. That’s the whole point. You would think you are racing other cars in a car game but what you really are doing is a time trial against ghosts not affected by environment or conditions who occasionally crash into you to add some sort of illusion of “racing”. It is not CC exclusive, all racing is done like this. It is fine for road racing but shows its weakness when there are more variables
Are you talking about all FH games? Because other real sim games dont have these issues at all. I cant remember any similar issues from games like PCARS, AC, RaceRoom, GTR Series and many others. Of course any AI cant be perfect and you will hear people complain about specific issues, like this car on this track against this enemy is not working correctly, but the total randomness of AI in FH5 (and all older parts) is just frustrating.
I get that its much harder to code an AI for an open world racer, than closed circuits, but they had plenty of time and all the money in the world to improve it. Using the same car it can happen that I overtake all AI cars on the first straight, which is not very rewarding and in the next race (similar track and layout, same car, same diff. settings, same tuning) I get overtaken by the cars behind me and cant catch the first car in three rounds.
It takes way too much time to find a combination of track, car and random starting grid, that is challenging, but still feels fair. On higher difficulties most of the time I have to use some exploits from my side to win the race: cutting corners like crazy, just barely touching the gates and finding that one corner, where the AI is braking way to much and I can pass the whole grid.
Maybe online races against real players are fun, but I dont have much hopes here either and it introduces a load of other issues.
All games. Currently only game I remember has real physics for AI is AC and probably ACC. No other game. There is no reason for it. Only thing you can remove is rubber-banding but we are talking about easy game for casual playing. Rubber-banding is important for casual games.
It’s not about money, nobody needs physics for AI. It runs on Xbox One! There is no performance for anything.
Didnt know that AC is doing that, good to know! But maybe there was a misunderstanding. Im not saying that all Sims use full physics simulation for opponents, but that other games dont have this AI randomness that FH is showing. I dont even care for some rubber-banding, but it has to be consistent.
In FH5 Im constantly switching between “this way to easy” and “this is impossible” (at the same difficulty), which shouldnt be the case. For example it should be easy to balance the speed, like similar cars and classes should have similar straightline speed and acc., but this is not working at all. Either I can overtake everyone on the first straight, or they overtake me like a rocket. Its so rare that we stay together at the start.
And one simple improvement would be to give the player the possibility to influence the starting position (and maybe dont start the race, before my speedometer is visible?). If you are starting from the back and the best drivarturd is starting from first place, you have to be much better to beat him, not on the same level. What would also be easy, is to restrict the game more. This “drive any track with any car” sounds nice in theory, but regarding the AI it seems impossible to balance. This would also improve the progression feeling. Why can I buy/tune a X999 car after playing the game for four hours and have access to almost everything? TDU was much better in that regard (while being an absolute turd in others).
But yeah, it is what it is! Right now Im having fun in my A800 Lancer X tuned for street and rally. let see if I find another combination, that works for me.
All they do is add artificial speed to the cars to get them to complete laps in a certain time (with randomness added to the time), their method is actually easy to fix if it is broken.
I think this does not apply to your AI opponents, and for gravity in terms of physics I think I know what you mean but I am not sure I would call it “gravity”
Impact force for falling object is not solely dependent on gravity and it is not what I said. What I said was that you land flat are brought to almost a complete stop after landing a jump even in vehicles with 9+ offroad rating
CC in H4 was fine and it’s still the same. And it’s not true AI is not slowed down. You just need to be around it. If you are far there is probably no physics at all. Like in H4. No problem in AI.
Are you sure you played FH4? lol. The AI is slowed down when obstacles, water and other things? hmm, sorry mate i dont think you are talking about the same game…
Precisely this was one of the bigs threads in FH4, the hate for cross country because of all these issues, i think you lived in another planet back then…
Or maybe you didnt even play beyond highly skilled difficulty? when you win cross country races easily, its easy to think its “fine”.
I love the idea of Cross Country, but that’s the one type of race that has been my bane since FH3. It’s my toughest, so I always save it until last… and cry when I have to do one for the season LOL
Compared to FH4, the AI in FH5 is definitely worse.
I know this because I loved CC the most in FH4 and it was the category race I played the most.
Nevertheless, the basic design has not changed from FH4.
Boost on turns, jumps, and straights.
If the AI is more than 30m away from the player, they will ignore all slowdown effects.
But all of these have been in Forza in the past.
The problem is that among these effects, the boosting effect in straights and turns has been enhanced more.
This is especially noticeable in circuit races, and when combined with bad weather, beaches, and other conditions that are unfavorable to the player, it’s a nightmare.
My personal opinion is that it needs to be nerfed to be on par with that of FH4.
Some say “just lower the difficulty,” but the problem here is that many of the events on the playlist require a certain difficulty level.
Reducing the difficulty is not an option for these events.