After 2 1/2 days and at least 15 hours of testing, watching and comparing the drivatars/AI I think I’ve found out a pattern. That even let theories, that are antithetical at first sight, stand side by side or even include each other. I can’t speak for the PC, all is done at XB1 only
I’ve tested in career mode in a lot of race series with a widely spread range of different cars. All cars were driven as given and homologated by the car dealer in level up reward mode.
All races were done with the setting “Limit AI aggressiveness - NO” what let the AI be a lot less rude. Sounds weird, but that seems to be named in the opposite way as meant.
The following does not include the start and the first few corners, where chaos often is normal, especially on environments with narrow and/or sharp 1st turns.
Here we go…
The AI aggressiveness is depending on at least 4 main influences:
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The track layout
On tracks that are wide and with a lot of space the AI is driving a lot of cleaner than on narrow ones where it seems to loose circumspection sometimes. That can be noticed on tracks like Virginia South, the first half of Suzuka, Sebring or the Nürburgring Nordschleife for example.
Also chicanes at a lot of locations are overstraining the AI sometimes like on Nürburgring GP, Monza or Lime Rock.
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The race length
The more laps and the longer the total race time the cleaner the AI behaves. That means in standard races the AI is making much more mistakes than in races set up to long or extra long duration. In my eyes that is due to the fact that on longer race distances the whole bunch of cars is spread more widely than in the short distance ones. Sometimes there seem to be too many cars at the same time in the same place what can cause bumps and crashes. The longer the race distances the more the races get a track day event character, what has been described by some users.
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The drivatar level
The higher the drivatar level is set, the cleaner and more prudently the AI behaves. But also less willing to risk to overtake. The AI tries to overtake only when it is absolutely safe. On lower levels from novice up to average your artificial opponents act a lot more clumsy and seem to dare more. This behaviour can be watched easily at the Nordschleife or at Suzuka in the first sector, also at Virginia South.
So gamers who are playing at a higher level may experience different behaviour than people who are driving at lower levels.
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The car class
Here it is obviously, that open wheel car series from buggies up to Indycars are more suffering from crashes, pile ups and all kind of that. The AI sometimes seem not to be able to know that the wheels are not covered by the car body.
All that in mind there are some general rules that the AI follows more or less. For example the drivatars are always intented to drive on the race line. If they have to leave it, they try to return to it as quickly as possible, what sometimes causes pushing other cars aside, cutting off opponents or (especially in corners) numerous “light” bumps within seconds.
Another important factor is the AI strength
Besides the fact that you never like or can handle all cars and tracks (I e.g. don’t like the faster cars like LMP1 and I’ll never get the clue how someone can like Yas Marina) equally, the AI strength is a little bit imbalanced in my eyes and often differs from track to track and from car class to car class. Within the same race series in one race you can run rings around your opponents and in the next race you can’t keep up with them. That depends for a small part on the car that you use and the track layout. So a car with tons of grip and an easy handling but a lack of top speed is more useful on tracks with many corners or short straights than on speed tracks. So it can help to change your car from track to track.
As said in the introduction I ran all cars untuned. So tuning your car may help to balance out the difficulty level too.
The AI is not affected much by loss of grip and can always go through corners without any over- or understeer effect but you can go out of corners faster than they can, so it is a good strategy to overtake after corners instead of in front the corner.
Furthermore the AI is set up the way that the game takes your lap time and customizes the AI to that. You may have found “your” AI level, when you are able to win a race within the last 10% to 15% of a race without any driving mistakes. To improve yourself and to be more challenged put the AI skill up one more step.
Nevertheless there are some flaws like
- overpowered AI cars like the race trucks
- the massive slowdown on straights as seen at Homestead Road Course or Suzuka “backstraight” e.g.
- reduced AI awareness in some car classes and on some tracks. To test that you can park your car midway a straight on the race line. Usually the AI “is seeing” you and drives around your car. On some car/track combinations (Nascar/Indy at some ovals e.g.) they do not so and will crash into you.
A mix of all of this and more can lead to epic races or to the opposite, disastrous experiences. The worst I came across is the Polaris RZR buggy race at Virginia South and the Nascar series in 2nd or 3rd race series tier. On the other hand I’ve had great moments of racing by racing wheel to wheel and winning by a few tenth on the last few meters.
To sum it up, it helps a lot to set the “Limit aggressiveness” to NO instead of logically to YES. Turn10 should also tweak the AI slightly to make it matched more evenly to the same drivatar skill level for all tracks and cars. Some cars and some behaviour need to be looked into and then the AI is more than good to race with.