There’s a jump between the rock and the hill that only AI uses.
Your answer is true because I too am having difficulty in drivatars beating them.
I think AI gives too many “speed” (grip?) in off-road races. Especially at the start. The situation in road races on asphalt is more adequate.
The bel airs we race against don’t have particularly good traction and tend to go wide on sharp corners. It’s not that they deliberately try to ram you, and once you understand that, they are easy to avoid if your car has good handling.
As for the hypercar hairpin, I didn’t experience any lurching on braking using my centenario so it could be a car issue. My hypercars AI kept to their racing lines as well unless it’s a sharp turn, when they slow down too much they try to overtake each other and will take up the width of the road, but that’s their normal behaviour.
The one thing consistent about the AI is the rubberbanding. Like I did Estadio circuit and put a gap between me and the AI, they will speed up until they’re behind me and then stick to me like glue.
It’s interesting watching this:
Then listening to the end, where he clearly says:
“The AI got so good it was way faster than unbeatable”
Then where he is discussing rubber-banding. I know this was prior to FH5, but it’s almost like they’ve decided in FH5 to use it as an experiment for FM 8. All those assists he talks about, that keep the AI in check, and how they have the ability to turn on and off these assists as they please.
I’ve got to wonder has Redmond instructed PG to turn some of these off deliberately, until a player restarts a race after a set number of times, then they slap them back on?
It would explain why the AIs behaviour is so random. One race it’s an easy win, the other they have full HP and Grip it’s impossible to win.
The video is not at all related to FH5. The cars in FH5 cheat by using different physics to what the player is allowed to use. In the video they say that their Neural Network is just finding the best race lines, and that the physics were the most important thing to maintain… yeah right! The physics that the Ai use are completely different… so not related to FH5. It would be a very bad idea to use Neural Networks that use better physics than the player is allowed to use. And no the races don’t keep changing, on Unbeatable it is like a video recording of the same race over, and over again.
hm, yes, rubber-banding, my attraction to the game seriously falled down because this. I still play, a little, but I will probably stop soon if this is not fixed. It’s a shame to see this kind of issue in 2021.
I see some of what gets discussed in the video, but not a lot. And it’s not just physics abuse. Physics only matters when the car is within range of the player, and can be affected by player actions. When the car is off screen, off ahead, or way behind, it behaves differently. Like old-school Mario Kart AI. It’s just a dot on your minimap. It’s not making decisions based on the track data, or conditions, or your actions, or each other’s actions. They’ve decided roughly how fast they should be able to drive X car on this track, and when they’re off screen, they’re sticking to that script. When they’re on-screen, or within range to be affected by player actions, what he calls “in the pocket” the simulation becomes more detailed. They can be shoved off track, or shove you or each other off track, or hit a tree. But when they’re out of render distance again, they’re back on-script.
Up-thread, when I posted the clip where the AI got fetched up on a glitched texture, what happened next was, once I got out of range of the AI, the dots started moving again. They were only stopped and stuck to each other while they were on-screen. And once I wasn’t looking anymore, they suddenly got unstuck, and kept going, as though they were just dots on a minimap again.
It will stop for you, if you mess up catastrophically. I did a team race with a friend who added himself to my convoy a week or so ago. I was on my way to do the Colossus, when he added himself to my convoy without warning, so he kindof didn’t know what he was getting himself into. I’m much more experienced than him, so I was way up ahead, like near the lead, and he was bringing up the rear. I messed up; missed 2 checkpoints, then went off track by a bridge, and couldn’t rejoin because of the unbreakable barriers that were put along the course around the bridge for some reason. So I had to find a way back on-track without rewinding, and lost enough time that I was now last place. On the minimap, the AI stopped and waited for us, until one of us was mid-pack again.
And the whole “only your friends AI can make contact” thing; all that means is that your friends’ AI can ram you harder. The generic AI can still hit you. Just not as hard. I played some Forza 7 Career mode last week, and AI drivers who were “friends” were much more aggressive, but generic AI were dirty too; shoving, trying to spin me out, anything short of blatant ramming or blocking.
Makes sense apart from your friend doesn’t use Ai… unless you count that we live in The Matrix.
I kinda wanted to avoid calling it your friend’s Drivatar. The AI car that has your friend’s name on it, as opposed to your actual friend in a multiplayer session. You know what I mean?
Oh I see you were talking about your friend joining you, but you joined it to a Drivatar story.
Drivatars with your friend’s name on them are said to ram back, but I don’t know, it’s hard to tell if it’s a coincidence, especially in FH5 where all the Ai ram you all the time.
yeah, sorry if I wasn’t clear. Drivatar behaviour when my friend joined me was a separate example.
Every week during the seasonal championships I’m reminded how off the difficulty seems to be in many cases. The Drivin’ Home For Xmas cross country one was particularly bad. Many of the other cars constantly flying past me in straights and even worse, the unbelievable handling through corners and hairpins. The one in the storm I watched the first place drivatar (in a '14 Golf R) ahead of me take a wet, off-road hairpin like an F1 car on tarmac. Ended up beating me by about +3.5 secs because I literally just couldn’t catch it.
As I’ve said before, Highly Skilled in FH5 feels much closer to Pro or unbeatable in FH4. I’m all for a challenge for seasonal championship races, but the AI not only being seemingly more difficult, but also getting to cheat is just ridiculous.

Every week during the seasonal championships I’m reminded how off the difficulty seems to be in many cases. The Drivin’ Home For Xmas cross country one was particularly bad. Many of the other cars constantly flying past me in straights and even worse, the unbelievable handling through corners and hairpins. The one in the storm I watched the first place drivatar (in a '14 Golf R) ahead of me take a wet, off-road hairpin like an F1 car on tarmac. Ended up beating me by about +3.5 secs because I literally just couldn’t catch it.
As I’ve said before, Highly Skilled in FH5 feels much closer to Pro or unbeatable in FH4. I’m all for a challenge for seasonal championship races, but the AI not only being seemingly more difficult, but also getting to cheat is just ridiculous.
Funny you mention that. When I did Drivin’ Home For Xmas, I used the Chevy Bel Air with vintage race tires, race suspension, and a B700 road racing tune. I expected the car to do poorly. It should do poorly. The game gave me the nanny warning about the car not being good enough. I ignored the warning and easily won all three races. I crushed the AI on the third race by about 8 seconds. I have trouble wrapping my head around how this AI engine works. Had I used a vehicle designed and tuned for cross country, the AI probably would have crushed me.
I did the two circuit events and the 2 more circuit events for the weekly Forzathon last night. First thing I discovered, is that you can make a blueprint that doesn’t have any AI, and it counts as a “win” for the purposes of the Forzathon, but doesn’t put the gold laurels on the icon for the circuit. Which is perfect! Because I want the Forzathon to be stupid easy, but I also want to be able to keep track of which courses I’ve won and not, and I want to eventually have won every course on “Highly Skilled” or better.
But I also discovered that a popular downloaded tune worked out much better than my own. So I guess I’m doing downloaded tunes from now on. Or at least until I find better tutorials or something. And the tune I downloaded buffed launch and acceleration, so it seams you’ve really got to get out ahead early and stay there to win.
I dont really care about the AI anymore. What pisses me off now in FH5, way more than previous titles are the CHEATERS. Its getting ridiculous. At this point, i cant do a trial or an horizon tour without encounter at least one guy with cheated tunes that will rocket boost when nobody is “watching”. So many times i was first in a trial, and then suddenly someone who was behind me all the time, starts boosting up, passing everyone pretty easily and he ends up first, of course. Ridiculous.
I prefer a cheating AI than a cheating player, thats for sure.
I agree with the op, drivatars seem to be more aggressive in FH5. Doesn’t matter how clean your driving is, they still sideswipe or try to force you off the road.

I agree with the op, drivatars seem to be more aggressive in FH5. Doesn’t matter how clean your driving is, they still sideswipe or try to force you off the road.
Which makes them very humanlike.
Now if they could implement that the robots -without braking at all- slam into you and then smash both of you into a wall right before a bend, then there would be no distinction.
Except perhaps the choice of an appropriate car horn sound and it’s constant honking.

I agree with the op, drivatars seem to be more aggressive in FH5. Doesn’t matter how clean your driving is, they still sideswipe or try to force you off the road.
I haven’t seen much of them forcing me off the road or sideswiping. What I do see is them having far fast launch and acceleration than I do, even when we are all in the same unmodified car. The other thing I see is wildly inconsistant performance by the drivatars. I was doing the 20 Supra GR Championship which is fixed to the Highly Skilled and in the first two races I easily won both races, but in the third race I got smoked and lost by 15 seconds. I see this when doing races at the Pro level as well, most races are good and I usually win but then there will be a race in which the two lead cars just take off and beat me by 10-20 seconds. I remember losing one circuit race in which my S1 lap times are around 50secs and I lost the race by 32 seconds.
I am ok with not always winning but it really sucks when you have no chance of winning.
Your drivatars are absolutely drivatarded. You need to program them to recognize other vehicles instead of slamming them into the walls and out of turns. It is ridiculous that this is the 5th iteration of this game and your drivatars still act as if there are no other cars on the road. It’s really a great feeling when you cannot catch up to the first group because a drivatard has gone sideways on the first turn and completely blocked your path. You also need to tone down the ridiculous acceleration and grip of your drivatards. It’s ridiculous enough that they have the weight of a planet and launch you to the moon on turns, but coupled with the acceleration of a nuclear particle and the grip equal to the gravity of a neutron star, it is insanely ridiculous.
Maybe I should just go back to Horizon 4 until you sort out this nonsense. I want to have fun, not have an entire race ruined because an AI racer bumps me into a wall. In most other games, including Horizon 4, this was surmountable, but for some reason in Horizon 5, the entire race is over at that point.
TONE DOWN YOUR RIDICULOUS AI, FFS!!!