Since the game is brand new and they need all new drivatar data. I think they are basically just using coded AI. In a previous post on another thread I mentioned that it seemed like the only difference as you moved the difficulty up was the power was increased to the AI. They seem to always corner at the same speed (basically) whether they’re on a low difficulty or a high difficulty. But if they’re set to a higher difficulty they have much more power. This can immediately be noticeable from the starting line on a standing start. Set them to the base difficulty and you can blow by the entire field from the middle of the pack before the first turn. Set them on a high difficulty and you’ll be lucky to pass one or two of them before the first turn.
With this new career system and the points for the race groups. Your drivatars stay with you for 4 to 6 races depending on how long the series is. Even if you change the difficulty in between races you stay with the same drivatar AI (gamertag). That means that they can’t be using specific data (unchanging) for that drivatars gamertag. They must be using code in the game. So if in one race one you set it to new racer, and in race two you set it to unbeatable in the old games it would actually flash the screen and say loading new drivatars or something to that effect. Now it’s simply just stays there because it must keep the same drivatar for the entire series for the point system. So this means it must change the code it uses. My guess would be that code just has a bump up in horsepower as you move up. If so that is very lazy of them. But it appears that is what’s happening from all accounts. Everybody in this thread is in agreement on this.
Hopefully in a few weeks once their servers have drivatar data and it gets sorted, we will get more realistic drivatars. But we’re always going to be stuck with this system as you move difficulty up in between races in an existing series you’re going to be getting some kind of pre-baked code to give them better driving characteristics. However they need to fix it so it’s not just pure horsepower.
Just done my first endurance race 46 laps of spa and I had to pit 3 times , tyres x 3 fuel x 1 and yet only 3 AI pitted? And they only pitted once ? Is this a glitch ?
They pitted when I raced the 23 laps around Spa,some pitted just after me on lap 18 and the two front runners pitted on the last lap.
Not sure but some cars might hold more fuel than others.
Did they change the pitting AI since FM6? On one endurance race on FM6 I pitted on the last lap or so before running out of gas. All the AI pitted within a lap or two of me each time. Haven’t had the time to do an endurance race on FM7 yet.
As far as I can tell, the AI does pit, but they’re a lot gentler on their fuel and tyres than I am, so they can pit a lot later. Probably from throttle levels and smoothness of driving.
I did that race with 69 laps and had to pit every 18 laps. The AI did the same, only one driver always pitted a lap later. Did another endurance race on Indy and the AI pitted the same laps as I as well. So no issues for me (all unbeatable).
The whole AI-pitting is a joke. When I did the endurance race in LeMans I had to pit (because of fuel) twice as many times as my contenders that were only a few seconds per lap slower. On a track that is mostly full throttle.
I’ve been enjoying long races as part of the career, a lot of the issues melt away when there is a bit more time to work through the field. However, I’ve had a few situations in races where I’ll need to pit approximately 2/3rds into the race, normally around the time 4 or 5 of the front runners do too.
That’s fine, but as an example in the last race I did (Forza Group Rally Championship, in the third tier I think, Maple Valley Full Reverse), 6 of the Drivatars never stopped at all. So, despite my fastest lap being a full 4.5 seconds quicker than some of those who finished ahead of me, I only finished 7th.
I love the handling, I love the car selection, but the ‘sim’ aspect of the game completely falls apart when you start doing longer races, the AI simply does not play by the same rules.
I have this same issue, has to be fuel conservation. I am guessing running so hard burns more fuel, but then again, im not sure. I posted this same topic last week to no answers.
I did wonder that, but these are only 30 mile races, so to have 30-40% worse fuel consumption than the AI in that distance is way, way beyond anything that can be managed by fuel saving techniques.
Sadly I’ve had to resort to switching tyre wear and fuel off.
Genius developers didn’t add something as simple as
Standard races - 0 quick stops
Long races - 1 quick stop
Extra Long races - 2 quick stops
Lastly, as you don’t get any bonus rewards for your assist settings, it isn’t worth playing on anything other than ‘cosmetic’ especially in career mode where the drivatars are unpredictable and you cannot force them to make a pitstop either. only in ONE type of hopper atm is damage actually enabled, everything else is set to cosmetic only.
before i ran into the issue of pit stops invalidating mod cards i used to run sim damage which meant i had to pit on 50 lap races as well. I recall 1 race where the drivatar in second never pitted, the others all did just that second place guy. Thankfully i had it set to only 40% more credits difficulty so i had already lapped him a couple of times but that was a bit of an eye opener
I have had the same issue at maple vally, I finished about 7th as well, I watched the replay and watched some of the cars that didn’t pit while using the telemetry and noticed the fuel went down to 18 then flicked to 98 on several cars
I would like to add my request for mandatory AI pitstops in long/extra-long races. Right now you kind of have to disable damage for those because some AI cars won’t pit, and that defeats the purpose of running long races.
Wish I saw this thread before I wasted an hour, only to see 2 cars identical to mine, not needing fuel and mine ran out near the final lap. Great job turn10.
It’s a fuel consumption issue.
For example, in real life, at Le Mans all modern LMP1’s average 11-12 laps per tank of fuel.
In the game the:
Nissan GT-R LM gets 4 laps per tank
The Porsche 919 gets 6 laps per tank
The Audi R18 gets 7 laps per tank
The Peugeot 908 gets 11 laps per tank
I’ve found even in extra long races in career mode (usually lasts about an hour), most cars have enough fuel to finish the race without pitting. The main issue is tyre wear. The AI don’t seem concerned about tyre wear at all though, they only pit when they need fuel or are damaged and often they pit on the second to last lap, which seems unrealistic.
There should be a quick stop requirement in the long and extra long races. Also for multiplayer endurance races. Why do they even bother having the quick stop option and not using it?