Gameplay - AI is too fast on lower difficulties (1943780)

We have gone back to the original problem since update 9 of the first car scampering away and having no chance of catching it. One race I did this week, lead car was 10 seconds a lap quicker than me and about 14 seconds a lap faster than the next AI car. This was only on level 4 of 10. Please sort this ridiculous behaviour out as it is totally ruining the game in single player mode.

In Free Play the AI is not matched the same as in a Tour. The first place car has a significantly higher PI than your car, and regularly speeds away from you with no chance at all of catching them for the entire race. This forces the Drivatar Difficulty to be lowered to a level that should not be required. Very discouraging to know on the first lap of a race that you have no chance of winning it. Please fix this to match how it is on a Builder’s Cup or monthly featured Tour.

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Very true. First place is always driving away. Thanks for addressing that. I wonder if that correspond that if you set the PI to a max the game in extended settings the system will ignore it and spawn players with higher PI and lower PI. If you choose touring cars as class there is almost always a NPC driving a Ginetta in E or D Class. And you can´t get rid of him with the PI settings

Hi everyone, I wanted to talk about the AI ​​behavior on the track. They are really too fast and impossible to beat. Let me explain: at Le Mans the AI ​​(especially the first 4-5 cars) manage to gain 2-3 seconds on the straights despite the minimum aerodynamics you set in the set up of your car. This happened on all the circuits. It is as if the cars had more power. A group of 4-5 unbeatable cars is created while the rest of the group is very slow. This problem occurs with difficulties 6-7-8, while with lower difficulties the cars continue to gain a few tenths on the straights but are slow on the corners.

Furthermore, it is not possible to race with an AI that has 20-30 more IP than your car and another 20-30 IP less. It is very frustrating to play with this type of AI that is impossible to reach.

Furthermore, the end-of-race timer in Free Play does not work and timed races do not end with the final lap after the time runs out like in real life. Free play mode needs to be revisited and improved along with AI. What do you think?

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Ai is a reflection on your car or your teams cars in trial. so if someone has a tune that has alot of hp but crappy grip, and is fast on “paper” like high topspeed in stats then one ai car will be superfast. you can tell a diffence only by using 6speed gearbox and tune it faster since it will have low top speed in stats, but if you use a 7speed that will have a “higher” top speed on paper will make ai faster.

I use gt3 cars without any upgrades, the only thing I do is modify the set up. How is it possible that I can lose entire seconds on the straights. They are definitely faster than my car.

I’m not a bad driver but I’m not a fast driver either, I identify myself as a classic standard driver on average, this goes beyond all parameters. At Road Atlanta, with the same tires and amount of fuel they can take 1.5 seconds off your lap and I really mastered that track. I just want to understand if it’s a problem or if I need to improve. Thanks anyway for the answer.

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I’ve been having so many frustrations with the cheating AI on Grand Oak Club in the new Aussie Sedans series. Even if I’m on the easiest difficulties and starting last on the grid, I can’t catch up and beat them all, especially with collisions turned on or off. They need addressing IMMEDIATELY!!

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You are right, they are too fast. They can gain 1-2 seconds on straight without any reason. Don’t know why, please fix

Same here, especially with the Aussie Sedans series. Had to set difficulty to 1 (!) and starting grid position to 3 to be able to keep up with the race leader. Once I pass car #1 it immediately falls behind and I gain ~ 15-30 seconds per round, depending on the track.

Like others already suggested: This needs to be addressed immediately!

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Had another case of this issue in the latest Super UTEs series, in race one on Eaglerock Speedway. Whoever’s ahead of you will pull away like hell.

This shouldn’t be happening at all, Turn 10, and you should consider not having either Grand Oak or Eaglerock in any future series until you fix this.

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Same for me, even on difficulty 1/8, no matter the car or upgrade.

We are closing out this issue. The developers have noted this issue as Fixed as of Update 16 on 01.06.25

At the time of the fix this topic had 29 votes.

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