I roll difficulty 8 and expert rules in first person cam. Nearly every race no matter the car, class or build goes just like this. I can catch up to 2nd or 3rd very easily and 1st is just running away like they still have cheats pretty often. I can still catch them tho so all isn’t lost. The rest of the field insists on ramming pushing and whatever else they can come up with to keep me from getting to the top 3. I can’t get through a race without taking damage. Also, I win races all the time, but the struggle isn’t really real until I’m in 2nd. Kinda want the struggle to be real for the entire field, not just the top 3. I’d also prefer the struggle to be real without drivatars using nefarious tactics. They need to be more aware of their surroundings. If I’m dead even in the battle for a place, they can’t just slowly push their way into my racing line. They also need to back out of the vortex when we enter turns. If their nose is near the back of my door, they need to back off and just concede the place is now mine. Basically, the Ai needs MUCH better sportsmanship.
All levels of difficult, after overtake the AI, it’s very easy to open advantage.
This is very boring, after being in first position the race is basically done since the AI don’t try to regain the position.
Not constructive, But snarky jab.
They’re probably mostly playing on difficulty 3-5. Confused at all of this behavior they havent seen themselves. So being able to recreate something we’ve all clearly seen in every race just requires them to bump the difficulty up.
True and the only reason it gets away from me is because it slows me down with all the brake checking. This unbeatable FM AI is far from without all the brake checking and damage it causes no matter how hard I try to avoid it.
Also likely in chase cam of some sort.
Ive been testing this extensively with multiple cars on every track. it happens regardless of class but the tracks make a big difference.
Ai difficulty 3 the AI will pull ahead for exactly half a lap and then just slow to a crawl until you pass them. it’s like they are on difficulty 8 for the whole time and then it dials it down to 3, oh and it doesnt matter which Ai car it is as long as they are in 1st. just to test something i pushed the lead car off the track and the one took over first immediately did the same thing. the most glaring example of this is on VIR
difficulty 4 same as 3 only they stay ahead of you almost the whole race unless its on VIR then good luck seeing them 30 seconds in. again its like the lead car is on a much higher difficulty than the rest of the field.
I havent had time to test this on higher difficulties but i don’t think it would be as noticible since the other drivers would be faster
as mentioned above, the brake checking on fast sweepers and straights is quite annoying, but I’ve also noticed the AI simply refuse to overtake you at times, they’ll come flying up behind you if you say, miss the apex of a corner and they simply come close to you then back off instead of going around when there’s plenty of room to do so. Then you just leave them in the dust as they back off again. I’m racing on highest difficulty level
Difficulty Level 6: After about 2 corners, 1 Godmode AI activates and blasts away.
Difficulty Level 7: After about 2 corners, 2 Godmode AIs activate and blast away.
Difficulty Level 8: After about 2 corners, 3 Godmode AIs activate and blast away.
All difficulty levels: AI has no awareness of surroundings and loves to ramm you off corners, Brake checks for no reason, After overtaking AI, AI.exe stops working and falls behind.
Difficulty 1-6
All series I’ve managed to play without crashing to desktop…
I’ve noticed the AI mostly drives like you’re not there and the first corner is the worst for this, I have to hang back and let them all go first otherwise I have five or six cars smashing into me making no attempt to brake or go around me.
I say mostly because sometimes as the race progressed I’ve seen them swerve to avoid me if I enter their line.
Difficulty 4 and up always has the first place car shoot off so far ahead it feels impossible to catch them, but if I do manage to get ahead early it seems to slow down and stay a few seconds behind for the rest of the race.
I can’t show any replays of this because replays also crash my game to desktop, along with entering my garage, tuning cars, painting cars, multiplayer, rivals, and certain career mode series.
Difficulty 6 - 7.
All tracks / tours.
Any division.
- First 2 AI drive off after the first couple of corners at a pace 2+ sec off of their practice times.
- Practice times are not representable in general. They drive up to 5 seconds slower than the target time in practice, which is a realistic time.
- AI behind falls of within the first lap. Their fastest laps are only 1 sec off of my best, but fall back 2 seconds per lap. They do not keep up and pose a risk which needs defending from time to time.
- On straights AI ahead brake checks in the middle of the straight. Absolutely no reason for this.
- All AI is hard stuck on their racing line with an occasional mistake (going off track). They will not overtake eachother, race besides eachother, take defensive and/or offensive lines.
- When racing besides an AI they will not try to make the corner together. They either push you off track or hit the brakes hard to get back to their racing line. No leaving space and respecting eachother.
- Finishing order among AI is 95% the same as the starting order. After the first lap (or even the first couple of corners) the order is set.
I wouldn’t call them racers, just moving obstacles.
EDIT: Extra info
I start between P8 and P15 depending on how much I like the car/track.
Difficulty: 4-5 (sometimes 6)
Car/Divison: Multiple
Track: Multiple
Sometimes the AI is better than in FM 7, sometimes they have awareness of player cars. Mostly not.
General problems:
- 1 to 2 god drivers pulling away
- all other cars brake check, have almost always no awareness of player car, they just drive glued to the optimal line. They just feel like moving obstacles, not racers.
With the right difficulty set, staring in the forward part of the pack, you can have some good single player experience.
Starting midpack or back, it is just Forza. And it teaches you what makes multiplayer this bad. You need to brute force through the pack (in lap 1) to then have a race with the cars in the front.
However, starting in front will make it a boring race often. You can keep up with the fast cars in turn one, probably be able to overtake early and then have no real pressure from behind, leading the race.
IMHO it feels overall unbalanced too. For different series on builder’s cup i need to adjust difficulty a lot. And this is not just about slow vs… fast classes.
I noticed the same with difficulty balance between different series. I play most of times on level 6, but sometimes it is far too easy and I can beat the target lap by more than 1 second, although sometimes I could not achieve the target on practice without decreasing difficulty to level 5. This is not related to the PI of my car vs AI, because I always have the PI falling in the middle of the pack in any event I take part in.
Difficulty Level: 5-6
Car/Division: most recently the 90’s BMW m3 in one of the builders cup series
Your/Track: Multiple, but Grand Oak - Reverse most recently
Specifics: … below
I opted to try a last to first run. Had difficulty on 5 and saw that my practice times were a couple seconds ahead of the rest. Light went green and very quickly I began passing heaps of cars (was in 10th by the first corner… 5th by the second… ) the reason for the backup was two cars that seemed glued to each other’s front inside wheels. (( ISSUE # 1 ))
I got crashed out at some point and decided to start the race over. On this a start, the auto start had my own car and the AI doing the “warm-up weave” (which I noticed on subsequent restarts was inconsistent) and that had a couple cars ending up veering towards each other as the light went green. (( ISSUE # 2 ))
Then, in traffic (once everyone had gotten more spread out a little) I would see two AI cars (one on the inside and one mid-track beside the other) I watched as both turned into the turn both aiming to close on the apex of the turn as though neither were there. (( ISSUE # 3 ))
Another thing I’ve experienced and seen, is when another car has a quick reaction near another car, the reaction seems to be twice as much as it ought to be. So, maybe when I’ve had a quick steering adjustment trying to maintain my line into a corner with an AI beside me, my quick steering adjust (and I meant a literal jerk in one direction as you do sometimes) seemed to trigger them suddenly veering off in the direction my jerk had been. Almost as though the AI was reacting to my input FAR more than any movement my car actually achieved through my quick adjustment. To be honest, I’ve tested this occasionally to manipulate an AI off their line so I could navigate through a corner without contest. (( ISSUE # 4 )).
There is also the near robotic unavoidance of almost robotic or militaristic regimen into two columns through the first turn.
In summary, it seems that the AI acts as though it’s prioritizing getting into the racing line over anything, everything else… on the other hand, it seems hyper-reactive to my own inputs more than the attitude or behavior of my car would seem to warrant.
To put it frankly, for me it honestly feels like an online lobby with a bunch of noob racers. So, maybe that’s a win for the AI behavior development? It doesn’t feel like what I would expect difficulty 6-7 to feels like.
Lastly, one thing that’s always frustrated me about the AI is that throttle wise and handling wise it never seems to push harder than 8/10’s. I guess I can appreciate leaving room for the player to be able to drive harder and win… and maybe I just need to increase my difficulty level towards 6-7 instead of 5-6… maybe I will… maybe I won’t… I like to win. Hahaha
Ich spiele nur mit dem KI-Level 8, dem Höchsten!
Folgendes ist mir aufgefallen:
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Die KI kann fahren wie sie will. Obwohl in schlimmster Rambo-Manier gerammt, geschubst und die Fahrbahnbegrenzung nicht eingehalten wird, werden so gut wie keine Strafen für die KI ausgesprochen! Zumindest keine angemessenen Strafen!
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Ich selbst kann noch so achtsam fahren! Wenn ich nur ganz leicht die Streckenbegrenzung berühre bekomme ich heftige Zeitstrafen!
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Wenn ich ein konkurierendes KI-Auto nur leicht berühre, egal wie, dann bekomme ich Zeitstrafen! Wenn aber ein KI-Auto mitten auf offener Strecke bei freier Fahrt und in voller Beschleunigung fahren kann, es aber absichtlich eine Vollbremsung macht damit ich voll auffahre und schwerste Fahrzeugschäden erleide bekommt das KI-Auto keine Disqualifikation!!! (Wenn das im wahren Rennen irgendein Rennfahrer macht bekommt er seine Rennlizenz entzogen. So ist es beim 24h-Nürburgringrennen 2023 zwei Rennfahrern ergangen. Beiden wurde sofort die Rennlizenz entzogen und sie bekommen maximal nur noch als Zuschauer Einlass!)
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Gelbe Flaggen/Zone 1: Wenn es einen Unfall gibt oder auch 1-n KI-Autos von der Strecke abfliegen, dann muss dieser Abschnitt mit einer “Gelben Zone” ausgewiesen werden. Jedes Fahrzeug darf diese Stelle dann mit max. 60 km/h passieren. Dann geht es wieder voll weiter! (Ist bei den 24h-Nürburgring 2023 ebenfalls zwei Fahrern aus dem Amateurbereich passiert! Bei Zuwiderhandlung während der Trainingssession, beide sind mit ca. 200km/h geblitzt worden, wurde diesen ebenfalls sofort die Rennlizenz entzogen und sie durften den Nürburgring nur noch von außen zB. Brünchen durch den Zaun angucken. Beide durften nicht mal mehr ins Areal und zu ihrem Team! Solche Strafen werden bei Vergehen erteilt. Das wünsche ich mir bei KI-Level 8!!!)
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Gelbe Flaggen/Zone 2: Ergo: Je mehr die KI entsprechendes Fehlverhalten während eines Rennen verursacht, so muss diese auch entsprechen sich selbst mit drakonischen Strafen schwächen!
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Obwohl ich zB in einer sehr eingegrenzten Leistungsklasse (zB 600 - 650) fahre, permanent bei den Segmentpunkten zwischen 9,2 und 10 (Was wirklich flott und schnell ist. Man steht also nicht rum und ist kein "Verkehrs-Renn-Hindernis!) bewertet werde, und auch noch souverän 400m vor dem nachfolgenden KI-Auto fahre habe ich das KI-Fahrzeug zB beim Herausbeschleunigen aus der Goodyear Kehre/Nürburgring das KI-Fahrzeug im Getriebe am Heck hängen. Das ist total unrealisitisch! Normalerweise müsste die KI zumindest 3-4 Segmente/Abschnitte benötigen um mich wieder eingeholt zu bekommen.
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Dann die Rundenzeiten! In manchen unteren Leistungsklassen werden zB auf dem Nürburgring GP-Strecke Rundenzeiten gefahren die eigentlich nur von deutlich leistungsstärkeren Fahrzeugen erbracht werden können. Wenn man auf laptime.biz guckt und vergleicht werden diese Zeiten von sehr erfahrenen Fahrern und sehr viel leistungsstärkeren Fahrzeugen gefahren. Die Relation der KI-Rundenzeiten zu den Echtzeiten stimmt ganz oft garnicht. (Ich kann Dritter werden, obwohl alle KI-Fahrzeuge vor und hinter mir mindestenz 3-4 Sekunden pro Runde schneller fahren. Wie geht das??? Nach 8-10 Runden müssten alle KI-Fahrzeuge mich überholt haben, ganz locker! Tun sie aber nicht.)
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Am Meisten stört es, dass in der höchsten KI-Stufe 8 es dennoch KI-Fahrzeuge gibt die nur auf die Zerstörung deines Rennen aus sind! Egal was kommt, es wird permanent versucht dich von der Strecke zu rammen und dein Fahrzeug fahruntauglich zu beschädigen! (In der höchsten KI-Klasse 8 sollte eigentlich alles auf absolut sauberes Rennen fahren ausgelegt sein! Und nicht das Rennen eines anderen zu zerstören! Also der pädagogische Effekt, daß man nur für sauberes und fehlerfreies Verhalten und Fahren erfolgreich belohnt und platziert wird, das sollte beim höchsten KI-Level das oberste Gebot sein. Und dazu sollten auch die KI-Fahrzeuge sich auf der Strecke benehmen.)
Ich wünsche mir einen vernünftigeren und besser ausbalancierten Bewertungs- und Fahrbezug zu den realistischen Rennen und Rundenzeiten. Da sind die Fahrer und Teams ja auch darauf aus so wenig Kontakt wie möglich zu “erzeugen” damit man das Rennen mit einem möglichst schadfreien Auto zu Ende fahren kann und hoffentlich eine gute Platzierung erreicht.
Generell sollte die KI von Level 1-8 so aufgebaut sein und auch funktionieren, daß entsprechend sauberes und faires Racing entsteht. Die KI Level 1-8 sollte primär auf die Fenster der zu erfahrenden Rundenzeiten ausgerichtet sein! KI Level 8 verkörpert zB auf dem Nürburgring GP-Strecke das aktuelle Toplevel der aktuellen GT3-Rennwagen.
Das heißt, dass sich hier die wirklich sehr erfahrenen Gamer, die auch mit Tuning und Feinsttuning sowie individuelle Rennabstimmung zum jeweiligen Wetter und Streckenbeherrschung tummeln können sollten! (Kleine Anmerkung! Der derzeit aktuelle gültige Rundenrekord mit GT3-Fahrzeugen auf Nürburgring GP-Strecke hält Kevin Estre im 911 GT3 mit 1:48 Min! Da man auf der SIM niemals diesen aktuellsten Stand erfahren können sollte, ist jeder der sich dann zwischen 1:53 Min und 2:02 Minuten bewegt richtig schnell und könnte sich damit zum aktuellen Rennfeld vom Niveau her wiederfinden! Man sollte also max bis auf 3-4 Sekunden an die beste Rundenzeit herankommen können, dann ist dieser Gamer richtig Top und kann sich zu den Besten zählen! "Also mein Niveau mit dem Controller ist bei GT3 auf der GP-Strecke des Nürburgring bei GT7: 1:57 bis 2:01 Min und jetzt bei FM auch 1:57 bis 2:02. Damit bin ich sehr zufrieden. Ich merke aber noch, da es noch mehr einzustellen gibt, wo ich mich noch nicht heran traute, dass da bestimmt noch 1-2 Sekunden für den Controller drin sind. Darunter geht dann nur noch das Lenkrad.)
Alle KI-Level 1-7 sollten so aufgebaut sein, dass man den Gamer als Anfänger über Fortgeschritten bis zum Experten begleitet! Es muss also immer entsprechend sauber und fair gefahren werden! Nur die Zeitfenster in denen sich die Level befinden definieren wie gut oder wie schlecht man sein Auto tunen und einstellen kann! Man erzeugt also so den Zwang, dass sich Gamer intensiver mit diesem Spiel “Forza Motorsport” befassen und auseinander setzen müssen, wenn man ein besseres Renn-Niveau erreichen möchte!
Und wenn man das erreicht, dann macht das dem Gamer auch Spaß! Wenn sich ein Gamer entsprechend seines gegenwärtigen Niveaus bei einem KI-Level wiederfinden kann, dann erzeugt das auch erheblich weniger Frustrationen!!!
Beispiele Zeitfenster Nürburgring GP-Strecke (Ausgehend von GT3-Fahrzeugen):
KI-Level 8 _ 1:48 Min bis 2:02 Min (GT3)
KI-Level 7 _ 2:01 Min bis 2:09 Min (Gt4)
KI-Level 6 _ 2:08 Min bis 2:14 Min (Entspricht dem Niveau der DTM in den 90s, BMW M3, MB Evo II, Ford Sierra RS500, Audi V8, Vauxhall Lotus Omega, etc.)
Ki-Level 5-1 _werden dann entsprechend der LI-Klassen weiter abgestuft und angepasst!
Vielleicht müsste man noch einen KI-Level 9 einführen, weil sich die LMDH, Hyper und Prototypen sich natürlich nochmals viel schneller als GT3-Fahrzeuge fahren lassen.
Aber Grundsätzlich müssen diese “Rambo-Manieren” der KI verschwinden!!! Die KI muss genauso respektvoll und fair funktionieren wie es jeder “Racer” auch tun muss! Die KI muss und darf sich ausschließlich nur über das “Zeitfenster-Niveau” definieren!!!
Und das wäre auch fair gegenüber den “Controller- und/oder Lenkrad-Spielern”! Denn natürlich kann ein “Controller-Spieler” das Lenkrad nicht schlagen. Es gibt zwar durchaus sehr gute Gamer die mit dem Controller auf Augenhöhe mit Lenkradspielern mitfahren können, aber darum geht es nicht!
Es geht darum, dass sich jeder Gamer beim Forza Motorsport gemäß seines Können und Niveaus auf der entsprechenden Schwierigkeitsstufe wiederfinden kann und dann auch eben Spaß hat!
Ein Gamer will auch mal ein Rennen gewinnen können! Oder zumindest mit anständigen Renn-Niveau sich gut platzieren können, aber aus eigener Kraft und nicht irgendwie durch KI-Zufall!!!
Also das sollte die “Roadmap” für die KI bei FM sein!
I’ve played so far mostly on 5-6 difficulty level. And i find the AI at 6 or 7 to be simply impossible to catch up as they tend to form into a group of up to 5-7,8 cars and they just kind of sit up front much further than me and the rest of the AI. While the AI behind me even if i increase the gap between them they always seem to be able to catch up to me eventually. Yet rarely manage to overtake me unless i’ve completely messed up. So holding a position is very easy.
The only exception to this is if the racetrack has a long wide straight which is where usually the AI is very easy to overtake. Then maybe the next 3 corners i can see an opportunity as well. But after that its like they just stack up together and for the rest of the race there’s basically nothing happening. I can’t catch up to anyone, the AI behind me isn’t overtaking me either so i’m just holding a position.
So weirdly enough i find the difficulty of 5 to be the easiest to catch up to these AI drivers waay up in the front. Even after lap 1 i would be actually able to get them. And at a reasonable pace. On a difficulty of 6 its simply not possible. The leap of difficulty between a 5 and a 6 doesn’t seem to be very well balanced.
There is another factor that also seems to make a difference to how the AI feels. So… Will the event start on the grid or will it be a rolling start? I find the AI being slightly more challanging at a rolling start. Even on the first long straight they seem to do much better and not let me pass them as easily as opposed to a grid start. Combining this with a 5 AI difficutly it feels really good to race against and trading position happens at a reasonable pace and its reasonably challanging.
About AI behaviour: Basically what everyone else is saying is true. They like to smash into each other and the player and even more so on the tighter race tracks. If say you spun out they will not try to avoid you.
They can brake check the player too.
If anyone out there is playing at 7 or higher i suggest you race at 5 or 6 at least. You will still overtake the AI quickly on the first straight ( depending on the track) but at least you’ll find opportunities to catch up to them past the first lap. And if the race begins with a rollling start you WILL have a bit more good challenge.
Honestly i dont find any other differences between 5 and 6 compared to 7 or higher. At least at the lower difficutlies (under 7) you get a chance to race and overtake and not just hold a position while theres bunch of AI up front that you’ll never catch up to anyway.
Edit: I usually start at 12th or 13th place at the grid
The biggest issues I see (AI Level 6), and this is across all tracks and cars, are…
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The AI bunches up ridiculously on the first few turns. There’s no real race behavior here. They bunch up, slam into each other, knock each other off track. It’s like playing online, but slower.
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Once the cars spread out, after a lap or two, and you’re mid-pack, you can forget about catching the race leaders. They get further and further ahead with each consecutive lap. But if you start the race further up the grid, say within the top 5, you can catch them no problem. And once you pass them, they’ll never threaten to take over unless you screw up significantly. So in one circumstance, they have alien pace, but in the other, they have no pace. It makes no sense.
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The needless braking. Jesus Christ. I can’t tell you how many times I’m behind an AI, usually coming up on a turn, but even on some straights, and they just brake check me. I don’t mean they slow down for the turn. I mean they’re full-on braking, almost like they’re coming to a complete stop. Again, this is not real race behavior.
I’ve seen the most egregious examples of these points on the second Cup in the Modern series, where you take a RWD car out on Silverstone in the first event. I spent the last couple of days playing on that track alone, just restarting it while upgrading the BMW and the Porsche to max, to see if it makes a difference against the AI. Hint: It doesn’t.
I know you guys are fielding constructive criticism, and I’m really trying not to have a go here, but I fail to see how T10 made all these claims about how great and “from the ground up” the new AI is, but it doesn’t seem any different to me from the AI in FH5, or FM7. If anything, it’s worse. And this thread makes it seem like it wasn’t tested at all. At once both confusing and disappointing.
If you guys would have been upfront about the release, and just told us we’d be participating in an extended beta, I think you’d have far less grief coming your way right now. Instead, we got lofty promises, an onslaught of corpo marketing jibberish, and a product that backs up none of it.
Hope you can get it sorted soon.
You reminded me of something opposite to your findings. I noticed less challenge from the AI during rolling starts (difficulty level 6). It always seems that my car is accelerating 20% faster then the others, even though the PI is usually lower then the opposition. I even had to restart some races due to rear-ending the AI in front of me. If I am able to take a good line I overtake a bunch of cars just using this increased acceleration.
I’m finding the AI seems to behave very similarly to the drivatars found in previous Forza titles. Very skittish behavior when in front, very cautious when in a rear position. Changing difficulty doesn’t seem to make the AI smarter, it just seems to limit when they accelerate/brake and how hard. It also appears to change the grip levels of cars out in the front of the pack, who seem to stick like glue to the track regardless of conditions. Finally, lead cars appear to be able to access more power as even when I have a clear power advantage they will out-accelerate me in a straight. Of course, that all stops after I pass them, then they just fall in line behind me and unless I make a huge mistake or they decide to just ram their way through, they don’t attempt to retake a position.
- AI brakes hard in the middle of acceleration zones on corners - happens often
- AI will be on a great clean racing line in a lead position and will abandon that line to block and brake check other cars, often hurting its own chances if not causing a pileup and ejecting itself from the track - happens often
- When the AI leaves the track and re-enters the field it does so whether it’s safe or not, often causing recurring pileups - happens often
- AI driver rear-ends my vehicle in the middle of a straight section despite leaving room for it to pass - happens often
- AI driver continuously nudges my car as if it doesn’t detect me in front of it to the point it will push me completely off the track despite me being in a lead position.
- AI driver applies brakes for a turn that does not exist on that track layout - happens often and goes back to early FM titles.
- AI driver pit maneuvers my car as I pass it on a straight despite having plenty of space to avoid my car - happens often
- AI driver drives off the road despite being left plenty of room in a corner as if, since it can’t follow its pre-determined racing line, it no longer knows where the track is - happens often
- AI driver does not respect lead placement of other cars and shoves its way around corners, often creating a pileup - happens often
- AI driver will pit my car to the point I’m completely sideways and continue to accelerate and push me as if it’s a bulldozer - happens often
- AI exits pit lane and proceeds to barrel across the track taking out multiple cars - happens often
- AI cuts off entire field to enter the pit area - happens often
- After passing the lead AI car (even cars I spent 5 laps catching up to and barely managing to pass) the AI just stops trying, falls back and ends up a half-lap behind after another few laps - happens often
- AI randomly slows down to a crawl as if it’s become lost before setting off again - happens pretty rarely, but still more than it should.
Personally i dont think many things are going to change because ai is not an easy thing to program. I can see brake checking possibly being fixed i feel as though the ai dont coast, theyre either accelerating or braking, so when they go around a long sweeping turn theyre using the brake to correct their trajectory and speed as opposed to just lifting off the gas to do the same.
You multiply this by 5 or 6 cars in the first few turns that solves the lead cars gaining such large leads. I dont believe there is a run away drivatar issue, i have yet to see them post any laps faster than in their practice sessions.
I also believe qualifying would also quell peoples expectations as to who and where they should be racing. If someone starts in 12th and can only match the lead cars pace, you will not catch up, its simple math. Maybe add qualifying and give a bonus or multiplier of some sort so the choose your grid thing can still be in place for those that want it.
Let’s please focus on general issue before car/track/corner/difficultly specifics.
- AI doesn’t brake early when player brakes early and crashes into the player.
- Player takes inner line and AI leaves track on outside
- AI drops back seconds after player passes even when it was lapping at almost same pace the previous lap (no contact)
- Some of the AIs on grid will slow too much mid corner/after apex also at max difficulty.
- AI do not battle each other and spread out too much after Turn 1 of Lap 1. Some AI going too ahead or left behind is expected but no mid pack formed. (Team implementing AI should research how Raceroom and iRacing AI behaves for reference).
- If Player does quick upgrade in Freeplay, AI doesn’t.
- AI is unaffected by Rain in Freeplay.
- AI races with full tank of fuel for 5 lap race.