Update 6.0 AI changes improvements

I just spent an hour and half running Quick Race events. Suzuka, Hakone, Daytona, Spa. Car Class E to R. Difficulty settings were 4 and 5.

I won’t use the word “perfect”. But that was the best racing I’ve had in FM. Never genuinely “rammed” by the AI. Never forced off-track. Never had leader cars run-away and vanish. No turn one pile-ups. No AI slowed/stopped in corners.

I did have one AI car try to block my pass, turned into my fender. Then backed out and it was over. On the straight at Hakone, I could see hints of the AI wanting to brake on the fast straight, just blips of tail lights. But I was pedal down all the way.

Some paint traded on a few corners, but not anything even warranting the “Collision” alert. The AI even handled the infield on Daytona OK, and the chicane.

AI that I had passed even challenged me a few times, instead of vanishing in the mirror.

Overall, a massive step forward in my opinion. I only ran 4 or 5 tracks (5 to 7 laps each), so maybe the mileage varies on others. Maybe a different story in the Builder’s Cup. I’m looking forward to the drive to find out.

But yea, great experience (for me).

To be clear, I’m not talking “Realistic” AI behavior, but “simcade” type. Start toward the rear and pass my way up the field, type of AI. Which is exactly what I want from Forza (as differentiated from ACC, for example).

11 Likes

I have difficulty maxed out.

  • AI still crash on race start.
  • Still no aggression.
  • Still over brake mid corner.
  • Still slow as hell.

No better than before the patch.

24 Likes

Same for me.

I played D class series on difficulty 4, great experience in races 1 and 3. In Nürburgring (race 4) drivatars were too slow, but I should’ve increased difficulty to 5 for I got over 10 seconds faster than required bonus in practice.

3 Likes

In the first couple races I ran, I was finishing 10 seconds ahead on level 4 AI.

Changing to level 5 difficulty, I was fighting the top 3 corner to corner.

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I recommend difficulty level 7.

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Too early to make a full judgement.

I typically play on level 6 AI.

Turn 1 is better but not fantastic, still carnage. ( Way better than online though :joy:)

Rest of race seems to be identical, lots of barging by the AI on me and each other.

Still experiencing AI slamming brakes on mid-straight and on the apexes.

Not tried a longer race yet but one of my biggest gripes was the AIs inability to overtake a lapped car, they just sit behind them. Makes any endurance racing a waste of time

1 Like

True.

With time we’ll see if all classes, difficulties, and tracks benefit from the updated turn 1 ai behavior and if the old runaway leaders issue is gone or not.

This is awesome. Progress being made! The pitlane changes, replay fix, and UI/QOL improvements are so welcomed. Ya’ll are getting there. Thanks for the hefty update and may there be many more like it!

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It’s getting there

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Indeed, getting there.

Another hour of Quick Race. My arms a tired from the wheel FFB, so I’m done for the day.

Still not had a bad 1st turn. In every Quick Race, Difficulty 5, I’ve been able to get gain ground on (and even pass) the top 3 cars, so far.

I am finding odd places where the AI is tentative. The “inner loop” on Watkins Glen the AI still enter badly (puts them in a bad position for exit). Heading out of turn 11, down the hill on Kylami, there is still a spot where the AI are braking needlessly. On Spa, Class D were OK on turns 16, 17, and 18, but Class A AI seem afraid on these corners, often seem slow, tapping the brakes to adjust. Seemed similar at Eau Rouge. Mugello just seemed hit or miss? Same with Lime Rock. Not sure.

I did finally have an AI car turn into me and had me at nearly 90 degrees to the track, at Watkins Glen.

And I still think the AI fall too far back when passed. I feel like I’m seeing them more often in my mirrors (or maybe I’m just being slow today). But I’d enjoy more pressure from trailing cars. Especially from the cars in the top 10. That pressure is a big part of the fun for me.

But I’m so pleased to see progress on this point.

EDIT: One new bug (to me), the AI proximity arrows seem to get stuck. Usually happens near hairpins, when they detect AI cars on the other side of the hairpin, and when I drive away… the arrows remain until another AI car causes them to update.

1 Like

After C and B class series, drivatars still slowdown at difficulty 5 after first lap when player is in the lead. Maybe I should give difficulty 6 a go next session.

Update 6.0, the following track continues to disappear, Nurburgring GP and Nordschleife from PC

After an hour doing free play it seemed better too, dif 6

Before I’d see multiple people crash out but i only saw that one or twice, they seemed better at going wheel to wheel through turns too.

Get a new pc wink

Same experience with me as well.

2 Likes

Improved Drivatar AI behaviors at the beginning of races to reduce mid-field collisions and breakaway drivers at race start through Turn 1. [1728001, 1663637]

This is from the change log. This is the only thing that has been adjusted. Anything and everything past turn 1 is exactly the same. Next update theyll work on behaviors through turn 2.

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:joy:

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A.I on level 8 are no longer any challenge around the Nord plus the braking issues are worse.

Update 6 is a downgrade bigtime for the A.I

Bring on levels 9 & 10 ASAP

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Yep they spilt into 3 packs, 1st, 2nd 3rd and you in that mix, then about a 5 second gap and a bunch, then another 5 second gap for the other bunch.

They only challenge for positions on the first few corners then race a conga line until the finish :pensive:

Still seem to be getting a first turn ram-fest. With no penalties handed out to the AI. Otherwise the AI seems same as always. So basically the AI, as far as I can tell, seems same as always.

1 Like