Forum Discussion
An AI problem is an AI problem 😘
Ah yes, an AI problem. That's why I'm not the only one complaining about the ridiculous and unrealistic 25% * and stupid tyre cliff. Because it is an AI problem.
As blind and annoying as you want to be, it is a * tyre model for people who don't want to lose 200 hours becoming setup freaks. But oh well, this is what the game is becoming, a setup freak wonderland.
- mariohomoh2 years agoHero (Retired)
If you think the tyre model is unrealistic, your issue is indeed with the tyre model.
If you're unsatisfied because the AI leaves you in the dust for not having to deal with the same tyre model as human players, your beef is with the AI system.
See the difference?
Again, I'd be all in for an accessibility feature where players who want a simplified arcade experience could just toggle it and have a linear wear and performance rates for their tyres. That's fine.
And I'll drop this again if you come around and decide to look further into this whole tyre model thing:
The AI not being subjected to the same tyre model as us players is indeed an issue.
Plus, there's no guarantee it will take some tweaking in the near future to make it more approachable. But about how realistic the behavior is...
Every racing tyre has a drop off point, usually called the cliff. It is a very distinct point wherein your laptimes take a significant hit, even if you were to always keep your workrate stable.
Say you're so consistent and precise that you can keep demanding the same level of work from your tyres. Your lap times will gradually increase as you squeeze the life out of that rubber, then you hit the cliff and those laptimes shoot upwards, increasing drastically and keeping on increasing from then on.
That's due to how the tyres behave. They're elastic, and grip comes from how they deform and how they twist. They're always on a cycle of heating up and cooling off, heating up and cooling off.
As the tyre thread runs thin, and the rubber goes over a significant number of cycles, the rubber simply cooks. This transform their properties and they cannot work as before.
Again, not saying the game is spot on, and that F1 tyres have their cliff at around 20% or so. But then, what are those percentages anyway?
Rhetorical question, obviously. They're simplifying and gamefying what would look very differently on a race engineer screen in the pitwall. There's no "Lewis, your front left has hit 18% wear". They're monitoring temps and performance (slip angles, slip ratios and behavior), and constantly adjusting their marks a plethora of factors like track and air temperature evolve.
But the behavior? The cliff? That's realistic. And it should not be changed, just tweaked.
- 2 years ago
Boys Boys, stop fighting, all Codebusters and EverlastingArseache have to do is borrow a nearly 10 year old tyre model that is in my opinion fantastic and reach out to Kunos and borrow it.
Oh they had better do it quick because the new one will be out next year and then it will be to late.
- planet4512 years agoRising Newcomer
I’m watching the race now and they the drivers keep getting quicker and quicker in the game that’s completely impossible
- ScarDuck142 years agoLegend
When it rains in IRL it washes away rubber. So when it dries out it’s not as grippy as it was. But As the race goes on and more rubber gets put down the track gets grippier again so cars naturally get faster. There’s been a lot of rain over the weekend so track hasn’t got much rubber on it as opposed to what it would have if the weekend had been dry. In game track evolution isn’t as complex
Not to mention cars get lighter due to fuel usage. I’m not sure if the game simulates weight loss from fuel use. Have to ask @Meza994
Finally it’s easier to feel grip and control traction when driving on an actual track than it is in a game. So if you’re as skilled as a Real F1 driver you will get into a rhythm and faster over course of a race.
- Meza9942 years agoSeasoned Ace@hotmeils You do realize that the driving style we and the AI do is drastically different than IRL? IRL they are up to 9 seconds slower in the race EACH LAP than qualifying to manage the tyres while in the game you may be 5s slower absolute maximum at 100% race length.. 4 seconds per lap save a lot of tyre wear so A) they wear out slower IRL and B) the drop of below 20% is much more gentle that way, instead of having 3% less grip after 1 lap its happening over 2 laps which makes it much easier to adapt
- 2 years ago@hotmeils 100% agreed