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I don't believe the AI speed is as easy to balance as people think it is, and if CM releases a patch resolving the issue I guess they want to be sure that the speed scales properly with AI difficulty. The AI being so fast is usually misnamed here as a problem with straight line speed but in reality it is (much) more complicated than this. Even for example if you use the mod on Race Department that lowers the max bulk torque so that indeed the AI will become slower overall they still retain their unpredictable nature. Sure, they will be slower on corner exit (and hence also on straight line speed), however in fast corners they will be now two times as fast as they are in slow corners and depending on tire temperature and/or wear they become faster or slower. So you have circuits in which the speed is too slow and circuits in which the speed is still too fast, as you have parts of the circuit in which they are extremely slow and parts in which they are extremely fast, so that the speed decrease is not harmonic at all.
It's not so easy to have an AI that carries similar pace in every corner of a circuit and it's still more difficult to do so for every circuit involved. Then you add changes of difficulty and how such changes impact the AI (and having that decrease be as linear as possible), you add in tire wear and temperature and it's not an easy task to balance the speed of AI properly. If they release a fix they must be sure that the speed decrease is as fluid as possible and work in the same way in the different modes. Doing so requires not only a lot of work in the programming side but especially in the QA department.
For this I believe it is taking all this time, and, personally, I much prefer that they take all the time they need to actually tailor AI speed properly instead of releasing a quick fix that just patches a hole here and there but by doing so making the AI even more unpredictable to drive against. There's nothing worse than unpredictability in AI because pace you can fix by tailoring difficulty, but when you have AI that is all over the place as pace goes then it is really difficult to find a difficulty that suits your personal skill.
- 4 years ago@Amioram Completely acknowledge what you say mate, I’m not trying to downplay it whatsoever as I couldn’t do it in a million years.
One thing I would say though is this is they’re well over 10 years into having this franchise and I would’ve thought by now they’d of had AI speed nailed down. Plenty of other motor racing games have it. It gets a bit frustrating that the same bugs and issues carry over from game to game whilst they spend time adding sofas and supercars.- 4 years ago
@joshhhhmcgillActually there are very few racing titles that have very good AI, as AI is one of the most difficult things to implement. The F1 games have some the best AI overall in the sim racing genre, when there are no glaring issues as in this case. The only other sim racing titles that have very good AI are RF2 and RaceRoom, and that's it.
ACC for example has very passive AI, very slow overall, with drastic pace variability between circuits. AMS2 has become better with patches but it still has huge issues in slow corners, and the AI is often oblivious to what the player is doing. Assetto Corsa varies drastically from car to car and mod to mod, and it behaves too mechanically with cars mostly standing all on rails. Gran Turismo has very passive AI and as AC their pace varies drastically from car to car, they are also too robotic, with drivers not carrying different personalities. And so on and so forth.- 4 years ago
As I said I came from pc sim racing and ai was a personal look out for me. I be obsessed with the ai and how they performed in pc sims.
I found rf2 ai was good but they never overtook you if in your draft, it was never and still isn't fixed to this day and rf2 had been out for a long while. But rf2 was one of the first ai to have a defensive block move programmed in. Raceroom had a great ai to and seemed the most action packed when racing with lots of overtaking. Ac and acc as stated was a little boring In comparison. I was a beta tester on ams2 and that ai steadily improved over time i think. But most if not all ai in games have a slow track or corner or something or another, luckily f1 has one car model/ai to get right these other sims can have tons of car models to sort the ai out with.
Now these f1 games I think have the best ai out there especially on console. They block they can overtake u in a straight line they just need some tweaking.
So guys don't be hard on them, especially if you haven't tried the alternatives out there.
- Ultrasonic_774 years agoHero
There's no ETA, and as above this is not likely to be a quick fix. I'd be thinking many weeks yet based on the last game but I'd love to be proved wrong.
- BadMayh3m4 years agoSeasoned Ace
IContrast has done a vid saying the only difference is the weight of the AI cars. There is NO other differences!
Duck ya want to post the vid?
- Ultrasonic_774 years agoHero
@BadMayh3m wrote:IContrast has done a vid saying the only difference is the weight of the AI cars. There is NO other differences!
Duck ya want to post the vid?
Errr, why don't you do it?
- 4 years ago
Sorry I do not see it at all like you, to one had the 1 year development time and it den not even noticed ? I find already very bad work. Sure every game has bugs but what Bugmasters has done now in 2 years is just bad. it's not just small bugs. But already many Krasse bugs, where the game is completely taken away. There are slowly no more excuses for the failure of bugmasters. Instead of programming Sims 2.0 (F1 Life) and then stupid supercars, they should have fully concentrated on the gameplay.
@Amioram wrote:I don't believe the AI speed is as easy to balance as people think it is, and if CM releases a patch resolving the issue I guess they want to be sure that the speed scales properly with AI difficulty. The AI being so fast is usually misnamed here as a problem with straight line speed but in reality it is (much) more complicated than this. Even for example if you use the mod on Race Department that lowers the max bulk torque so that indeed the AI will become slower overall they still retain their unpredictable nature. Sure, they will be slower on corner exit (and hence also on straight line speed), however in fast corners they will be now two times as fast as they are in slow corners and depending on tire temperature and/or wear they become faster or slower. So you have circuits in which the speed is too slow and circuits in which the speed is still too fast, as you have parts of the circuit in which they are extremely slow and parts in which they are extremely fast, so that the speed decrease is not harmonic at all.
It's not so easy to have an AI that carries similar pace in every corner of a circuit and it's still more difficult to do so for every circuit involved. Then you add changes of difficulty and how such changes impact the AI (and having that decrease be as linear as possible), you add in tire wear and temperature and it's not an easy task to balance the speed of AI properly. If they release a fix they must be sure that the speed decrease is as fluid as possible and work in the same way in the different modes. Doing so requires not only a lot of work in the programming side but especially in the QA department.
For this I believe it is taking all this time, and, personally, I much prefer that they take all the time they need to actually tailor AI speed properly instead of releasing a quick fix that just patches a hole here and there but by doing so making the AI even more unpredictable to drive against. There's nothing worse than unpredictability in AI because pace you can fix by tailoring difficulty, but when you have AI that is all over the place as pace goes then it is really difficult to find a difficulty that suits your personal skill.- 4 years ago
@GamerDH1995The AI speed in the beginning wasn't as drastic as it is now, and it depends on the skill of the people involved in QA. It can be that, given that they don't have extremely skilled players, they thought that the disparity in straight line speed was just a matter of lack of technique, or viceversa by much testing many became too good at technique and didn't have the same problems that more average players could met. This can be an explanation, or maybe they altered some characteristics of the cars in the day one patch and things changed (as they are in fact continuing to change the more the implement the things they wanted to do). When you change physics things can get altered dramatically.
- 4 years ago
There were already problems in F1 2021 with the AI in fast curves. Where you couldn't drive Zandvoort and Great Britain for 6 months against the AI. And now again problems with the AI but this time on every track is just bad from the developers. Normally Bugmasters has to give everyone 50% of the money back because the game does not work properly.
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