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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.
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.
- SomaticCoast3754 years agoNew Hotshot@Dan78loki The f1 games making the Ai much faster in the straights doesn’t make them the best.
- 4 years ago@Amioram Key difference is most of those games, particularly GT has far better online experiences and therefore doesn’t need to lean on their AI development as much.
The F1 series online experience isn’t good enough and hasn’t been for many years. Imo without a strong online experience the AI need to be near perfect, and again I’m not disputing how hard that is.
The F1 AI is great when it comes to attacking/defending, especially this year it’s actually a challenge when overtaking but to have game breaking advantages is a deal breaker with the AI no matter how many positives they have.- 4 years ago
We are talking of AI here, the fact that other titles can or not have better online, or that they can prefer to undergo the AI to focus more into other aspects doesn't change the reality of the situation.
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