AI after today's update.

Another issue I have with the AI is their straight line speed. It’s almost as if they’re artificially slowed in the straights. Slipstream effect for the player is way over powered compared to racing online.

Anyone know if there’s a setting in the json file to tweak this?
 
Think that’s bad should try in the rain AI can't seem to drive anymore in the rain, was testing at Monza they just can't adjust their speed into corners enough and just slide spin all over the place, they used to be so good once now their just bloody awful, SP is becoming a waste of time lately.
 
I noticed the other day AI struggling to navigate the Chicane at Spa - end of the lap. Lots of Crashes which I've not seen there before.
 
Another issue I have with the AI is their straight line speed. It’s almost as if they’re artificially slowed in the straights. Slipstream effect for the player is way over powered compared to racing online.

Anyone know if there’s a setting in the json file to tweak this?
That’s not really it. You might have the AI strength set too low, or you’re constantly competing with cars behind you.
You generally need AI strength above 98 %, ideally 100 %, for them to push to their full potential. Otherwise the system deliberately reduces their power and grip to slow their lap times down.
Also, the top‑ten AI drivers tend to go all‑out more consistently. This is not a slipstream effect.
If you don’t believe me, test it: offset your car to avoid drafting, and low‑difficulty AI will still get easily out‑dragged by you on the straights.
 
Another issue I have with the AI is their straight line speed. It’s almost as if they’re artificially slowed in the straights. Slipstream effect for the player is way over powered compared to racing online.

Anyone know if there’s a setting in the json file to tweak this?
As for adjustments within the JSON file:
Simply set the AI brake force and brake grip values to 0.9. This will fix excessive crashes and incorrect racing‑line behaviour for the Mercedes‑AMG GT3. Lowering these values further to 0.8 resolves crash‑related issues in wet‑weather conditions.
 
Lowering these values further to 0.8 resolves crash‑related issues in wet‑weather conditions.
Have to disagree, there is a issue with the AI in wet conditions, that has been acknowledged very recently by the team after a ticket entered, the adjustment in the json file to lowering to 0.8 doesn't resolve wet issues, braking issues still exist on heavy/storm conditions it seems the whilst braking the AI also seem to still have throttle active.
 
Have to disagree, there is a issue with the AI in wet conditions, that has been acknowledged very recently by the team after a ticket entered, the adjustment in the json file to lowering to 0.8 doesn't resolve wet issues, braking issues still exist on heavy/storm conditions it seems the whilst braking the AI also seem to still have throttle active.
I'm sorry, this is just a workaround I found that kinda works. If the official team has a proper solution, that'd obviously be better.
 
Have to disagree, there is a issue with the AI in wet conditions, that has been acknowledged very recently by the team after a ticket entered, the adjustment in the json file to lowering to 0.8 doesn't resolve wet issues, braking issues still exist on heavy/storm conditions it seems the whilst braking the AI also seem to still have throttle active.
The real pain is the transition laps though — dry to wet, wet to dry. Lap times are all over the place. You find a wet difficulty where you can actually keep up with the AI, but the second the rain stops and the track dries out? Forget it, you're never catching them again.
 
Not holding my breath I have to say.
When it comes to wet‑weather scenarios, especially track conditions with alternating dry and wet patches, iRacing is in a league of its own. LMU’s physics are not particularly strong in this area, and its resource usage is also quite demanding. Just imagine more than sixty cars competing in a heavy‑rain Le Mans race — are you sure your PC won’t crash under the load?
 
The real pain is the transition laps though — dry to wet, wet to dry. Lap times are all over the place. You find a wet difficulty where you can actually keep up with the AI, but the second the rain stops and the track dries out? Forget it, you're never catching them again.
Main issue is they can just push straight away on cold tyres. They’ve got Hypercars pretty well sorted on cold tyres finally, in comparison to what the player can do, so it shows they can do it. We just need them to put the time in on the AI, which they absolutely must do for a playable career mode. Hood has said as much in interviews recently, so I have faith. They are fantastic to race against a lot of the time, but as you say, as soon as you add any nuance from an endurance race into the equation, in a sim focused on endurance racing!!, they go to pot. Which of course you’re fully aware of.

The json settings you mention I’ve tried in the past and it just doesn’t work. They’re far too easy to pass in braking zones then, so it’s ultimately still the same issue. Putting the AI at 100% at every single track is just not possible either. The AI difficulty variables between classes, tracks etc are far too vast to do that. It’d be nice if there were an option added like in iracings AI whereby you can have a variable difficulty between the grid. You’d still be able to have a race with someone by sticking to one difficulty setting. Again, I believe Hood mentioned they’re looking at this for the upcoming career mode. Of course I’ll believe it when I see it at this stage.

As we’ve all been saying for months and months, there’s clear evidence this has the potential to be the best AI in sim racing. If they can sort the faster classes rear ending slower cars, or spinning out when they slam on the brakes after coming across a slower car in a fast corner issues (just race ELMS at Silverstone to see what I mean), that’d be a start. When all is good (ELMS at Barcelona is currently a good track to see that potential) there’s nothing like it out there for single player users.

I do have an off screen phone recorded video of me at Barcelona in the ELMS LMP2, fighting with another while carving through traffic. I’ll see if I can upload it and share here. It was quite frankly incredible. Notice in particular at the start of the video where he makes a mistake coming out of the quick right hander, realises that and stays to the left to defend the next left hander. Brilliant. If they can do it there, with work, they can do it elsewhere and in all classes.

Here it is - AI at 98%, high aggression.

 
Last edited:
Main issue is they can just push straight away on cold tyres. They’ve got Hypercars pretty well sorted on cold tyres finally, in comparison to what the player can do, so it shows they can do it. We just need them to put the time in on the AI, which they absolutely must do for a playable career mode. Hood has said as much in interviews recently, so I have faith. They are fantastic to race against a lot of the time, but as you say, as soon as you add any nuance from an endurance race into the equation, in a sim focused on endurance racing!!, they go to pot. Which of course you’re fully aware of.

The json settings you mention I’ve tried in the past and it just doesn’t work. They’re far too easy to pass in braking zones then, so it’s ultimately still the same issue. Putting the AI at 100% at every single track is just not possible either. The AI difficulty variables between classes, tracks etc are far too vast to do that. It’d be nice if there were an option added like in iracings AI whereby you can have a variable difficulty between the grid. You’d still be able to have a race with someone by sticking to one difficulty setting. Again, I believe Hood mentioned they’re looking at this for the upcoming career mode. Of course I’ll believe it when I see it at this stage.

As we’ve all been saying for months and months, there’s clear evidence this has the potential to be the best AI in sim racing. If they can sort the faster classes rear ending slower cars, or spinning out when they slam on the brakes after coming across a slower car in a fast corner issues (just race ELMS at Silverstone to see what I mean), that’d be a start. When all is good (ELMS at Barcelona is currently a good track to see that potential) there’s nothing like it out there for single player users.

I do have an off screen phone recorded video of me at Barcelona in the ELMS LMP2, fighting with another while carving through traffic. I’ll see if I can upload it and share here. It was quite frankly incredible. Notice in particular at the start of the video where he makes a mistake coming out of the quick right hander, realises that and stays to the left to defend the next left hander. Brilliant. If they can do it there, with work, they can do it elsewhere and in all classes.

Here it is - AI at 98%, high aggression.

The AI tends to lose control very easily when they ride over kerbs. I edited the JSON file in an attempt to fix the Mercedes‑AMG and Aston Martin. Those cars suffer from extreme understeer; they can never hold the apex properly. However, this adjustment also shifted their braking points, moving them generally earlier, which makes them far too easy to overtake. That isn’t realistic. I’m still hoping the developers can fix these various issues.

The rear‑ending problem is also really frustrating. Minor fine‑tuning would be welcome. It really has been a long time since the devs touched the AI. I wonder when we will finally get some work done on it.
 
I noticed during a race with the AI last weekend that some cars struggled to stay on track at Monza turn 2 - this was during a wet race.
 
Back
Top