There’s an element of reality there, as ultimately, you look at real life lap times in races (in Hypercar especially), with tyre wear/full tanks/fuel saving etc, they’re often 2-3 seconds off qualifying pace. Only at very specific times during the race are they allowed to go full chat, depending how well they’ve managed tyres/fuel etc.
Tyre wear doesn’t really seem to be a thing in LMU outside of the wear percentage changing. I’ve got them to under 50% without feeling any difference. I’m sure someone’s tested it and there’s a drop off at some point, but you can easily double stint tyres pretty much everywhere. Weight is definitely simulated in game and through the FFB which is good and I quite enjoy fuel saving, but unless you change the AI fuel usage in the json files to use much less than you, fuel saving is pointless outside of making it more immersive for yourself.
I get that’s a lot of AI programming for the devs to get right, and it’ll be impossible for them to get it 100% right, especially with all the variables in multiclass endurance racing. But there are definitely improvements needed for the career mode to mean anything.
Must say my biggest issue right now is the speed difference between player and AI. I just fly past them everywhere, even with worse corner exits or more fuel onboard.