Info Required [AI] MEGATHREAD (v1.0+)

Further information and reports are needed to assist development with a fix
I think there's a straightforward and reliable approach: the developers could simply reference real-world data. The WEC official website provides detailed statistics for every race—the total laps completed and overall race time for each car and team. For example, this year's GT3 champion at Belgium, the #21 Ferrari, finished 137 laps in 6 hours, 2 minutes, and 34 seconds, with an average speed of 165.58 km/h and a fastest lap of 2:18. Everything is clearly documented. They could set the 100% AI's optimal theoretical performance under ideal conditions to match the #21 car's results. This would be far more meaningful than merely replicating single-lap pace—it would be like authentically challenging the real champion in an immersive environment.
AI pitstop total times in game versus real life will probably mess that up so I think that at least for now it would be better that the devs just base the individual AI's speed and perfomances on their real life counterparts' lap times. Should also be a really easy task for the devs to implement in the next update of the game.
 
Also, I assume that at least some of the issues you included in your 11 items list, are related to individual AI game parameters like "AI Mistakes" or "AI Consistency" which all should be neutralized to get rid of the disgusting behavour that the AI drivers randomly practise out on track. I'm currently running the 2023 Le Mans and again all of a sudden the car I have been chasing for laps, significantly slows down in the Dunlop chikane for no apparent reason which made me run into his back and spinout. It really should be such an easy task for the devs to fix this as well when they're already at it implementing the real life individual driver lap times for the AI.
 
I started to watch full WEC races from 2023 to get a good base and understanding for the series but had to stop that after realizing that the individual AI performances in the game didn't match real life at all.

I totally get it. I also only started following WEC and grew to love endurance racing because of games. But when a game is completely detached from reality yet tries to simulate it, it really breaks immersion. It's like your left and right brains are fighting each other — you don't know which one to listen to.
 
I started to watch full WEC races from 2023 to get a good base and understanding for the series but had to stop that after realizing that the individual AI performances in the game didn't match real life at all.

Let me share this brilliantly silly way to keep enjoying WEC without breaking immersion: Crank every realism setting to the max, synchronize everything with official race conditions, delete those annoying AI drivers, and take on Le Mans completely alone. Drive a few laps, save your progress, then pause to watch a segment of the actual WEC broadcast. Imagining I was right there racing alongside them just moments ago.Compare everything — your pit stops, lap times, tire choices, all measurable metrics. Then vividly imagine you're actually battling those real-world drivers on the same track. Why is the circuit empty except for you? Well, obviously everyone else exists in another dimension.

Coincidentally, I'm also doing my own solo Le Mans run — been at it for a week now. Those tedious AI tests wasted so much of my time, so now I'm racing purely for myself. The results aren't exactly impressive, but compared to the real-world Ford and AMG cars that retired after just dozens of laps, at least my virtual car can still keep going for hundreds more laps.
 
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Also, I assume that at least some of the issues you included in your 11 items list, are related to individual AI game parameters like "AI Mistakes" or "AI Consistency" which all should be neutralized to get rid of the disgusting behavour that the AI drivers randomly practise out on track. I'm currently running the 2023 Le Mans and again all of a sudden the car I have been chasing for laps, significantly slows down in the Dunlop chikane for no apparent reason which made me run into his back and spinout. It really should be such an easy task for the devs to fix this as well when they're already at it implementing the real life individual driver lap times for the AI.
The ironic thing is, even though they often practice during race events, they take these practice sessions extremely seriously — pushing flat-out with intense focus until they literally run a fuel tank dry...
 
Let me share this brilliantly silly way to keep enjoying WEC without breaking immersion: Crank every realism setting to the max, synchronize everything with official race conditions, delete those annoying AI drivers, and take on Le Mans completely alone. Drive a few laps, save your progress, then pause to watch a segment of the actual WEC broadcast. Imagining I was right there racing alongside them just moments ago.Compare everything — your pit stops, lap times, tire choices, all measurable metrics. Then vividly imagine you're actually battling those real-world drivers on the same track. Why is the circuit empty except for you? Well, obviously everyone else exists in another dimension.

Coincidentally, I'm also doing my own solo Le Mans run — been at it for a week now. Those tedious AI tests wasted so much of my time, so now I'm racing purely for myself. The results aren't exactly impressive, but compared to the real-world Ford and AMG cars that retired after just dozens of laps, at least my virtual car can still keep going for hundreds more laps.
If the 11 issues I raised are too difficult to fix... Well, I doubt the developers can't be bothered to put in the effort. I don't even need them to fix any AI at all, because I don't necessarily require actual cars on the track. Just like starting a practice session in private mode, all I want is for the top-left UI during the actual race to display their lap times, energy levels, tire conditions, and other information. As long as they strictly follow the official WEC results and pit strategies to run this virtual simulation, that's all I ask. Let me chase their times in the competition—let's call it the "Private Le Mans Mode." It would be great to include a save-anytime feature. As for difficulty settings, use the 100% difficulty as the benchmark for official results and scale performance accordingly. I remember there were 56 tires in total, including several qualifying sessions and the main race. Disable tire warming and set all other configurations to "real." Let's start like this.Actually, during a race, all we can really focus on are our own tires, grip, fuel levels, oil temperatures, and the movements of the few cars closest to us—that's about it. We're not omniscient—it's absolutely impossible to drive while simultaneously checking each individual car to see whether their wear rates are high or low. When it comes down to it, the purpose of most other cars boils down to just one thing: time. A reference that pushes us forward, motivates us to chase, and immerses us in the authentic competitive atmosphere of WEC racing.

The reason I'm saying this is that I don't think they can resolve those 11 issues. So, I'm willing to pay extra for this Private Le Mans DLC that fully replicates the official results—on the condition that the timings, results, and strategies must exactly match what I see in the official videos. Recently, I’ve watched onboard footage from at least eight cars. Most of the time, they were struggling with their own cars, fuel, and tires. There was very little actual wheel-to-wheel combat; most of the time, it was just following other cars. If you think chasing times alone is too lonely, you could ask them to render the cars closest to your time as "ghosts," creating shadows to keep you company as you form a train... Well, from our perspective, that would look almost identical to the official onboard footage. There would be no need to force them to develop complex and frustrating AI programs anymore. They could just use the DLC revenue to buy some coffee, take a sip, and copy-paste the data. Oh, and by the way, this way even my crappy computer could finally handle a full Le Mans experience. Why not go for it?
You have no idea how absurd my current setup is—I'm running a solo Le Mans race in-game while simultaneously streaming an actual Le Mans event on my phone. The moment the flag drops on my phone screen, I start the formation lap in the game. We set off together, pit together, I save the game progress while pausing the video... So please, just release that DLC already and liberate my poor phone from this double duty!
Exactly! I'm using that same video you shared – racing while listening to the commentary. It's absolutely fantastic! I was thinking, how amazing would it be if we could embed this video directly into the game's UI, occupying a small corner of the screen...
 
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Yes, there's an even more immersive way—using the onboard camera footage. When the video reaches the one-hour mark and crosses the start line, you can position your car at the starting point, pause, and then hit start simultaneously with the video. After half an hour, see if you can keep up with the driver's pace.https://fiawec.tv/sportitem/684ebfe014678fc7575b791a
 
Yes, there's an even more immersive way—using the onboard camera footage. When the video reaches the one-hour mark and crosses the start line, you can position your car at the starting point, pause, and then hit start simultaneously with the video. After half an hour, see if you can keep up with the driver's pace.https://fiawec.tv/sportitem/684ebfe014678fc7575b791a
Holy mother of yap for the last 5 posts xD
 
Some New Findings to Share with Everyone

Recently, I participated in two three-hour endurance races and gained some insights into the AI's tire change rules. The AI tire change mechanism operates in two ways. One is during routine pit stops for refueling, where the trigger threshold is quite high—tires are typically changed when the wear level drops to around 70% remaining. This method shows very little variation among different cars.

The other method is triggered tire changes on the track. I set the fuel multiplier to 0.1, giving the AI nearly unlimited fuel, so the only reason for them to pit is tire wear. This method shows slightly more variation—some cars can endure until 40% wear before pitting, while others enter the pits to change tires at around 50%.

When tire wear is enabled, the AI's lap time patterns are overridden by tire wear calibration. The general situation is that they are particularly fast at the beginning of the race. Once tire wear exceeds 80%, their pace slows down. Taking Imola as an example, at 97% difficulty, their lap times for the first ten or so laps after changing to new tires are around 1:48. When tire wear reaches around 80%, their lap times drop to 1:49 or even 1:50. This is precisely the opposite of how it works for players. For players, tire wear is slower, and as fuel load decreases, they only get faster.

When tire wear is disabled, the AI's lap times are primarily influenced by remaining fuel, showing an overall trend of gradually increasing speed. The fastest laps usually occur just before pit stops, which aligns with the lap time patterns of players. Moreover, at the same difficulty level, the overall lap times are noticeably faster by one tier compared to when tire wear is enabled.

During the race, the AI gradually divides into 4-5 groups. Positions 18 to 15 are generally the slowest-paced group, 14 to 10 form another group running ahead, 10 to 6 form yet another, and so on.

One important issue is that if you conduct a qualifying session to sort the drivers by skill, accidents at the beginning of the race are significantly reduced, and the overall pace becomes more stable. If you start the race directly, all drivers are arranged in a random order. To execute the program and form inherent group hierarchies, they engage in overly frequent overtaking behaviors. This leads to accidents and excessive battles, resulting in an unstable overall pace. Therefore, it is recommended to always have a qualifying session before the official race.
 
If you start the race directly, all drivers are arranged in a random order. To execute the program and form inherent group hierarchies, they engage in overly frequent overtaking behaviors. This leads to accidents and excessive battles, resulting in an unstable overall pace. Therefore, it is recommended to always have a qualifying session before the official race.
Yeah, I noticed this early on as well. It should be so easy for the devs to just set the race grids to exactly the real life ones if the player chooses to skip qualifying. (Of course, then they also have to implement the individual AI drivers speeds based on the real life events to avoid all the chaos in the first laps of a race).

 
Yeah, I noticed this early on as well. It should be so easy for the devs to just set the race grids to exactly the real life ones if the player chooses to skip qualifying. (Of course, then they also have to implement the individual AI drivers speeds based on the real life events to avoid all the chaos in the first laps of a race).

The results of qualifying sessions appear to be predetermined - no matter how many times you run them, the bottom positions are always occupied by Ferrari and McLaren, while Mercedes and BMW consistently come out on top. Yet in reality, the rankings are completely different, as these are all top-tier competitive teams. I believe we should copy and paste the driver ability values according to their real-world rankings. This would only require simple text editing - why not allow players to paste custom driver data themselves?

That said, the truly major issues at the moment remain long-distance tire wear and save files.
 
@ndslpsp Hello, i just read your post and liked it.
The DLC you propose would be awesome.
A sort of replay, and you race as a ghost, with real cars and events on track.
In iRacing you can race in Split #1 in ghost mode. You even get the actual draft effect from them, but can't touch them.
Add some sort of replay game mode, while you race inside a replay as a ghost, and everything looks easy to implement.
At some point, you could get a saved session, and start at the save of another player.
There is something really unique here.
I hope S397 fly by here and add that to their list of features.
 
@ndslpsp Hello, i just read your post and liked it.
The DLC you propose would be awesome.
A sort of replay, and you race as a ghost, with real cars and events on track.
In iRacing you can race in Split #1 in ghost mode. You even get the actual draft effect from them, but can't touch them.
Add some sort of replay game mode, while you race inside a replay as a ghost, and everything looks easy to implement.
At some point, you could get a saved session, and start at the save of another player.
There is something really unique here.
I hope S397 fly by here and add that to their list of features.
The most brilliant solution I can imagine is being able to download replays of expert players' online 24 Hours of Le Mans races, allowing casual players like me with limited time to immerse themselves in racing against their ghost cars. Having save functionality and pause features - yes, even competing against shadows would feel absolutely marvelous to me.

After all, in actual 24-hour Le Mans or other extended online endurance events, pausing isn't an option - personal, family, and work commitments all have to take a backseat. Moreover, you need teammates who similarly have large blocks of free time, making these conditions truly difficult to satisfy. For a single-player like me who can only game in spare moments, it's nearly impossible to meet such requirements. Currently, I can only watch others livestream endurance races.

But if there were an alternative way to personally participate in these events, that would be truly fantastic. I believe such a feature would enable many more people who can't meet the current requirements to join in (and there will never be fewer such players than those who can assemble six people available for 24-hour online sessions, right?), allowing us to collectively experience the charm of endurance racing.Come on, let us join the fray anytime, anywhere—don't let those classic online races be tossed into the digital graveyard and forgotten.
 
Sorry, I have carefully studied last year's race data, and it seems that quite a few teams changed their tires only after nearly 3 hours. This 6-hour endurance race is practically a one-stop battle for the tires—reality is truly unbelievable... The issue still lies in the unbelievably rapid tire wear attributed to artificial intelligence.
 
An unexpected discovery about abnormal AI tire wear—this issue was reported multiple times on Discover as early as February 2024, yet it has remained unresolved. It would already be an improvement if we could at least disable AI tire wear individually. Why has such a minor issue been ignored for so long? If it's really difficult to fix, wouldn't it be better to just provide an option to turn off AI tire wear while maintaining player tire wear?
 
Reporting a new observation: During the mixed-class race of HY and GT3 at Imola, there were excessively frequent yellow flags. The incidents consistently involved HY cars, particularly when they were lapping GT3 vehicles—accidents occurred repeatedly. It was absurdly high, with 4-5 yellow flags within half an hour becoming a common occurrence. Additionally, I noticed that when HY cars raced alone or GT3 cars raced separately, everything proceeded normally. The frequent incidents only happened during mixed-class lapping situations.
 
In the current state, it's not advisable to have Hypercar and GT3 compete together. During lapping, the AI's overtaking is overly aggressive—they often take risky marginal racing lines that are prone to errors, with the kerbs at circuits like Qatar and Imola being the main culprits as you mentioned. The significant speed difference between the classes also makes accidents far too common. I usually set up GT3 to race alongside LMP3 and LMP2, while having Hypercar compete against LMP2. Although this arrangement doesn't reflect real-world racing, it significantly reduces accidents. The ideal scenario would be single-class racing—under such conditions, I've hardly encountered any of these frustrating incidents across different tracks. I believe the issue stems from 397's overly aggressive overtaking line design. While it may look exciting and spectacular initially, the accumulation of on-track incidents and pile-ups becomes increasingly problematic over time.

Under the current game state, turning off tire wear and enabling tire warm-up makes LMU's short sprint races between appropriately matched classes the peak AI experience. However, as the game's name suggests, the details of full endurance racing still require further refinement. Ultimately, this is a racing simulation game, not an RPG focused on defeating monsters, leveling up, and grinding for gear. Driver life simulation shouldn't be our priority—highly authentic replication of WEC racing itself remains the core of the game.
 
I participated in another long-distance endurance race. When the AI made its second pit stop, I checked the tire wear. Almost all of them had changed to new tires during their first pit stop. When I paused to check again, I found that the wear on their new tires was exactly the same as the wear rate of my old tires, which had not been changed for two stops. All that was needed was to cut the AI's wear rate in half to match the player's tire wear and achieve a fair race.
 
I'm a new player in LMU. And yes, the AI's tire wear is annoying. It would be nice if it could be parameterized... They lose speed at the beginning, and then they slow down a lot. I tried to make driving more difficult for myself... ABS was set to 1, I also took it back from TC, but I didn't achieve much with it, but in return it wasn't as enjoyable to drive. I play with a controller, I would like to do it with that too.

Otherwise, it's basically a fun experience, this is a good game, I really want to love much, but until they solve this, I won't buy any new content from them...And yes, it would be nice if the AI thought, wanted to win, changed when necessary, didn't change if it was profitable...

Now I'm going to check out the iRacing AI after a few years of absence, and how the controller experience is there...
 
Most of the AI tire behavior is correct —
they pit for timely replacements when wear falls below 70%,
and lap times start dropping noticeably below 80%.
That much is accurate.
But the wear rate is just far too fast.

I really don’t get why adding a simple toggle is such a challenge.
They introduced three different wear multipliers for the player’s tires,
but ended up applying the same triple wear rate to the AI tires,
which were already wearing out too quickly.
It’s such a small issue — why has it been ignored for so long?
I’ve posted at least a dozen threads about this here,
yet none of the updates have addressed it.

Don’t even get me started on the DLC.
I’ve already moved to AMS2.
Yes, they have a lot of DLC and it can get expensive,
but once you buy it, you can actually enjoy racing —
because they at least treat single-player users like real human beings.
 
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