Info Required [AI] MEGATHREAD (v1.0+)

Further information and reports are needed to assist development with a fix
Did anyone tried to limit the tire sets available ? Does AI still change tires at every pit if tire sets are limited ?
 
Qatar, some of it is that there still isn't enough grip at the track, but also the HY cars go to fast into certain corners when over taking slower class, driven a few races now and on average there is atleast 10/15 HY crashes/spinning off track in 1hr race.
 
I just ran the one hour Qatar Hypercar/GT3 race offline as a bit of practice for this week's new online event. During the race I must have been hit at least 8-9 times by Hypers, although generally I found them more respectful than the human hypercar drivers I encountered practicing online this morning. What was noticeable though was that their driving standards seemed to drop markedly in the last 4-5 laps, I don't know why. I suspect there will be a lot of DNFs in the online event (both classes) and plenty of accusatory chat! ;)
 
I just ran the one hour Qatar Hypercar/GT3 race offline as a bit of practice for this week's new online event. During the race I must have been hit at least 8-9 times by Hypers, although generally I found them more respectful than the human hypercar drivers I encountered practicing online this morning. What was noticeable though was that their driving standards seemed to drop markedly in the last 4-5 laps, I don't know why. I suspect there will be a lot of DNFs in the online event (both classes) and plenty of accusatory chat! ;)
I've said before that the solution is to let P2 and HY run together, and GT3 compete alongside P2 — categories with too big a performance gap shouldn't be mixed. Not just in Dakar, but also at Imola and Monza, HY will still leave you in the dust.
 
I just ran the one hour Qatar Hypercar/GT3 race offline as a bit of practice for this week's new online event. During the race I must have been hit at least 8-9 times by Hypers, although generally I found them more respectful than the human hypercar drivers I encountered practicing online this morning. What was noticeable though was that their driving standards seemed to drop markedly in the last 4-5 laps, I don't know why. I suspect there will be a lot of DNFs in the online event (both classes) and plenty of accusatory chat! ;)
Turn on tire wear, and tire life determines the AI's lap times—their pace is guaranteed to trend downward. Slowing down by 2-3 seconds in the final laps is par for the course. Turn off tire wear, and the AI's pace trends upward, meaning they get faster in the closing laps, with fuel load becoming the dominant factor. I've actually posted about this before.
 
In the configuration file, I tested several parameters that significantly affect the AI behavior. To some extent, these adjustments reduced various accidents and increased the intensity of the races. The parameter "breakgrip" controls the braking distance. Taking Monza's Turn 1 as an example, when set to 0.7, the AI starts braking at 180 meters. At 1.0, braking begins at 120 meters, and at 1.2, the AI fails to brake in time and runs off the track... When set to 0.83, braking starts at 150 meters, as shown in the tutorial video, which is relatively safe and avoids collisions with normally driving players.

"Breakpower" is the parameter for braking force. I set it to 1.1, which makes the races particularly intense. You can adjust these values to align the AI’s pace with yours.

"Corner grip" determines the cornering speed. Setting it above 1.1 causes understeer and leads to running off the track, so it is set to 1.0.

These are the values I currently use:
Break grip: 0.83
Breakpower: 1.1
Corner grip: 1.0
 
Can I ask a question about the AI with apologies if it’s been asked and answered before. Track limits. Do the AI drivers ever get penalised for track limits? I ask as I and my team have twice run the (very wet) Silverstone Coop event during which in my stints I saw AI drivers regularly exceeeding track limits, especially on the exit of Stowe. On one occasion I was overtaken into Stowe by a Peugeot Hypercar. I ran a little wide to the left incurring a green ‘ping’. The Peugeot was a full car’s width wider (and out of track) than me. When I looked at the race log after I finished my stint it showed my green pings and the one yellow that I collected, but not a single ping throughout the whole one hour stint for the AI, Hypercar or GT3…. ?
 
AI Bug Report:
In HY vs P2 mixed races, AI often crashes into each other while fighting for the same pit box, resulting in getting stuck and retiring.
Reproducible when:
- HY and P2 are racing together
- HY, P2, and GT3 are mixed
- Full grid is enabled
 
There's no way developers can be this lazy.

Countless players have shared that AI drivers are too fast at the beginning of races, and then suddenly start losing speed very quickly and continuously.

I just tried version 1.2 of the game, but it's still just as bad.

Please, doesn't anyone on the LMU forum read the comments in the AI thread? Please, isn't there a single developer among the devs who would play the game and then run normal, long races with it? It wouldn't even take much time, because after 15-20 minutes, for example, while I'm getting faster and faster, running my personal best laps in the race, the AI slows down by a second or seconds compared to itself.

This makes the races predictable and boring. I know that if I manage to hold them off somehow at the beginning, or get through those first few laps, then I can easily go for the win... It's like this in every race. So, due to the AI's excessive loss of speed, what will happen is basically predetermined.

It's outrageous.

I'll look back on it in a few years, but in its current form, it's worthless to me. I've bought everything for it so far. And I would buy everything in the future, too, but seriously, can't they adjust the wear factor?

Am I really that lazy? Until this is fixed, it's pretty much pointless to work on your career in the game, or anything like that. I haven't even tried the game in the rain yet, I guess there are other stupid things popping up there...

I'd rather go play Raceroom, it's a thousand times more fun to play offline, even if technically the program isn't as elite as LMU is today. I'm very angry with you guys.
 
There's no way developers can be this lazy.

Countless players have shared that AI drivers are too fast at the beginning of races, and then suddenly start losing speed very quickly and continuously.

I just tried version 1.2 of the game, but it's still just as bad.

Please, doesn't anyone on the LMU forum read the comments in the AI thread? Please, isn't there a single developer among the devs who would play the game and then run normal, long races with it? It wouldn't even take much time, because after 15-20 minutes, for example, while I'm getting faster and faster, running my personal best laps in the race, the AI slows down by a second or seconds compared to itself.

This makes the races predictable and boring. I know that if I manage to hold them off somehow at the beginning, or get through those first few laps, then I can easily go for the win... It's like this in every race. So, due to the AI's excessive loss of speed, what will happen is basically predetermined.

It's outrageous.

I'll look back on it in a few years, but in its current form, it's worthless to me. I've bought everything for it so far. And I would buy everything in the future, too, but seriously, can't they adjust the wear factor?

Am I really that lazy? Until this is fixed, it's pretty much pointless to work on your career in the game, or anything like that. I haven't even tried the game in the rain yet, I guess there are other stupid things popping up there...

I'd rather go play Raceroom, it's a thousand times more fun to play offline, even if technically the program isn't as elite as LMU is today. I'm very angry with you guys.
"If you turn off AI tire wear, they become faster and faster, just like you, setting their best lap times as the fuel tank runs low. But the problem is, your own tire wear gets turned off too—you end up with 'diamond tires,' tire strategy completely disappears, and the game turns into an arcade racer. So boring. Actually, all you need is to disable AI tire wear while keeping player tire wear enabled—problem solved. I’ve reported this many times, but they just ignore it... Oh no, I think they’ve already seen the discussions here. In the new version, they deliberately disabled the button for checking the status of cars ahead and behind during races, and the MFD in the spectator view only shows the first three pages... Everything has been intentionally arranged. They've made sure you can no longer check the AI’s tire conditions—so I guess we should all just shut up now, right? Fine. Then all I’m asking is to simply turn off their tire wear independently and unleash their true lap times. Is that really so difficult?

I just ran two GT3 races at Imola—100% difficulty, full 24-car grid, starting from the back.

With tire wear ON, I dominated the track, charging all the way up to 10th before the first fuel stint ended. They all fell behind me obediently, as if their tires were nailed with punctures, left far in the distance.

Then with tire wear OFF, I started another race. I gained a position off the line to reach 22nd, but within five minutes I was overtaken and dropped back to last. I then battled intensely with the car in 23rd for nearly 20 laps—pushing to my limits yet struggling to close the gap. Occasionally, I managed to get wheel-to-wheel, only to be met with firm, repeated defense. The fight dragged me further and further away from 22nd place, and in the final laps, even the 23rd-place car pulled away, opening a 4-second gap before I pitted.

Even though I lost, I was thrilled—an incredibly intense 40 minutes. Damn, why can’t I experience racing like this with tire wear ON?

My pace in both races was consistently around 1:46… See? That’s how much tire wear affects the AI—it’s like switching from easy mode to hard mode in the same game."
 
As shown in the video, Ford's cars keep bouncing and jerking repeatedly when exiting the pits, which looks quite comical and costs a lot of time, while also damaging the cars... Moreover, during qualifying sessions, at every track, both Ford cars are the slowest at the bottom of the leaderboard...
 

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PLEASE CAN YOU FIX 3 THINGS ABOUT AI:
1. Outlap: slow them down, they are racing straight out of the pits now. Make them doing things like RL driver do in out lap. And they seem not to be on cold tires as well.
2. Moving over, and giving position when they are not racing/coming out of pits/warming up tires. Now they don't give a F*ck who is coming down the s&f line when they are coming out of the pits and block you right there.
3. When AI is in out-lap, when we are right behind them, it would be cool they do something when we flash at them. They should move out of racing like and slow down a bit.
 
The game is a total immersion killer as long as the AI car performances and results aren't based on the real life WEC and ELMS car performances and results from the real life race weekends. As it is now it's just a big insult to the real drivers, teams, car manufacturers, and fans. Imagine an F1 game where someone like Max Verstappen or the McLaren cars usually are struggling in the lower half of the field . . .
 
The AI-driven GT3 cars at Monza are still quite slow, particularly through turns 6-7, where they are surprisingly sluggish, making it easy for me to rear-end them.
 
After the latest update, when loading up a saved game the ai pit at every lap.
I'm getting this too, now. It wasn't happening yesterday but it is now. They also switched to wets when it was 90 and dry with no rain in the forecast. I'm also stuck at finish session because one AI is "pitting" instead of finished. The AI isn't terrible compared to the on track behavior of other racers, but the problems with it make it nearly impossible to enjoy long term. Also had an AI crash out of the pits, collected 12 cars, they were all stuck jiggling for 15 laps until they ran out of gas (running very high wear/use to make up for some of the AI pace issues).
 
PLEASE CAN YOU FIX 3 THINGS ABOUT AI:
1. Outlap: slow them down, they are racing straight out of the pits now. Make them doing things like RL driver do in out lap. And they seem not to be on cold tires as well.
2. Moving over, and giving position when they are not racing/coming out of pits/warming up tires. Now they don't give a F*ck who is coming down the s&f line when they are coming out of the pits and block you right there.
3. When AI is in out-lap, when we are right behind them, it would be cool they do something when we flash at them. They should move out of racing like and slow down a bit.
This already represents my concern about multi-class racing, but I’d like to add a few points:
1. When a Hypercar is overlapped an LMGT3, sometimes the LMGT3 doesn’t give enough room until it’s wheel-to-wheel, only then providing sufficient space. They (LMGT3) simply stick to the racing line available on tracks. I also play AMS2, and when an LMDh overlaps a GTD there, the GTD always gives enough room for the Hypercar to pass. Maybe the developers could learn from that XD
2. When I’m battling for position within the same class, it’s more or less the same situation. The AI often sticks to the racing line, so sometimes we end up having contact that could have been avoided :D
 
This already represents my concern about multi-class racing, but I’d like to add a few points:
1. When a Hypercar is overlapped an LMGT3, sometimes the LMGT3 doesn’t give enough room until it’s wheel-to-wheel, only then providing sufficient space. They (LMGT3) simply stick to the racing line available on tracks. I also play AMS2, and when an LMDh overlaps a GTD there, the GTD always gives enough room for the Hypercar to pass. Maybe the developers could learn from that XD
2. When I’m battling for position within the same class, it’s more or less the same situation. The AI often sticks to the racing line, so sometimes we end up having contact that could have been avoided :D
AMS overdid it; the LMDh had just appeared in the rearview mirror from afar when the GT3 ahead let off the throttle. As for LMU, they were too aggressive—often tailgating too closely, resulting in rear-end collisions or losing control from riding the curbs too hard. It would be best to strike a balance between the two.
 
The game is a total immersion killer as long as the AI car performances and results aren't based on the real life WEC and ELMS car performances and results from the real life race weekends. As it is now it's just a big insult to the real drivers, teams, car manufacturers, and fans. Imagine an OFFICIAL F1 game where someone like Max Verstappen or the McLaren cars usually are struggling in the lower half of the field . . .
Why am I the only one who thinks this is a really big thing?! Unbelieveable.
 
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