Sure, restricting the number of tires only applies to players. The AI always has an unlimited supply of tires...Did anyone tried to limit the tire sets available ? Does AI still change tires at every pit if tire sets are limited ?
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.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!![]()
"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?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.
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).After the latest update, when loading up a saved game the ai pit at every lap.
This already represents my concern about multi-class racing, but I’d like to add a few points: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.
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.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![]()
Why am I the only one who thinks this is a really big thing?! Unbelieveable.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 . . .