Those who think the AI in rFactor 2 is bad are probably used to playing multiplayer, because there are few games that have better race AI than rF2. That may be true for ISI tracks, but several of the extra tracks are just bad in that respect. It's great that people are being praised for their work, but taking months to build a track for it to finally not be raceable because of the bad AI is just sad. Moreover, I don't understand why someone who's proud of his work wouldn't want every aspect to be great. It would be great if settings could be left alone for all tracks, and right now some tracks are just too wild for that to be possible. Fuji has been greatly improved, but the AI is still too slow in the long sweeper. AI is 5 seconds faster than it should be at Croft. Last turn at Putnam just wrecks the whole lap. I think Imola is way too fast. AI super slow at Topeka and Texas, two tracks I really like. etc. Also... Generally, AI has a tendency to form a train rather than trying to pass and some "second lanes" are way too far from the preferred line, so their movements are just ridiculous sometimes. Maybe that's something worth thinking about. And is it just me or do the AI cars put the power down much easier than I can? I read the pdf about making AIWs but I wouldn't even know what to load or to work with, so...
This is also how I feel, about replay track cameras... That is one thing hardly any modders put effort into and it makes me sad
Yes! Last night I decided to try a 20 car race at mid ohio.... the train was crazy and I also noticed that every time I leave a corner chasing an AI they always seem to accelerate way faster than me no matter what strength I set them to.
You don't like multiclassing? I remember finding a setting that made the cars spread out more, but not since I reinstalled. The search is on!
There is a setting in plr. File which makes the AI spread out more. Default setting is to make close racing between AI which causes train effect. As far as I know, AI don't have same physics than human players so earlier acceleration is possible.
ISI are currently working on a better learning system for the AI, that should help the poor aiw tracks out somewhat. The initial showing of this was in the last build but it's a bit iffy, so hopefully the upcoming build will add extra weight to this feature.
guys, there's another "little" problem in rF2 AI (mmmm i have to say this is from rF1 also): or you accept to start from the bottom of the grid, 'cause AI makes qualy laps in "dishuman" (lol) way but then, in race became similar to you... or if you want to fight for the pole then you race alone after few laps. there should be a sort of break-even-point , or similar thing ^^'. imho... always imho...
I've found that stems from talent "Qualifying Speed", have that the same as "Speed" and the AI dont "wait around for you" so much.
Also having effectively just a few drivers doesn't help. I made an 18 car AI field for the BTCC Honda to reduce that issue.
I've never noticed the train effect as I always run with a minimum 15 AI, usually 19-29 is my preferred amount, battles and spread out racing without any PLR changes.
A propos Qulifying... in rf1 the AI most of the time sets its best time in the first timed lap, after that they don't improve. Is it still like that in rf2?
woah, i'll try to do these changes in talents, maybe next race with both AI and friends will be more balanced! tnx!