MetalMania
Registered
* If this is TLDR, just go to the end
First things first, I am not posting this to "bash" RF2. I greatly enjoy driving in this sim, and I am really happy with the attention Studio 397 has been giving to it the last couple of years (even if I don't give a @#!* about Formula E). I truly believe they are working hard to make the most out of what this sim can be. I don't have every current racing sim out there, but I have a few, and I think RF2 drives the best, and is probably overall my favorite all things considered. But, I need to vent a little bit and ask a question or two for my own sanity. I tend to be long-winded, and it's Friday night, and I might have had a beer or three before writing this.
I mostly play single player offline. According to Steam as of this writing I have over 600 hours in RF2... by FAR the most of anything in my Steam library, and probably 75% of that has just been hot-lapping various cars on various tracks including 1st party content as well as mods. I enjoy just turning laps here in search of tenths that much. But, I didn't buy RF2 to only hot lap, I want to race. One of the reasons I bought RF2 was because I read a lot of commentary about how RF2's AI is the best there is. So far, my only reply to that is, "Yes. Sometimes."
I've been a racing fan for the last 26 years. I've watched Nascar, Indy Car, F1, Sports Cars on TV for most of that time - you can learn a lot if you pay attention. I've attended in real life all but F1. I went to Skip Barber school (one day course - couldn't afford more). I've raced karts several times, even won my class in an 8-hour enduro once and scored several top 5's. I have a reasonable knowledge of what realistic behavior is on the track. I've driven "realistic" racing sims dating back to the original "Indianapolis 500" and "IndyCar Racing" titles by Papyrus in the early to mid 90's. I'm not a clueless noob that only knows Gran Turismo and Forza.
I've had races vs the AI in RF2 where I have literally been sweating, and my hands hurt from gripping the wheel so tight because it was just that intense and hard fought. And, I've had races where literally THE ENTIRE RACE was run behind the safety car because the AI couldn't get through the 1st turn - over, and over, and over again. It seems like, at least on road courses with rolling starts, at least 2/3rds of the field usually can't keep up with the safety car during the formation lap. A) The safety car seems insanely fast sometimes, and B) WTH is with the majority of the AI field that is apparently dumbfounded by this? It's not just with mod tracks either - I've seen this with 1st party and "3PA" (which I consider 1st party) content, both tracks and cars. Solution? For now it seems just skip the formation lap if you want a decent realistic race start. Some sims from over 10 years ago did a better job of this!
One of the things I frequently see lauded upon RF2 AI is that they defend their position, and this makes them more "realistic". Uh-huh. Except when they decide to move into the "defense" position when I'm already along side them before a braking zone, so they just drive into the side of me like mindless idiots - every lap.
I try to find a balance with AI settings where if I drive well and consistently, I have a shot at poles and wins - but if I screw up I'll pay for it. Generally, that seems to be somewhere around 95% AI strength for me. Maybe that's good, maybe I suck, I really don't care - my goal is a good competetive experience for how I drive. Hopefully, good or not I'll improve and get faster, and increase the AI strength accordingly to keep things challenging.
**TLDR start here**
The problem is that a given AI strength seems to vary widely from car to car and track to track, and I'm not sure if the issue is ME driving or an actual variance in AI for a given car/track. For example with AI at 95% in the USF2000, at Palm Springs I qualified 2nd 1/10th behind, at NOLA I'm dead last 3.3 seconds off the pace, Palm Beach I'm on pole by 0.14, Indianapolis GP pole by 0.16, Montreal pole by over 3 seconds, Toban off the pace by 3 seconds. My point is, I don't expect to be the same speed relative to the rest of the field at every track. Some will be better than others, but to be THREE SECONDS ahead of the field at one track and THREE + SECONDS behind at the next when I'm pushing hard is not consistent. I can see where I'm losing a few tenths in a few spots but I can't fathom THREE + SECONDS when I know the track and am pushing fairly hard. I'm trying to be realistically humble about my abilities, but I really can't see where I'm that slow in the same car at some tracks where I'm almost dominant at others with the same settings.
So what's my question? Basically, is it "normal" in RF2 for AI performance in a given car with the same AI strength settings to vary significantly from track to track. Is it normal that I should need to test a specific car vs AI at any given track and find a unique AI strength setting per opponent/track to find a competetive balance, vs a blanket setting of x % that works "across the board"?
First things first, I am not posting this to "bash" RF2. I greatly enjoy driving in this sim, and I am really happy with the attention Studio 397 has been giving to it the last couple of years (even if I don't give a @#!* about Formula E). I truly believe they are working hard to make the most out of what this sim can be. I don't have every current racing sim out there, but I have a few, and I think RF2 drives the best, and is probably overall my favorite all things considered. But, I need to vent a little bit and ask a question or two for my own sanity. I tend to be long-winded, and it's Friday night, and I might have had a beer or three before writing this.
I mostly play single player offline. According to Steam as of this writing I have over 600 hours in RF2... by FAR the most of anything in my Steam library, and probably 75% of that has just been hot-lapping various cars on various tracks including 1st party content as well as mods. I enjoy just turning laps here in search of tenths that much. But, I didn't buy RF2 to only hot lap, I want to race. One of the reasons I bought RF2 was because I read a lot of commentary about how RF2's AI is the best there is. So far, my only reply to that is, "Yes. Sometimes."
I've been a racing fan for the last 26 years. I've watched Nascar, Indy Car, F1, Sports Cars on TV for most of that time - you can learn a lot if you pay attention. I've attended in real life all but F1. I went to Skip Barber school (one day course - couldn't afford more). I've raced karts several times, even won my class in an 8-hour enduro once and scored several top 5's. I have a reasonable knowledge of what realistic behavior is on the track. I've driven "realistic" racing sims dating back to the original "Indianapolis 500" and "IndyCar Racing" titles by Papyrus in the early to mid 90's. I'm not a clueless noob that only knows Gran Turismo and Forza.
I've had races vs the AI in RF2 where I have literally been sweating, and my hands hurt from gripping the wheel so tight because it was just that intense and hard fought. And, I've had races where literally THE ENTIRE RACE was run behind the safety car because the AI couldn't get through the 1st turn - over, and over, and over again. It seems like, at least on road courses with rolling starts, at least 2/3rds of the field usually can't keep up with the safety car during the formation lap. A) The safety car seems insanely fast sometimes, and B) WTH is with the majority of the AI field that is apparently dumbfounded by this? It's not just with mod tracks either - I've seen this with 1st party and "3PA" (which I consider 1st party) content, both tracks and cars. Solution? For now it seems just skip the formation lap if you want a decent realistic race start. Some sims from over 10 years ago did a better job of this!
One of the things I frequently see lauded upon RF2 AI is that they defend their position, and this makes them more "realistic". Uh-huh. Except when they decide to move into the "defense" position when I'm already along side them before a braking zone, so they just drive into the side of me like mindless idiots - every lap.
I try to find a balance with AI settings where if I drive well and consistently, I have a shot at poles and wins - but if I screw up I'll pay for it. Generally, that seems to be somewhere around 95% AI strength for me. Maybe that's good, maybe I suck, I really don't care - my goal is a good competetive experience for how I drive. Hopefully, good or not I'll improve and get faster, and increase the AI strength accordingly to keep things challenging.
**TLDR start here**
The problem is that a given AI strength seems to vary widely from car to car and track to track, and I'm not sure if the issue is ME driving or an actual variance in AI for a given car/track. For example with AI at 95% in the USF2000, at Palm Springs I qualified 2nd 1/10th behind, at NOLA I'm dead last 3.3 seconds off the pace, Palm Beach I'm on pole by 0.14, Indianapolis GP pole by 0.16, Montreal pole by over 3 seconds, Toban off the pace by 3 seconds. My point is, I don't expect to be the same speed relative to the rest of the field at every track. Some will be better than others, but to be THREE SECONDS ahead of the field at one track and THREE + SECONDS behind at the next when I'm pushing hard is not consistent. I can see where I'm losing a few tenths in a few spots but I can't fathom THREE + SECONDS when I know the track and am pushing fairly hard. I'm trying to be realistically humble about my abilities, but I really can't see where I'm that slow in the same car at some tracks where I'm almost dominant at others with the same settings.
So what's my question? Basically, is it "normal" in RF2 for AI performance in a given car with the same AI strength settings to vary significantly from track to track. Is it normal that I should need to test a specific car vs AI at any given track and find a unique AI strength setting per opponent/track to find a competetive balance, vs a blanket setting of x % that works "across the board"?