AI skill: 95 % Number of AIs: 27 Car and track: Super Touring at Circui Zandvoort Grand Prix(Modern look) Standing start Race length: Ten laps These issues were addressed before but sadly it hasn't been investigated and fixed. But here is another explaination along with a more shocking comparison. The AIs on the modern version of Circuit Zandvoort are quite evil. They feel a bit too fast for selected difficulty along with being way better through sector 1. They tend to have a slightly better pace out of the Tarzanbocht(Turn 1) and through Hugenholzbocht(Turn 3) they glide through the corner with superior traction. It is also worthy mentioning that, I tried the older version(2019) of this track with the same car class and race length. Also I cranked up the difficulty to 98 % just to try it out and was surprised by the major differences. At this version the AIs are way better paced and did have zero major problems except just feeling a bit too slow.
Came out of the pits on cold tires in a simple practice session and wanted to let the ai past but they refused to accept the offer . Also worth noting the yellow flag/obstacle avoidance behaviour by the cars joining the scene a bit later. They come crawling around turn 1 for no reason, then with the inside half of the track clear on the exit of turn 2 they still decide to join the party on the outside. (Indy road course, 11 hypercar ai at 106 strength)
It looks like the NXTGen Minis AIs all start terribly, even without the player using launch control, and even at 100+ AI level. With player launch control, you can overtake half the field from the back into T1. Update: It seems to be track-dependent. Brands Hatch Indy was much better than Monza Junior, Hockenheim Short or Stowe - but from all the tracks I have run BH was the exception
TCR and WTCC 2013 Cars at monza first corner the Ai just go way to fast into it and crash into the wall coming out of corner
DTM 2014 Hockenheim Grand Prix 23 AI whole grid, AI level 99 40min and 60min race standing start On the first lap, AI goes very slow in turn 2 and only uses outside line. Very slow on the exit of the hairpin. Way too fast in turn 1 and straight between t1 and t2. They brake in T10 even if it's easy flat or slight lift for player.
I just did a race with the FR-X 22 at Sepang, and the AI is too slow in KLIA Curve, the entry of Berjaya Tioman Corner and the entry of Sunway Lagoon Corner. On the other hand, they are too fast at Kenyir Lake Corner. AI difficulty was at 96%. Spoiler: Track map
DTM 2014 Moscow raceway FIM 23 AI whole grid, AI level 99 60min race standing start - Ai spins frequently in the last corner, they overdrive it every lap - Ai has way too much grip in T7 - Ai slow on the exit of T10 This was probably the worst AI race i have done in raceroom yet, just because the AI is so inconsistent around the lap but it would be atleast somewhat raceable if their driving through last corner could be fixed. To end with the positives, before this i did Norisring 60min race with the same cars and had an absolute blast fighting with the Ai.
DTM 2014 Red Bull Ring Spielberg 23 AI whole grid, AI level 99 60min race standing start AI tend to spin in T3 (second real corner) and cause a traffic jam because other cars can't go around it. Very frustrating because other than that the AI is very good and fun to race with on this track
The audi tt rs vln ai is a lot stronger compared to the likes of (old) gtr3 or gtr2 which is a bit problematic for multiclass scenarios. I did a practice session at the nordschleife 24h layout at 104 strength. Without traffic the gtr3/gtr2 cars were in the 8:10-8:30 range and the best tt rs cars even with traffic do around 8:20 which with traffic has them beating around two thirds of the gtr3/gtr2 field. For comparison in the first gen r8 (a very slow gt3 car) and the m3 gt2 im at least around 15 seconds quicker than in the tt yet in the hands of the ai they do almost the same lap times in both which should not be the case
Well technically youre free to choose whichever version but if an ai strength of 100 is supposed to reflect real times then id say its the tt rs ai thats too fast. Those old gtr3 and gtr2 at 104 are already quicker than what they managed in real life so that seems about appropriate
The hypercar ai is unusually slow around watkins glen gp with inner loop (although chances are other layouts are also affected). Only did a practice session but had to run them around 111 strength which is a fair bit higher than id normally expect