Fully disagree with that. I have situations in every race where the AI clearly shows that they know that I'm there. And yes, sometime in side by side they are aggressive, but that is what they should be.
That's certainly not my experience; they used to be but the last two updates have pretty much completely fixed that for me. I generally race GT's and find the AI to be fantastic, except they seem to hold each other up a lot on some tighter tracks. My only suggestion is maybe you have the AI set to high or something; maybe your racecraft skills need some improving and don't forget CrewCheif; that is a must. Start by racing with only 10 AI, find a strength level where qualifying puts you near the back of the field and treat the AI with respect, don't divebomb them; give them the same room as you expect them to give you, don't do sudden defensive blocks at the last minute etc etc. Respect them and they will respect you. This game has the best AI by far of any of the other titles I've played.
Adaptive ai, Monza. Apologies for the pop-in, but I only have 20 visible cars due to framerate. Admittedly this is extreme as there were 35 cars, but it`s just the same with 15 or 20.
this is because a car has spun, off track so a yellow is thrown , this area being a bottle neck then makes it much worse than if it happened in another place on track Andi
The problem is that this happens every lap until the pack spreads out. Obviously with fewer cars it`s not as bad.
mmm i run fixed ai , and i dont seem to have this issue , yes it happens some times but not as often as you describe , i will check Andi
Happens almost 2/3 laps for me with the Porsche 911 gt3 class They either completely loose it or get tail happy slowing the pack right down
I only own GT3 and DTM 2016 right now. I spent most of my vrp on tracks and just bought a couple of car packs. Both classes give me trouble with being bounced around. As for percentage, depends on the track. What I have been doing is spending lots of practice time on a track to get a feel for my average lap times and to work on setups. Then I run races at different ai percentages starting in the back and let the ai race for 8-10 laps to see what times they run at different percentages. Once I find a percentage where the ai lap times for the middle of the pack is in line with my average lap times, I use that percentage. I like averaging what the middle guys average so I don't have an easy time. I like to feel like I have to run better than my abilitiy to get a win. My ego doesn't need to win every race. I can have just as much fun battling for 25th place as I can battling for a win.
My thoughts on that video and posts after that: 1. AI spins a little too often (as I already posted somewhere else) 2. (more of a question) does fixed AI and AAI differ? Andi will check. I run fixed AI and have slightly too many spins of AI in "mid-fast" corners (3rd/4th gear) 3. In that Video: If you watch such a situation in real life racing. The other drivers would simply drive around that pile up in front of them, e.g. taking the longer way around on the right hand side. AI does not "know" that way maybe due to missing waypoints. I think that is a general issue with the behaviour of the AI if there is a slow/spinning car in front of them. They are aware that another car is there but somehow they have not enough "routes" to drive around that pile up. But I also think that this is quite to program to get an AI that acts "human" at pile ups. For "normal racing without biggeer incidents" the AI in R3E is very very good, the best on the market by far.
I agree. I think dev can teach AI to go faster at "problem" points. I noticed that in RF2, they're good at it, so in RRE, that's possible, too.
Nope, it's the same. All the AAI does is pick a specific difficulty based on your previous performance.
Other places this happens a lot: Hairpin at Suzuka, turn 3 at Bathurst. Also the ai seem to have remarkable brakes, which means getting rammed quite often. This is less of a problem if you have fewer (15 or less) ai cars. My problem is that I`m a really slow driver, usually 5 seconds or so off the pace online, so ai is the only way for me to get a decent race.
I've just started my first championship using adaptive AI (had previously done a couple in different cars with fixed AI) and whilst I've read about training the AI, will it just adapt as I play my way through the season, without training?
Yes, it will, others here will be able to give more accurate information, but if I remember right, if you do races of 10 laps or more, you should find the AI eventually adapting to give you a tough race.
I've been investigating Adaptive AI and how it trains. It takes longer than you think but not too long. I'm actually pretty impressed with the results. Thought my notes might be valuable to someone in the future. Here's my notes, also recorded at the RaceRoom Simwiki: Code: 240703 R3E Adaptive AI Tracks Run with DTM 2023 Cars, 20 AI, 10min Race 240703: - No qualifying always grids you 6th. I wonder if that means the goal of AAI is to always give you a chance at a win. 1. Donington 2. Mid Ohio 3. Imola 4. Brands Hatch Grand Prix 5. Brno 6. Zandvoort 7. Zolder 8. Hockenheimring ^ From being destroyed to comfortably running 10th mid pack, kind of odd ^ Maybe there's a minimum laps recorded count before AAI kicks in ^ Noticed AI were less aggressive with punting from behind and passed with more care ^ Noticing rubberbanding. They never seem to get more than 3-5sec away and you only really catch up if there's an accident. 9. Hungaroring ^ 17th ^ AI continue to be less aggressive and pass with more pass ^ Similar rubberbanding 10. Interlagos ^ 18th. Was last for a while until the AI made some mistakes. ^ Similar rubberbanding 11. Monza ^ 1st, comfortable 5-3 for a while, worked my way up late, held 1st +0.7sec, almost gave it up ^ Forgot to switch car. Hope that didn't mess things up. 12. Moscow ^ 1st, Comfortably top 3 ^ New track to me, nice track though ^ There's some weird quirk with isiMotor AI where once you get them to a competitive AI level they seem to run into you less and become more situationally aware of you Conclusions: - It takes more races/laps than you think while doing it but it's not a crazy amount either - R3E is underrated. Racing with AI is very decent once dialed in. ^ Unpopular but fun cars and tracks are a cool feature of R3E Experiment: Untrained cars at trained track 240703 - Praga R1 (Untrained) at Moscow (Trained) - Expectations: - > If working as expected (ie. has track data), comfortably top 5 - If working but not as expected, mid pack 10-20th - If not working at all, solid last place - Results: - 5th, comfortably top 5, but AI hot on my tail - Maybe some rubberbanding - New car, needed to practice to get up to speed Experiment: Untrained cars at untrained track 240703 - WTCR 2022 Honda Civic TCR (Untrained) at Red Bull Ring (Untrained) - Expectations: - If working as expected (ie. no car or track data), solid last place - > If working but not as expected (maybe using random track data), top to mid pack - If not working at all, solid last place - Results: - 4th, comfortably top 5, rough start and fell to 8th but climbed back up in a few laps - Interesting it was apparently able to judge AI level based on average laptimes from other car/tracks because it couldn't have known my laptimes until I raced this car+track combo. - New car, needed to practice to get up to speed Next Steps: - Now that DTM 2023 are trained, how well will AAI apply it to other car sets on the trained tracks? - Consider the gridding 6th (when no qualifying) for GTR2 AI tweaks
When you turn quali off, click the button with the arrow-down symbol and you'll be able to set your exact starting position, it's not related to Adaptive AI.