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Track layouts to receive AI line redos

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Jun 26, 2023.

  1. deadly

    deadly Well-Known Member

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    This jumping over high curbs unfortunately is an issue on all classic tracks which have those. Not a big thing in higher cars like GT3, but all kind of open wheelers come back to track like unguided missiles after their jump.
     
  2. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    Buenos Aires Circuito No.12

    Buenos-Aires-12-1999.png

    AI is taking Curvon de Salotto and Chicana Ascari a bit too slow, resulting in their exit speed being significantly slower versus the player (especially for the former).
    See attached screenshot of a race at 115/Max, 19 cars, Omega 1999, starting last. By lap 5 I was first due to a combination of having much better exit speed at the mentioned curbs and braking later:

    20240227193213_1.jpg


    Interestingly and as noted by Dicra in a detailed post on the previous page, it was the opposite on Circuito No. 6 where I was 1.5s slower than best AI, with same settings. But that circuit is much more curvy, which seems to favor the AI.

    Generally speaking, it is often quite easy to gain a few positions at the end of long straights followed by a steep curb, as the AI does generally leaves a corridor unused on the right (even when there are a lot of AI close to each other). Combine that with late braking and you can often gain a few positions cheaply.
     
    Last edited: Feb 27, 2024
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  3. Richirichi

    Richirichi Member

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    Same with them at Hockenheim 88/2001/Monza 91 (F- Classics/F-Hightechs). Slow on the straights; terrible at the start; continually wipeout & spin, either with each other or on their own. I’ve given up racing them on these tracks; awful
     
  4. deadly

    deadly Well-Known Member

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    Interlagos (91,93, modern version):

    AI tends to go over the grass on the left before turn 6 (Laranjinha?) for no reason, bringing a lot of dirt on track.
    They do the same between turn 1 and 2 in Kansai.

    Unbenannt-2.jpg
     
    Last edited: Mar 12, 2024
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  5. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Donington (both layouts) needs a drastic redo;

    • the perviously mentioned AI running into the Pit Lane Exit and therefore becoming "ghost" through Turn 1
    • The curbs are generally low here but the AI avoid them like they're lava(!), going through the final chicane in the shorter Layout it's far too easy to gain on them as they are so slow, Old Hairpin the same but practically all corners they never touch the curb.
    • generally speaking as above it needs to be added to the list for refresh
     
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  6. azaris

    azaris Well-Known Member AMS2 Club Member

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    Do you have track cut penalties off? If you even look a the kerbs funny in the National chicane you get your lap invalidated.
     
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  7. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Yes they are precise so to say, but there's a knack to get through them, another area that needs tweaking no doubt.
     
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  8. LostPatrol

    LostPatrol Member

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    Hi.

    Are the AI boosters at Bathurst that Renato mentioned back in February still in effect? He mentioned next release they would be reduced/removed but not sure whether that was interim release or major release.

    Running in various cars at between 102 and 105% the AI still seem to be able to drive away from you coming out of Forrest’s Elbow no matter how good your exit is in the same car. From Skyline down to the elbow it’s challenging but doable to keep up, but out of the elbow even if you think you should be getting a tow you get left behind. AI cars behind you are also all over you down the Conrod straight.

    Just trying to work out whether I’m just crap or it’s still on the todo list.

    Thanks
     
  9. deadly

    deadly Well-Known Member

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    All historic tracks with high curbs:

    When you overtake the AI on the inside before corners, they still would not step back, but try to avoid the overtaking by going over the high curbs and cutting corner, often ramming player out that way.
     
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  10. deadly

    deadly Well-Known Member

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    Jacarepagua Oval with the Indycars of 98 - 2000:

    AI are way too fast there and have magic grip in corners. Even at low strength, they beat the fastest times in TT easily in race conditions.
     
    Last edited: Jun 2, 2024
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  11. deadly

    deadly Well-Known Member

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    Montreal (all layouts):

    AI has magic grip out of the chicanes, no matter how poor their entry was. Whilst player has to fight for grip, they have their foot on the throttle and go full blast just like they had some kind of magic TC.

    They also constantly go over the grass in/before last chicane (T 9 and 10) before the hairpin for no reason, bringing a lot of dirt on the racing line, which only affects player's driving, while they can go through the dirt like on rails.
     
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  12. deadly

    deadly Well-Known Member

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    Estoril 1988:

    AI drive on the grass all the time (like on rails), because they always want to overtake on the outside instead of going for the gap on the inside. They carry a lot of dirt on the track this way.

    Unbenannt-1.jpg
     
    Last edited: Jun 17, 2024
  13. Pales

    Pales Member

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    Yeah, this is widely documented and has been for years. No fix it in sight it seems.
     

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