AI Aggression

Is it still true that AI aggression is only for AI-to-AI, no effect on the player? And what is Reiza's current setting recommendation?
 
Is it still true that AI aggression is only for AI-to-AI, no effect on the player? And what is Reiza's current setting recommendation?
Still? Was it ever? I saw someone make this claim some time ago, but they were the only one and I've seen no official confirmation. So no, I don't think it's true.
 
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Still? Was it ever? I saw someone make this claim some time ago, but they were the only one and I've seen no official confirmation. So no, I don't think it's true.
Well you did allude to such behavior back on May 16. https://www.racedepartment.com/thre...ista-2-has-been-deployed.183978/#post-3181521

kkdrummer is the one who made the claim on July 28 that it was officially acknowledged, but never followed up to your request for a source. https://www.racedepartment.com/threads/automobilista-2-hotfix-1-0-1-2-released.188187/#post-3234536

But what I'm really after is what is Reiza's currently recommended setting for Aggression?
 
Well you did allude to such behavior back on May 16.
I was more referring to their general behaviour in terms of doing stupid things like ramming the player constantly into corners, rather than their willingness to race the player. In my limited time racing the AI I honestly can't really tell if aggression does anything, because I've found it difficult to find a track/class/difficulty combo that actually provides any competitive racing with them.

kkdrummer is the one who made the claim on July 28 that it was officially acknowledged, but never followed up to your request for a source.
Which to me suggests that there is no source. For me, one person making a claim doesn't make it true. I don't remember seeing this particular observation being discussed anywhere else either, which you'd expect it would be. But maybe I just missed it. I'm not on the Reiza forums as much these days.
 
They will fight each other more than they will fight the player, as they are programmed to give the player more room to move to avoid collisions. At lower aggression that means they are more likely to concede positions if you manage a reasonable attempt at overtaking them or go two wide through a corner. On higher aggression they'll stick to their guns more, battling both each other and the player, and performing opportunistic dives and overtakes if you mess up.

All this goes out the window in tight packs where they don't have the human intuition to figure out who they're racing against and tend to be rather more erratic. They'll always be more polite to the player than each other, but they don't always have the competence not to run you off the road in a pack. Then again, real players suffer from that too. ;)

How lifelike their behaviour is seems to vary with track/car combination, with some combos working very well, yet on others their performance is woeful. Find a good combination and crank the aggression up a bit from default and they can be very fun to race. Default is probably recommended because they race clean, which for less skilled drivers is probably for the best. A bit too polite for me though so I tend to turn it up a bit.

AI strength and AI aggression both make them more challenging to race though, so if I push one up it helps to not go so hard on the other in order to avoid too many incidents on track.
 
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What do people use, and does anyone know what it actually changes?

I'm currently running 65% and at corner entry and mid-corner the AI are excellent. They generally give me a car's width but no more and will go late on the brakes and attack a gap if I leave one. However, they rarely defend properly at the start of the braking zone if I'm behind and leave the 'door open'. It's the main giveaway that they aren't real people and I wonder if higher aggression is the answer. I did try a few races at 100 aggression but frankly that just seemed to make the AI crash into each other too much without offering me more challenge.
 
IMO, the latest build has has gone backwards and I'm finding the ai is acting like they did in earlier builds and PC2

I've been racing with 100% strength and 110% aggression which to me doesn't seem like any difference than say 50%?

At 110%, just like in AMS1 they rarely block the inside lane and on corner entry they just lineup on the outside in a train and allows you to slip up the inside and gain several spots.

I'm also seeing ALOT of massive track cutting in the opening laps by ai, crashes ,pile ups, weird lateral zig zagging on straights, along with when you pull near to the ai they slide laterally away like you have an invisible bubble around you and they never hold there position.

Hopefully, they will do a dev blog #SOON and give us updated info on what is and isn't working in this title.
Too much has changed in the last year and Reiza has given us very little info on how to optimize things.

Ex. Recommended FFB thread is over a yr old, is real track fully implemented yet, ai aggression working, loose surface physics implemented? Etc.
 
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