I would love it if AC2 had AI that could truly handle multiclass racing or longer races with lapped cars. Most of all, the AI cars need to be able to pass a slower car (e.g. a car in a lower class) reliably and with minimal time loss – usually in a straight line – and not get "caught" behind the slower car.
This is most famously an issue in gMotor sims like rF1, GTR2, and AMS1, but there is a similar issue in AC1 where you can slow (or even stop) on the racing line and prevent AI cars from passing – see for example Mike's video where he mentions this issue. And progress has been made (in increasing order) by R3E, ACC, AMS2, and rF2 towards AI that can navigate traffic, but it remains highly imperfect.
It's about time we had AI that could do this again. Heck, the AI in Geoff Crammond's Grand Prix 4 and even the Papyrus AI in Indycar Racing II could do it well! Wouldn't it be fantastic if AC2 finally got this right?
And although this at first glance seems a niche issue for multiclass endurance racing with the AI, it actually ends up affecting most longer races with the AI – including with formula and GT cars...
This is most famously an issue in gMotor sims like rF1, GTR2, and AMS1, but there is a similar issue in AC1 where you can slow (or even stop) on the racing line and prevent AI cars from passing – see for example Mike's video where he mentions this issue. And progress has been made (in increasing order) by R3E, ACC, AMS2, and rF2 towards AI that can navigate traffic, but it remains highly imperfect.
It's about time we had AI that could do this again. Heck, the AI in Geoff Crammond's Grand Prix 4 and even the Papyrus AI in Indycar Racing II could do it well! Wouldn't it be fantastic if AC2 finally got this right?
And although this at first glance seems a niche issue for multiclass endurance racing with the AI, it actually ends up affecting most longer races with the AI – including with formula and GT cars...
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