Arcade Mode AI behavior (Shame Shame PD!)

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I figured out the AI finally in this game :sick: Let's see if anyone else can pick up on it. When racing in Arcade Mode the AI literally has squat to do with the PP numbers assigned to the vehicles.., and the prior system was just a wash as well.

PD used a very OLD and commonly used system that you often find on "arcade racers"..., as it relates to LEVEL difficulty.

The "smoke screen" is getting caught up in PP.., when the answer is actually much simpler :scared:

Come on folks., don't be naive here. Do you all honestly think that considering how large this title is in size.., and taking into consideration that there are over 1000 freakin vehicles.., that PD actually (properly and accurately) modeled vehicle performance for ALL 1000 vehicles? If that were the case.., this title wouldn't be on just one disc :)

Again.., the answer is in the A/B/C difficulty settings. PD would lead you to think it's based on actual "authentic" vehicle performance data.., but it's not.
 
If that were the case.., this title wouldn't be on just one disc :)

Blu-Ray stores up to 50GB on a dual layer disc. I think that's plenty for anything they wanted to include, who knows what all is there waiting to be enabled in a future patch because there were minor inconsistencies to work out at release date.
 
they used a system where the input the cars "numbers" and i generated the driving... all the cars i drove do drive like cars in their category....
 
they used a system where the input the cars "numbers" and i generated the driving... all the cars i drove do drive like cars in their category....

Sorry.., but they don't (at least not in Arcade Mode). The PP number applies to YOUR vehicle..., but is not accurately represented within the AI grid. Here's what PD did. It's nothing new or unheard of either. At the end of the day GT5 (as beautiful looking as it is) is still an Arcade Racer (with SIM like qualities). All the console racers are.

Anywho.., what PD used for the Arcade Mode is actually a very simplistic system. A/B/C. Break it down this way.., regardless of what vehicles you're racing against. A=Not So Fast, B=Slightly Faster, and C=Fastest. PP has nothing to do with it. Going from one difficulty level to the next also utilizes another arcade aspect and that's "AI Sling-shotting".

An excellent example. Level A.., running a race on this level (just using an Arcade Only Vehicle). Off the start the AI is competitive for the first few turns. They put up a moderate fight. However.., you'll often find that after a ways within the first lap or two.., they then SLOW DOWN. That's called AI Sling-Shotting. The effect is lessened as you increase in the difficulty level.

I've spent HOURS testing the Arcade Mode and AI behavior with this title. I've probably spent more time on the Arcade Mode than most (as it's a Mode I enjoy using.., if a title has a good one). I can't tell you how many countless cars I've tested on various tracks.., keeping tally on the vehicles selected for races.., comparing PP numbers, weight to HP, blah blah blah. I did some freakin detailed work on testing this arcade mode.., took notes and all :)

In the end I stopped banging my head because the answer was actually much simpler. I'm not shocked really. GT's a fun game.., but at the end of the day it's an arcade racer (just like Forza, and many other titles on the consoles). Forza even uses rubber-banding, adaptive AI, and sling-shotting.

This is an old arcade method of programing AI behavior. Given how deep some of these titles are.., it's understandable that corners are cut. Hell they have to cut corners in order to meet deadlines, ect. It's not shocking that AI behavior is one of them.
 
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Sorry.., but they don't (at least not in Arcade Mode). The PP number applies to YOUR vehicle..., but is not accurately represented within the AI grid. Here's what PD did. It's nothing new or unheard of either. At the end of the day GT5 (as beautiful looking as it is) is still an Arcade Racer (with SIM like qualities). All the console racers are.

Anywho.., what PD used for the Arcade Mode is actually a very simplistic system. A/B/C. Break it down this way.., regardless of what vehicles you're racing against. A=Not So Fast, B=Slightly Faster, and C=Fastest. PP has nothing to do with it. Going from one difficulty level to the next also utilizes another arcade aspect and that's "AI Sling-shotting".

An excellent example. Level A.., running a race on this level (just using an Arcade Only Vehicle). Off the start the AI is competitive for the first few turns. They put up a moderate fight. However.., you'll often find that after a ways within the first lap or two.., they then SLOW DOWN. That's called AI Sling-Shotting. The effect is lessened as you increase in the difficulty level.

I've spent HOURS testing the Arcade Mode and AI behavior with this title. I've probably spent more time on the Arcade Mode than most (as it's a Mode I enjoy using.., if a title has a good one). I can't tell you how many countless cars I've tested on various tracks.., keeping tally on the vehicles selected for races.., comparing PP numbers, weight to HP, blah blah blah. I did some freakin detailed work on testing this arcade mode.., took notes and all :)

In the end I stopped banging my head because the answer was actually much simpler. I'm not shocked really. GT's a fun game.., but at the end of the day it's an arcade racer (just like Forza, and many other titles on the consoles). Forza even uses rubber-banding, adaptive AI, and sling-shotting.

This is an old arcade method of programing AI behavior. Given how deep some of these titles are.., it's understandable that corners are cut. Hell they have to cut corners in order to meet deadlines, ect. It's not shocking that AI behavior is one of them.[/

Cool story bro....go drive a car if you want "real" driving... this game is the best diving game there is.... as for PP i dont think you full understand it..... cars have classes...even if the PP are the same if they are in differant classes one will have the upper hand.....
 
@TeddyBear

"Was" is the word you should be using. GT5 is not a simulator, it is an arcade game with good physics.

rFactor, iRacing, netKar Pro and a few others are true simulators. GT5 could have been a great leap forward for console simulation, sadly Joe Public has outgrown a tired an less then original dated scheme.

This title and its followers have themselves outgrown a certain someone, once a pioneer.
 
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