I ran some tests to try and quantify how the Boost Setting effects Sophy’s pace over the course of a short custom race. Specifically, how the player’s road position in relation to the leading Sophy AI car effects Sophy’s lap times.
I had previously created a one-make race with a full field of standard ’99 WRX STI (with different custom styles/liveries) and been racing them with the boost setting to weak. My anecdotal observations were Sophy’s car power was identical to mine unless I was leading the pack – at which point Sophy’s power would increase and not let me get away.
So I decided to test the extremes of the Sophy boost advantage/handicap by using the same WRX field but put myself in a Tomahawk.
- One test scenario where I’m miles behind the field;
- One where I’m sitting in 2nd behind the leader;
- And one where I lead the field by miles;
View attachment 1463208
Boost Strong: Sophy improved lap time by up to ~6% when trailing the player, but also dropped up to ~5% of pace when leading the player. If the player sits with Sophy she will maintain 100% pace across the race distance.
Boost Weak: Sophy maintains 100% pace regardless of how far she is ahead of the player. However if she falls behind, Sophy will unleash the most aggressive boost increase of all the boost modes (up to ~8%).
Boost Off: If Sophy falls behind, she will only improve by ~2-3% to catch up. But if she draws ahead Sophy will slow the most of any of the boost modes (more than 10%). However, if the player sits with Sophy, she will start the race at 100% pace (or possible slightly higher) but will slow over the course of the race by ~4%. This reduction in pace seems to apply to the entire Sophy field.
TL-DR
Boost Strong = Medium front and rear rubber band
Boost Weak = No front and strong rear rubber band
Boost Off = Strong front and weak rear rubber band, but Sophy also gets tired.