I wouldn't be surprised if SimBin created this disgusting feature to always ensure close racing at the front and a fight for the win all the way to the checkered flag.
The real race, similar to the Mille Miglia, also had the cars start 30 seconds apart rather than all at once. There was no mad dash for turn 1.Historically correct 1967 Targa Florio grid format not present in any GTR2 version of the track I've seen. Race start at 8 o'clock in the morning...
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The real race had the slowest car class starting first and the fastest last but that would not be a good idea for the game.
This was noted early on in the development of GTRevival. Apart from talent files, the only workaround I can think of is to try adjusting the AI engine power and see what happens.Anyone got any ideas how to fix this or is this another clueless hardcoded SimBin "feature"? I have tried everything I can think of over the years but to no avail.
Yes, but 99% of racing gamers do want to always have close racing at the front and a fight for the win all the way to the checkered flag. I just wish SimBin would have left this for the arcade mode.I wouldn't be surprised, either. AI is such a rabiit hole, companies are still turning out new racing games with terrible AI.
Yes, although the starts were actually 20 seconds apart. But since this start format isn't possible in game, I think I've come up with best compromise.The real race, similar to the Mille Miglia, also had the cars start 30 seconds apart rather than all at once. There was no mad dash for turn 1.
I can't see how adjusting AI engine power could solve the issue and rather only making things worse overall.This was noted early on in the development of GTRevival. Apart from talent files, the only workaround I can think of is to try adjusting the AI engine power and see what happens.
You might try stretching out the grid so the next car will arrive at the start line 20 seconds later?Yes, although the starts were actually 20 seconds apart. But since this start format isn't possible in game, I think I've come up with best compromise.
It depends on how strong the built-in rubber-banding is. Slightly slower AI shouldn't be able to catch the class leader.I can't see how adjusting AI engine power could solve the issue and rather only making things worse overall.
It has already been done and totally kills the immersion by having to start in the countryside without anyone else in sight. You would then also have to calculate the actual results for all 51 cars afterwards. Believe me, my compromise is the best alternative.You might try stretching out the grid so the next car will arrive at the start line 20 seconds later?
That wouldn't help as the game would just override the adjustment for any top runner that is within 20 seconds from the lead by letting them go faster in the corners instead. And the "class leader" is also an AI so it would just neutralize everything anyway. It would also screw up the player's racing against the AI, as well as the qualifying which works fine for authentic 1967 lap times as it is now for both the player and the AI.It depends on how strong the built-in rubber-banding is. Slightly slower AI shouldn't be able to catch the class leader.