Well I don't have time to check this bop changes rn. But for what it looks, I don't understand why they even bother with gr3 change in the first place, especially slowing them down...Am I missing a thread or something? WHy so little chat about the monumental BOP change in Group 3?
The more people hear this message the better, makes a huge difference.Hey, for folks who haven't checked out the custom race thread - wanted to give anyone a heads up about Sophy.
Boost Weak is the way to go. No huge slowdown if you're too far ahead as is the case with Boost Off.
There's also no perceivable slowdown if you're behind by 10+ seconds on Boost Weak.
With regular AI, Boost Weak still slowed down (not to Boost Off levels) if you were 10+ seconds behind. Not the case with Sophy.
EDIT: Just saw folks mention about Boost Weak here - should've checked the latest page, my apologies! But hopefully the rest of my post is useful.
Ah ok that would make sense in the confusion. I use the metric system.Are you using metric units?
The glitch has only ever been when you're using imperial units (the slider still shows in metric regardless, which I assume the back end doesn't like).
Only a handful of cars have second engine swaps. The BRZ is now among them having previously - as also noted in the article - been available with the Suzuki VGT Gr.3 swap:Another question. The article mentions the new engine swap for the BRZ S is the 2nd engine swap for it. Isn't the first? I don't remember any other cars getting two engine swaps.
I tried the Sophy custom race this morning. I'll keep this brief.
Is it better (than the regular AI)? Yes. Specifically, this addresses my biggest issue, which is the accordion effect in slow corners at the start. The regular AI bunches up and almost stops at tight corners with lots of traffic. Sophy gets through this better.
Is it WAY better? No. Many of you know that I am lukewarm on Sophy anyway, but this really highlights that Sophy isn't what many believe. In the video you can see that every Sophy driver follows similar line and this is most noticeable on the pit straight where they dive to the pit wall. Every Sophy driver made that move, every lap, regardless if there was a car in the draft or not.
(Why do they do this? Well, I assume because real people do this to break the draft. I, personally, never recommend this because you are making the distance between the last turn and the first turn longer, nullifying the effect of breaking draft and I prefer the following driver to have to go offline and try to navigate T1. BUT I digress.)
Also, they're still just pylons that you pass. Just like the regular AI, they don't come to life until you've hit the front of the field. I suspect that this has been masked in the other Sophy races through car selection. Now, this is just a 5 lap race and I have shown that the regular AI starts breaking lap records 8 laps in. I suspect Sophy is the same. We shall see.
Lastly, NO GRID START when using Sophy, unlike the normal custom race. It's not the end of the world, but still.
BTW, if you see a livery you like in my video, I made them all with the exception of the Rothman's Williams. You can find them on my profile.
Having to rely on rubberbanding (boost) to make AI any good when the AI was so good it would need the players rubberband back to it to just stay close to its pace - I wish they wouldnt break the speed and let me struggle in desperation.Have you tried having a go with boost set of "weak"
Shocker, people enjoy different parts of the game to you.Well if the posted numbers are correct, they've turned the most popular sport category on it's head. 40+ HP drops is a crazy big change. All you guys futsing around with bog stock Mazdas and AI opponents, like kissing your cousin vs playing real people.
I agree, but it seems to me at least that "boost weak" is actually disabling the rubber-banding, not enabling it like the name suggests. Seriously, give it a go!Having to rely on rubberbanding (boost) to make AI any good when the AI was so good it would need the players rubberband back to it to just stay close to its pace - I wish they wouldnt break the speed and let me struggle in desperation.
I haven't tried with Sophy, but this was definitely the situation with the regular AI. If heavy damage is enabled, the AI will pit at the first opportunity to repair it.I've noticed that when I activate damage on “strong” Sophy tends to stop in the pits, which would confirm that she's suffering damage... to be confirmed.
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So, it should be slower with "weak" when the player is pulling away?I agree, but it seems to me at least that "boost weak" is actually disabling the rubber-banding, not enabling it like the name suggests.
In my testing, with boost set to "off", there was significant, noticeable rubber-banding. With boost set to "weak", there was suddenly no noticeable rubber banding, and Sophy was significantly faster than before, with me having to scrap for multiple laps just to come in 16th.So, it should be slower with "weak" when the player is pulling away?
No. Its maybe bugged. No rubberband happens on weak, like its OFF and maybe OFF is weakSo, it should be slower with "weak" when the player is pulling away?
I had exactly the same experience.In my testing, with boost set to "off", there was significant, noticeable rubber-banding. With boost set to "weak", there was suddenly no noticeable rubber banding, and Sophy was significantly faster than before, with me having to scrap for multiple laps just to come in 16th.
Wait, does this mean I have to fix up all the Michelin liveries I used?Bummer about the Michelin tires, their shape and branding added a ton of authenticity to the game. I hope PD at least keeps the shape of the tire because it was much better than the defaults.
You should perhaps add too that the default Boost 'Off' still seems to be 'Weak', and vice versa.You can increase the gap, but it still resets to display "15m".
I'll give that a shot this evening when I do longer racesHave you tried having a go with boost set of "weak"? I highly recommend giving it a go. Doesnt solve all of its issues but massively improves its pace and I found it quite engaging to fight with in my testing. For some reason with boost set to "weak", it seems to inexplicably stop sophys AI rubber-banding.
A thing about this - especially the bold part - folks on this forum are among the best players in the world. Most folks who play the game I suspect are never on these forums.Having to rely on rubberbanding (boost) to make AI any good when the AI was so good it would need the players rubberband back to it to just stay close to its pace - I wish they wouldnt break the speed and let me struggle in desperation.
Very much this.I haven't tried with Sophy, but this was definitely the situation with the regular AI. If heavy damage is enabled, the AI will pit at the first opportunity to repair it.
So what's the point of offering the boost option if you're still going to get rubber banding?A thing about this - especially the bold part - folks on this forum are among the best players in the world. Most folks who play the game I suspect are never on these forums.
The goal is for most people to have a good time against Sophy.
I have to askBummer about the Michelin tires, their shape and branding added a ton of authenticity to the game. I hope PD at least keeps the shape of the tire because it was much better than the defaults.