Board Thread:Game Discussion/@comment-35180316-20181011013659/@comment-28176349-20181016143506

Mugwumps think about it from the simulation developer's perspective. You've got to manage (in some cases) 40 bots, simulating thier dynamics in real-time, on an increasingly aged and slow variety of devices. If you can simplify the required calculations, you should, you would. Even small efficiencies would yield big gains when multiplied 40x. I'd bet (though cannot show) off-screen bots are simplified even further. It's what I would do, and is not atypical of simulations of all types.

Also, think the car's PR is, by itself... and even considering specific upgrades, insufficient to explain the different user-simulated bots. That's how FM claims to simulate other drivers with thier "time shifted multiplayer". It surely isn't with their different lines. All the bots follow the exact same line (with a couple of caveats), so the bot's lap is scaled to an individual player's laptime. Where you say the bots are based on PR of an event, I'd agree but replace PR with laptimes. How FM chooses bot parameters is a whole 'nother discussion.

I'll agree that people are reading a lot more into bot behavior than is actually there. They're generally stupid.

I'll also agree that they don't go beyond what is available by FU... but I wonder if a laptime generated by a lap with considerable cuts will result in a bot that runs faster than any vehicle could on it's own path could. I figure FM has some sort of cap on how fast they can go, because even in much-abused perpetual endurance races, the bots may be quick, but they're not insanely/cut all the corners quick.