First of all been loving following up on these test patch changes, some great stuff in here and as someone who mostly does random stuff offline the recent AI stuff is definitely something I'm very happy to see.
That being said, not sure how relevant these are to what's already been brought up or the scope of the AI improvements for these builds, but I do have a couple of points I'd like to mention after some testing with a few cars (both base content & mods) mostly on the Kyoto Oval (ovals are a great place to really stress test AI racing behaviour imo) on patch D40:
- When an AI tries to go and overtake, they throw the wheel out quite aggressively in the direction they wish to go, which at high speed in cars with lower grip can cause them to get thrown into a slide or a tankslapper and eventually spin/crash. This behaviour is probably fine at lower speeds but might not be a bad idea to see if there's a way to make them steer less aggressively to overtake as the speed gets higher.
- AI seem to be a bit too eager/early to try and overtake and will sometimes jump out of line when they don't have a run on the car ahead meaning they go nowhere. I have no clue how they exactly judge overtakes, but if there's some way of them being able to better take the speed difference between the two cars into account to determine whether or not they jump out or back in to line when making an overtaking attempt then that would help them race better and make overtaking attempts more successful.
- AI sometimes will crash into the rear/sides of another car that's trying to overtake if they're trying to pass them (e.g P3 can crash into P2 whilst trying to pass them if P2 is trying to pass P1).
- Now that the AI are more willing to run side-by-side with these updates it makes their "emergency braking" when being squeezed occur much more commonly. This behaviour has always been my biggest bugbear with the LFS AI and now that it's more frequent, I'd definitely personally love to see the AI emergency braking dialed back a lot, especially at high speed (maybe even reduced to just a short lift-off on the throttle at high speed as that's all it takes to get out of some of these situations) but also to maybe make the thresholds that causes it to trigger for the AI to be much tighter as it's always felt way too sensitive with them backing out of scenarios where two cars could easily fit alongside one another.
Hopefully these are of some degree of use and not just nonsense rambling, but if they are I'll just happily return to my cave lol and patiently wait for future updates