u/Dailan_Grace

can automation cars actually keep up with decent human drivers on track

been messing around with some track-focused builds lately and exporting them to BeamNG to test. the cars look great on paper, solid stats, tuned suspension, decent power to weight. and then i get behind the wheel and a halfway competent human just walks away from it on corner exit, especially on anything with real technical sections. not sure if that's a me problem or just how it goes with automation builds in general. like i get that Automation is primarily a design and engineering sandbox, and BeamNG is, where the actual physics play out, so there's always going to be some translation loss. but i've been putting real time into tuning on the BeamNG side too and it still feels like the gap is there. curious if anyone here has actually iterated enough to get a build that genuinely competes with a skilled human on a proper layout. from what i can tell it's possible but it takes a lot of back and forth between both, tools, and "good on paper" stats don't really mean much until you've done serious setup work in BeamNG itself. the tire model and how the car actually loads up through corners seems to be where a lot of builds fall apart. is that the general consensus or am i missing something obvious in how i'm approaching the export and setup process? would love to know what's actually working for people right now.

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u/Dailan_Grace — 4 days ago