AI pitting before completing one lap

Dae Bennett

Registered
This has come up over the last few months with, from what I can tell, older 3rd party tracks possibly ported over from Assetto Corsa. The cars pit before completing a lap in practice, qualifying, and race. Just wondering if anyone else is seeing this or might have a cure for it? Sorry if this has been asked and answered but I wasn't able to get any hits with the search function.
 
Usually it has been associated with weather conditions. AI either not putting rain tires on, or putting them on before the track is truly soaked.
 
This has come up over the last few months with, from what I can tell, older 3rd party tracks possibly ported over from Assetto Corsa. The cars pit before completing a lap in practice, qualifying, and race. Just wondering if anyone else is seeing this or might have a cure for it? Sorry if this has been asked and answered but I wasn't able to get any hits with the search function.
There can be several Reasons for that Behaviour.
Are you sure that it is related to the Tracks (did you try it with different Cars already?) or do you maybe always use the same Cars on different Tracks?
 
There can be several Reasons for that Behaviour.
Are you sure that it is related to the Tracks (did you try it with different Cars already?) or do you maybe always use the same Cars on different Tracks?

Just double checked and it's the tracks, even with different cars. This happens on Sandeverde and Cadwell tracks for example.
 
Can you post a Link to the exact Sandeverde Track that you use?
I want to check that first.

Sandevoerde is a 3rd party track that's no longer available on the F3 Classic Tracks site, looks like he gave up on RF2. However, the same AI bug happens with the current Crystal Palace 1969 V1.1 that's currently available on Steam. The AI cars never complete a lap.
 
Sandevoerde is a 3rd party track that's no longer available on the F3 Classic Tracks site, looks like he gave up on RF2. However, the same AI bug happens with the current Crystal Palace 1969 V1.1 that's currently available on Steam. The AI cars never complete a lap.
I'll check that.
From how the Track looks in the Screenshots, it could be a Problem with overlapping Corridors of the main and the Pit Path, which is often the Case with old Tracks, that doesn't have a Pitwall between the Pit Area and the "main" Track.
 
I'll check that.
From how the Track looks in the Screenshots, it could be a Problem with overlapping Corridors of the main and the Pit Path, which is often the Case with old Tracks, that doesn't have a Pitwall between the Pit Area and the "main" Track.

Thanks! Seems like the all the tracks having this issue do have pit lanes along side the track.
 
Thanks! Seems like the all the tracks having this issue do have pit lanes along side the track.
I've made a first Test and overlapping Corridors are 1 Problem, that can be solved easily.
BUT there is a 2nd Problem, where the AI gets the PitIn Sign shown (the black Wrench) around the first Corner already and they (of course) drive into the Pit at the End of the first Lap.
I have to investigate "a bit" more.

Which Car(s) do you use?
I did have the same Problem some Time ago, where the Fuel Settings of the Car were the Problem.
 
I think there's a setting you can use if the pit lane is attached to the track, I'm not at the computer right now, but when I get back I can look it up.
 
I've made a first Test and overlapping Corridors are 1 Problem, that can be solved easily.
BUT there is a 2nd Problem, where the AI gets the PitIn Sign shown (the black Wrench) around the first Corner already and they (of course) drive into the Pit at the End of the first Lap.
I have to investigate "a bit" more.

Which Car(s) do you use?
I did have the same Problem some Time ago, where the Fuel Settings of the Car were the Problem.

I've tested it with all types of cars, 3rd party and 397 issue, and they all do the same thing. Perhaps the black wrench is the fuel usage issue that 8ball mentioned above.
 
I think there's a setting you can use if the pit lane is attached to the track, I'm not at the computer right now, but when I get back I can look it up.
That's interesting.
Is that a newer Setting?

I've tested it with all types of cars, 3rd party and 397 issue, and they all do the same thing. Perhaps the black wrench is the fuel usage issue that 8ball mentioned above.
Sorry, my Fault.
I've made a Mistake and tested the wrong AIW (i did make 4 Copies, to test several different Things).
So the 2 Problems were the overlapping Corridors and the FuelUse being set to 0.
I will create an Update rfcmp Tomorrow and i will also add the Alt Grid and the Teleport Positions, that are missing, that all kind of Starts are working.
 
I've tested it with all types of cars, 3rd party and 397 issue, and they all do the same thing. Perhaps the black wrench is the fuel usage issue that 8ball mentioned above.

That is what I like about ISIMotor you can set no fuel but force the AI to use full tanks which in turn will still exhibit real time dynamic behaviour with extra weight. I run races in other engines various fuel loads I can't tell the difference in AI behaviour anyway ( shrugs )
 
Thanks redapg and 8Ball. The Crystal Palace fix works and, testing on the tracks that were having this issue, turning the fuel usage to "off" fixes the problem and they no longer pit before completing a lap. We usually run short races on these tracks anyway so the fuel isn't really an issue. Thanks again!
 
That's interesting.
Is that a newer Setting?


Sorry, my Fault.
I've made a Mistake and tested the wrong AIW (i did make 4 Copies, to test several different Things).
So the 2 Problems were the overlapping Corridors and the FuelUse being set to 0.
I will create an Update rfcmp Tomorrow and i will also add the Alt Grid and the Teleport Positions, that are missing, that all kind of Starts are working.
Not sure, the setting in the GDB is PitlaneBoundary = 0 // no clear boundary between track and pits, so this requires a request in order to take a pitstop
 
Not sure, the setting in the GDB is PitlaneBoundary = 0 // no clear boundary between track and pits, so this requires a request in order to take a pitstop
And that Setting also "fixes" Problems with overlapping Corridors of the Pit and the main Path, between the XPitIn and XPitOut Object?
I thought, it is only a Setting with that you can force the User to make a Pit Stop Request, to get the Pitcrew being prepared. :)
 
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