svictor
Registered
The issue:
Since a game update sometime ago, there has been an AI crashing issue, where AI would drive through pitlane at extremely high speed and result crashing, especially noticeable for historic track without pitlane speed limit (or very high speed limit).
This workaround solves the above issue by limiting AI speed via target speed from AIW nodes.
Note, basic AIW editing is not covered in this guide. Make sure to backup AIW before editing. When adjusting setting, make it slowly, as there is no "undo" in AIW editing panel.
Workaround:
1. Load the track with a car mod (preferably faster cars). Drive the car near the pit lane path section that you would like to apply the workaround. In this example, it is the hairpin in Brianza 66 pitlane.
2. Open AIW editing panel, select "path sub menu".
3. In "Visible/Actionable Path (w)", select "FASTEST", then click "show Speed Text". Now you will see some white numbers (or a dash sign, which indicates infinite speed).
4. Select one of the AIW node (click and drag mouse). Then holding down "Ctrl" key, and press "Up" or "Down" arrow key. You will notice that the speed number would increase or decease (if the number shows as "--" and doesn't change, just keep pressing). And a speed-modified node will display speed text in "red" color, while unmodified node shows "white" text color.
5. Now, we would want to adjust speed of this selected node to below 60kph, so keep pressing "Down" arrow key while holding down "Ctrl" key, until we get near and below 60kph. Note, it is not necessary to get exactly 60kph (you can, but no need), since this speed number would vary with different cars, so just get approximate is enough, as the goal is to simply reduce AI speed to the point that AI would stop crashing in pits.
In this example, skip barber is a little slower car, so the node's speed is adjusted to 50kph (it would be auto adjusted to around 60kph when you drive faster cars).
6. Deselect this node, then repeat speed adjustment for all nearby nodes. Since it takes certain distance to slow down the AI, which means we need to adjust dozens of nodes before the hairpin. And for nodes located in hairpin, we also need to decrease the speed to a much lower number, this may take a few tries to find best speed, meanwhile you may also need to tweak the path radius to get AI to smoothly steer through the corner.
7. Finally, save AIW, and it's it.
Note, you can "reset" a node by holding "Ctrl" and press "Left" or "Right" key once (those two keys also can move the path sideways).
Path copy:
Sometimes some tracks contain multiple fastest paths for different vehicle classes, which would require to apply above workaround to those additional class paths to make it work. A quick and easy way to do that is by using "Copy path" function from AIW menu.
1. Open AIW editing panel, select "path sub menu".
2. In "Visible/Actionable Path (w)", select a secondary path, such as "BLOCK", then click "show Speed Text".
3. In "Visible Path 2 (g)", select "FASTEST" path. Now you will see two paths overlapping each other.
4. Manually click-drag and select every AIW nodes that you have applied above workaround. Then in the "Selected Waypoint Menu", click "Copy Path 2 (g) onto Path 1 (w)".
5. Repeat step 2 to 4 to copy and apply workaround to all other secondary paths. And finally save, done.
Notes on "Special Slowdown" Mark:
Some experienced modders may know about a feature in AIW editor called "Special Slowdown", which when marked on selected nodes, can also limit AI speed in pits.
However, this mark "Slowdown" feature does not really work for historic tracks that without pit speed-limit. The reason for this is that "Slowdown" feature can only limit AI speed to the pit speed-limit value set in RacePitKPH (NormalPitKPH) in GDB. For historic tracks without pit speed-limit, such as "RacePitKPH = 999", it will limit AI speed to this 999 kph speed, which basically has no effect. This is the reason "Special Slowdown" feature cannot be used as a workaround for this AI issue.
Since a game update sometime ago, there has been an AI crashing issue, where AI would drive through pitlane at extremely high speed and result crashing, especially noticeable for historic track without pitlane speed limit (or very high speed limit).
This workaround solves the above issue by limiting AI speed via target speed from AIW nodes.
Note, basic AIW editing is not covered in this guide. Make sure to backup AIW before editing. When adjusting setting, make it slowly, as there is no "undo" in AIW editing panel.
Workaround:
1. Load the track with a car mod (preferably faster cars). Drive the car near the pit lane path section that you would like to apply the workaround. In this example, it is the hairpin in Brianza 66 pitlane.
2. Open AIW editing panel, select "path sub menu".
3. In "Visible/Actionable Path (w)", select "FASTEST", then click "show Speed Text". Now you will see some white numbers (or a dash sign, which indicates infinite speed).
4. Select one of the AIW node (click and drag mouse). Then holding down "Ctrl" key, and press "Up" or "Down" arrow key. You will notice that the speed number would increase or decease (if the number shows as "--" and doesn't change, just keep pressing). And a speed-modified node will display speed text in "red" color, while unmodified node shows "white" text color.
5. Now, we would want to adjust speed of this selected node to below 60kph, so keep pressing "Down" arrow key while holding down "Ctrl" key, until we get near and below 60kph. Note, it is not necessary to get exactly 60kph (you can, but no need), since this speed number would vary with different cars, so just get approximate is enough, as the goal is to simply reduce AI speed to the point that AI would stop crashing in pits.
In this example, skip barber is a little slower car, so the node's speed is adjusted to 50kph (it would be auto adjusted to around 60kph when you drive faster cars).
6. Deselect this node, then repeat speed adjustment for all nearby nodes. Since it takes certain distance to slow down the AI, which means we need to adjust dozens of nodes before the hairpin. And for nodes located in hairpin, we also need to decrease the speed to a much lower number, this may take a few tries to find best speed, meanwhile you may also need to tweak the path radius to get AI to smoothly steer through the corner.
7. Finally, save AIW, and it's it.
Note, you can "reset" a node by holding "Ctrl" and press "Left" or "Right" key once (those two keys also can move the path sideways).
Path copy:
Sometimes some tracks contain multiple fastest paths for different vehicle classes, which would require to apply above workaround to those additional class paths to make it work. A quick and easy way to do that is by using "Copy path" function from AIW menu.
1. Open AIW editing panel, select "path sub menu".
2. In "Visible/Actionable Path (w)", select a secondary path, such as "BLOCK", then click "show Speed Text".
3. In "Visible Path 2 (g)", select "FASTEST" path. Now you will see two paths overlapping each other.
4. Manually click-drag and select every AIW nodes that you have applied above workaround. Then in the "Selected Waypoint Menu", click "Copy Path 2 (g) onto Path 1 (w)".
5. Repeat step 2 to 4 to copy and apply workaround to all other secondary paths. And finally save, done.
Notes on "Special Slowdown" Mark:
Some experienced modders may know about a feature in AIW editor called "Special Slowdown", which when marked on selected nodes, can also limit AI speed in pits.
However, this mark "Slowdown" feature does not really work for historic tracks that without pit speed-limit. The reason for this is that "Slowdown" feature can only limit AI speed to the pit speed-limit value set in RacePitKPH (NormalPitKPH) in GDB. For historic tracks without pit speed-limit, such as "RacePitKPH = 999", it will limit AI speed to this 999 kph speed, which basically has no effect. This is the reason "Special Slowdown" feature cannot be used as a workaround for this AI issue.
Last edited: