I'm going to crawl out on an iffy tree branch and quietly suggest that the aiw issue with the Spark and Eve F1/F2 cars running wide in corners has been dealt with.
Sometimes some of the cars do still miss the apex (mainly/only the Eve Matra), but they stay on the road. Missing the apex wouldn't be completely unusual for such a corner (is my excuse).
The paths have been hacked about with two or three little kinks in the fast path just before the turn in to the corners. The same idea that was used in rF1 for similar problems.
It doesn't seem to have had much or maybe any effect on other cars that were managing to make it around the corners in the first place.
I've also put the kinks into the block path.
I couldn't reproduce getting the 580hp G6 to run wide before or after the changes, but I guess it's better now too. Since this is an assumption, I'm going to throw a party when I find out I'm wrong. You're all invited.
I tried a few other things to get the AI to work better with the corners before reverting to the old kink trick, so as i expected it did result in nearly a day's worth of frustration.
In other news, I didn't start work on the AIW until I had finished the mesh for the building update. It's around 10k triangles. Sure, that's a lot, but for a house it's a moderately complex building, and I don't want to have to update it again anytime soon. And it should look pretty good. About a year ago my friend and I measured the house, with the owners permission, and I've got a whole bunch of photos for textures.
Next step is the unwrap, and then the texturing. It's a good thing it's windy and rainy outside...