I never looked so deeply in rf2 AIW. My scripts only works with rf1 AIW and i think we must wait until got final version.
I'm pretty sure this could be a useful tool for a lot of people, if you plan to release it It's difficult enough to drive in all the paths for a "usual" track, but there are also tracks which makes it nearly impossible to make good paths, because of their length or the use of several layouts. Creating an AIW becomes an important time factor in this cases. For example, I work actually at a 27 km long point to point track. I want to have it run clockwise and anticlockwise. I also closed the track to make a circuit out of it, which should go in both directions too. So at the end it's 108 km driving through a twisty and narrow road. Getting fast path and wet line in, again 108 km each. It's nearly impossible to create an acceptable AIW without spending days. I definitely would prefer Max doing these things for me
Better don't ask how much I lost my nerves trying to get a good AIW in rF1 Did this the last years a lot for F1 tracks. Getting a line in, there the AI doesn't go off the throttle in fast corners for example is a very nerve grinding procedure. On the other side, I got used to it that way: I turn on the speed limiter, ignite me some of these slightly longer and thicker cigarettes and do it the relaxed way, this stops me at least from spinning out For my rF2 track, I haven't tried it out. There is still some work to do until I come to the point a fully working AIW is needed. I was hoping that you're maybe faster with developing your tool or maybe I just could send you the required files and you can do your tricks The last months I was trying to improve my graphic skills rather doing coding stuff (nothing dramatically has changed there), so from new SDK to SDK it's always a thrill as you can't be sure, if you have discovered a new bug or a new feature or just a new part of own nescience. Making a separate mod dev mode and bundle all the editors there is for sure a good development in comparison to rF1, on the other side I always found it unnecessary complicated setting grid or garage positions by moving your car to that position. Or driving a line in, I could draw on a piece of paper. I was hoping this changes, as it seems to be much more easier to set these coordinates in Max. I've already tried converting existing AIW or cam files from rF1 with the rF2 AIW editor. It worked quite nicely, but haven't tried any optimizing or getting use of new features. Unfortunately this is no solution for new scratch made tracks. So you're not only working on that script, also on a track? Looking forward to it