Could someone take a look at Road Atlanta 2021 v0.8? In turn 1 on the left side of the road (where the curbs are) mostly right handed cars (LMPs, BTCCs, maybe others as well) tend to touch the curbs, then slip and crash. Not always but a lot of the times. I think moving the corridors closer to the road (forbidding the AI to touch the curbs) would be enough, I hope. Thanks.
Thanks. Don't you work on S397 Donington too by any chance? AI is slow coming out of T4 (old hairpin) and T7 (Mcleans).
Hello. I have recently worked on the AIW of the Barcelona 2021 steamworkshop circuit. I have to say that according to the experience I have acquired thanks to Redapg, and knowing the concept of each line of left, right, fastest and block, I have been able to see how if the lines perform the proper function, the car to be used does not matter. It is true that if there is a car or mod that does not have the mechanics or physics well implemented, it can cause problems, but normally it does not depend on the car. I suggest that you try the circuit that I leave below in the link, and see that if the lines are well engraved, it does not matter if you use a Tatuus, the Alfa Romeo Giulietta, a GT3 or an F1, which are always fast and quite competitive. Recommendation: 100% difficulty 65-72% aggressiveness. Greetings. https://steamcommunity.com/sharedfiles/filedetails/?id=2655669174
Sorry, I interpreted it in another way. In any case, it can be improved, because when I have run on that circuit, I have had the same feeling as Shiet.
Yes, that´s what other people said, but I didn´t notice any special issues. Did you notice that in all cars or in particular ones?
Well, I don't know if my way of drawing, for example with the new BTCC, gave me the impression of having to stop accelerating at the exit of the hairpin, since I ate it up. It gives me the impression that the AI could draw in another way, and take advantage of the passage through the apex of the curve at a higher speed, and in this way even take advantage of the width of the track. I'll take a closer look at it. In many cases this is caused by the blocking line, so I will look at that line and see if the Donington AIW can be further adjusted.
Another question: isn't the AI supposed to use the slipstream since the last update? Or is this track dependent? Or car dependent? I tried today Watkins Glen with the Skip Barber car and they don't seem to care. Btw the AI is also slow here. At least with this car. At the end of the esses they almost lose control so they lose time with the correction.
I did a path for openwheelers for Road Atlanta. Feel free to try it, feedback is appreciated. https://mega.nz/file/HQZwiCoL#vm-cx64NV6E0nk7AatfoztuD3FEGB9aOd5-peLR3WpI
Hi, did someone already address the pitroad issues on CTMP? AI cars crash into the right side of the pit wall. both AIW Update Versions (A & B) from the folder seem to cause issues for me. Multiclass DPi & GT 102% Strenght. thank you in advance
New AIW for west layout of The Bend available at our folder. There was no block line and no correct left and right path. Also made a new fastest line and corrected the location of the pace car for rolling starts.
Provisional fix for Long Beach: https://mega.nz/file/e9USDaaB#-Bg-3BpM_5nSdm7GW7W5DS1uvgM33yLDs_982fJsk_A The latest 1.1 update of LB from steam did not contain my modified gdb-file so rolling starts are broken. Use this fix until the track is updated via steam
Thanks for the AIW's guys. I used to do this myself some years ago (fast and pit path only tho, none of the other fancy stuff) but dumb me deleted all my files when I uninstalled rF2 last year. Has anyone attempted to load S397 Nurburgring in DevMode? As soon as the track starts loading I get some error and the game freezes completely. Can only restart the PC at that point. I'm interested particularly in the 24H layout.