Track AIWs

our mate bears asked me some time ago to have a look at the Buenos Aires Historic AIW. There was some braking of the AI near the start/finish line. Fixed this and also re-did the left and right path and also added a block line. Patch could be found at our folder: https://mega.nz/folder/CIIlGQ5C#jmMrO8sfvanSx4D6X8PaLg
Thanks mate sorry been a bit slack testing it, I tried it with the f1 70 cars and it is way better.. you are becoming the aiw guru :-)
 

Below this vid is the link to download the classic Barcelona layout with working AIW. If you like the content don't forget to subscribe to my channel
I tried it but AIW still not working... AI cars in my race did something stupid before last corner. it seems they still think there's chicane in this place
 
Very sorry, I may have confused files, thanks for pointing this out try this link :

https://mega.nz/file/kK8AFBCJ#22RHm30Usnx4x0f2C_e1AWlYiIZA3uMnJGkynFT8AtA

Please tell me if its ok now.
thanks, I will try it.

Donington 93 by Corti, Philrob and myself
I installed this AIW but it still doesn't fix all problems. AI still go too wide on the grass in some fast corners and spin out. sometimes it ends crash with other cars...
also there are some AIW files but I don't know for what mod it should be used. for example there is AIW for Long beach track but there are several versions of Long beach by different modders. How can I know which version I should look for and install??
 
Hi,
Have you guys ever done an update AIW to Road America 2019? With the standard AIW file provided within the workshop item, the AI is unfortunately braking in turn 11. Also rFactor2 gives penalty points for cutting the track if you overtake someone down the inside in turn 1. I guess it's because crossing the pit line.
 
Hi,
Have you guys ever done an update AIW to Road America 2019? With the standard AIW file provided within the workshop item, the AI is unfortunately braking in turn 11. Also rFactor2 gives penalty points for cutting the track if you overtake someone down the inside in turn 1. I guess it's because crossing the pit line.

Add me to the list of people who what to see this. The motorcycle version gives very bad track cuts outside of T1. That version of the track in real life is used for 24 hours of Lemons and ChampCar (the $500 car endurance racing).
 
Patch for Road America, which hopefully solves the cut track issue, available at our download folder: https://mega.nz/folder/CIIlGQ5C#jmMrO8sfvanSx4D6X8PaLg
I see also the braking in turn 11. Seems only a minimal touch of the brake pedal without losing speed. Some waypoints have a slightly lower speed than others. Have to investigate for a solution...

As benefit the patch should also bring the road lines behind the transparent halo of Tatuus F3
20230104180931_1.jpg
 
Patch for Road America, which hopefully solves the cut track issue, available at our download folder: https://mega.nz/folder/CIIlGQ5C#jmMrO8sfvanSx4D6X8PaLg
I see also the braking in turn 11. Seems only a minimal touch of the brake pedal without losing speed. Some waypoints have a slightly lower speed than others. Have to investigate for a solution...

As benefit the patch should also bring the road lines behind the transparent halo of Tatuus F3
View attachment 49611
You are amazing :-)
 
Hello Everyone! I've wanted to throw my hat into the ring for AIW edits for a while and I have also had a couple AIW patches sitting that needed a little polish before I could share them and I think I'm finally happy with one haha.

This is a AIW patch for Snetterton 200 v1.02 by Senormen on ISR. I put it through strenuous testing conditions with a full 36 multi-car field of GTE / LMP2s and had great racing with no FCYs, no multi car pile ups and only 2 or 3 minor spinouts for 40 laps. Hopefully this will give some great AI racing to other folks so you don't have to spend the time I did learning and fixing.

Mega NZ folder link:
https://mega.nz/folder/3rBQADAL#SN9t07Y1uhW8fxgXriRqJA

Should show up in content manager as sm_snetterton_1.02 just like the track, but version will be 1.03

1.02 to 1.03 Patch Log:
- New Corridors to try and keep AI on track while improving speed considerably
- New Fast, Block, Left, Right and Wet lines
- Added formation speed limit and full course yellow speed limit
- Modified AI SlowWhenPushed, AIDraftStickiness and AIRange for more competitive AI
- Garage positions behind the garage building in parking lot and been redone and spaced out more as some AI were getting stuck on prop cars and each other
- Added Rear Pit / Garage extension for AI to navigate to pit lane without passing through building / ramming things
- Created corridor at pit lane exit to funnel AI and prevent them slamming each other into the railing and blocking pit exit
- Made Normal Pit Speed and Race Pit Speed the same

Known Issues:
- AI have a wiggle when merging from the pit line to the race line. I believe I would have to redo the pit line to try and improve it, and it only creates accidents in rare circumstances
- Very rarely AI will completely disregard the corridors on the tighter turns and cut the turns under blue flag conditions but this seems to only happen at the beginning of the race

Enjoy! Let me know if there's anything I need to fix.
 
One question, these updates just work if we install the track through ModManager, right? If the track is installed by steam it simply doesn't appear there...
 
All patches should work with tracks installed via ModMgr and also installed via steam workshop

Example Hockenheim 1966 from workshop:
Screenshot 2023-01-11 085229.png
 
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