all of them i think, the goodyear airship travel back wards, and the marshall that waves you out of the pits has his back to me
for the Marshall: mark the waypoints of your pit path/extension of pit path and do a "find corridors". Save waypoints and reload - your issue should be fixed
i tried that and a error message which said "valid pit location is missing some valid garage locations" the track works in game apart from the Animations, the ai work good in a race
The blimp is probably just an axis rotation animation, you can change it by the name, it's usually something like blimp_rotatatey0.1 in the scn file, you might have to set it to -0.1(if you can).
That Message can appear, when the amount of Garage Spots in the AIW TeamIndex=... Section Entries doesn't match the Number in the Entry garagespots=... As long as the Cars are pitting properly and go back into their Garages, you can ignore that or correct the Number in the garagespots=... Entry, that it matches the Number of the existing Garages per Pitspot.
in the scn file it had this, Instance=ROTATEY0.3_ZEPPELIN01 { Moveable=True MeshFile=zeppelin01.gmt CollTarget=False HATTarget=False LODOut=(4000.0) so i changed it to this, Instance=ROTATEY0.3_ZEPPELIN-01 { Moveable=True MeshFile=zeppelin01.gmt CollTarget=False HATTarget=False LODOut=(4000.0) but it still runs backwards the Ai Cars are pitting properly and go back into their Garages, the Ai work good on the track aswell thanks
It's got some good speed to it. Just saying Obviously changing the number to a smaller number will make it go slower.