Posted: 12 Sep 2009, 11:26
I just wanted to reaffirm how important it is to make sure that the AI nodes, especially in critical, high speed turns, extend BEYOND the point where you'd expect cars to travel. If a car traveling at high velocity is aimed at a point that is outside the nodes, the car will freak out and stop trying to follow the AI line.
If you're having trouble with certain AI cars not being able to make a corner, even though based on their handling characteristics and your experience with driving that car, they SHOULD be able to make that corner, then make sure you pull the AI nodes away from the corner to give the AI room to breath. That should fix most problems.
To illustrate, here's what I see most tracks doing with track nodes:
When the car's trajectory directs it outside the nodes, even if it is still physically inside the nodes, the car's AI stops responding and the car will careen forward until it crashes into whatever is outside the nodes.
When this happens, you want to expand the nodes in the area where the car's trajectory would naturally lead it to:
For example, if you look at this track map of Sepang, you'll notice that there are areas for the cars to slide into when they lose control on a turn. These areas are usually full of sand so that the drivers don't crash their cars upon losing control. This is what you want to do with your AI nodes.
I've found improvements doing this even with cars traveling as slow as 30 MPH, so don't think that this is only necessary for excessively fast cars.
If you're having trouble with certain AI cars not being able to make a corner, even though based on their handling characteristics and your experience with driving that car, they SHOULD be able to make that corner, then make sure you pull the AI nodes away from the corner to give the AI room to breath. That should fix most problems.
To illustrate, here's what I see most tracks doing with track nodes:
When the car's trajectory directs it outside the nodes, even if it is still physically inside the nodes, the car's AI stops responding and the car will careen forward until it crashes into whatever is outside the nodes.
When this happens, you want to expand the nodes in the area where the car's trajectory would naturally lead it to:
For example, if you look at this track map of Sepang, you'll notice that there are areas for the cars to slide into when they lose control on a turn. These areas are usually full of sand so that the drivers don't crash their cars upon losing control. This is what you want to do with your AI nodes.
I've found improvements doing this even with cars traveling as slow as 30 MPH, so don't think that this is only necessary for excessively fast cars.