Question about AI Driving Line at Blueprints

Is it important how fast I drive while drawing or redrawing the route? Will the line that I drive later have impact on the AI drivers?

br
Modforce

The speed you’re going at while drawing the line in a custom route won’t affect the drivatars any from my experience. When I made races I tended to drive at 100 mph or slower to try and keep the lines clean. As soon as the race starts they’ll attempt to stick to it as best they can like they’re driving on rails.

This means you can do some fun stuff like having the driving line run around in circles on a straight road or creating sharp turns where they have no choice but to fling themselves into a ravine. It’s fun to level the playing field sometimes.

Sounds very interesting, especially driving cicles on a straight or driving sharp curves. Definitely gonna try it out.
Thanks for the quick answer

The problem is not beeing able to change the driving line in an existing selfmade track without placing all checkpoints again.
Because its not that easy to place checkpoints and create a perfect driving line at the same time, makes extremely hard for long tracks to get a fast AI and resulting in a slower AI on most custom tracks. Especially if you want many as possible checkpoints at the apexes to prevent corner cutting on your track…

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This type of question is silly except in the context of FH5 where it wouldn’t surprise me if this was actually the case lol.

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This is so painful when you can easily clone, edit or delete everything else with a single press. Why you can’t do the same thing for checkpoints boggles my mind…

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That’s why I edit a track thrice.
One for the main route, placing red flags where I later want to see a checkpoint and generally deciding the run of the course, adding most of the props.
Then on second run I am driving the track in the best line possible (using rewind often) and place checkpoints as close as possible near the red markers, maybe add/move props to discourage from cutting some corners.
On third I remove the flags and maybe add turn signs for hard bends.

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I like the idea of placing red flags a lot. Definitely something I will do in future. In general the whole procedure you do very good :+1:t2:

Setting checkpoints and setting the driving line should be separated. That would make things muuuuch easier

Moving checkpoints forward and backward should be possible as well

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Sorry to necro this topic about, but why does the game not take the “validation” lap you have to drive to share the track instead ?
Trackmania for example does that for the better part of two decades - it alls guarantees, that your laptime was doable as the track was at that very moment.
Furtheremore, it is pathetic that you cannot move CPs a tad, so you can put them on the exact apex of a corner etc.

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