Route Creator feature, tips and help

Also remember, if you want to save it with a specific performance class, you need to ensure you are online mode. If you are offline, you won’t get the Performance Index option in event settings.

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The Good: it’s pretty fun and it does extend the game…kind of. More on that in a moment.

The Bad: The AI can’t handle too sharp of a turn. Which is unfortunate. Doesn’t mean you can’t create courses with tight switchbacks, just means don’t expect that AI to be able to complete them. Actually, the AI is one of the bigger problems sometimes. Although, on the plus side, since they follow your line you created, I’m pretty sure you could have a lot of fun with that. I’m sure there are ways to make like a gauntlet where the player has to dodge all the AI vehicles. Kind of making your own Horizon Event.

The Ugly: The checkpoint markers can be a bit buggy. If you’re gonna make a course that crosses itself or goes back on itself, make sure you space your checkpoints far enough apart. Or, it seems to handle using opposite lanes a bit better. I have been playing around with it and I have gotten a few figure 8 tracks to work and a track that backtracks a little bit. But…too far and it starts glitching checkpoints.

The worst thing, I think is the routes HAVE to be tied to an existing event. Which…kind of hurts it. I don’t know, it might put created routes a little too “out of sight, out of mind.” That and sometimes the starting point ruins a good course. Like, I had an idea for a figure 8 course around the main Festival site, but the finish line generates a barrier right where I wanted to cross.

In review, it’s pretty good for what it is. I still feel it needs some work. Also, it would be fun to be able to add jumps to courses. But, if not, it’s fine. Maybe for the second DLC. Maybe we’ll actually get a track builder DLC. I mean, Hot Wheels in Forza Horizon 3 could have easily been that, and it sort of was in places, but…actually building tracks would be the next step. Or maybe that could have been the ultimate Forza 7/8 DLC: Hot Wheels track builder.

Mod Edit - thread merged - MM

they should made this a race creator to share online with friends

You made any interesting routes?

I made a Scramble but it turned out poo thanks to one turn that the CPU can’t negotiate and ends up resetting themselves constantly.

I made two road circuits that turned out better but the first one has a weird quirk in it that causes the CPU to swerve wildly (I think I didn’t take the turn slow enough while charting it and the CPU is just following that error instead of following the curvature of the road). The second I one I made is basically flawless and it runs through the middle of the Festival, which is a neat touch.

I’ve found that gate placement is extremely important when plotting a course route. While the CPU cars will follow the line you mark during route creation, gate placement greatly affects how corners are attacked; a gate placed too early in a turn will often cause the CPU to blow through at untenably high speeds, which is when you start seeing cars go flying off into a field or tree. It has been the single biggest contributor to whether a course is viable, at least in my experience.

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I’ve made a few that I like. One that particularly amuses me is an all asphalt Cross Country event starting from the windmill cross country event. I called it No Cross Country for Old Men. I’d have to look in game to find the others.

I really enjoy this feature.

I’ve made 29 blueprints, most are custom routes. Around a month ago half of them weren’t appearing in my Creative Hub. After the latest update none of them appear in my Creative Hub. The events are still there but I have to go to the race start point in Free Roam in order to play them. I’m now trekking around the map to make a manual list of where my races are! Pen and Paper to the rescue.

One thing I like to do is make a “sneaky short cut”. I like to set up races that take around 5 minutes a lap and set 4 lap races. When setting the original course, I take a detour at some point and while driving that, don’t set any checkpoints. The AI cars will follow the original route but when racing you can take the short cut you create. I suspect most people have found this out.

I don’t like using rewind but this gives me some insurance against making a mistake and falling way behind. It also means I can either do the full route on expert or pro but if I want a few extra credits from racing unbeatable, I can use the shortcut on one or more laps to stay competitive.

Big thanks to vaporiser for explaining how to get the “Class” options in the post above.

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Route Creator is a welcome feature with a lot of potential. I was looking forward to having many more routes created by other players to race on. But because of the ways we access other players’ routes, I find its usefulness is pretty limited.

Given the number of FH4 players, I imagine there are 100,000+ created routes out there. But when I go to a particular race location, I can see at most about 60 (~4 sets of 15), plus whatever I can find by searching. (And of course, what I’m actually seeing are blueprints, some of which are for the original Horizon race route. I know I can search for just created routes, and that does help.) By now, there must be thousands of created routes at each race site, but I can see only 15 at a time. I’m not sure what criteria are used to determine which blueprints are included. Often, the set of 15 I can see are not of interest to me. No doubt, somewhere in the thousands I can’t see are some routes I’d love, but I have no way to see them.

Moreover, the only way I can tell if a created route is one I might like is to actually race it, which in my experience often leads to disappointment. If I could see the route on the map, or even just a thumbnail of the route on the map, that would help immensely.

Being able to search for blueprints with created routes helps a lot, but that feature still has a way to go. First, a search returns only 15 blueprints, so again, the probability that one of the 15 will be what I’m looking for is small. There must be many more blueprints that meet my search criteria, but I can’t see them. I assume that the search results are limited to 15 because of some resource limitation on the server or in the game. If that’s the case, perhaps the results could be returned in pages of 15, where I have to press a button to see the next page. At least then, I could page through the results until I find one that looks promising.

The second problem with blueprint searching is that the search criteria aren’t restrictive enough. Stricter criteria would increase the probability that a route I’d like would show up in the results. At a minimum, I’d like to be able to limit searches based on routes that are circuits vs. end-to-end, and possibly the total distance that would be raced so I’d have some idea of how long it will take to finish.

Once I’ve found a blueprint with a created route I like, I can mark it as a favourite. That’s great, but once again, I can see only 15 favourite blueprints. Again, some kind of paging scheme would help.

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Ive been having issues with creator, It isnt giving me an option to create a route on the juggernaunt…Ive won it many times, when I go to event, there are no option to create a route like the other one I have been using…there also not saving to my favorites. Im very new to the game, so please try to be at least easier than these go out of there way to ram me drivatars lol

What limit for custom route

40 miles

Does anyone know if we are getting a AI patch anytime soon it feels like I have to make my trakc 3-5 times before the AI work and in the case of mudkickers I gave up after like 10 times its really frustrating the main issue is AI going far too wide at times however I dont want to make the checkpoints to forgiving so that they can be cut too well if in pvp with a friend

I have been creating routes since I got the game a few months ago, but one thing I haven’t been able to figure out is how to restrict the PI level or class in my custom events. I have searched all over but haven’t found any answers. Some help would be much appreciated.

AI issues is a tricky one, especially cross country or jumpy bumpy for blowing past turns.

Caveat, this all assumes that car is capable of driving the track reasonably and not say mudkickers in street tune x class hypercars

Trouble is that it all comes down to how it works. It has to go by the driver aide lines first off. If you followed it when testing, you would blow past too. The AI simulation has too many variables to interperate for jumps since it can easily change your grip if slightly out. Prominent if a turn in a bump.

But not all is frustrating. Changing checkpoint placement can help a lot. The main tip I can give for offroad is to give runout room. The AI will try to stick to your route, but still will go wide at full speed since during creation you often drive slower.

I am just writing this at coffee, but will add pictures this evening if I remember. The ideal route line is to have the checkpoint at turn entry. Have the one at inside of turn. The other side is the key. If a checkpoint that is part of bend in road, go full width. HOWEVER! If the turn is a transition from one road to another or an intersection, only go as wide as the road coming from/going to so that it has a smooth line. Different widths? Average them.

This width management is critical for both AI and player. For AI, they wont go wide and off the corner. For player, it helps then visualize the line through the corner.

Similar concept for way out. Have the exit checkpoint for a long sweeping turn at just before end. Helps stop bad corner cut and visualize. A sharp or other corner where a car can go wide, dont put an exit checkpoint. Entry will stop cutting, and so just need one at next corner or down straight so player has a reference.

From the first routecomp, I found midcorner checkpoints didnt work well. Dirt and cross country had bad overshoot, and pavement it offered limited visual assist. So entry checkpoint works great.


Advanced tip. The checkpoint is always oriented by your car. Turn in sharper from a little wide to exaderate your entry angle a little. Helps AI line and player visualize since now are showing corner and AI will take a sharper turn in for more exit speed, less entry speed. An asymmetrical Apex vs midpoint apex turn.

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Okay. Here are a pair of screenshots showing how I exaggerate the entry into the turn. First picture shows how I am not going full width, but instead using the outside marker to maintain a track width in transition. Second picture shows how am bringing it wide, then tightly in. Note the heavier angle than the corner needs, but it still is part of the main road. As you come upon this, it will create the visual impression and warning of the turn, The more you give, the more it shows the tightness of the turn. If I was just going say between the two stacks of tires, I would bring it off the road more, and a shallower angle.

If it was going to an S, I would leave it with this single marker on the corner, then next one at entry to it. Straight on, I would give enough space to have a runout before I put next checkpoint. If I continue around here, the next marker would be as we come along the exit of the corner.

Is there no way to make a custom drag route? All I seem to be able to make are road, dirt, and crosscountry.

There is no way to start at or classify a drag race or street scene event. Main limitation for this is the start pointz have to be pre made. So street scene and drag race have custom start locations.

Ok I get that you can’t change a road race into a drag race because the start point is incompatible. but why can’t I start at a drag race and make a new drag route?

I suspect it has to do with how the AI for routes and programming for drag racing works. The Drivertars during a drag race all hold their own line so I suspect they have a routing for each race line. With the limited options for variations, all you would have available is a longer beach or juggernaut.

That’s really what I want, a longer juggernaut that uses the whole length of highway instead of half of it.