With CSP 2.11
Yes this problem happens with different cars and tracks.
Where do I find this AI-Spline editor?
type "ai spline editor" in the searchbar. Open it, type "save" next to fast_lane.ai. See if it fixes your issue, but if it's everywhere, i'm afraid it's a more complicated one.
On the aggressivity level, anything above 50 can end in crashes on touchy fastlanes and with some cars. I would start with regular values, such as 25%, and see if things improve.
Unrelated : i'm still on my AI journey, for those who give a damn about it😅
I found APIs that triggered my eyebrows :
- physics.setAIAggression(carIndex, aggression) - aggression level, no issue here
- physics.setAICaution(carIndex, caution) - distance from next car
- physics.setAIBrakeMistake(carIndex, time)
- physics.setAITractionMistake(carIndex, time, severity)
- physics.setAIStopCounter(carIndex, time) - safety for incidents on track.
The AICaution is worth a try to integrate thru my app, i could force a value and see if AI cars race closer to eachother, if it just overides the colliderbox, stuffs like that. Maybe it's worth it for some class, maybe it doesn't work in an exploitable way, maybe it's called by the engine depending on situation, it's worth a try.
Now the Brake and traction mistake bother me a little. It's immersive, sure, but it probably makes for a mess on closed circuits. And i've seen my AI cars locking the brakes a lot with vintage cars, it always ends up ruining the race for the cars behind if there are walls or close borders in the mistake zone.
I'm wondering how it works : it's a time value, where mistakes are called for 0.1, 1, 1.5 seconds etc... Is this called at the start of the game? Depending on AI Level? If set to 0, is it completely canceled? That could be cool to edit the value @ 0.1 second and only see some minor braking mistakes. I'm gonna try that first. I hope it's not a random value randomly called accross the track. If it is, then its control is gonna be a little more touchy : import the BRAKEHINTS, update the value each time a car enters a BRAKEHINT zone. Nothing too complicated or costly, but without monitoring, hard to tell.
Anyway, i integrated the BRAKEHINT and the Brakemistake in the AIWhisperer App. The old version works wonders, so just keep it if you're not having issues, but if you're having AI cars locking up randomly on tracks and want to see if my app can solve it, DM me, i have the updated version.
Maybe it's not triggered at all in the game and is just here for AI scripts, but that would explain the AI braking mistakes i've seen ingame. I believe it's correlated to AI Level as well.
If you guys have more info or any idea what to do with this, let me know.
Other funny treasure : the AI Caution. So, basically, reduces the distance that triggers safe driving for AI. Not really reliable, as they ram eachother if set to 0, but might be highly valuable on zones where HINT>1.1, where you need them to overtake at all costs rather than quietly stand behind.