Thank you! The game engine got so much potential, meaning abusing it every now and then is mandatory
While at it; how to get AIs to brake before corners? Only way now is to force them to do snake moves, by having sectors go left/right fast will force the AI to brake, but looks a bit funny hehe.
So, you found one more shortcoming in our current tech.
There's no way really, your best bet is to set racing line so that the AI is forced to slow down in time before the corner. Remember that the AI uses a magical "eagle eye" to see ahead, and that's something that you can abuse. For example, if you make the racing line very tight (i.e. more than necessary) the AI will brake more and earlier. In most cases, the "best" racing line doesn't work the best for AI.
Ah smart! Did not think about narrowing the sector itself, I'll do tests tomorrow thank you
The AI performs overall good I think (in game), it just ... well, it does not understand the concept of braking from 230 km/h into a 90 degree turn. In the initial tests the cars flied off the track in T1 in about 120 km/h haha
Haha! And here I was so proud of myself for once doing a somewhat acceptable job at the sectors ;p But narrowing the AI race line should probably work, as that will give them so little room to move, thus forcing strong braking.
Amazing work Tor! I haven't played with the new track much, but I've noticed the guardrails have no collisions. Is that an oversight, or did you decide to have no collisions on them for some reason? It might just be me.