Hi Sinbad. I put your bug report as a note on my sheet, which I do for all reported bugs, usually without acknowledgement. Then I try to get round to it when possible.
But we are at that time now where I can say that those individual issues won't be fixed for Patch Y. It is an extremely difficult problem to solve. The AI paths (knw files) are all generated, we don't have any editing facilities for them.
The solution to the issues you reported (crashing into walls in the tight section at South City, and all other failures to follow their racing line correctly) is to improve the AI's understanding of bumpy road surfaces and so on, probably by a more careful analysis of the road surface between path nodes and taking into account their suspension hardness as well which they currently ignore in their current slightly crude bump analysys. These are general updates which will make AI better and driving and better at generating paths. I've been thinking about this quite often but haven't solved it yet, it sounds like a few days of work to get it right.
The only blanket way to solve all such issues at the moment would be to make the AI take more care everywhere, then they'd just be slow basically. While there is still inaccuracy in their understanding of how fast they can go in any particular place, it's better to have a few tracks where they wipe out, rather than being slow across the board.
But we are at that time now where I can say that those individual issues won't be fixed for Patch Y. It is an extremely difficult problem to solve. The AI paths (knw files) are all generated, we don't have any editing facilities for them.
The solution to the issues you reported (crashing into walls in the tight section at South City, and all other failures to follow their racing line correctly) is to improve the AI's understanding of bumpy road surfaces and so on, probably by a more careful analysis of the road surface between path nodes and taking into account their suspension hardness as well which they currently ignore in their current slightly crude bump analysys. These are general updates which will make AI better and driving and better at generating paths. I've been thinking about this quite often but haven't solved it yet, it sounds like a few days of work to get it right.
The only blanket way to solve all such issues at the moment would be to make the AI take more care everywhere, then they'd just be slow basically. While there is still inaccuracy in their understanding of how fast they can go in any particular place, it's better to have a few tracks where they wipe out, rather than being slow across the board.