AI Cars Getting Held Up in Pits for No Reason?

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gone-sovereign

Active Member
Hot Pass Member
Apr 5, 2017
44
18
So I've been doing some fine-tuning to the AI on my track, Hanford Motor Speedway. One persistent issue I've been having is AI cars getting held in the pits for seemingly no reason. I have no apparent explanation for this, other than the fact that the AI don't slow down to pit speed until where the stalls start instead of the white line. This would lead me to believe that they're getting black flags for speeding on pit entry, but even with the debug chat open I have no way of knowing, and either way it happens under both green flag and yellow flag conditions. I can't tell if it's the same stalls every time or not.

I've been working closely with my friends in the EFR Discord and nothing has helped. Everything appears to be as it should in both the .ptf file and the track.ini, and the people I've talked to on Discord should be able to corroborate this, although my build of the track has been slightly updated from the version up on this website. I've tried messing around with the pit road dlong values and the [ AppRuleEnterPits ] values in the track.ini, I've tried alternate papy_ai files, and I've tried disabling the min/maxpit0.lp's, but nothing has worked so far. The only other thing I haven't tried is simply redrawing the pit.lp's, which I'll attempt to do when I have time tomorrow.

For reference, this is what the pit road parameters look like in the track.ini:
hanfordpit.PNG

Any ideas?
 

gone-sovereign

Active Member
Hot Pass Member
Apr 5, 2017
44
18
Okay, so update: I've managed to at least fix the AI cars slowing down to pit road speed at the white line issue, but apart from that, I've redone the .LPs and adjusted the .ptf and track.ini pit parameters to be more similar to the Papyrus tracks and I'm still having this issue, so I'm all out of ideas.
 
Last edited:

Riviera71

Well-Known Member
Hot Pass Member
Jan 19, 2022
245
43
Without seeing the track it's hard to tell if the track.ini is 100 % correct although it looks to be in order. How do you have the surface defintions set set up around the pit road?

Go To View/Display Extended Surface Types and see how it looks. Pic is ingame Atlanta, it's a bit more orange (Apron Near The Pits) than I would have used but who am I to argue with Papy lol. The important part is that there's no grey (Racing Surface) in the pitroad, zoom in closely and check any paint lines you have on pit road carefully.
In general there should be no Racing Surface the cars have to drive on between "pit_lane_start_dlong =xxx" and "lane_merge_dlong =yyy" but since they're being held and not circling around to take a penalty it's proably something in or before the pitroad.
pitconfig.png
 

gone-sovereign

Active Member
Hot Pass Member
Apr 5, 2017
44
18
Without seeing the track it's hard to tell if the track.ini is 100 % correct although it looks to be in order. How do you have the surface defintions set set up around the pit road?

Go To View/Display Extended Surface Types and see how it looks. Pic is ingame Atlanta, it's a bit more orange (Apron Near The Pits) than I would have used but who am I to argue with Papy lol. The important part is that there's no grey (Racing Surface) in the pitroad, zoom in closely and check any paint lines you have on pit road carefully.
In general there should be no Racing Surface the cars have to drive on between "pit_lane_start_dlong =xxx" and "lane_merge_dlong =yyy" but since they're being held and not circling around to take a penalty it's proably something in or before the pitroad.
View attachment 150592
I looked carefully at my latest build, and I didn't see anything in the .ptf that would be causing the problem. This is what it looks like.
 

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Last edited:

gone-sovereign

Active Member
Hot Pass Member
Apr 5, 2017
44
18
Well I believe I've solved my problem, and it was a really small thing that I overlooked: slow_pit_line_dlat_offset wasn't set.

Just gonna leave this here in case any future track creators stumble upon this issue.
 
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