AI missing their pitstops and running out of fuel.

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Toolsteel

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I'm getting this glitch at New Hampshire 2013 and others where about a half dozen of the AI cars are going to their pit box and immediately leave without completing the pit stop. Then they eventually run out of fuel and cause a caution. Has anybody else seen this? Is this something that can be fixed in the track.ini?
 
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JNorton (WKC)

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That would be a combination of track.ini settings (Not sure what they were thinking???) and section designations in the .ptf file when building the track. I just fixed the 2013 version but haven't repaired the chase version. I'm sure it is the same issues. I'll message you a link for the fixed track.
 
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JNorton (WKC)

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The Professor of Track has answered...we should call him Dr. John!


There is a ton of tracks that I'd like to take the time to fix. Especially ones that were created for league type racing that ignored offline settings and didn't bother to tell the downloaders that they just plain don't work right. There are so many that I've fixed for my personal use already. One of these day I should start I MediaFire site for fixed tracks.
 

NCR3665

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I would like to see Spa Francorchamps fixed. The AI on the last turn before the pits weave too much and slow down causing mayhem. AI also hit the outer wall before pitlane. I'm guessing this track was made for only online racing.
 
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jgrfan1118

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There is a ton of tracks that I'd like to take the time to fix. Especially ones that were created for league type racing that ignored offline settings and didn't bother to tell the downloaders that they just plain don't work right. There are so many that I've fixed for my personal use already. One of these day I should start I MediaFire site for fixed tracks.
that would be very appreciated by a lot of people. i had never heard of tracks being made specifically for online use, but now that i think about it that makes so much sense why some tracks are so aesthetically well-made but the AI doesnt seem to have a clue.
 

NCR3665

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Quite a few tracks that attribute to AI pitting problems were probably created for league type racing that ignored offline settings.
 
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NCR3665

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After testing a few default track's (Watkins Glen, Pocono, Infineon), the AI race pretty well since they were configured for both off and online racing. With so many tracks out there after release it's hard to determine which ones are for league type racing and ignored offline settings.
 

JNorton (WKC)

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After testing a few default track's (Watkins Glen, Pocono, Infineon), the AI race pretty well since they were configured for both off and online racing. With so many tracks out there after release it's hard to determine which ones are for league type racing and ignored offline settings.

Actually it's easy to figure out which tracks were created (or updated) for leagues only. Many of them are simply junk when trying to race offline. The AI isn't setup for offline racing, pit areas don't work correctly.. Sadly there are also a lot of tracks that suffered a lack of testing before being released. it's understandable that somethings cam simply be overlooked, but there is also a lot of tracks that are just plain wastes of time to download.
 
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HesterJ07

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I'm getting this glitch at New Hampshire 2013 and others where about a half dozen of the AI cars are going to their pit box and immediately leave without completing the pit stop. Then they eventually run out of fuel and cause a caution. Has anybody else seen this? Is this something that can be fixed in the track.ini?
What kind of fixes are you making if you dont mind me asking? I had the toughest time with Las Vegas 2020 Day and Night with AI not following the speed limit on pitroad and plowing through each other. I looked at Track INI files and even figured out how to open the track in SandBox and checked that the materials in surface was listed as Pitroad. I was able to get a download link to the corrected tracks but still never figured out what the issue was. And even with the corrected track, the pit commitment line is still not the start of the speeding line, its the next white line further for the AI but for me its the pit commitment line. I know the Track INI sets that, but no matter what I use in the "start pit" section its always the same for the AI, the second white line after the pit commitment, and for Me its the pit commitment line.
 

JNorton (WKC)

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What kind of fixes are you making if you dont mind me asking? I had the toughest time with Las Vegas 2020 Day and Night with AI not following the speed limit on pitroad and plowing through each other. I looked at Track INI files and even figured out how to open the track in SandBox and checked that the materials in surface was listed as Pitroad. I was able to get a download link to the corrected tracks but still never figured out what the issue was. And even with the corrected track, the pit commitment line is still not the start of the speeding line, its the next white line further for the AI but for me its the pit commitment line. I know the Track INI sets that, but no matter what I use in the "start pit" section its always the same for the AI, the second white line after the pit commitment, and for Me its the pit commitment line.

Vegas 2020 day and night have no pit road designations. That is why the AI just blast on thru. There are fixed versions on Reddit if you search for them.
 

Toolsteel

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What kind of fixes are you making if you dont mind me asking? I had the toughest time with Las Vegas 2020 Day and Night with AI not following the speed limit on pitroad and plowing through each other. I looked at Track INI files and even figured out how to open the track in SandBox and checked that the materials in surface was listed as Pitroad. I was able to get a download link to the corrected tracks but still never figured out what the issue was. And even with the corrected track, the pit commitment line is still not the start of the speeding line, its the next white line further for the AI but for me its the pit commitment line. I know the Track INI sets that, but no matter what I use in the "start pit" section its always the same for the AI, the second white line after the pit commitment, and for Me its the pit commitment line.
I didn't fix anything. All the credit goes to JNorton (WKC)
 

Toolsteel

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Dec 21, 2018
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What kind of fixes are you making if you dont mind me asking? I had the toughest time with Las Vegas 2020 Day and Night with AI not following the speed limit on pitroad and plowing through each other. I looked at Track INI files and even figured out how to open the track in SandBox and checked that the materials in surface was listed as Pitroad. I was able to get a download link to the corrected tracks but still never figured out what the issue was. And even with the corrected track, the pit commitment line is still not the start of the speeding line, its the next white line further for the AI but for me its the pit commitment line. I know the Track INI sets that, but no matter what I use in the "start pit" section its always the same for the AI, the second white line after the pit commitment, and for Me its the pit commitment line.
This is the best Las Vegas 2020 track I could find.
 

Wjw1888

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Thank you JNorton for everything you do for the community with tracks and cars! Definitely would love to see a fixed track folder some day :)
 
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66Fan

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I'm getting this glitch at New Hampshire 2013 and others where about a half dozen of the AI cars are going to their pit box and immediately leave without completing the pit stop. Then they eventually run out of fuel and cause a caution. Has anybody else seen this? Is this something that can be fixed in the track.ini?
Ive had an issue like this and it might be how the games set but im not sure so what happens is of course i always run a the superspeedways but when there is a yellow the slow cars at the back usually stayout and they'll either run out under yellow or they'll restart and run out or they'll run out in the middle of the race maybe that how the ratings set it but im not sure but im okay with this issue just figuered i'd share LOL
 

fortine_oo

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Does anyone have the New Hampshire 2013 pit road glitch? Just did a race on it and had the same issue.

This ptf and track.ini are the response to a post at:
Sim Racing Design > NASCAR Racing 2003 Season By Papyrus > NR2003 General Discussion > No fuel?
10-29-2013

New_Hampshire_Chase_2013:
Failure to follow the pit speed value is a track subsurface problem.
The ptf has to be changed, specifically the segment 1517.18 - 1522.28 (dlat 15.24/15.49), the F section materials subsurface changed from "racing surface" to "pit road".

I eliminated stall_43 because stall_42 is the 43rd competitor, stall_43 will never be used.
I moved the remaining original stall #'s up, changing the pit stall dlong for stall_4 through stall_47.

------------------------------

I don't recall if the track.ini had any impact, it was 12 years ago, but it was listed as a modded file in my track "werks" folder so I'm guessing I proofed its validity.
 

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  • New_Hampshire_Chase_2013_pitroad fix.zip
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Joey Bailey

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Jbail1b
This ptf and track.ini are the response to a post at:
Sim Racing Design > NASCAR Racing 2003 Season By Papyrus > NR2003 General Discussion > No fuel?
10-29-2013

New_Hampshire_Chase_2013:
Failure to follow the pit speed value is a track subsurface problem.
The ptf has to be changed, specifically the segment 1517.18 - 1522.28 (dlat 15.24/15.49), the F section materials subsurface changed from "racing surface" to "pit road".

I eliminated stall_43 because stall_42 is the 43rd competitor, stall_43 will never be used.
I moved the remaining original stall #'s up, changing the pit stall dlong for stall_4 through stall_47.

------------------------------

I don't recall if the track.ini had any impact, it was 12 years ago, but it was listed as a modded file in my track "werks" folder so I'm guessing I proofed its validity.

Thank you for your help. I'll give it a shot!
 

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