Botanical Garden: Improved AI Nodes

  • Download count 352
  • Pageviews 676
  • Unique foldername
  • Skin for
  • Track Mod for Botanical Garden
  • Based on
  • Release date 2023-09-13
  • Version from 2023-09-18
  • Version 1.2
  • RVW-ID 38060
  • Category
  • Score
    96/100 (5 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible? No

    Update v1.2: Small edits to pathing

    Includes changes to both Normal and Reverse.

    "Improved AI Nodes" is designed to increase the difficulty of CPUs by refining the racing line and fixing key areas that cause cars to crash/spin out. Only AI nodes are touched. CPU performance is also dependent on the level of AI parameter optimization, so the overall challenge depends on what cars are the opponents. These new nodes should provide a moderate challenge for even experienced players. Improved nodes are not fully compatible with multiplayer and will tag the track as "CHT"; therefore, please disable this installation before racing online.

    Botanical Garden is a relatively simple track aside from a couple areas that make a lot of cars spin out. I have edited these sections and made the overall raceline smoother. There is no big time difference for either direction for a lot of cars, but consistency should be improved overall.

3 comments on “Botanical Garden: Improved AI Nodes

  1. The “ineffective path” was something else entirely in the long turn around the circumference of the fountain. Cars will take the high and low paths you mentioned; the high path is marked as “long pickup route” so cars have a chance to take it if their pickup slot is empty.

  2. This is another amazing improvement to stock track AI paths, however, I have a question regarding the update. By the ineffective path that was removed, do you mean the section where the bridge splits into two parts, both high and low ground? If not, in addition, I have been curious, have you included the cars to take both paths since they were highly unlikely to use the top one with stock nodes in either normal nor reverse mode? Great work for the community once again, thanks for dedicating your time to making stock tracks a more pleasant racing experience.


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