Ghost Town 2: Improved AI Nodes

  • Download count 339
  • Pageviews 679
  • Unique foldername
  • Skin for
  • Track Mod for Ghost Town 2
  • Based on
  • Release date 2023-09-08
  • Version from 2023-09-18
  • Version 1.1
  • RVW-ID 38012
  • Category
  • Score
    90/100 (6 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 v1.1: Improved quality of Normal. Cars are less likely to crash/spin out albeit theoretical pace may be slower.

    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.

    The Normal direction is already pretty good, so there were only a couple areas that needed reworking with the rest of the track recieving minor tweaks that probably won't go noticed. The Reverse direction has many more edits; the stock nodes are quite terrible and often times the wrong node flags are used and some routes remain unfinished. AI should now be more competent on Reverse, although this modification does not fix issues with several jumps/bumps on the track that wil often cause cars to spin out.


4 comments on “Ghost Town 2: Improved AI Nodes

  1. Those are “walls”. Afaik it makes AI try harder to stay within the bounds of the AI nodes (they will already try to do this); the most obvious effect I see is AI will prioritize going back to that same node before moving to the next node if the car goes out of bounds. Without it, cars will try to continue to the next node and ignore that they are out of bounds.

    You can add them to your track by using ALT+left click on a green or red node in the modern editor.

    Stock tracks make use of these a lot in corridors, though I’m frankly not sure how much effect they have versus no walls.

    1
  2. just a question NotDaijoubu:
    What are these pink and green ribbons? Their uses? And why do they appear in AI node mode without us being able to select them?

    0
  3. I won’t be making an update myself for the meanwhile, but if you want to screenshot the specific sections for me in Discord, I can look over them again later.

    From my own testing it is adequate but since you disagree strongly for this track, pointers would be appreciated.

    1
  4. This one feels like it’s rushed… Next to nothing has been changed and some obvious improving ideas have been neglected (ex. why not doing anything to the narrowest part of the track when AI slows down there for no apparent reason?). Many corners could be improved in speed and consistency but it looks like there are just stock nodes almost everywhere. I have been testing all your works with Mouse against the stock cars and this is the first time I was disappointed because I don’t really see the improvement.

    0

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