Supermarket 1: Improved AI Nodes

  • Download count 643
  • Pageviews 1211
  • Unique foldername
  • Skin for
  • Track Mod for SuperMarket 1
  • Based on
  • Release date 2023-07-10
  • Version from 2023-10-27
  • Version 1.3
  • RVW-ID 37296
  • Category
  • Score
    91/100 (7 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 v1.3: More adjustments to pathing in normal and reverse. Slightly better race times in testing, though leading cars will still gap the pack due to hazard placement.


    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.

    Supermarket 1 recieved a complete overhaul, with a lot more nodes added between the original segments and increased smoothening to the racing line. Cars will no longer slam into walls and for the most part will take corners at an appropriate speed. Reverse now features a faster line through the lower section in the storage area; no more CPU cars being 200m+ behnd the player due to poor pathing. Both forward and reverse versions of the track feature more alternative paths for the AI to take, which alleviates some issues with choke points or at least makes it harder for the player to avoid oils.

    Despite improvements, CPU cars will still lag behind the player quite a bit, especially in pickup races. The nodes were adjusted to work with a wide variety of cars so some speed is sacrificed for compatibility and consistency. In addition, there are several choke points that CPU cannot feasibly avoid without even more complex pathing, so race leaders, whether player or CPU, can easily create large gaps from the main pack within the first lap.

8 comments on “Supermarket 1: Improved AI Nodes

  1. Hey mad, possibly. Right now I’m going back to making my chibi cars, and I don’t know when I’ll do AI node edits again. I would like to improve some community-made tracks in the future, but this will depend on my life-commitments as well as permissions from the creators.

  2. I would like to ask – Do you happen to consider by any chance updating AI nodes for Normal version of Airport 1 by Xarc & Kipy? There is some things that cause most cars to usually arrive almost 30-40 seconds late on Normal version of it, which I suspect has to do with last 2 pairs of conveyor belts. It would be great if you could take a look, thank you!

  3. Big thank you for all this work regardless. I’m definitely looking forward to more of your improved stock track versions. Do you think Museum 1 can be improved enough so that cars don’t end up 20-30 seconds behind each next position actually, if that one is in your plans?

  4. I preserved or redid almost all of the stock routes i.e. behind the counters and into the vents in turn 1. but cars never seem to take it (not that they did in the stock track unless they ended up there by mistake). I have added more variations to routes that were originally a single route or poorly branched (i.e. cover picture, last picture) that cars will sometimes take. I have also redid/added simple “escape routes” for a couple places cars can get stuck (i.e. the star location).

    Compared to Toy World 2, the stock nodes were much worse with poor spacing and questionable lines. While my work is not the absolute best possible, it was designed with compatibility in mind and should be around a similar quality to nodes on Helios or Venice R for example. If you have any feedback/critique, it’s always welcome.

  5. Thank you for explaining that to me. I appreciate the improvements you’ve made to the track even despite disconnecting some of the paths and I still enjoy your version much more than the stock track nodes anyway though :)

    I also have a quick question out of curiosity – how does it look like in the stock nodes compared to yours? Are the paths in the stock version actually being used as alternate routes?

  6. The upper path is disconnencted, meaning cars will still drive it if they end up there, but will never choose it intentionally. Because its not an intended path, I didn’t put any effort in cleaning it up with more nodes. I decided to do it this way since the upper path is very slow compared to the lower path, give or take 5-10 seconds slower which makes it a pointless route to take. The route through the vent and behind the food stands are connected to the main route, but cars will never choose it either since it is not preferable compared to the shortest route.

  7. I enjoy this! The races on reverse track version feel so much more exciting than they used to on stock tracks. Solid 4 stars, though I’m not sure if the upper path was entirely removed from AI nodes or just made chosen really rarely. I would love to see it return though, in case it was actually entirely removed, but maybe adjusted a bit!


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