Yeah, the pacing with Ai can be pretty jarring. As Zementente stated earlier, “AI behaviour can be good on routes.” and, “Your racing line is very important.” is very true, along with their other points.
What I’ve found for good pathing is to drive in the dead middle of the track, or the suggested line you would see if you had the driving line on. The reason for this is that if two or more AI come up on a turn and one of them tries to cut on the inside, the line I drove would have put the lead car a little farther out rather than blocking the path. This is because in most cases the AI don’t properly detect the props you place down nor react to them properly, as well as with the natural landscape such as trees, logs, buildings and etc. too. It’s also important that you drive a clean line throughout the track, otherwise you’ll find some unexpected outcomes like AI running into the outside wall, doing a U-turn in the middle of a straight, wiggling too much.
I have a good example of a track with both good and bad AI behavior here (151-668-447, please note that if you do try this that I haven’t tested whether or not the props will spawn for other players. It’s an annoying bug for sure. I’ll be sure to update this later.). I made the track wide enough the best I could for at least two cars to fit next to each other comfortably, and drove a clean line, nothing fancy. It works well. However, because I tested out some new things with the props throughout the track, I couldn’t rewind far enough to the beginning line. Knowing I could just drive backwards, that’s what I did, but when I got to the beginning, I made a U-turn and just drove from there. Well now at the start of each lap the AI slow down and try to follow that line causing mass confusion and a pile up. To make matters worse is that the finish line, which mind you is placed down by Forza, not me, to create the circuit, isn’t wide enough so if the AI, or the player goes too far to the right then they’ll miss that said checkpoint.
Well before I rant about this or that and what to do to fix this, here’s some quick tips to avoid that from the get-go.
1st: Plan a route out in free roam by scouting it out with the map and drone, then drive said route. If I’m not doing anything really specific, or don’t plan on having AI, then I like to think of the route as if the Forza team was going to create it. By doing that you can give the route a good flow for both the AI and players.
2nd: If you have the fore sight to do so. Place all your props down before even moving or placing checkpoints. This way you can drive a good line and place checkpoints in a good flow where there easy to see.
3rd: If you’re concerned about a portion of the track being too narrow then use the wide metal platform to determine your width or turn any straight wooden platform sideways.
4th: This is more personal, but when making a route I like to use the controller for placing my props and checkpoints. I do use the mouse to scroll faster though the props though, but as for driving I like to not use a sim wheel. If you didn’t know btw with the controller, there is a precision mode you can toggle to slow down any inputs made while placing props.
Last thing I’d like to note here is that I do drive with Highly Skilled Drivatars. Don’t know how other difficulties affect them, but they do tend to drive a bit slower in most cases than regular races. Also that I want to second the fact that we should be getting an update to edit our custom routes.