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The problem with FH5 is that the A.I will follow your racing line exactly how you set it, unlike in FH4 where they A.I figured the best racing line automatically.
However, it is possible to make a good A.I friendly track in this game as well. The key is making the best racing line possible when creating the route itself. Avoid harsh left or right jerk movements (if you don't have a wheel, use a controller analog stick to steer as smooth and gradually as possible) and make sure that if you're doing a circuit, that you connect your line exactly where it begins at the finish/start line.
This might take a few tries, but it is possible to make the A.I very competitive in a custom track. It's far from perfect, but it can be decent. I've made a few tracks where we're always neck-to-neck.
Also, A.I on custom tracks ALWAYS needs to be set to Unbeatable. That's the only way they will give you a challenge.
I take it that the start/finish thing will bypass the erroneous 'you missed a checkpoint' thing that happens on some creations.
And as far as creating the best racing line, I take it that speed doesn't really matter, but also that I need to make it realistic. Also, I assume that checkpoints are mostly irrelevant to the AI. At first I assumed the AI would use the checkpoints but if anything too many checkpoints seems to confuse the AI even more.
As for the start/finish line comment, the reason why you have to make sure to connect it as accurate as possible is because the A.I for some reason tries to align itself to the original starting point, and if it's off the slightest, it will slam on the brakes in a desperate attempt to do so, even on a straight.
Hope it helps.