Quick answer: Sample candidate lateral lane offsets, score them by clearance to nearby cars, and steer toward the clearest lane while slowing if no gap exists, so overtakes flow around the player.
AI opponents feel aggressive in a bad way when they pull into the player mid-corner. Giving them lane-aware overtaking that checks for clearance before committing makes passes look intentional and clean.
How to fix it
1. Offer multiple racing lanes
Generate a few parallel lines across the track width. When blocked on the ideal line, let the AI evaluate the inner and outer lanes instead of forcing the occupied one.
2. Score lanes by clearance
For each candidate lane, raycast or query for nearby cars and pick the lane with the most forward and lateral clearance, choosing to follow rather than ram when no lane is clear.
3. Add a yield-on-no-gap rule
If every lane is blocked, have the AI lift off the throttle and hold station behind the car ahead rather than driving through it, then retry the pass when a gap opens.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.