Aces AMS2 Multiclass Simhub Overlay

Discussion in 'Automobilista 2 - Modding' started by Ace, Apr 4, 2025.

  1. Ace

    Ace Well-Known Member

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    Quick update on the next version of the Simhub suite. I focussed on the GT3 bundle so everything got delayed a bit because of that. But I reached a pretty important milestone that I promised from the start:
    In my current build the penalty calcuations for the class leaderboard finally work flawlessly against AI (as far as I could test it). No matter if you speed in the pitlane or at the formation lap, the overlay will correctly calcuate the time penalty you got. It's important to note again that AMS2 does not share the time penalty values with Simhub, so it's a big step that it works through workarounds (without creating much load on your system).
    There's only one minor downside that can't be done otherwise, your time penalty will always be final calculated and displayed after you complete a lap. So it's a bit delayed to the real AMS2 value, but in the end it works

    Tomorrow I will test it in multiplayer races, and if that turns out as I hope this feature is ready to ship with 1.2.

    Also the leaderboard performance rewrite is done. While what you see doesn't look different the complete coding is redone which should lead to way more consistent data and way less load on your system. You can spot the constitent data easily by watching the gap in the leaderboard which now updates all cars at once.

    Next up are finalizing the performance optimization for multiclass display and relatives. When that's done 1.2 is bascially ready to drop.

    My own relatives delta calcuations are still in prototype phase, some early tests look promising that it might be possible to do, but it's quite huge task to get this running for a full grid. So most likely this will be a 1.3 feature, since I don't want to hold back all the other improvements just for that.

    Hi, can you check if your overlay window is set to WPF Renderer?

    Otherwise try this preview version, it changes that what you see in the input monitor is the actual pedal input and not the AMS2 (which is modified by TCS and ABS) values
     
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  2. AlexNikto

    AlexNikto BANNED BANNED

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    No, it doesn't work, the graph isn't displayed.
     
  3. Ace

    Ace Well-Known Member

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    Here's a little proof of concept video on real delta times.

    To my understanding what AMS2 and Simhub do for deltas between cars is measuring the distance between two cars and based on speed just calculating the distance between the two (there might be more to it, but that doesn't matter atm). While this method is okay for a vague value, it runs into the hugge issue that on the time constantly stretches with showing lower values in slow corners and higher values at high speed, even if two cars would drive 100% identical behind each other. So on track like Monza it shows you constantly gaining and losing multiple seconds to the car in front, giving you no idea if you catch up or lose time.

    In real life gaps are measured by measurement points at the track, so it can determines the exact miliseconds between two cars passing. So I build a proof of concept to rebuild such a system in Simhub.

    While you can see a recorded gameplay (with the new LMU-style gauge) the imporant part is my test run on the left. Each time a car passes 10% of a lap the exact timestamp when he hit that measurement point is saved. And with this information I can measure a 100% constant time delta between two cars hitting the same point of the track, here tested as gap to first.


    So with this I'm pretty sure I can realize a completely constant real delta measurement between cars.

    Can you send me a screenshot of your options you set to the overlay window? It barely has any coding but is just displaying the Simhub Input values. What simhub version do you have? Do other overlays work in simhub?

    I will stick to replying here, so we don't have to talk here an at overtake at the same time :)
     
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  4. AlexNikto

    AlexNikto BANNED BANNED

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    I've used different overlay window display methods in various combinations, and there's no point in sending you screenshots. So, I'll send you a bunch of screenshots with different options. None of them display the brake and throttle pedal graphs, only the right side with the on and off columns. SimHub version 9.10.1
     
  5. Ace

    Ace Well-Known Member

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    My ISP broke down atm, but I've got a nice video ready showcasing my Real Deltatimes coming with v1.2. With these the annoying behaviour of AMS2 and Simhub relative Deltas that distances jump up and down multiple seconds between corners and straigths is finally solved by having real time measurements when cars reach certain points on the track. I'm even pretty sure this issue is why people claim AI is too slow in corners and cheat on straigths, since the game misleads you to thinking they accelerate so fast they gain 2 seconds distance after corners even when you both have the exact same pace. But you will see that in the upcoming video side by side once my internet works flawlessly again.

    Overall work on 1.2 is pretty much done, just minor testing left. Next Monday I will test the release candidate version online with friends. So it's getting close to release. I will also record a full video showcasing all overlays like the Multi Function Display and demonstrating new features before launch

    Thinking this should be a Simhub / Shared Memory issue and not overlay specific, but I really need something to work with to able to look into this. Could you send me your SimHub\Logs\Simhub.txt Logfile? Please add Input Circle Monitor to your screen and check if it behaves exactly as Input Monitor? Can you check if any of the Simhub included overlays recognize your pedal input?
     
  6. Ace

    Ace Well-Known Member

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    Here's the showcase video of Real Delta times coming with v1.2 soon.
     
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  7. Mr. WeaZel

    Mr. WeaZel Member

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    Your overlay looks fantastic! Thank you for your work :)

    Without burdening you with even more work, there is still some more data in Simhub about the weather:
    The property [GameRawData.mRainDensity] is showing how much rain is currently falling.
    Dry Weather: [GameRawData.mRainDensity] = 0
    Light Rain: [GameRawData.mRainDensity] = 0.20
    Rain (incl. Fog): [GameRawData.mRainDensity] = 0.40
    Storm: [GameRawData.mRainDensity] = 0.60
    Thunder: [GameRawData.mRainDensity] = 0.80

    The value rises or falls when there is a change in the weather. This can also be displayed in the overlay. For example, I use the following formulas to display different images:
    isincreasing(1000,[GameRawData.mRainDensity],0)
    isdecreasing(1000,[GameRawData.mRainDensity],0)

    There are also some more data for the wind (direction and speed) or how cloudy it is.
    But I haven't played around with that yet.
    [GameRawData.mWindDirectionX]
    [GameRawData.mWindDirectionY]
    [GameRawData.mWindSpeed]
    [GameRawData.mCloudBrightness]

    I sincerely hope that we will also have a weather forecast and a display showing the track moisture at some point.
    Nevertheless, you did a great job!
     
  8. Ace

    Ace Well-Known Member

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    Thank you, yes Rain Density is added to the upcoming MFD overlay. You data how it scales is really useful, I will include that. The increasing and decreasing The over values are interesting, I will have to check if this and others you mentioned are reliable and makes sense to display there.
    mfd_rain.jpg

    if I understand that correctly they said in the HUD update will be able to forecast weather, so I hope that these informations will be added to SharedMemory then too so I can add something similiar
     
  9. AlexNikto

    AlexNikto BANNED BANNED

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    Please fix the input monitor; it's not showing the graph. I have the default settings in SimHub; I've tried different rendering options in the overlay settings, but it doesn't work. I have the necessary plugins listed in the first post installed. What am I doing wrong? It's not just this overlay that's not showing the graph; all the overlays I've tried only show two positions: on and off.
     
  10. Ace

    Ace Well-Known Member

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    Please see my comment above, I need some logs or something to work with. But your last comment:
    Then it sounds like a simhub related issue and not overlay specific. Simhub is not getting the correct data. Please check the following:
    Under Simhub -> home the selected game must be AMS2:
    upload_2025-10-20_22-46-25.png

    In AMS2 make sure under settings -> System the following is set:
    • Shared Memory: Project Cars 2
    • UDF Frequenz: Off
    • UDP Protocol: Project Cars2
    On the bottom Simhub should show a green indicator that it's waiting for data
    upload_2025-10-20_22-47-58.png
     
  11. CorvusCorax

    CorvusCorax Active Member AMS2 Club Member

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    The wind direction and speed ones are usable, after appropriate unit conversions. I have them in an overlay I use (with the wind as an arrow showing direction relative to car orientation). I happened to find a day where the wind was blowing strongly along the longer sides of the Indianapolis oval and confirmed the shared memory data was correct by having a slower top speed with a headwind and a higher one with a tail wind :)

    The cloud "brightness" one seems to be literally that – how bright the clouds are – and I've not found a use case for that information yet.
     
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  12. maitevel

    maitevel Member

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    Just a thought out loud: I'd like a leaderboard that also records the top speeds of the different cars.

    I know that data can be captured in Automobilista 2 because I saw it in a video overlay, which I assume was from Racelabs.

    I'll try to take a screenshot and upload it...
     
  13. maitevel

    maitevel Member

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    I put the video in question for anyone who wants to see that overlay to which I am referring.

     
  14. Ace

    Ace Well-Known Member

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    Quick update on v1.2. After more cycles of testing, finding bugs and fixing them all the new additions work great in singleplayer and multiplayer. Penatlies, deltas, etc are very consistent and worked flawless on multiple systems. I also got the memory handling of it right, up to 48 cars logging their times every few percent of the lap leads to thousands of entries stacking up fast, so it was important that the calculation always cleans up the data that is not necessary anymore to calcualate deltas to not overload simhub over longer races.

    But one thing that came up that causes a delay since my last update was the conclusion that Simhubs own Relative Positions (which cars are in front and behind you on track) are having some big flaws like cars in the pit always get completely ignored and data sometimes is just completely missing for the first lap of a race, which is not the quality I want with my overlays.
    So I ended up coding my completely own way to calucate the relative positions around you that fixes all of these issues. Combined with my Real Deltatimes (that are now finished for the multiclass overlay too) you can e.g. finally watch your opponent you fight in front going into the pits before you and see how your distance changes through the pit, and Deltas always being shown the moment a car crosses the finish line into the first lap of the race.

    So now it's just about fixing some last very minor stuff like errors logged in simhub when certain variables are not bound or checking if all new carmaker additions with 1.6.8.5 are working correctly (Milano get's the Ferrari Icon). Otherwise my work in v1.2 is pretty much done, so by next weekend I will record an complete walkthrough video what's new and what's to expect. So it shouldn't be long now until I can releae it to the public (and continue my work on the GT3 Bundle v1.1)
    Yeah collecting the reached maxspeed isn't an issue. The question is where to display that usefully since I think it would be bit bloated to always show that. I thought about adding some cycling information in class leaderboard, but this won't make it for 1.2.
     
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  15. Ace

    Ace Well-Known Member

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    Forgot to add the screenshot how AMS2 can look with my overlay suite v1.2 :D
    Of course each element can be placed seperately. Newly added overlays like the LMU-style temetry, the tire visualizer or the smaller laptimer are not replacing the existing ones but are additions so you can freely choose what suits you the best
    release_preview.jpg
     
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  16. Ace

    Ace Well-Known Member

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    I made a showcase video of the upcoming version 1.2. The update will release in the upcoming days, so this video will guide through all new features and overlays that you can look forward to


    PS: English is not my first language, so please apologize mistakes/mispronunciations :)
     
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  17. CrapsJarrard

    CrapsJarrard Active Member

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    I cannot wait for this. Having accurate delta times has been a long-standing gripe with AMS2 for me and this overlay update will improve the moment to moment driving as well as immersion. I have been using v1.1.3 for several months now and playing AMS2 without it enabled leaves me feeling naked and vulnerable.
     
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  18. Ace

    Ace Well-Known Member

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    Version 1.2 is now available to download! With tons of new Features and Overlays this version is a huge overhaul of the older versions to deliver more accuracte data while having less load on your system.

    Make sure to read the updated Main article of all new Features or watch the Feature Overview Video


    Have in mind that all of this is singelhandedly developed by myself, so there might be bugs and glitches that didn't come up in the tons of hours of testing on my and other systems with friends. Please report them here or on Overtake so I can try to fix them asap.

    DOWNLOAD
    v1.2 - 09.11.2025 - Download: Overtake.gg | Webhost


    FULL PATCHNOTES

    New Feature: Real Delta Times!
    • AMS2 and Simhub calculate the gap between two cars based on distance and speed which leads to the deltas between cars jumping up and down even if you actually keep the same pace. I added my own calcuations of Deltas between cars that are actual time measurements on specific spots on the track that way more consistent and don't jump artifically.
    • This also fixes all delays when a race starts before simhub has deltas between cars (sometimes this even took a full lap). The Real Delta Times appear shortly after each car crosses the finish line into the first lap
    • Note: Based on this calcuation method the delta can only be updated if cars move, so still standing cars have to reach checkpoints to update deltas (like in real life) and accelerated replay speed will modify the detlas by the replay factor
    • Note: Simhub Free User are limited to 100ms refresh rates, so Real Deltas won't be as accurate as for Simhub Pro Users.
    New Feature: Penalties!
    • As promised from the start the feature is finally ready to ship, you will see the time penatlies of cars in the Class Leaderboard. Since AMS2 does not share it's own penalties my own method to gather penalties always refreshes after completion of a lap.
    • Note: Showing Penalties is deactived in replays since jumping in time or accelerating time will result in false penatliy numbers.
    New Overlay: Multi Function Display
    • Pages: Relatives, Tires, Sessioninfo, Timing, Fuel & Electronics
    • Make sure to map "Show Next Dash Screen" and "Show Previous Dash Screen" to keys/buttons in Simhub to switch pages
    New Overlay: Ultimate Telemetry
    • Inspired by LMUs telemetry gauge this alternative overlay delivers all important data in an alternative way to the other Telemetry Monitor
    • Features all the stuff you know from the other telemetry overlay like Shift lights, fuel gauge, ERS Gauge, ABS, TCS, BB, etc.
    New Overlay: Tire Visualizer
    • All the data of the Tire Monitor, but visually more appealing
    New Overlay: Weather Monitor
    • Replaces Air & Road Temperature Monitor
    • Displays current weather with changes to more or less rain, current wind speed and direction, Air Temps, Road Temps and Rain Density.
    General
    • Performance optimizations across all Overlays: Complete revamp of a lot of code, especially Class Leaderboard, MC Leaderboard and Relatives are now much easier on your system while delivering way more stable informations
    • Complete rewrite of determining when cars finish the race. The new method should result in perfect accuracy, especially when the raceleader is laps ahead of other cars and multiclass races
    • Added custom calucated related positions. This fixes tons of flaws with the Simhub included relative positions, like cars in Pit being completely ignored or sometimes relatives not shown in the first lap at all. The calculation of Relative Deltas still doesn't work in outlaps of Training and Qualify based on how AMS2 data is delivered.
    • Tons of Bugfixes that threw errors in Simhub Logs and lead to long startup times of some overlays
    • Added Carmaker Icons: Courage, Maserati & Milano (Ferrari)
    • Updated Carmaker Icon: BMW
    • Fixed: Fastest Lap Indicators could mark the wrong lap
    Class Leaderboard
    • Lap Counter now displays your current lap instead of your completed laps
    • Lap Counter will display when you're on the final lap or finshed the race
    • To be more constitent to relatives the gap behind the classleader is now shown as + instead of -
    • New custom coding to calucate if cars got DQd since the SharedMemory DQ value seems always empty
    Telemetry Monitor
    • Shift Indicators are not appearing anymore if you're already in the highest possible gear of your car
    Input Circle
    • Slight visual update to look more polished
    • Now shows the raw input instead of the values influenced by ABS/TCS
    Input Monitor
    • Now shows the raw input instead of the values influenced by ABS/TCS
     
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  19. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    Really nice work and I would love to use these.. but the performance of the overlays (all overlays) tanks whenever I add even one of those to my overlay setup (I have run into this issue with some other overlays in the past too).

    If I switch from wpf rendered to html rendered, I do get the performance back BUT the many of overlays don't work correctly (elements cut/misaligned etc.)
     
  20. Ace

    Ace Well-Known Member

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    Simhub usally should take about 5-10% of your cpu to get everything progress, so it usally should not run into issues unless AMS2 already runs at full cpu load.

    It's hard to nail down general issues with simhub, have you tried changing the WPF render from "very fast" down to fast or slow to be easier on your system?
    upload_2025-11-10_19-17-27.png
     

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