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Automobilista 2 May 2024 Development Update - The Road to V1.6 Pt1

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, May 31, 2024.

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  1. harizrushdi

    harizrushdi Wiki Helper

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    Seems like pretty much every aspect of the game is being changed, the only thing I didn't see any mentions of is the audio. Although one of the testers will probably correct me on this
     
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  2. Aza340

    Aza340 Active Member

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    Hi.
    I found reducing the throttle sensitivity extremely useful also. I found that at default if I held the throttle down by only 25% the revs would steadily climb to almost maximum!
    Regarding the logitech pro wheel base, would you recommend it?
    I also have a ps5 and am looking to replace my Simplicity dd setup ( which is excellent btw) for something that is cross platform compatible. There's really not much choice in that regard apart from fanatec who I'm not keen on these days.
    Your thoughts would be much appreciated.
    Thanks.
     
  3. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    I can’t reveal anything which hasn’t been announced so read the dev updates to see if there’s anything audio related
     
  4. _Diego _

    _Diego _ DCS Racing

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    from my little experience, the AI in AMS2 is one of the best, but you have to use at least 105 difficulty, in stock car 2024, I have great races against the AI, I run with 112 difficulty, as for GT3 G2, I run with 109, apparently if you lower the difficulty, the AI doesn't simply get slower, it seems like it gets less intelligent, so to speak.
     
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  5. Jojo Pagani

    Jojo Pagani Active Member

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    It is not an update. IMO It is a full reboot.
     
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  6. oez

    oez Mayor of Long Beach AMS2 Club Member

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    Why wouldn’t it do that? It doesn’t mean it’s producing net torque (positive - losses) at redline so this by itself isn’t an issue.
     
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  7. Aza340

    Aza340 Active Member

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    Well let's just say that in the 35 years of driving 100s of cars I've never encountered a throttle response like that!
    Now I admit none of those were race cars but saying that neither are all of the cars in ams2.
    So are you saying that a small input on the throttle while in neutral should max out the revs?
     
  8. TomLehockySVK

    TomLehockySVK Well-Known Member

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    From my tests (and boy have i done many of them) there is no "inteligence" difference between difficulties because in the current release built the AI does not have abilities that would make the racing proper. Yes since the Le Mans update they finally are able to properly follow the draft and get the speed beneffit from it but it was still nowhere near strong enough to give them a fighting chance.

    I keep hearing that 1.6 has improved the AI massively again and i will definitely start doing tests again Day 1, but try something like GT3 Gen2 at the full Le Mans track at 120 difficulty and you will keep going forward with no resistance from any of the other AI drivers, in fact they keep giving you room when you as a driver do not deserve it and yield far too quickly even when it is clear for them.

    The AI has great features like random accidents and small mistakes but i have yet to enjoy an AI race with how easy it is to exploit right now, and with the difficulty only changing how quick they are. Until these things get fixed the offline mode is just racing around the AI, and not with them.


    Aggression levels anything above Medium will lead to AI being out for blood and causing nonsense crashing, especially with open wheel cars which i have not been able to have a good race with at Monza 91 ever because how they hook each other coming through the chicane every time.
     
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  9. Mike1304

    Mike1304 Well-Known Member AMS2 Club Member

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    I almost got a heart attack but then I realised it was just fun (and almost got another heart attack)…
     
  10. oez

    oez Mayor of Long Beach AMS2 Club Member

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    :)
    Yes. If the throttle is able to flow enough air to produce peak power near redline (and doesn’t suck for its displacement) it can be quite closed and still win its own losses thus climbing to redline. It’s hard to say what input % exactly, but 25% is quite a bit. It also depends on the engine, could need a lot less, a bit more. There is of course the issue of mechanical vs throttle by wire as latter can be whatever is programmed. But from what I found online for example RX-8 needs only about 20% input to redline from latter category of throttles.

    Btw.
    I’m in no way saying that it isn’t sensitive, just merely addressing the 25% to redline thing. If some car does it with 8% that’s another conversation. Also there are other aspects to it as throttle input curves (whether they ”fall out of” mechanical throttle physics or designed like torque demand tables) are three dimensional :)
     
    Last edited: Aug 26, 2024
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  11. Andrew Curtis

    Andrew Curtis Active Member

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    Let's not get carried away. If Crammond was still making racing sims, we'd be 10 years ahead of where we are now.
     
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  12. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    80% is the default setup for many cars (the ones I drive, at least).
    I have a different take... I always put the brake pressure at 100% because those cars don't lock-up brakes even at 100%! On other sims, I do find the max break pressure by doing a full brake at max speed. A car cannot lock-up fronts in those circumstances and 100% brake power in those sims will do it.
    On a high downforce car (like Porsche 963), the fronts lock-up at 100-120Km/h which, in my opinion, is not the most realistic (the downforce is long gone by then) - these cars can take 100% break for a brief moment (0.3-0.5s) with straight wheels and then is brake lift all the way to just before the apex (the inside wheel is going to give up very quickly, be prepared ;)).

    Like in normal road, a slow driver is a living hazard. AMS2's AI is (currently) too cautious leading to dangerous situations. For instance, an LMDh will leave 1-2 car lengths when approaching a GT3 if it's near a turn. I guess that behaviour is just the result of the half-cooked AI v1.5 has. It has not there before and (my wild guess) will not be there in 1.6 :whistle:.

    Uuhhh... a modern car will limit the revs but a car with no ECU rev control (for instance, with carburator) should go to max rev with just small throttle input. It just have to overcome internal engine frictions etc.
     
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  13. BobbyB

    BobbyB Member

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    Anyone excited for the LMDh bump starts? Would be cool if there was an option to start formation laps from the pitlane. I have been nerding HARD over the new IMSA content, was the main reason why I got this sim in the first place lol.
     
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  14. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    The bump starts are indeed cool
     
  15. Aza340

    Aza340 Active Member

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    Not mate that's completely wrong. Had various mk2 rs escorts over the years, some on twin 45 carbs and you could balance the rpm at whatever you like with progressive throttle inputs.
     
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  16. neal

    neal Well-Known Member AMS2 Club Member

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    I've had a few Ford/Weber combinations in the past too and entirely agree, however I have no problem at all balancing the throttle in the game in just the same way. it is at the best I've felt, the fine control perfect.
     
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  17. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Only the Aggression setting affects how the AI sees and behaves around other AI and us. As others have said, sometimes a more aggressive setting can work better than a lower one even if you are not wanting highly aggressive opponents. Worth experimenting with. The Strength setting is simply the speed of AI...you can try to match it as well as possible to your own lap times, but there is zero value in increasing it significantly past your own level. The more differentiation there is between the AI speeds and your speed, the higher the likelihood of inadvertent accidents between the AI and you.

    The throttle response is authentic and yes, when driving on the edge of grip (on race track in a race car or in a boring economy car on snowy/icy suburban streets), extreme care is needed with the throttle. Feel free to turn it down if it helps enjoyment of the game, but it might also be useful to learn careful throttle control as it is a major part of racing. One of the reasons race cars may lean towards more sensitive throttle than in a road car is because the goal of a good race car setup is one that you can balance the car in a corner with the throttle as much as the steering wheel. I am happy to report that this is one of the areas worked on (successfully IMO) in the new version 1.6 :)

    And yes, if you apply throttle in neutral in any car, you should easily be able to hit red line with not much pedal application. The throttle map (or cable activation in an older car) is designed to have a pleasant result (closer to linear) when the car is in gear and moving (and the engine is therefore under load). Many modern road cars purposefully use a reverse curve for the throttle (especially in North America)--making it very sensitive in the first quarter or third of the pedal travel to trick you into thinking the car has high performance. It works great until you need to pass another vehicle on a small highway and realize the car has no oomph left in the lower half of the throttle). Marketing over engineering sense...
     
    Last edited: Aug 26, 2024
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  18. oez

    oez Mayor of Long Beach AMS2 Club Member

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    I think you’re just disagreeing on the semantics of small input at this point if you agree with the sim :D. Joaquim has a point, and it doesn’t exclude fine control as first quarter or third of throttle pedal travel is still plenty to work with. Or did those carbs have a cable linkage that lowered initial sensitivity?

    Anyway probably enough said already, throttle sensitivity is obviously there for a reason so feel free to use it :). There can be differences in how easy it is to modulate the first third of input with everyone’s setup after all and that’s what counts.
     
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  19. Xenix74

    Xenix74 Active Member

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    Actually, I think the same as you about AI. But it would be possible that the AI and its programming would work better if we had to fight harder to get to it.

    e.g.: Defend the position when the rear vehicle is 5 meters away, but make room when it shortens to 3 meters.

    If we now need longer to work our way into the attack area thanks to an AI at 110%, the AI could probably block significantly more often than before.

    maybe...
     
  20. CrimsonEminence

    CrimsonEminence Administrator Staff Member AMS2 Club Member

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    What i find is that it also depends on pedal throw - i found some cars in real life to be actually harder than in the sim to balance RPM, with way less torque/power. Also i get it infinitely more easily done with my CSP V3 compared to my G27 pedals.

    But yeah, 25% aren't anything abnormal depending on the vehicle.
     
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