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Automobilista 2 V1.5.5.0, Le Mans & Endurance Pack Pt1 RELEASED - Now Updated to V1.5.5.6

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Dec 31, 2023.

  1. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Yes, it has nothing to do with the boost button. Unless you cycle through all modes and disable it hybrid power is always on. If you disable the MGU cars have around 600-610hp.
    Different ERS modes give you different amount of HP, the more HP the quicker your battery drains. If you open telemetry while driving you see how much power every single mode gives you. You can harvest the energy in braking zones where heat from your brakes is converted in electric energy and stored to your battery.

    You want your battery to always be charged, so you need to find a balance between power delivery and keeping enough SOC (State of Charge). Quali is the most powerful mode, 'Build' gives you the least hp but it always has a net positive charge meaning that it harvests more energy than it consumes, so you can build up your SOC again.

    https://www.imsa.com/news/2022/04/06/hybrid-101-learn-more-about-how-lmdh-hybrid-power-works/
     
    Last edited: Jan 12, 2024
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  2. manfer

    manfer Member

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    Absolutely! After 45 minutes(without timefactor) my car is dirty like after 24 hours!
     
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  3. PocketsRJ

    PocketsRJ Hi from UK!

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    We could definitely use a small description in-game of how each car with boost/energy works, and the rules, heh :) I was trying to figure out the F-Reiza system the other day and why it stopped being used at a certain point.
     
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  4. TomLehockySVK

    TomLehockySVK Well-Known Member

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    EDIT: Video deleted, will re-record a new one and post it then.
     
    Last edited: Jan 13, 2024
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  5. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    Generally speaking, a comprehensive manual detailing some of the more intricate stuff would be really helpful. These days, nobody want to write these, usually for lack of time and thinking nobody reads documentation...

    Related side observation: there are many insightful posts in the forum (from both staff and users) about the inner working of the sim or some other useful knowledge. This is all lost in the forum, buried in a random 50 pages thread, difficult to find. Imagine if all this info was organized on a WiKi, as a reference.
     
    Last edited: Jan 13, 2024
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  6. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Yeah, I agree, that'd help a lot of people, but that's also why there are forums. Maybe a short basic explanation in-game with a join our forums for more detailed information would be perfect imo.
    --------------

    Did an online race yesterday at Le Mans. I was in the M Hybrid V8 and I noticed that when I was switching between modes, say from 'Quali' to 'Build', hybrid power stopped being active. The little flashing lightning that normally indicates that your MGU is active disappeared and according to telemetry I only had around 600hp at my disposal.

    Not sure if that's meant to be like this. I made sure I had enough juice in my battery and still at times I had no hybrid power when I switched between modes. Will definitely pay more attention in my next races and see if I can reproduce it.
     
    Last edited: Jan 13, 2024
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  7. TomLehockySVK

    TomLehockySVK Well-Known Member

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    120 difficulty and MAX aggression AI. Did some more tests with the current AI, and seems like they are bold enough to go for a pass only on MAX aggression, anyone else did some tests of this ? I tested on High before and they rarely ever do stuff like this. What i am saying is THIS is what i imagine proper AI racing to be like, where sometimes they are playing it safe but many other times they go for the lunge and make it stick.

    At the same time, the AI still does NOT get speed from drafting, like ever.
     
    Last edited: Jan 13, 2024
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  8. sgsfabiano

    sgsfabiano Well-Known Member AMS2 Club Member

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    :(
     
  9. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    The draft isn’t strong with the formula inter even for user .
     
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  10. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    Max agression as far as I know affects this parameter:

    <aggression>0.66</aggression>

    And basically it puts this parameter to 1.0 (the 0.66 in here is just an example), so in theory if an AI has a relatively high agression in their AI file it will do the same with medium agression as it would with max, if you want every AI driver to throw the car in every oportunity then Max agression is made for that, but for example if you're racing very fast and fragile formula 1 cars I don't think max agression is ideal, also I wouldn't expect max agression to work in a very long endurance race.
     
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  11. TomLehockySVK

    TomLehockySVK Well-Known Member

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    I am doing more tests now and on ovals the AI do indeed seem to be able to make use of the draft but only when they "accidentally" enter a draft and also hit walls when they have no room to move as if they are moving in preparation for an overtake. I will keep posting my findings in the Official AI Report thread on this.
    20240113215427_1.jpg
     
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  12. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Turned out that it only happened in higher gears and I then remembered that Renato mentioned something in the patch notes:

    Bildschirmfoto 2024-01-13 um 22.54.59.png
     
    Last edited: Jan 13, 2024
  13. lunamoon

    lunamoon Active Member

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    From my experience the draft is pretty terrible on ovals, I did Indycar at Indianapolis with a few friends the other night and the draft you get irl vs the draft in-game is almost not comparable. Watching the last Indy 500 last year you could tell the draft is so so powerful but in-game it almost does nothing unless you're really, really close. Overall I hope Reiza eventually gets to tweaking the oval racing a bit more, considering the lack of setup options and the way draft works (or lack thereof lol) I'd say it could use some more love at some point :)
     
    Last edited: Jan 14, 2024
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  14. orangetrptboi

    orangetrptboi New Member

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    Where is the multiplayer logging report thread mentioned in #5?


    5- The Multiplayer Logging Report thread is going live later on today - please use it to post logs from Multi sessions where you might have had issues in; league / event organizers who are able to collect the logs from participants on a same session that ran into trouble will be especially helpful to debug remaining reliability issues.
     
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  15. Roy Niessink

    Roy Niessink Well-Known Member AMS2 Club Member

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    As fas as i'm aware that hasn't been created yet......
     
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  16. TomLehockySVK

    TomLehockySVK Well-Known Member

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    You're right the draft with IndyCar should be massive, i just tested and spectated an AI race with the modern IndyCars at the Indianapolis Speedway and the draft is close to non-existent. Then afterwards i tried a short race myself and the draft is just a big nothing. Reiza really needs to look into this issue especially since the DLC has been released over a year ago.
     
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  17. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    I've done a fair bit of racing with the AI in this build, my thoughts (100% strength, medium aggression, various cars & tracks);
    • Mistakes are not often enough, I've seen a handful but it could be more. Big crashes I've seen one at Le Mans but that's it.
    • Faster AI lapping slower cars, it for sure can be improved but I don't think it'll ever be as good as what a human can do in relation to passing slower cars. I currently tend to sit off and follow the faster AI when lapping so I don't get too much of advantage. Unfortunately I'm still gaining too much time on them overall.
    • As reported elsewhere AI Pit Stop times are far too long compared to the player, so much so I've not bothered with mandatory pit stops until a fix is issued. (Currently I can only manage short endurance races until Race Saving becomes a thing!)
    • Previously mentioned Super AI Braking is still a thing, Monza is a good example in the GTE they usually brake at the 200m marker for the first chicane. When I'm alongside them they brake much later and easily make the turn, whereas I carry on and miss the turn entirely.
    Overall very good racing of course, but still a fair few niggles to sort out and the above is not the full list as I've mentioned other stuff elsewhere.
     
    Last edited: Jan 14, 2024
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  18. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    I guess mistakes rate are very similar to real life.
    I've had races with no FCY and others (same conditions) with 2-3 FCY.
    A slider could be useful to match user's rate, more AI mistakes to match driver skills. I've used it in rF2 to my advantage.
    Right now, in AMS2, is ok for me but, again, I also think it's a desirable feature.

    I guess GT cars can break later more like 175-150m. Make sure you have brake bias correctly adjusted, default setups are usually 4-6% more to the front than desired, leading to front locking.
     
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  19. R00bDriver

    R00bDriver Member

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    Lapping cars:

    I don't know if it's just a problem with Le Mans, but, the GT3 Gen 2 will battle each other which is great, but they seem to get stuck side by side and just stay there, then duck behind again come the next corner.

    I was 10s ahead in 1st after about 25 mins with AI at 115%, and I'm not a fast driver.

    So think they may need a bit of tweaking.

    :)

    Good fun though
     
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  20. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    No no ignore my braking, there's an issue - albeit minor - with the AI with various cars and tracks where they have "Super" braking, I've witnessed it countless times for a long time with this Sim. I used the above as an example, they normally brake at the 200m marker but brake so much later when racing me that I think "there's no way they should be able to make the corner" but they do and it doesn't seem right.

    Again it's minor but noticeable, by no means a massive issue.
     
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