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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. deadly

    deadly Well-Known Member

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    You can switch on rules and penalties, but the AI does not care at all, it is just there for human players.
    The only penalty they ever get is when they do not make a mandatory stop.

    And no, they won't get out of your way when being lapped in races or on an in-outlap in qualifying.
     
    Last edited: Feb 6, 2024
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  2. Odd Socks

    Odd Socks Active Member AMS2 Club Member

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    I think you might find that again the blue flag behaviour has been turned down wile they work on the core AI skills as stated by Renato.

    In the custom AI files, there is a value for "Blue flag" skills. Also remember some types of racing use blue flags differently to others.
     
  3. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    This in itself causes confusion amongst users, some simply don't realise different series have different rules for blue flags.

    From a coding aspect it seems we've got one rule fits all for now, how hard that'll be to include different rules for different series I don't know but I guess it would be quite a big job to accomplish.
     
  4. deadly

    deadly Well-Known Member

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    Some types of racing....
    In NONE of the classes in AMS2, AI cares bout Blue Flags.
    Within the custom AI files, which I have for every class except of the trucks, it is called <blue_flag_conceding>. They highest value there is 1.0. But it does not change anything, as it is a general issue of the game itself.
     
  5. deadly

    deadly Well-Known Member

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    There are no blue flag rules for AI in ANY class in AMS2.
     
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  6. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Precisely, in Endurance Racing the Blue Flags are merely used as a warning to slower vehicles that there are faster vehicles approaching. It is up to the faster vehicles to navigate past the slower vehicle safely, whereas in other series the slower cars have to move out the way.
    My point stands :)
     
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  7. deadly

    deadly Well-Known Member

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    No, we have no rules at all. AI are allowed to drive like a drunk de Cesaris in any car on any track.
     
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  8. deadly

    deadly Well-Known Member

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    In endurance races, slower cars are not allowed to hinder the fast ones on purpose by any means, provoking a crash because of steering into the other car like it was not there and doing weird lateral moves on straights, forcing opponent off track. And that's exactly what AI still does in AMS 2. Was not like that in AMS 1.
     
    Last edited: Feb 6, 2024
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  9. TKracer

    TKracer Active Member

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    Build a great game and thy players will come. No idea having the most fleshed out multiplayer if no one likes the game.

    Besides I think most people who play AMS 2 is interested in singleplayer, it's very hard to compete against Iracing that's very established.
     
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  10. deadly

    deadly Well-Known Member

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    MP in AMS2 can be fun in closed lobbies with drivers you know a bit, but still has bugs and glitches which keep me away from it most of the time.
    In my last race, everything was fine in training and qualifying, but then, when we switched to race, my wheel/pedals did not react at all anymore. Had to leave the lobby. This also happened to some others.
    So, those league racers will rather stick to other established multiplayer titles.
     
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  11. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Speaking of De Cesaris (first half of the video)..
     
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  12. Matus Celko

    Matus Celko Active Member

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    In my experience, they don't do that. It is obvious there is some logic that governs the AI when in blue flag situations, i.e. when it comes to throttle application. But more often than not it results with AI being slow on the corner apex, impeding faster traffic. It will also often actively fight for the position back, going for the overtake at the next corner. And, while yes, technically lapped traffic is allowed to unlap themselves, irl you will not see a lapped car immediately trying to pass a car it was passed by, because it makes no sense.

    Similary, AI has no issue going for an overtake, when being passed by a lapping car, actively impeding the lapping cars. It is also affecting AI much more negatively than the player, because the player is often more capable at navigating these situations.

    Reiza is obviously aware the behavior needs tunning, or they wouldn't be adjusting AI variables each patch. Also the approach reiza is doing is smart, adjust as little variable as possible each patch, and observe the results. Yes, it is slow, but it is the best way to fine tune such complex system, as it is easier to figure out what parameter change caused what (maybe unwanted) behavior change.
     
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  13. deadly

    deadly Well-Known Member

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    He then had to pay a fine for this behaviour, because it was not the first (and not the last) time he did something like that.

    Lauda once stated:"Andrea is the only one on the grid, whose car obviously has no mirrors at all.":)
     
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  14. deadly

    deadly Well-Known Member

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    I get what you say. As AI has more troubles with overtaking slow AI, they also have more problems with lapping. I always gain some seconds in such a situation.
     
  15. mmertens

    mmertens Old school racer

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    Besides the out lap from the pits AI behaviour, for me it is showing signs of improvement. Recently in Le Mans they seem more aware of my approach and no one did a De Cesaris. I believe even in Curitiba and Interlagos some AI moved on outside line on slower corner to easily let me go. Don’t know if has to do with agression, I always race with AI agression on medium. Sometimes I have some backmarker doing some silly moves, but maybe Reiza created an algorithm line for random De Cesaris moves from time to time. ;) I’ve been having solid races overall, but it’s truth that there are tracks that needs fine tuning. Monaco is one that comes to mind, it’s really difficult to have longer races due to AI behaviour. Good thing I can see this is always improving, and n smaller but constant steps.​
     
  16. Scraper

    Scraper Well-Known Member AMS2 Club Member

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    I added this suggestion to the Feature Requests Thread last month:
    When Reiza does eventually include a polished blue flag system, an explanation in the race rule presets would clarify matters for players.
     
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  17. Janitormentor

    Janitormentor Active Member

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    Noticed that F-HiTech Gen1 Model3 (V8) car doesn't use low wing settings but instead high on low downforce tracks, examples being Monza 91 and Hockenheim 2001. Intentional or bug?
     
  18. McNeil00

    McNeil00 Member

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    I created a champinchip with the lmph cars and the first track was daytona. On the secend track Long Beach now all cars are the low downforce variats.

    On all lmdh cars, the fuel delta show me in the race not how many laps fuel left in the tank, it shows how many fuel in laps I needed to finish the race. (a negative number when its not enough). Its that normal in real?
     
  19. SunBro

    SunBro Active Member

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    New update? Changelog?

    Oh found it

    Fixed a crash when accessing rules screen from multiplayer lobby
     
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  20. Tarmac Terrorist

    Tarmac Terrorist Well-Known Member AMS2 Club Member

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    So I've made alot of posts about testing the A.I. for multiclass racing in the beta forum over the course of the many updates, and I've been using an extreme combo (LMDh vs TSI cup @ Le Mans) as my benchmarks, as I thought with the cars being so extremely different in speed and type that it would quickly show up and faults quirks and so on.

    However now the updates are apparently slowing down for a bit and the Public build has caught up with the beta, I thought I'd do a test with a more conventional multiclass grid, (GT3's & GT4's @ My home track Snetterton).

    Then I also decided to compare it with another sim which like AMS2, has good A.I. (also like AMS2 not perfect, come with their own set of problems). That is ACC, as it has the same car class'es and track. I did this to see how multiclass racing against the A.I. compares in each sim, and how much fun I can have with it in each sim.

    The test is conducted over two videos, the results are, or at least I thought, pretty cool! Thought it might be of interest so heres the two tests if its of interest to you. They are both timestamped if you just wanna skip straight through to where the GT3 pack starts lapping the GT4s, but its also interesting to note at which time and which lap this happens in each test.

    Part 1:


    Part 2
     
    Last edited: Feb 6, 2024
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