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Bug Reports - Automobilista 2 (Read the Opening Post)

Discussion in 'Automobilista 2 - General Discussion' started by Heitor Facuri Cicoti, Apr 4, 2020.

  1. Leclettico

    Leclettico Member

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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Anything
    Car Used: Formula Trainer
    Applicable Settings: anything
    Report: Tyres seem to not touch the asphalt.
    ss111434.jpg
     
  2. Dibbdroid

    Dibbdroid Member

    Joined:
    Apr 7, 2020
    Messages:
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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Anything
    Car Used: Formula V10
    Applicable Settings: anything
    Report: Unable to adjust FAST BUMP/Rebound front and rear left and right from 0N/m/s.
    Unable to adjust SLOW/FAST BUMP/REBOUND for Front Centre. Adjust or not.jpg
     
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  3. Breeker

    Breeker New Member

    Joined:
    Mar 30, 2019
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    Track & Layout Used: ALL
    Car Used: ALL
    Applicable Settings: ALL
    Report: I'm on 21:9 triples with 7680*1080. Still abysmal distortion. Only in AMS2. Hope this can be sorted out. Really kills immersion.
    Steps to reproduce: Drive any car on a 21:9 triple screen, and pay attention to the distortion. For example look how the left side mirror is projected too high while the left fence is projected too low. Set the FOV according to the physical angle of view (more correct term) of my side monitors. Adjustment via Nvidia Configuration doesn't solve the issue (as described here), never had to bother with that in AMS1. All other sims work perfectly out of the box (Rfactor2, R3E, AC etc).
     

    Attached Files:

    Last edited: Jun 7, 2020
  4. Adnan Ademovic

    Adnan Ademovic New Member

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    Track & Layout Used: Any, tested on Brands Hatch
    Car Used: Any, tested on F309
    Applicable Settings: Test day, but seems to be any. With Shared Memory via Project Cars 2 enabled
    Report: Shared memory field mCarFlags shows wrong data. CAR_ENGINE_ACTIVE is on even when I turn the car off, CAR_SPEED_LIMITER actually shows if the car is in the pit lane, and has nothing to do with the pit limiter status. Other fields might be wrong too, I stopped testing after these.
    Steps to reproduce: Turn the car on/off and pit limiter on/off, while observing the mCarFlags field in shared memory
     
  5. Scraper

    Scraper Well-Known Member AMS2 Club Member

    Joined:
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    Game Version/Build: 0.9.6.0 Beta (Documents folder deleted, files verified.)
    Track & Layout Used: Oulton Park Classic, Snetterton 300 (presumably all tracks)
    Car Used: Hot Car Fusca (model 2) in a Hot Car grid.
    Applicable Settings: 10 lap race, AI 100, Aggression 50
    Report: As the car gridded, my wheel went full lock to the right and stayed there.

    NB. When I returned to the Options Menu, the selected sub-menu flickered rapidly between each other - I could not select anything. The same flickering occurred in the YES/NO option to return to the main menu.
     
    Last edited: Jun 7, 2020
  6. Gordie

    Gordie Active Member

    Joined:
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    Game Version/Build: Early Access v0.9.6.0
    Track & Layout Used: Kansai GP
    Car Used: AJR Honda
    Applicable Settings: Any
    Report: If for example - you enter the pits on lap 3, on exit, the lap count does not register on crossing of the start/finish line and remains on lap 3, putting you a lap behind all other cars.
    Steps to reproduce: 10 lap race on Kansai GP with AJR. Request pitstop on any lap and observe lap count on exit/crossing of start/finish line.
     
  7. Gordie

    Gordie Active Member

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    Game Version/Build: Early Access v0.9.6.0
    Track & Layout Used: Virginia Full
    Car Used: Any
    Applicable Settings: Any
    Report: P3 Class AI don't like this track, random jumping around on pit lane and on various other points around the track. P3 Roco in particular wrecks and loses wheels on numerous points.
    Steps to reproduce: Practice, Quali or Race at VIR Full with P3 class as AI.
     
  8. Gordie

    Gordie Active Member

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    Game Version/Build: Early Access v0.9.6.0
    Track & Layout Used: Montreal
    Car Used: Stock V8
    Applicable Settings: Race with formation and rolling start.
    Report: Multiple AI wreck during formation lap just after they turn on to start/finish straight.
    Steps to reproduce: Race Stock V8 with formation and rolling start at Montreal.
     
  9. Brett Nagle

    Brett Nagle Well-Known Member AMS2 Club Member

    Joined:
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    Track & Layout Used: Vello Citta
    Car Used: Any
    Applicable Settings: Race Weekend
    Report: Trackside camera on replay interface is not work. Causes player to switch from camer into hood view of another car. In order to get back to car you have to pause the game and view replay again.
    Steps to reproduce: Drive in a practice session on a race weekend with any car. After a lap or two pause game and view replay. Try to click on trackside in the replay interface. Exit replay and you'll be in another car with no control of your car. Pause game and view replay again. Exit replay and you should be back in your car.
     
  10. deadly

    deadly Well-Known Member

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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Any
    Car Used: Any
    Applicable Settings: 10 lap race, changing weather from dry to wet
    Report: AI still race without problems in rain on slick tyres, obviously wet circumstances have no effect on them. Drive same laptimes than in dry conditions.
     
  11. Brett Nagle

    Brett Nagle Well-Known Member AMS2 Club Member

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    I mean in a 10 lap race does the track even get saturated enough with water to throw laptimes off? What was the rain setting? Light rain? Heavy rain? Storm?
     
  12. deadly

    deadly Well-Known Member

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    it was set to "rain", track got wet with first puddles within one lap after rain had started, had constant aquaplaning in turns on slicks, ai drove like trains, same laptimes as it had been dry. right now, this ai behaviour is the same as in was in the project cars games.
     
  13. Iko Rein

    Iko Rein Member AMS2 Club Member

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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Imola GP 2018 (seems to happen only with this variant)
    Car Used: Sprint race
    Applicable Settings: Test day
    Report: There is anomaly near the end of the fence before T1. If you drive out of the pits and keep on right close to the fence, under the 150 meter sign the car just flungs left or stops at the anomaly.
     
  14. Iko Rein

    Iko Rein Member AMS2 Club Member

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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Imola GP 1988 (seems to happen only with this variant)
    Car Used: Sprint race
    Applicable Settings: Test day
    Report: There is a hole on the left side of the track, where you will fall of the world or just flip on the side. This is on the left side of the track next to the fences. See the spot in the Telemetry tools map. I guess the area is bit longer, than the spot where I got a free fall with a car.

    Imola_2001_left_side_fall_off.png
     
  15. Iko Rein

    Iko Rein Member AMS2 Club Member

    Joined:
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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Kanzai West (seems to happen only with this variant)
    Car Used: Sprint race
    Applicable Settings: Test day
    Report: On the pit exit, if you drive along the track too close to the fence end on pit exit, you get disqualified for wrong direction.
     
  16. Iko Rein

    Iko Rein Member AMS2 Club Member

    Joined:
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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Kanzai West (seems to happen only with this variant)
    Car Used: Sprint race
    Applicable Settings: Test day
    Report: There is another anomaly stopping the car under the 50m sign just before T1 on Kanzai West next to the fence. To reproduce, drive out of the pits and follow the right hand fence.
     
  17. Iko Rein

    Iko Rein Member AMS2 Club Member

    Joined:
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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Any
    Car Used: Any
    Applicable Settings: UDP Feed (Project cars 2 format)
    Report: If you manage to bypass the sector "gate", e.g. by driving around the edges, the sector doesn't update or stays 0, and if you then pass the start finish line normally, the lap number doesn't update and the sector stays 0. This is until you drive a normal lap, then the lap number updates again.

    This bug was already there in Project Cars 2. I guess if you can make the sector gates to be wide enough, so you cannot drive past them, you could avoid this. Or make sure the start-finish line always resets the lap. In PC2 on ice/snow races if you lost the car in wrong place and went off-track and you missed the sector gate, your lap didn't update.
     
  18. david1916

    david1916 New Member

    Joined:
    Jun 9, 2020
    Messages:
    4
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    Game Version/Build: 0.9.6.1
    Track & Layout Used:Curitiba and Curitiba Outer
    Car Used: Any
    Applicable Settings: Any
    Report: Hole in track map. On the straight after the turn one chicane. Head towards first 50 marker on the left then turn towards the tower shown in my picture and keep driving.
    20200609212451_1.jpg
     
  19. Iko Rein

    Iko Rein Member AMS2 Club Member

    Joined:
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    Messages:
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    Game Version/Build: 0.9.6.0
    Track & Layout Used: Any
    Car Used: Any
    Applicable Settings: Using TS-PC Racer as the controller
    Report: Inconsistency in pause/exit menu.

    In the pause menu on UI, you move between the different items with up/down arrows.

    When you go to the exit menu from the pause menu, the up and down buttons don't work, but you have to use the left or right buttons (to move up/down on the yes/no option) to move between the items. From usability perspective this is not right, as the yes/no are on top of each other.
     
  20. AndreiC

    AndreiC Active Member AMS2 Club Member

    Joined:
    Apr 3, 2019
    Messages:
    744
    Likes Received:
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    Game Version/Build: 0.9.6.1
    Track & Layout Used: Imola 2018
    Car Used: Any
    Applicable Settings:
    Report: Guy stuck in the pit wall.
     

    Attached Files:

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