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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. WAYNE SIMONDS

    WAYNE SIMONDS New Member

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    Track: Gateway (but have seen this at others)
    Car used: Indy cars
    Version: 1.6.9.3
    Report: Opponents' pit crew, instead of standing at their pitbox, they are on the track.

    Track: Galeao
    Car used: Indy
    Version: 1.6.9.3
    Issue: I have Full Course Yellow selected, but multiple times I had pile-ups with 10 or more cars, yet there was no yellow. I've seen this at other tracks, but it was really noticeable at Galeao because they completely blocked the track
     
    Last edited by a moderator: Feb 28, 2026
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  2. bakje

    bakje New Member

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    Track & Layout Used: Road Atlanta (seems to happen in any track)
    Car Used: Ginetta G55 GT4 (seems to happen in any car)
    Applicable Settings: Multiplayer race - Mandatory pitstop on with minimum tyre change 1
    Report: AI opponents consistantly have way short pit stop times than me and other real players. Often 10 seconds of difference. Mean while me and othe real players mostly differ a second or so.
    Steps to reproduce: Drive a car in a track in a mode (doesn't really matter alsong as there are AI opponents that will pit) and pit together with a bot. See how it takes you 10 seconds longer than the bot.
     
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  3. Rujasu

    Rujasu Member

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    Track: Any
    Car Used: Nissan R390 GT1
    Applicable Settings: Possibly car detail, was on Low at the time
    Report: With a broken rear wing, some LoD steps of the Nissan display an intact rear wing, making it appear and disappear as the viewer's distance to the car changes.
    Steps to reproduce: Set car detail to low, rear end a Nissan?


    Track: Any
    Car Used: Audi R8 LMP1
    Applicable Settings: Car detail
    Report: For some reason, on low car detail, both sides of the car are mapped to display the left side portion of the livery, so the right side displays a mirror image of the left side. Pics below.
    Steps to reproduce: Compare chase cam footage of the car between low and medium car detail.

    audi3.png audi.png audi2.png
     
  4. korych

    korych New Member

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    Version: 1.6.9.3
    Track & Layout Used: N/A
    Car Used: Multiclass
    Report:
    There is a major issue with race sessions that feature multiple racing classes. Here’s the problem. On a clean version of the game (without any skin packs), I can create a multi-class race with, for example, GT3, LMDh, and LMP1 cars. There are no issues. However, as soon as I add any skin pack to the game, problems immediately arise: instead of three racing classes, only two load. When this happens, if I start with a GT3 car, I am the only one in the GT3 class, and all other opponents are in the other class. This happens despite setting the parameters before the race to: 3 GT3 cars, 3 LMDh cars, and 3 LMP1 cars. Without third-party skin packs, these problems do not occur.
     
  5. herakles

    herakles Active Member

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    This only seems to happen on ovals. I tried the same settings at Monza 1991 and it did not happen.

    Oval racing the AI is still no fun after all these years. Racin' USA Pack includes exactly this and it does not work.
     
    Last edited: Mar 7, 2026
  6. Project cars 2

    Project cars 2 New Member

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    Version: 1.6.9.3
    Track & Layout Used: N/A
    Car Used: GTR 2004 & GT1 2005 class
    Report:
    I play exclusively in cockpit view. I set it to a maximum field of view of 120. Then I make minor adjustments with the AWSD buttons.

    I found problems with textures in the cockpit GT1 2005. Other cars in this class don't have any problems.

    And GTR 2004.
    Dodge Viper GTS R GT1 2005 1 hosted at ImgBB
    Dodge Viper GTS R GT1 2005 2 hosted at ImgBB
    Lamborghini Murcielago R GT GT1 2005 1 hosted at ImgBB
    Lamborghini Murcielago R GT GT1 2005 2 hosted at ImgBB
    BMW M3 GTR 2004 hosted at ImgBB

    I'm sure, you all play like those guys in YouTube, when you can't see the cockpit, wheel, hands. Just the speed display and the windshield.
    That's why you don't see that the Dodge Viper GTS-R has transparent hands above the elbow.
    The Lamborghini Murcielago R-GT hands are fine, but there's a problem in the upper left corner. That part of the texture shifts and becomes sometimes visible and sometimes transparent. And in the BMW M3 GTR there is a problem with the right hand (the left hand is fine) and the upper left corner is transparent.
     
  7. Samuraixxx92

    Samuraixxx92 New Member

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    Version: 1.6.9.3
    Track & Layout Used: Red Bull Ring, All
    Car Used: GT3, Any
    Report
    I want to report a bug with the Audio. When using the trackside camera, you can only hear the sounds of the car you are focusing. It's only when the other cars drive past in front of you that you can hear their engine sound too, there is also another problem and that is when those cars drive out of sight, their engine sounds go quiet. From my experiences watching motorsport in real life, you can hear (all) of the cars drive around the entire track in the distance

    I also noticed that the sound of turbo chargers and tire screeching are missing from the cars too in the track side camera

    Other than that, Ams2 has some of the most accurate audio out of any sim I've played
     
    Last edited: Mar 7, 2026
  8. pr07

    pr07 Active Member

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    Track & Layout Used: Any (Noticed in Road Atlanta and 2005 LeMans)
    Car Used: Probably any, happened with LMDh, LMP2 Gen2, GT3 Gen2, LMP1/2 2005, GT1/2 2005
    Applicable Settings: Custom AI files for all classes involved, deliberately excluding some cars from each class, but still having a full 48 car grid in total;
    Report: The game loads cars without custom AI drivers attached to them, apparently the priority to load custom drivers first is gone now for some reason. No opponent setting changes this - Custom, Maximum Available and Custom Grid all don't work.
    Steps to reproduce: Make Custom AI with a specific number of opponents for two or more classes, set a multiclass race with that specific number of opponents and see which cars the game loads

    Edit: Forgot to mention but I believe the issue is specifically for multiclass races, from my experience, if I do a single class race with, say, 30 opponents, and make a custom AI file with 30 drivers, only those cars show up, as it should be.
     
  9. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Track & Layout Used: Road Atlanta
    Car Used: Ginetta G55 GT4 Supercup
    Applicable Settings: Weather 4 Slots; Rain, Light Rain, Light Cloud, Sun. 25 Laps, AI Skill =120, AI Wet Skill Scalar = 0.97x, Aggression = Medium, AI Mistakes = x3
    Report: AI Pace drops off significantly when Rain stops
    Steps to reproduce: See above
    Description:
    • The start of the Race the AI lap times were on par with mine if a bit faster, I started from the back of the pack of 29 AI cars and was running low 20s. As soon as the Rain stopped that's when the AI suddenly dropped off in lap times, I was able to pass them very easily and work my way up towards the front. On the back straight at Roads Atlanta they were incredibly slow, even though the track was still wet at this point whereas a lap before when it was Raining they were at normal speed.
    • Also they never stopped for Slicks, when the track dried enough (around Lap 18/19) I stopped for Slicks, came back out and rounded up the entire field as they were still on Wets and going very slowly.
    ----

    Track & Layout Used: Road Atlanta
    Car Used: Ginetta G55 GT4 Supercup
    Applicable Settings: Weather 4 Slots; Rain, Light Rain, Light Cloud, Sun. 25 Laps, AI Skill =120, AI Wet Skill Scalar = 0.97x, Aggression = Medium, AI Mistakes = x3
    Report: AI Contact/Stuck AI causes significant performance issues
    Steps to reproduce: See Above
    Description:
    • This is easily reproducible for me; whenever there is AI vs AI Contact there is a sudden drop in performance proven when AI get "stuck" on the side of the track, sometimes it's not that bad but other times it's quite severe to the point from running a smooth 90fps (VR) it drops to low 70s for a period of time. When an AI gets stuck on the side that section of track continues to have performance issues until the end of the race.
     
    Last edited by a moderator: Mar 10, 2026
  10. Ricky Richards

    Ricky Richards New Member

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    Track & Layout Used: Kyalami modern, but probably any
    Car Used: Super V8 but probably any
    Applicable Settings: Championship, race 1 no mandatory stop, race 2 mandatory stop 4 tyres
    Report: The session info screen (which shows the info for each of the 4 sessions of the weekend) displays the above settings for race 2 as mandatory pitstop yes, min tyres 0. However, it still disqualifies you if you do only a non-tyre pitstop.
     
  11. FreewheelingDynamo

    FreewheelingDynamo Member

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    Version: 1.6.9.3
    Track & Layout Used: Spa Francorchamps 2005 all layouts
    Car Used: Any
    Hardware Used: Steam Deck LCD 512gb
    Report:
    Game becomes sluggish anytime you race at this track on the steam deck. I've had this issue since at least 1.6.8.5 and have been unable to resolve it no matter how low I turn down the settings. The only thing that fixes it is pointing the camera up at the sky, which makes driving obviously a lot harder than normal.
     

    Attached Files:

  12. Project cars 2

    Project cars 2 New Member

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    Version: 1.6.9.3
    Track & Layout Used: N/A
    Car Used: GTR 2004 & GT1 2005 class
    Report:
    Hey guys, it's me again. I've tested all the cars from GT5 to GT1 with cockpit view.
    And I found 2 cars with transparent hands above the elbow: Ginetta G55 GT4, Porsche 996 GT3 RSR GT2.
    This problem (like the one I wrote about last time) is visible on any graphics settings.
    But this problem is only visible if you look far from the wheel (field of view about 120).
    Ginetta G55 GT4 1 hosted at ImgBB
    Ginetta G55 GT4 2 hosted at ImgBB
    Porsche 996 GT3 RSR 1 hosted at ImgBB
    Porsche 996 GT3 RSR 2 hosted at ImgBB
    Other cars from the GT classes do not have this problem. Not counting those I wrote about last time Bug Reports - Automobilista 2 (Read the Opening Post)

    ---

    Version: 1.6.9.3
    Track & Layout Used: N/A
    Car Used: GT3, Milano
    Report:
    Guys, I also want to tell you that in several GT cars, the small window in the left door glass has a strange shape. I mean, the shape looks like a flat, non realistic, as if this texture is flat and not three-dimensional, non-convex. The graphics quality setting does not affect this.
    Only 4 cars have this problem:
    Mc Laren 720S GT3 Gen 1 hosted at ImgBB
    Mc Laren 720S GT3 Evo hosted at ImgBB
    Chevrolet Corvette Z06 GT3 R hosted at ImgBB
    Milano GT36 hosted at ImgBB
    To give you an idea of what I mean, here's an example of a perfect, realistic, small convex window:
    Audi R8 LMS GT3 hosted at ImgBB
    In other cars, these small windows in the glass look perfect and realistic, like in this Audi.
     
    Last edited by a moderator: Mar 13, 2026
  13. Ricky Richards

    Ricky Richards New Member

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    Version: 1.6.9.3
    Track & Layout Used: Interlagos 1976
    Car Used: Any but exact behaviour varies, see below
    Steps to reproduce: Do a seven lap race, with a scheduled full course yellow at 25% distance, (though this also occurs with "natural" full course yellows and other race lengths) then retire to the pits and observe.
    Report:
    Unlike 1978 Interlagos Outer (which works fine), at Interlagos 1976 the safety car waits in the pitlane rather than on track for the leader to come. As the pit lane exit is quite long, the effect is either:
    a) The leader blows by on track while the pace car is still driving out of the pits, the whole field then has to do almost another 2 laps before they catch the pace car at the end of its out lap. This occurs primarly with slower classes, e.g. Copa Uno.
    b) The pace car gets far enough to trigger the leader to slam on their brakes and come to a complete stop to let it catch up, the second car then stops in front of the leader, the third car in front of the second car. Then, when they start moving, the order has reversed (so the leader loses their lead as a result). This occurs primarily with fast classes (or faster pace cars?), e.g. Formula Retro Gen1.

    In both cases the pace car then keeps circulating and racing never resumes.

    The first part of the problem (parts a and b) could be fixed by making the pace car wait in the same place as it does on the 1978 Outer layout, already on track.

    Regarding the second part (about racing not resuming), I'm not sure how to fix it. Initially, I thought the problem might be that the pits at Interlagos 1976 are after the start-finish line (which also causes people to be disqualified if they try to make a mandatory pit stop on the last lap), but that also applies to the 1978 layout, where the safety car is able to return to the pits when required. Maybe if you fix the waiting position it will fix the other thing (or maybe you can see some other difference between the 1976 layout and the outer layout?) - my theory is that because of the chaos on safety car exit some flag is not being set that says "the pace car has picked up the leader" and therefore it is never able to go back in.

    If you at least fix the waiting positions so it doesn't mess up the race running order we can say "ok it was never safe to resume and we finished under yellow" and it would interfere less with a championship.
     
    Last edited: Mar 15, 2026 at 4:50 PM
  14. Andreas Holm Hansen

    Andreas Holm Hansen New Member

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    Version: 1.6.9.3
    Track & Layout Used
    : Le Mans (I think it happens on every track if the race is long enough)
    Car Used: LMDH, LMP2 and GT3
    Report: AI running out of fuel during the race, they then retire.
    Steps to reproduce: Drive around Le Mans for a longer endurance race, say 1-2 hours. During that time more and more AI will retire due to running out of fuel.
     
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  15. Al_Pesto

    Al_Pesto New Member

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    I would think this is an old and well known bug:
    Track & Layout Used
    : all tracks I've played
    Car Used: all cars I've played
    Applicable Settings: in all weather conditions
    Report: a pit stop with AI driver swap enable skips replacing tyres. AI leaves the pits refueled but wiht old tyres only to come in the next lap to change tyres.
    Steps to reproduce: schedule a full pit stop with refuelling, tyre change and AI driver swap
     
  16. herve45

    herve45 Member AMS2 Club Member

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    Track and layout used: Sebring
    Car: Stock Car 2021
    AI settings: 120%, high aggression
    Report:
    These cars use hard tyres, but I’ve noticed that even though the tyres are in good condition (more than 80% tread remaining; i.e. 20% worn), the handling deteriorates and the car slides around a lot, even though the tyres are still in very good condition. If I pit to change the tyres, everything goes back to normal and the handling improves significantly.
     
  17. Ricky Richards

    Ricky Richards New Member

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    Track and layout used: all
    Car: all
    Report: It seems that when you do a championship where there is a race weekend with two races, and you go immediately from race 1 to race 2, it doesn't push a signal to the Project Cars shared memory that a new race session has started. If you finish race 1, exit to menu then re-enter the championship then it works correctly.
    The effect is that in the Crew Chief 3rd party app, the pit radio will be pretty much silent for most of race two, if the taces are of different length it will base the "half your fuel left" message on the amount of fuel you had at the start of race 1, not race 2 and so on.
     
  18. Datboi(steam)

    Datboi(steam) New Member

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    Car: all gen 1 formula usa
    Report: Shifting hand clips through body
     
  19. Datboi(steam)

    Datboi(steam) New Member

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    Track and layout used: Fontana current and historic
    Car: Stockcar Usa gen 3
    Report: historic fontana uses the superspeedway package rather than the intermediate
     

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