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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. gian

    gian Administrator Staff Member AMS2 Club Member

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    this link isnt opening, are you able to zip and attach in forum?
     
  2. DaWorstPlaya

    DaWorstPlaya Active Member

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    Good call. Zipped and attached.
     

    Attached Files:

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  3. gian

    gian Administrator Staff Member AMS2 Club Member

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    Oh thank you, I found the bug in the log, in previous update we added support for start/finish lines in middle of grid, and I think Bathrust is the only track so far using it, and in your log I see a bug where formation lap is taking the start distances based on the grid position distance instead of the S/F line finish. The issue probably only affects bathrust now, but will affect more tracks as we add them to this new support. I will fix.
     
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  4. gian

    gian Administrator Staff Member AMS2 Club Member

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    thank you but thats a different known bug, not yet fixed, where a failed sync pre-race causes the race to start for some users several seconds or minutes ahead or after other users.
     
  5. BruceD

    BruceD New Member

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    Game Version: 1.6.9.5
    Track & Layout Used: Imola modern layout
    Car Used: GT3 Gen 2
    Applicable Settings: Dry weather, full 48 car field
    Report: Seems like on the first lap the AI always get caught up in a bottleneck coming out of Villeneuve chicane, and one car will always remain on track afterwards and cause issues over the next few laps as well.
    Steps to reproduce: Full 48 car field GT3 race. Tried this over multiple days and every time got the same result.

    Apologies if this has been reported already.
     
  6. Ricky Richards

    Ricky Richards Member

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    Game Version: 1.6.9.5
    Track & Layout Used: any
    Car Used:
    Formula Vintage both generations, all cars
    Applicable Settings: Pitstops
    Report:
    The pit crew for these classes is dressed in the modern balaclava style. They should have the same pit crew as e.g. Formula Junior or GT classics, i.e. the guys in trousers and T-shirts.

    I found Formula Junior also has the modern pit crew. To be clear, F Vjntage and F Junior should have a pit crew like GT Classics or the 70s F1.
     
    Last edited by a moderator: May 10, 2026
  7. nico2caen

    nico2caen Member

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    Game Version: 1.6.9.5
    Track & Layout Used: any
    Car Used:
    Formula V10 Gen 2, Formula Hybrid Gen 1
    Applicable Settings: Pitstops
    Report:
    I have a small bug with these two cars; I can't select the intermediate tires.
     
  8. Twinz

    Twinz Member

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    Game Version: 1.6.9.5
    Track & Layout Used: any
    Car Used: Ginetta
    GT40 (5 Speed)
    Applicable Settings: any
    Report:
    On the Ginetta GT40, the car hits the rev limiter well-short of the rev limiter on the HUD. The previous version doesn't have this problem, but the current and release candidate both have the problem.
    1.6.9.5.3233AVX
     
  9. Vogelaufmzaun

    Vogelaufmzaun New Member

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    Game Version: 1.6.9.5.3233.AVX
    Track & Layout Used
    : Indianapolis Road Course, Road America, Sebring
    Car Used: Formula USA 2023, Gen 2 and Gen3 (Gen1 is fine)
    Applicable Settings: Multiplayer
    Report: Multiplayer opponent Formula USA Gen2, 3 and 2023 are visibly sliding around left and right on the straights. Looked like a latency issue at first, but is car specific. Very irritating and hard to predict.
    Steps to reproduce: Start multiplayer race on Road America with Formula USA Gen 2, 3 or 2023. Observe close-by opponents car behavior on the straights. Happens in practice too, but the first straight on RA is long enough to immediately see results.
     
  10. glytch

    glytch New Member

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    Track & Layout Used: Any
    Car Used: Any
    Applicable Settings: Any
    Report: Camera Edit Mode has an FOV problem
    Steps to reproduce:

    I'm using the Chase Camera and changed the FOV to 85 in Camera Settings and use Camera Edit Mode (Ctrl+K) to adjust the view's zoom and pitch. The 1st racing session is fine, but the subsequent sessions have an increased FOV of around 99 that has to be fixed every time by resetting it. Screenshot Comparison

    1st Session
    Press Ctrl+K 1 time to activate Camera Edit Mode and make adjustments.
    Everything works fine.
    Screenshot

    2nd Session
    As soon as it starts, FOV has been increased automatically to around 99.
    Screenshot
    Have to press Ctrl+K 3 times to fix.
    That's 2 times to reset the FOV and 1 more time to activate Camera Edit Mode again.

    3rd Session and beyond
    Have to press Ctrl+K 3 times to do the same.


    If you press Ctrl+K in any other order, you will enter a Camera Edit Mode that changes the WASD keys and makes the camera move sideways or makes it so the pitch angle won't stay when you drive.

    This doesn't happen if the FOV is set to 70.

    Can this be fixed so it always stays at the user's set FOV across all sessions and doesn't have to be reset with Ctrl+K 2 times?
     
    Last edited: May 12, 2026
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  11. Vividge

    Vividge New Member

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    Game Version: 1.6.9.5
    Track & Layout Used
    : Redbull Ring, Circuit Gilles Villeneuve
    Car Used: F-Hybrid Gen 1
    Applicable Settings: Singleplayer, rain, rain with fog
    Report:The AI has access to an intermediate compound tyre that the player doesnt posses. When on a wet track you only have access to the slick compounds and the full wet, which is selected even with the automatic tyre selection selected, meanwhile the AI will use the intermediate tyre, giving them a significant advantage. The player should have access to all tyre types
     
  12. Dave Gorman

    Dave Gorman New Member

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    Game Version: 1.6.9.5
    Track & Layout Used:
    WWT Raceway oval
    Car Used: Formula USA gen1
    Applicable Settings: 25% race fuel x 4 tyre wear x 4 failures off as with them on cars engines go after 3-4 laps. AI 90-120 agressive medium to max
    Report: AI have very poor fuel management .causing multiple cars to ru n out of fuel every put stop round especially if it was green for the stint
    Steps to reproduce: race at WWT with fuel on should see alot of retirements each pitstop round
    Edit to add putting the fuel management score to 10.0 in the ai file didnt fix this issue
     
    Last edited: May 16, 2026
  13. Daniel Gilligan

    Daniel Gilligan New Member

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    Game Version: 1.6.9.5
    Track & Layout Used: Le Mans 2005
    Car Used: Formula Retro Gen 3
    Applicable Settings: Singleplayer, real weather, 14:00 start time, 17/04/1983, 2x time progression, 2x fuel use, 2x tyre use, pit stop refuelling enabled, 12 lap race.
    Report: AI driving the Brabham BT52 were able to do a zero stop race despite every other car type in the class pitting and the player needing to pit. Setup menu pre-race indicates a maximum of 8 laps can be achieved, so I doubt that with player and AI pushing flat out on 1-stop strategies that the Brabham AI could have finished ahead without stopping for fuel and making their tank go 1.5 times longer than it should.
    Steps to reproduce: Complete a race with the above settings, Brabhams will not pit. Same settings and 49 laps on 27/03/1983 does the same thing at Long Beach even though the tank can only do 42 laps according to setup screen.
     
  14. Dvm00

    Dvm00 New Member

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    Game Version: 1.6.9.5
    Track & Layout Used
    : Bathurst 1983
    Car Used: Chevrolet Cruze Stock Car
    Applicable Settings: AI, 40 minute race.
    Report:
    Hi, I want to report a “new” bug that I, at least, have noticed lately; I don't know if it's been around for a while. Anyway, AI, 40-minute race, Bathurst Historic 1983, 2019 Chevrolet Cruze Stock Car. The bug is as follows: a yellow flag comes out on the climb before entering the mountain, a bunch of cars are bunched up, and I couldn’t get past because they were clumsily crammed together, not knowing what to do in response to the yellow flag in that area. A gap finally opened up and I managed to get through, but from that point on, the cars that appear in the screenshot remained “stuck” in that area until the end of the race. The incident happened with about 15 minutes left in the race, and from there they never moved, and the good pace the race had was lost, since the others started crashing into the parked cars, and I even saw some trying to back out of that line, only to go forward again and get stuck in that line. I’ve seen in other races how the AI, when it goes off the track, stays stuck for one, two, or even three laps in the area where it went off, and I’ve seen this on several circuits, but this time they were really getting in the way—it’s a somewhat tricky spot to park the car.
    I wanted to add that today, May 21, 2026, I raced on this circuit again, but with 2nd-gen GT3s, and an incident occurred very early in the race—about 10 or 15 minutes in—and the yellow flag came out. When I reached the spot, at the start of the mountain climb, I saw that there was nothing there, but the yellow flag was still displayed. On the map, a stopped car was visible, but there was nothing on the track. Laps went by and it was still there, and the yellow flag remained up. To avoid getting tired of it, the “ghost car” never moved, and the flag stayed out. In the screenshot, you can see the blue dot of the ghost car MPN.jpg, Thanks,

     

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    Last edited: May 22, 2026
  15. muzarati

    muzarati Active Member

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    Game Version: 1.6.9.5
    Track & Layout Used
    : any
    Car Used: any
    Applicable Settings: Race session
    Report: Weather reverts back to opening slot before the end of the cool down lap breaking immersion
     
  16. deadly

    deadly Well-Known Member

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    Game Version: 1.6.9.5
    Track & Layout Used
    : Any
    Car Used: Formula Vee Gen1/Formula Vee Fin
    Applicable Settings: Race session
    Report: When using custom liveries, there are no drivers in car anymore. With the default skins, everything is fine.
    Bug must have come with one of the latest updates, was not there in previous builds.
    All other skin mods work as they should do.

    Unbenannt-2.jpg
     
    Last edited: May 21, 2026
  17. noel spence

    noel spence Member AMS2 Club Member

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    Game Version: 1.6.9.5
    Track & Layout Used
    : N/A
    Car Used: N/A
    Applicable Settings: N/A
    Report: My rating is stuck at s 1685 it will go up are down which it has done , but when i restart the game it reverts to 1685 ,its been up to 1695 and down to 1665 ,but always reverts to 1685
     
  18. Tiago Siqueira Gravino

    Tiago Siqueira Gravino New Member

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    Version: 1.6.9.5
    Track and layout used: Seems to occur on all tracks.
    Car used: Seems to occur with any car.
    Applicable settings: System with 3 independent screens (without combining several as one) and Active Monitor Synchronization.
    Report: When playing with the system with 3 independent screens (without combining several as one, in my case with AMD Eyefinity Off) and Active Monitor Synchronization, I notice that only one of the 3 screens manages to synchronize the Hertz with the Frames; the other 2 do not synchronize. If I use the combination of several screens as if it were one, i.e., with AMD Eyefinity Enabled, the problem does not occur and the synchronization is perfect. I own an AMD RX6600 graphics card and three identical monitors purchased on the same day. They are 24" Full HD with 180Hz refresh rates, but in my tests I only tested them at 120Hz.

    Versão: 1.6.9.5
    Pista e layout utilizados: Parece ocorrer em todos as pistas.
    Carro utilizado: Parece ocorrer com qualquer carro.
    Configurações aplicáveis: Sistema com 3 telas independentes (sem combinar vários como se fosse um) e Sincronização Ativa do Monitor.
    Relatório: Quando jogo com o sistema com 3 telas independentes (sem combinar vários como se fosse um, no meu caso com AMD Eyefinity Desligado) e Sincronização Ativa do Monitor, percebo que apenas uma das 3 telas consegue sincronizar os Hertz com os Frames os outros 2 não sincronizam. Se usar a combinação de várias telas como se fosse um, ou sejacom AMD Eyefinity Habilitado o problema não ocorre e a sincronização fica perfeita. Possuo uma VGA AMD RX6600 e 3 monitores idênticos comprados no mesmo dia, são 24" Full HD com 180Hz, mas nos testes testei apenas com 120hz.

    --------------
    CPU: AMD Ryzen 5 5500
    MOTHERBOARD: Colorful-CVN B550M GAMING FROZEN (AM4)
    RAM: 32GB DDR4
    STORAGE: NVME - ADATA LEGEND 860 (SSD) - 500GB
    GPU: AMD Radeon RX 6600
    MONITOR: 3 x Kbm Gaming Mg210 23.6" 180Hz FHD 1ms Curved Monitors
     
    Last edited: May 24, 2026
  19. wickfut

    wickfut Member

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    Version: 1.6.9.5
    Track and layout used: N/A
    Car used: N/A
    Applicable settings: N/A
    Report:
    In the [Gameplay - Display] menu where you set the head movement G-forces, if you highlight the option for the legacy movement method, the accompanying text oddly describes something about audio volume.
     
  20. Wilfrandy Ramirez

    Wilfrandy Ramirez Active Member

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    Version: 1.6.9.5
    Track and layout used: Daytona Road
    Car used: IMSA Preset
    Applicable settings: 2h and 24 minutes. Time x10
    Report:
    Went off track after the Le Mans chicane while battling the AI. After crossing the S/F line I suddenly dropped 15 places.

    Video link:
     

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