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Information for Customizing AI drivers in AMS2

Discussion in 'Automobilista 2 - General Discussion' started by gian, Nov 19, 2021.

  1. ChasteWand

    ChasteWand Active Member

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    Things took longer than planned, but then you guys know all about that! ;)

    Attached are some screen shots of the practice sessions I ran. I didn't drive, just left them to it. AI at 107, medium aggression, 1.09x wet scale, 1 hr practice session, default date, Spa 2022 (a long track for 9 AI not to trip over each other). Each driver had the same quali/race skill and a range of wet skills, each driver named according to skill, and all in the same model car. I have also attached the last test custom driver xml file, please note I am using custom skins, the excellent Immersion Modding Group's 1995 IndyCar World Series v2.0 which can be found on overtake.gg.

    So the wet skill parameter does indeed work, but not as I would have hoped. Moreover, I can see why I perceived it as not working. The difference between 100 and 0 wet skill is small, too small. About 10 race/quali difference for 100 wet difference. It is a tiny difference in comparison to quali or race skill given the same range. A driver with a middle quali/race skill and high wet skill will never match, let alone beat, a high quali/race skill/low wet skill driver. It can and does happen in real life racing. This seems to be because wet skill is a percentage of quali/race skill (as described in the first post on this thread) rather than an absolute. I hope this can be looked at and improved. We have the ability to scale wet/dry performance in the race options now, so I would hope this would be possible and would allow a much more realistic implementation of the differences between drivers in wet and dry conditions.

    test 65.jpg test 70.jpg test 78.jpg test 80.jpg
     

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    Last edited: Dec 18, 2025
  2. gian

    gian Administrator Staff Member AMS2 Club Member

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    Thanks for the detailed report.

    It varies per series. In a profissional first grade series like the f-usas a difference of 1s between min and max wet skill for the same driver skill sounds like accurate to me.

    Its 1s but that represents actually 2 seconds gain for a low skill driver with 1.0 wet skill versus a high skill driver with 0.0 wet skill (i.e. if the high skill is 2s faster in the dry, they can match their laptimes in the wet). Which also sounds accuratei-sh for me in a pro-series like this.

    Its also not specified in the test above what was the rain level, it also affects this impact.

    And other things to keep in mind is that the wet skill doesnt just affect laptimes but also affects rates of mistakes in the rain. So their best laptimes may differ in 1s for the same skill, but some laptimes will have more errors and result in higher difference.
     
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  3. ChasteWand

    ChasteWand Active Member

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    Thanks for the reply. I didn't realise the range was specific to series, perhaps this also skewed my perception of the difference. I don't really understand how a 1s range can be a 2s range. The experiment illustrates just over 1s in the wet, which is what we are discussing, not the dry! Mistakes I get, which is why I gave them a long session to try and even things out. If I understand you correctly, the 50/100 driver should make less mistakes relative to the 100/0, for a slight advantage in the wet.

    I did omit some pertinent information by mistake. Weather was 1 slot rain, livetrack wet preset, real time. No acceleration on time or weather, no mistakes multiplier. Rain intensity was 0.4, by shared memory. The track evolved from wet to soaked quickly and remained as such for the whole session. All AI drivers were set for every available skill to be identical except wet skill, the only variable.

    I think a 2s range in the wet (for this pro series) would be more appropriate, but I would hope for more available as a custom option (like the mistake multiplier), maybe as far as 50% of the spread available with the dry range from 0 to 100 quali/race. That is to say, at best, a 50/100 driver could just about match 100/0.

    No demands, just an observation and (passionate) feedback. :)
     
    Last edited: Dec 18, 2025
  4. gian

    gian Administrator Staff Member AMS2 Club Member

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    Yeah actually my analogy with dry track was wrong, but what I mean is still valid, the 1s difference is when you compared a driver with another of same race skill, however if you compare wet laptimes of drivers of different race skills you can reach up to 2s range of difference by just changing their wet skills.

    For example:

    Suppose driver X with 1.0 wet skill does 1.50.000 in wet, then with 0.0 wet skill he does 1.51.000 in wet (assumin 1s difference against himself).

    And suppose driver Y with 1.0 wet skill (and with less race skill than X) does 1.51.000 in wet, then with 0.0 wet skill he does 1.52.000 in the wet (assuming 1s difference agains hjinself).

    So driver X with 1.0 wet skill does 1.50.000 and driver Y with 0.0 wet skill does 1.52.000 (2s difference), but they both do 1.51.000 (0s difference) if Y has 1.0 wet skill and X has 0.0 wet skill. So the gain vs loss range between 2 drivers of different skills in the wet can be up 2s in that vehicle class of your example.

    yeah that would require another slider setting for the wet skill spread range.
     
  5. SkrokkyGamer

    SkrokkyGamer New Member

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    Good morning. I’ve just started playing AMS2 and I’m racing with a friend in 2‑player mode with bots, using the Dallara F309 on various tracks — for example, Barcelona.
    We’re getting frustrated because the bots stay extremely close even after many laps and they basically never make mistakes or have incidents.
    I tried getting help from Gemini, but for some reason nothing worked.
    If someone could share a reliable file that actually works, so I can use it as a base and also tell me where to install it, I’d be extremely grateful.
    Our skill level is around 95, but we can never finish a race because we always get pushed off the track.
    I’m looking for something “ready to use” that I can learn from.
    Thanks.
     
  6. gian

    gian Administrator Staff Member AMS2 Club Member

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    right now custom ai drivers isnt supported in MP. Theres plan to add basic support in future
     
  7. Ace

    Ace Well-Known Member

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    Oh wow, I remember Renato saying it's unsure if it will ever be added to MP. Thanks for the update. I would love to see at least custom names in MP. No more Rulf Fenstermacher :D
     
    Last edited: Jan 14, 2026
  8. gian

    gian Administrator Staff Member AMS2 Club Member

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    yes the plan is to support custom names and custom personalities like in SP, however if theres host migration the custom names will persist but the personalities will fallback to defaults (or to whatever the new host has set in his custom files). Keeping the personalities on host migration would be too complex to be worth
     
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  9. Ace

    Ace Well-Known Member

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    That sounds really good. I think host migration not carrying over AI personalities is such a minor flaw that it's still a huge benefit for the immerion of MP races
     
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  10. Dad_

    Dad_ New Member

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    Hi, all. I'm struggling to get my custom AI working for the gen 1 American stock car. I've made sure that the liveries in the document match the ones in the game and also made sure the file is in the correct folder: SteamLibrary>steamapps>common>Automobilista 2>UserData>CustomAIDrivers still nothing. I've never done anything like this before so I'm flying blind and feeling a little out of my depth. I've attached the xml just incase anyone can see something I'm missing. Thanks!
     

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