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Official General AI Comments & Discussion Topic

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Feb 1, 2021.

  1. Fatih

    Fatih Active Member

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    I like the AI optimizations but I have the feeling that AI just races me and not each other. Can I somehow adjust settings so that they pass each other more often for example on straights where I can get them easily with slipstream. Same should apply for AI when behind each other.
     
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  2. Ace

    Ace Well-Known Member

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    Check if the aggression is set to high. In my few races it seemed like the AI was constantly attacking and going for hard defensive lines against each other now
     
  3. Fatih

    Fatih Active Member

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    I should have it on Agressive. Can you tell me your combo?
     
  4. Seb02

    Seb02 Well-Known Member

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    Version : V1.6.9
    Cars : Formula USA 2023, but the observation applies to other cars as well.
    Mode : Free race, 10 lap
    Location : Pocono SouthEast 5
    On Pocono Southeast 5, the AI is slow entering the banking.
     
  5. Jomgilmo

    Jomgilmo New Member

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    Track & Layout Used: Long Beach
    Car Used: Formula USA Gen. 1 (Reynard 95i Ford-Cosworth)
    Applicable Settings: Weather - seems irrelevant. Difficulty was set at 101 with medium aggression. After being wrecked on 8 attempts, I lowered the difficulty to 98 and low aggression and had the same outcome on lap one. The AI pace is much quicker at Long Beach than say Laguna Seca at the same difficulty level
    Report: Intentionally being rammed and wrecked by AI
    Steps to reproduce: Start mid pack at Long Beach in a Formula USA Gen. 1 car and try to make an overtake on lap 1.

    I have been playing in a championship for a couple weeks now. I raced Laguna Seca yesterday (After the update) and did not have AI issues. I had no issues with the AI until this latest update. I was wondering if anyone else was having this issue?
     
    Last edited: Dec 24, 2025
  6. NedimMehmedovic

    NedimMehmedovic Member

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    20251224230737_1.jpg The recent changes to Spielberg GP has actually improved the AIs through corners 7 and 8! And that was really well done by you guys at Reiza. Sadly, the Rindt Corner(Turn 9) issue still hasnt been fixed and the AIs still are capable of doing late lunges and braking through the corner with superior grip over me!
    A reminder that, elsewhere the AIs at this track are top notch and nothing at all to brag about!
    View attachment 42816
     

    Attached Files:

    Last edited: Dec 25, 2025
    • Agree Agree x 1
  7. pr07

    pr07 Active Member

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    Did you manage to get past the first lap on any attempts? From my experience, the AI at Long Beach, on the first lap, just follows their line and completely ignores anything that gets in the way, including the player, but as soon as lap 2 starts they are fine.
     
  8. Jomgilmo

    Jomgilmo New Member

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    I knocked the difficulty down to 94 and intentionally let several cars pass on the opening lap. I was able to make it through the race, still some really odd things happening here with this combo. Probably the least enjoyable car/track combo I have done in awhile. But still having great runs at other tracks with these cars.
     
  9. Defgamez

    Defgamez New Member

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    Hi Reiza Team ,

    first of all: thank you for the continued work on AMS2 – the progress with updates is clearly visible and appreciated.

    I just finished a 100-lap Daytona AI test live using Stock Car Gen2 and wanted to share some feedback.

    Gen2 Stock Cars (Daytona):
    From lap 1 up to around lap 50–55, the racing was very good.
    Fair battles, believable lines, good speed management – honestly some of the most enjoyable oval AI racing I’ve had in AMS2

    However, around laps 50–55, the AI behavior changes noticeably:

    • AI cars don’t avoid collisions

    • They slightly lift but still hold their line

    • This often leads to avoidable crashes

    • It feels like awareness or reaction logic breaks down under traffic
    This is a real shame, because without that issue, these races could become genuinely thrilling endurance-style oval events.

    Gen3 Stock Cars:
    Unfortunately, Gen3 still has a major issue on ovals:
    After lap 1, the AI becomes extremely slow, almost as if following a safety car or stuck in a strange state. This really needs attention, as it breaks long races completely.

    I ran the full test live (100 laps Daytona) here, if you want to see the behavior in action:
    https://www.youtube.com/live/ebi4GLaTpfc?si=NFfd2r3BKS9UvlFb

    Please take this as constructive feedback – the foundation is already very strong, especially with Gen2. With some AI refinements, AMS2 oval racing could be truly outstanding.

    Thanks again for the hard work – keep it going!
     
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  10. madchief

    madchief Active Member AMS2 Club Member

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    These scenarios are still far from good. At Pocono the AI still goes onto the grass at T3 and drags a lot of dirt onto the track. They also ride the wall on T2 if they are on the outside line. Daytona is also weird as the AIs are slowing down a lot through T3/4 (perhaps it's because they tend to be 4 wide there which might confuse as they are off their usual line, idk) and could be faster out of T2 as well.
     
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  11. Troodon

    Troodon Active Member AMS2 Club Member

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    Game version: 1.6.9.1.3145
    Track & Layout Used: Tykki Dirt 1
    Car Used: Kartcross
    Applicable Settings: AI Skill 104. AI Aggression High. AI Wet Skill Scalar 1.00x. AI Mistakes Standard. Real Weather, 7th of January 2023, 13:00. 5x time progression. No custom AI.

    Ambient temperature -1 C. Track temperature +8 C. Track state Damp, weather Overcast. Interestingly, the replay shows the mid-race temperatures as 13 C / 23 C. The -1 C and +8 C are from a screenshot from the race finish screen.
    Report: The AI of the Kartcross class seems to have trouble with the big jump on Tykki. I did a 15-minute race with the above settings against 5 opponents. There was an almost constant yellow or double-yellow, mostly at the big jump. 3 AI drivers ended up 3, 7 and 12 laps behind me with 2 drivers retired at 9 and 26 laps behind me.

    It seems they slide and/or spin to the left side almost every lap when landing on the downhill of the big jump, and sometimes when recovering they'll hit the tyre barrier on the right side trying to cut to the smaller jump from the recovery.

    As a sidenote, the track seems to be missing real weather from that date.

    The settings I used are probably a bit weird for the car class in question. The car, track/layout and month came from Racing Life, I added real weather on top out of habit.
     
  12. Tomatosoup

    Tomatosoup Member

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    I still have an issue like in this video where the ai tries to overtake on the grass, me being in the white super trofeo
     
  13. Fatih

    Fatih Active Member

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    How exactly can I „force“ AI to pit when it rains? I have se up a 15 Laps race with second weather slot with rain. The rain begins at about lap 5 but AI is never pitting.
    Is the race too short?

    Edit: No mandatory Pitstop was set
     
    Last edited: Dec 28, 2025
    • Informative Informative x 1
  14. Linkr

    Linkr Member

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    So im doing a championship with the formula hybrid gen 3 and every race the ai strategy for dry races are: start on softs, pit for softs around lap15- 20 pit for softs around lap30-35 pit for softs around lap 45. And never any change. Its very easy to just overcut them with a two stop soft-hard-medium/soft
     
  15. deadly

    deadly Well-Known Member

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    Fontana Oval/Fontana Oval Historic
    Stockcars USA Gen1/2
    Formula USA Gen 1 -3

    - AI can go into corners extremely fast and then break in the middle of corners without blocking their tyres and are brake checking the player that way.
    - When coming from behind, they have slipstream from out of nowhere and tend to just ram player out of their way.
    - At strenght of just 100, they easily beat the laptimes of fastest guys in TT in race conditions.
    - Whilst players right front tyre is gone pretty soon, they seem not to be affected by tyre wear at all and can stay out for ages.
     
    Last edited: Dec 29, 2025
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  16. WAYNE SIMONDS

    WAYNE SIMONDS New Member

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    This is just my opinion, and I have a feeling I may be in the minority. This game needs a fair amount of tweaking to be able to run races on ovals properly. I just don’t think you can take a road course game and throw a few ovals into it, and expect it to behave accurately. It's a completely different style of racing.
    A few things I found.
    The pitting needs to allow you to take LH or RH tyres only, plus allowing you to adjust more things, like the trackbar, when you're pitting.
    The AI needs to have some sort of pitting logic/strategy, which is different from a race at a road course.
    If I make contact in the corner with an opponent's car that’s down low, I find my car ‘sticks’ to it… generally resulting in me being taken into the wall.
    If you get up against the wall in a corner, you can't get the car off until you're almost stopped. (In real life this can happen, but that’s typically when they have a tyre go flat.)
    The AI at Daytona needs work if its going to act like it’s a restrictor-plate race.
    When an opponent's car is at the bottom of the track, they act like they’re drifting when going into a corner. The back end steps so far out, yet they don’t wreck, especially at Gateway.
    As I said, this is just my opinion. I hope Reiza can address these sorts of issues, as I really want this to work. It's not that you can’t race… it's just not where it should be.
     
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  17. Alistair McKinley

    Alistair McKinley Well-Known Member AMS2 Club Member

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    I disagree with your comment about the walls. You can get the car off and even almost keep your pace. With damage at maximum or high you do not even suffer any damage at all (or at least 5%) if the angle is acute enough.

    You can see it in this short video at 00:33:


    I'm sorry if you meant something else.
     
    Last edited: Dec 29, 2025
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    • Creative Creative x 1
  18. Old Retired Guy

    Old Retired Guy New Member

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    I know in the last update the AI was adjusted be faster on the straights, and they are. So now in all of my races with a single car make (Procar, Gianetta, GT3 BMW) the AI just takes off and leaves me. I can be in the lead flatout on the straight (Road America) and a couple AI cars will just drive around and leave me. Which means one can never have a competitive race and/or win a race if they just drive around you. I've changed gear to match the track, turned off TC, and set rear downforce to zero and nothing helps. Anyone else noticed this? Could another AI slider be added to adjust speed?

    I race the AI at R.A. a lot and have adjusted the skill level up and down to make a decent race. Yes they vary from corner to corner. If you read the skill level description when you highlight it, it explains that this adjuster is for changing the skill level in turns.
     
    Last edited by a moderator: Dec 31, 2025
  19. Nacho1311

    Nacho1311 New Member

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    Game version: 1.6.9.1
    Track and layout used: Spielberg Modern
    Car: F-Ultimate Hybrid Gen2
    Applicable settings: AI skill 105. AI aggressiveness high. AI wet driving skill scalar 1.00x. AI error 2x. Custom AI by AFry
    Date: 3.6.2025
    Livetrak preset: Wet
    Qualifying setting: Dry conditions 30 min time

    Qualifying: Unfortunately, the AI has major problems completing a fast lap. It keeps getting stuck behind AI opponents who are on a slow lap. It would be helpful if AI cars on the in- or out-lap left the ideal line as soon as faster cars came up behind them.
    I also noticed that the AI very often aborts fast laps and drives into the pits even though it was on a fast lap with a time improvement in the first sectors. That doesn't make sense.
    Here are some areas for improvement in my opinion

    Race:
    I started the race from pole and set as the AI to Inters. In the first few laps in wet conditions, the AI rushed past me on the left and right as if they were driving on a dry track. When it slowly dried up, I was able to keep up with the AI pace again. But on a wet track, that was impossible. I slided wildly through the corners while the AI was able to race through as if on rails
     
  20. Troodon

    Troodon Active Member AMS2 Club Member

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    Game version: 1.6.9.1.3145
    Track and layout used: Pocono Southeast Course 1
    Car: TSI Cup
    Applicable settings: AI skill 105. AI aggressiveness high. AI wet driving skill scalar 1.00x. AI error rate 1x. Real Weather with 5x progression, 21/01/2023

    Hello, it's me with the fringe reports again. The TSI Cup AI at Pocono Southeast Course 1 in cold weather and a damp/wet track is very slow. Attached is a screenshot from the end of a 16-lap race session, see lapped cars and the best lap times for the player vs the AI. The race was preceded by a 10-minute qualifying and they were similarly slow there.

    imgur.com
     

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