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Official General AI Comments & Discussion Topic

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

  1. TomLehockySVK

    TomLehockySVK Well-Known Member

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    There used to be a slider and i think that was terrible because what even is the difference between 5% agression and 10% ?? Honestly the less obscure and more directly described settings the better, the current options of Low / Medium / High / Max is perfect as is.

    Frankly i think Max is nowhere near Max enough for me and even High still feels like what i would expect from Medium.
     
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  2. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    I have not tested anywhere near enough on the latest builds to conclude anything, but as a signal to others, historically the open-wheelers/more fragile cars needed a lower aggression setting than the tin tops if all else was equal (proper strength setting, player skill level, etc.) to prevent realistic damage settings from potentially ruining races. If possible, try the series you are most comfortable in from the "other" category to your favourite to see if your results, issues, comments apply to both equally. It is also very possible that less popular series have not yet been fully honed to account for all the changes to tires, grip, and global AI adjustments.
     
  3. TKracer

    TKracer Active Member

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    Hmm I am using the Real Drivers for AMS2 by John B. Ellis.
    I was only interested in the names and not any AI modification. But guess just having it like

    <custom_ai_drivers>
    <driver livery_name="Leo Panthera Autosports #1">
    <name>Kent Quinn</name>
    <country>AUS</country>
    </driver>

    is enough to intervene and cause an issue?

    Ie I can't expect it to work with using custom names?

    Thanks!
     
  4. Enthony

    Enthony from Far East

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    Some features of ams II AI I wish can be improved.
    . For example 101-104 on different tracks
    1) sometimes AI going through the corner slower, exit is also slower, but then he gain higher speed on the straight.
    2) sometimes it just go slower, sometimes just go too fast via same corner. Very inconsistent. You don't see it in real or online usually.
    3) it brakes unnaturally good.
    4) when you overtake it, sometimes AI slows down significantly

    This behaviour gives some challenges to you, but it's like a "toca race driver" vibes, which is quite not a SIM . Well, but definitely much better then most of other sims )
     
  5. LostPatrol

    LostPatrol Active Member

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    This is why it's so difficult for Reiza.

    I usually run the AI between 104 and 108 with medium aggression (default setups accept for fuel and sometimes wing and ARB).

    Although I generally agree with you I find that even when I'm finding it hard to keep up with the AI on the straights its mainly because I have less acceleration out of the corners but I still find I'm better on the brakes sometimes by a significant margin.

    If its a car with traction control I'll turn this down in order to try and get better drive out of the corner but I still find myself more often than not with less drive out of the initial stage of the corner.

    Its interesting though that two corners on different tracks that I think have very similar properties I get different results, the final turns at modern A1 Ring and Catalunya.

    At the A1 ring I do far better than I do at Catalunya, Catalunya I'll always be struggling with understeer if I try to push enough to keep up with the AI pace. At the A1 ring I'll often come out of the last corner with the potential for a draft and overtake.

    What Reiza can't do is make up for inconsistencies/lack of talent in my driving style.
     
  6. Cyneo

    Cyneo Member

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    In the last few races I've played against the AI, it's performed quite smoothly—I've really liked that—and I think adding another level of aggressiveness was a great move. The AI seems more and more polished to me; in my humble opinion,
    I think it's on the right track now :)
     
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  7. Dvm00

    Dvm00 New Member

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    I’m writing to report the following: I raced with Formula USA 2023 (IndyCar) at the Canadian Tire Circuit, and the performance was terrible: stuttering and FPS drops, which were more pronounced in certain turns or sections of the track; in others, it ran normally. It was awful during lapping. I’ve put in almost 400 hours of gameplay and I love AMT2—I don’t mind paying for every DLC; it’s my favorite simulator. But I lose some of my enthusiasm when I see that a particular track setup isn’t performing as it should, while others run like a charm. I don’t know where the problem lies; you’re the developers, and it doesn’t seem to me that this is a problem with my PC, and as a user, I’m not pushing the game beyond its limits in any way. It seems to me that certain tracks and categories need optimization. I know it’s not easy—there are a lot of cars and tracks in this simulator—but if you took on the challenge, it’s because you can handle it. Anyway, that’s my comment, with a bit of disappointment. I’m attaching a screenshot of this turn where the performance was terrible throughout the entire race. Thanks,
    I want to add that I did a 20-minute test with the Renault R28 on the same track, and there were only a couple of minor jerks when two cars came up behind me and another one alongside me, but it was much, much better than the previous one. Another thing I’ve noticed is the AI’s straight-line speed, which is overwhelming; it’s like they’re using nitro and I’m on a skateboard, and even if you pull ahead, all of a sudden they’re right on your tail, and I’m not sure how much of a factor the slipstream effect is. Sometimes it seems to work for me and other times it doesn’t, but the AI always has its “turbo” maxed out—even though I have the AI set to 95%. Anyway, thanks.
     

    Attached Files:

    Last edited: Jun 28, 2026
  8. Marg

    Marg Active Member

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    I like current AI. I drive F-Edge (F1 1995), and it's better than before, they often attack me back after I have overtaken them. And quite correctly, not taking me out. I do not use advances setups, so AI strength is just 95 for me. Never understood this whining from those who use 120% AI and have problems. Stellar so far.
     
  9. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Ok another couple of Races today, observations - Ginetta G55 GT4 Supercup @ Guapore. Dry conditions, 30min race with mandatory pit stop for tyres only.
    • AI when out braking themselves angle straight back onto the racing line whether an AI/Human is there or not, so they slam right into the side of the car instead of gradually returning to the racing line. It's like a sudden shift in direction that defies their physics properties.
    • AI Pit Stops are too slow, I don't have telemetry or results screens to look at but I was in 9th, other AI pitted around 2/3 laps after me but I came out 5seconds in front of second place. That's far too much of an advantage as my undercut wouldn’t of been that good! (I'm guessing more classes need work in this area so won't be posting as a Bug/Issue just yet).
    • As above unfortunately my Brakes were changed when I didn't want them to be, made the Out Lap slow and another reason I shouldn’t of jumped so many places.
    • The problem with "Ghost Cars In Pit Lane" at this track is the AI slow down for the Pit Entry right on the driving line on the final corner, almost like they slow down too early if anything but it causes a sudden brake application before I realised I was half-way inside their car!
    • Intermittent CPU spikes caused by AI collisions are very noticeable, I had one big one when an AI drove through a Brake Marker Board 200m in front of me, caused a quite significant stutter.
    For me it really is the final little details that still need to be addressed to make AMS2 the King of Kings; Ghost Cars, Car Saving State during Qually/Practice (will post elsewhere about this), AI "drop off" when behind, performance tweaks, visible marshalling system (IIRC this is coming) to name but a few.
    Overall though another 2 incredibly enjoyable races, going back for more!
     
  10. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Ok more on the AI Pit Stops too slow from above;

    Using SecondMonitor Telemtry my Pit stop time in the Chevrolet Camaro GT4.R was on average 1.5 - 2.0 seconds faster than any other AI.
     
  11. Sojourner82

    Sojourner82 New Member

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    Things Ive had issues with in my current championships:
    1. The AI seems to have a window where they will pit if tires go below a certain wear. Doesn't seem to matter how many laps are left. Therefore, its best to either not do pitstops, or to do a forced pitstop in which case they will take different strats and its ok. But could use some work so they don't stop with 3 laps to go when their tires are above XX%.
    2. The AI in general will lose time to the player on pit road. Maybe this is intended, but its pretty easy to pick up 2-5 seconds on a pit stop.
    3. The AI is good at lunging and looking like its going to make a move on you, but its really not. Sure, their behavior can make you make a mistake, but they don't dive for an inside line on a braking zone, ever. They don't set up a pass on you, ever. Its only if you make a mistake or run wide and give them their lane that they will attempt to pass.
    4. The AI is horrible to try and pass. They will not see you on the inside. And with the cars being sensitive to contacts this often can mean a spin by you. Even if you are lapping a car you better be careful taking an inside line because they will dive to the apex and take you out everytime. This has ruined maybe half my championship races so far. Try to make a pass and inevitably get hit in the side by a clueless AI.
    5. They rubberband when behind you. Its obvious they pick up pace when they are close to behind the player. Its ok, but it can mess up races in a sense because the AI will gain pace until they drop back behind a certain amount.
    6. They are typically too slow in slow corners and too fast in fast corners. Silverstone for example im having a hard time not punting them into the slow corners but then maggets and beckets they are closing 0.500s or more every lap. Ive seen the same thing on other tracks.
    7. The AI don't usually pass each other. They roll around in lines most of the time. This has been improved as of late somewhat i will admit and it is car/series dependent.
    8. There is a lot of variability between a certain AI speed on one track and on another.

    Solutions:
    1. If the AI are going to be diving to the apex when the player is alongside, at least make contacts between AI and player be much more forgiving. Even in formula cars allow for some good wheel banging without either car going spinning/flying off the track.
    2. Address the AI's inability to pass each other and to make moves on the player. Sure, this is going to be hard, but its of the utmost importance to having an engaging career mode.
    3. Spend some real time dialing in the AI's speed both in corners of differing types and on pit road compared to the player.
    4. Spend time balancing the AI's pace on different tracks to level them.
     
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  12. carloscepinha

    carloscepinha caaarlosYT

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    After all the chatter about the AI here. I owe some apologies maybe depending on context or car.

    I just had a few quick mess arounds with the AI on the Porsche Cup and GT3 cars (gen1 or gen2 or even both)

    In general the AI behaved much better than what I described from 2 or 3 years ago.

    There was some occasional bumping or pushing and what I notice is that sometimes on door to door contact your car and the AI car can "get stuck" since the AI is still trying to do it's ideal line. But overall the AI was pretty raceable. I think I've raced some slower class where I ended up thinking I could use maximum aggression instead of high aggression. It's not perfect but it has had massive improvements over what was going on 1 year or 2 years ago.

    I think more and more that sometimes it's just hard to have the AI account for all car geometries across an entire class. There is also a bit of train lining but not as crazily pronounced as before and where even if an AI got out of shape with the rear of the car, somehow it would swing back into "the rails" and move along like another carriage in the train. But this time the AIs seemed a bit more natural.

    Porsche Cup at Velo Citta the AI pace was not too crazy.
    But I'm trying to remember which other race I practiced where the AI were just flying on another level, like 2 secs faster than WR time trials. Which is very nice meaning there is room to have good battles with the AI.
     
  13. NedimMehmedovic

    NedimMehmedovic Active Member

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    My favourite version of Silverstone in this game is Silverstone '01. Racing the AIs there is good but there is one quite annoying issue left with this track which I addressed before but here it is again with a video clip: The AIs are too fast and grippy between Magotts (T2) and Becketts(T3). They do a little braking, then fly through the two corners and handle way better than the player but only then to back a little off out of Chapel corner. This video should explain it and make sure you developers watch it from start until finish please. Difficulty is 105%


    Along with that here are also the results. Pay only attention to the S1 times! 20260704094601_1.jpg Now I also want to share another thing I noticed. Mostly you may have seen me having issues with AIs doing "late dives". I have also tried racing with various Formula cars. With those I don't tend to have an issue like this even at this track. This also includes the issue with modern Spielberg where AIs are superior through Rindt corner! Most of my time I drive Group A and various GT cars which are mostly troublesome with the "late diving" AIs!
     
  14. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    Sadly the new AI lines don't help Interlagos GP Sector 2, the AI there are still far off the pace in the wet in corner nº9. Easily half a second lost only in 1 corner
     
  15. Nickodzilla

    Nickodzilla New Member

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    Is it me or the update today didnt do anything for fixing that issue?
     
  16. goldtop

    goldtop New Member

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    Forty minutes multiclass race at Sebring with a full grid of the 2005 GTR content (no LMPs). Five Astons up front after twenty minutes quali session who then followed each other around nose to stern for the entire race. Four safety car periods for which I only saw one incident and one retirement... a Porsche on its roof at Sunset. Eight laps total of green flag racing. I passed one of the Astons on the penultimate lap which then fell back into the distance.

    I remember the AI being better than this three years ago.
     
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  17. Nickodzilla

    Nickodzilla New Member

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    Hey ive found away to repair the problem actually have the cure with me but i need your help to find tracks that has the same issues... if you can list me every track ill will make a file that will fix this... so far all ovals... others?

    Here the fix. Hopefully Reiza Make an Official Fix.

    Enjoy!

    https://www.overtake.gg/downloads/stock-car-usa-1-2-3-ai-fix-ai-1-6-9-5.85222/

    Stock Car USA AI Fix
     
    Last edited by a moderator: Jul 6, 2026
  18. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    Barcelona 2001. Enduro 2005 preset. GT2 AI 110 X1 Wet Scalar, Standard mistakes, Medium aggro.

    2x Fuel and Tyres, Wet sessions on practice and qualy, Overcast to Sunny conditions on the race x2 Time acceleration, all 3 sessions started with the Wet track preset.

    AI is slow in qualy, in the GT2 I easily cleared the fastest GT2 by 1.2 seconds, just behind the Vertigos and some GT1.

    upload_2026-7-6_10-26-46.jpeg

    upload_2026-7-6_10-28-17.jpeg

    Started P1 and my race was vs the Vertigos, GT2s were running considerably slower than me, we pitted for dry tyres around 5 to 6 laps into the race, driving was as expected the slicks were quicker but you needed to be careful not to run into the wet line.

    Then the AI started to run much much quicker, I could barely keep up with the guys ahead with the Spyker and I ended up running about 1 second slower than the fastest GT2, generally their laps were around the 1:48s, low 1:49s, some guys even managed to do 1:47s. My best lap was a 1:49:6, optimal lap at 1.49.3 but in general it felt incredibly unbalanced.

    upload_2026-7-6_10-30-2.jpeg
     
  19. HookinFell

    HookinFell Well-Known Member AMS2 Club Member

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    I have found the AI to be considerably faster using the same values for Skill. I normally use 98 and can win a race from midfield, sometimes even at 100 on my best combos I can win a race, but not so often. with the latest release I'm finding the AI are 2 - 3 seconds quicker than I'm used to seeing. e.g. Formula Vintage G1 @ Spa '70.
     
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  20. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    same problem at imola 2005, AI is way too slow in the wet vs me. Same values as before this time in the GT1s

    upload_2026-7-6_14-34-2.jpeg

    EDIT: Race went a lot better, AI needs work on their wheel to wheel vs each other, far too many times you can see AI rear end each other in very clumsy moves. BUT, their pace was good, both on the wet aswell as the dry I was doing very similar laptimes to the fastest drivers, so whatever happened in qualyfing is a mistery. I noticed the track in qualy was more wet than in the race (Way more puddles and so on)

    upload_2026-7-6_15-15-45.jpeg
     
    Last edited: Jul 6, 2026

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