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Official General AI Comments & Discussion Topic

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

  1. NedimMehmedovic

    NedimMehmedovic Active Member

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    Dear developers. You need to investigate Spa-Francorchamps 2020 which is the most troublesome version of Spa in terms of the AIs:

    Between corners Le Combes(T5) and the no-name corner 9 the AIs are off the pace!
    Then this issue has been pointed out before: The AIs are super late on the brakes and way faster through the Bus-Stop-chicane.

    20260718160307_1.jpg
    Version: 1.6.9.91
    Skill: 106
    Aggression: Low

    The very best way to solve the issues at this track, is by copying and pasting the AIs from Spa-Francorchamps 2022 which has superb AIs.
     
    Last edited: Jul 18, 2026
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  2. deadly

    deadly BANNED BANNED

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    So, you wanna have videos of obvious issues which are ingame since years.
    Customers shall do the work of the devs...;)
    Reiza would just have watched the AI drive for some laps before the track was released.
     
    Last edited: Jul 18, 2026
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  3. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Yes, summary screen & video(s).
     
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  4. Tomatosoup

    Tomatosoup Member

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    Settings:
    - Laguna Seca default
    - AI 105
    - Ligier jsp2

    Problem:
    On the straight before T2 they all jump to "defend" the inside, sacrificing any racing line. They do this even when no car is near
     
  5. Richirichi

    Richirichi Member

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    Version:Version 1.6.9.91.3398
    Track & Layout: 24hrs Le Mans
    Car Used: GT3, LMP2, Hypercar), BMW M Hybrid V8
    Applicable settinngs: AI 107
    Weather Settings: Dry
    Report Details: This is probably one of the most immersion breaking bugs & AI flaws in the game, despite Reiza’s great overall progress with respect to the AI. It was so frustrating & ridiculous, after several attempts at a race, I just gave up & moved on. Even if I’m almost 1sec ahead of the AI on the Mulsanne Straight, they’re screaming past, surrounding my car in groups like a raging road gang out of Mad Max, and making gains on the long straights that are totally unrealistic. I’ll leave hypercars alone at Le Mans until this addressed.
     
    Last edited by a moderator: Jul 26, 2026
  6. V.Kambarov

    V.Kambarov New Member

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    Thank you very much for all your hard work and for continuously updating the game. I was wondering if it would be possible to expand the AI's functionality in AMS 2 a bit. At the moment, the AI doesn't change tyre compounds, so it's impossible to predict or plan around their pit stop strategy like it was in the previous game. If the AI could switch tyre compounds and their strategies could be configured through scripts, the racing would be much more engaging and strategic.
     
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  7. Dvm00

    Dvm00 New Member

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    I want to report a strange bug in Nordschleife 24 Hours 2025. At the start of the race in automatic mode—when the AI is in control—a very specific issue occurs with the BMW M8 GTE. What happens is that it always grazes the wall at the pit entrance and even hits it so hard that it sometimes flips over completely, causing chaos and giving the AI an even bigger advantage. I tested this with other models in the same class, and they pass through that area just fine; the bug seems to be exclusive to the BMW. Another thing I wanted to mention—which personally frustrates me—is the AI’s speed; it’s impossible to keep up with it and impossible to pull away from it, regardless of whether you’re fast or slow, or whether you’re taking the line well or poorly. The AI always has its nitro maxed out. Personally, I’m not slow and I take good lines, but even so, the AI flies by. It’s really noticeable at Monza and on the Nordschleife; in the fast sections, they literally fly. I don’t think I’d be able to hold my position against the AI even if I secured a good spot in qualifying—it’s impossible. In some categories, the competition is more even or closer to reality, and I know this isn’t a new issue—it’s been in the game for years—but anyway, I just wanted to voice my frustration. And yes, honestly, it really does bother me to race well and have it all be for nothing; the AI will always be right on my heels, and it’s not about giving away races—it’s about balance, I’m attaching a screenshot to show where the car makes contact, Anyway, thanks.
     

    Attached Files:

  8. Josef Åberg

    Josef Åberg New Member

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    AI Issue at Monza 2005

    Version
    : 1.6.9.91.3398.AVX
    Track & Layout Used
    : Monza Historic 2005
    Car Used: Lamborghini Murcielago GT1 2005
    Applicable Settings: Full grid Multi class with GT1, GT2, GTR, Preset EU Enduro GT2004 ( Class probably not relevant)
    AI settings:
    Max Grid
    Skill: 108
    Aggression: Medium
    Mistakes x2

    Report: AI seems to have a faulty racing line through the last corner here. Especially after a safety car restart they all drive to much to the left outside the track in the sand trapp and spins causing chaos
    Steps to reproduce: Drive until incident causing safety car.
     
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  9. inthebagbud

    inthebagbud Active Member AMS2 Club Member

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    When a Full Couse Yellow is activated in a race with AI, should all backmarkers pass the safety car to allow the leader (non AI) to end up behind the safety car?

    Want to understand the intended behaviour to see if it was a bug as all backmarkers passed the safety car ( about 5 ) but the last one in front of leader didnt pass the safety car
     
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  10. Dark Demise

    Dark Demise Member

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    On a similar topic I'd love to see an option for the safety car to allow lapped cars to go around before the restart.
    Always slightly frustrating when there's lapped cars on a restart causing immediately blue flags when the race goes green again.
     
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  11. Ruben Cerlem

    Ruben Cerlem New Member

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    Hello,

    There is one area that still concerns me, and it relates to two aspects of the Safety Car and the FCY system.

    First, in online races there are still bugs where the Safety Car never leaves the pit lane. When this happens, the rest of the race has to be completed at pit lane speed, with no overtaking allowed, because there is no actual Safety Car on track to return to the pits and restart the race. As a result, everyone is forced to spend the remainder of the race driving around at low speed for no reason. This issue has existed for a long time, so I don't think it's accurate to say that the system is working perfectly.

    The second issue is the Safety Car's speed. In real-life motorsport, a Safety Car does not drive around the circuit at a constant 60 km/h. I believe this should be revised because, besides making the laps painfully slow, it is extremely difficult to keep the tyres up to temperature. By the time the race restarts after a Safety Car period, the tyres are practically stone cold.

    I don't know how feasible this would be from a technical standpoint, but perhaps the Safety Car speed could be adjusted depending on the type of car and the circuit. Instead of remaining at 60 km/h all the time, it could have higher maximum speeds—for example, 120, 150, or even 180 km/h—depending on the track and the category of vehicle. The minimum speed through corners could then be set around 10–20 km/h slower than the normal racing speed for that corner.

    For example, if the final corner at Long Beach is normally taken at around 40 km/h, the Safety Car could negotiate it at approximately 20–30 km/h. It's just an idea. I don't know whether it's technically possible to implement, but as things stand today, even when the Safety Car doesn't bug out, the experience is extremely frustrating.

    Regarding the bugs themselves, I would also like to understand why they occur and why, when they do, the race has to finish under a permanent yellow flag with a Safety Car that doesn't actually exist on track.

    Thank you.
     
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  12. Begfgbgdb-bxf

    Begfgbgdb-bxf Active Member

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    Fully agree about the safety car speed locked at 60km/h safety car on the Nordschleife is a nightmare haha, and another cool option would be : depending on how much there is debris or « big one » the safety car make extra lap, like 3 more lap if the Tow take too much Time to retire car on the track for example
     
  13. EF_Neo1st

    EF_Neo1st New Member

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    (coming from Steam forums, just with suggestions, I myself dont have issues with AI but I also dont drive so much against AI, I do use AI yes but I do mostly TT leaderboards then I do some AI racing at said track, I am also not an alien, best I can reach is within 1s off of the best times depending on car/track combination but some other tracks I reach only down to 3s/4s, so even that 1s off I am not as good everywhere)

    I usually tweak the AI "to my level" but in case players already drive by maxed AI, AI inconsistencies are imho highlighted more (as the player dont have anywhere else to go with AI skill level, so there is no tweaking there other than the other settings) and yes, I do enjoy the fact AI does mistakes by itself (sometimes without any other car around, most of the times while fighting for position with each other) and honestly I would not want to see this behavior go away by AI being sanitized, but AI inconsistencies (like unrealistic deeper braking or unrealistic speeds through straights) could be fixed.

    About AI inconsistencies, even among aliens using maxed AI level, it is worth noting a few things too (regarding player being faster than the AI or as fast and a maxed AI skill)
    - how deep does both player and AI brake and what is the difference?
    Because different braking zones by 5 to 10 meters can cause collision and still "be unrealistic" while maintaining similar lap times even irl by professional drivers.

    - car setup?
    The difference in car setup sometimes demand earlier braking or can allow later braking (and the difference between both extremes, between earlier braking and later braking, can be 15m or over depending on the turn in particular, straight before and car setup, even more depending on ride height, suspension, etc at setup that also change according to driving style too)

    - driving style?
    Some people have vastly different driving styles that can deliver similar lap times (and for sure it also affects setup) so "being fast" with opposite driving styles that may lead to very different braking.

    Still, yes, AI inconsistencies can lead to that but it is not as simple as that too, even because if Reiza take some alien to test the AI and that alien says AI is fine while the other alien complained about the exact same AI, it would show exactly what I said about car setup and driving style.

    Points of reference (for safety) of what could be changed:
    - car behind brakes "30m earlier"? it would make AI be obnoxiously slow everywhere and never attempt any overtake on either turn entry or turn exit (because would be losing too much time on entry if nothing is changed)
    - AI behind puts on the side and brakes by about the same braking marker (on a diagonal to the braking marker, in what I dont know exactly but I think would be some 45° diagonal) so AI dont overshoot and still attempt to overtake, tho I already saw AI doing exactly that, but the AI is not the smartest most of the time (neither are real life drivers either and I consider it be a feature not something to be sanitized, but that is me)
    - if AI notices a collision will happen move to the "free side" under braking to aovid the collision (that move I particularly never noticed AI doing)

    Now, if AI is suddenly gaining speed on the straights like it has little or no aero but it still brakking deeper, it is an inconsistency that dont make sense and is solely on AI lacking tweaking there, but I would not want AI to be "always perfect" neither "so passive it is not a race anymore and AI only overtakes me if I overshoot a turn or undershoot it by a lot (like 50m)" . . . hell, I even enjoy the mistakes AI do as it keeps me on my toes similarly to how it is in any online lobby or real life, people are not perfect, but "inconsistencies" could be fixed ... Or could they "realistically" be fixed?
    AMS2 have 104 car categories and 150 different track layouts, that would be 15600 different car-categories/track combinations and that for one single track condition with one single weather and temperature condition to be tweaked, so I think a "case by case" with people framing examples here (better with video showing everything, including AI settings, not only mentions of what turns at what tracks and with what AI configs) could help in case it is insoncistencies causing it (such as too much speed on the straights or "a possible speed if aero is low" but then AI still brakes as deep as if it had high wing).

    I dont know if it would be possible, to tweak AI to drive more on "understeer or oversteer" (what could affect each turn and therefore also straight line speed too) or tweaking the AI setup (maybe to match player setup or to use among the top of leaderboards setups, if player select such option) but I certainly dont know how much of a hassle any of that (any of all the suggestions I made) would be to implement neither if any of that couldd be implemented with consistency (but I think the least consistent would be taking setup from leaderboards, those are often very risky setups that could cause more collisions than not, by own mistake or by car being finicky with it).
     
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  14. Ruben Cerlem

    Ruben Cerlem New Member

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    Without a doubt, driving at 60 km/h for the entire Safety Car period is frustrating on any circuit, but it's even worse on tracks like Nordschleife or Le Mans, with their extremely long straights.

    Another thing I don't understand—and I think there should at least be an option for it—is that during a Safety Car period (until the message announcing that the Safety Car is coming in), cars should behave like they do in the pit lane: either remain ghosted (non-collidable) or allow server admins to choose whether collisions are enabled or disabled. I know this reduces realism, but it can also prevent unnecessary incidents while the field is neutralized. At the very least, there should be an option to keep collisions enabled or make cars ghosted, depending on the type of experience each community wants.

    I believe users provide feedback because we want to help improve the title and give it more possibilities, so it can be enjoyed both by newcomers and by those of us who are looking for the most hardcore and realistic racing experience possible.

    I hope you take the time to read and consider this feedback. If possible, I'd really appreciate a response on whether this could be implemented, because I genuinely think the community would be very happy to see these issues addressed and improved.
     
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  15. muzarati

    muzarati Active Member

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    Version: 1.6.9.91.3398.AVX
    Track & Layout Used
    : Kyalami 2019
    Car Used: any
    Applicable Settings: 97% AI

    AI taking the piss ss191927.jpg
     
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  16. David zapata

    David zapata New Member

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    The AI drivers don't seem affected by collisions.
    When I crash into them, I lose control and go off the track, but they don't even flinch.
    Is it a bug?
     
  17. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Hi,

    That’s not a bug, but rather an observation that’s been around for a while. I agree that the AI can sometimes feel unaffected, which immediately gives them a heavy, "tankish" reputation. The developers are aware of it, as it’s been reported here and there over time.

    I would like to know the car/class, track, and summary screen; including a video, if possible.
    See this post for an example of the summary screen: Official General AI Comments & Discussion Topic

    Thank you,
    Marius
     
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  18. Luciano Santos Filho

    Luciano Santos Filho Active Member

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    Version: 1.6.9.91.3398.AVX
    Track & Layout Used: Daytona
    Car Used: LMP1 05, multiclass w/ LMP2 05, GT1 05, GT2 05, GTR 04
    Applicable Settings: Agression Max, Mistakes x1, 47 opponents.
    Report: The AI is really incapable of avoiding stranded vehicles in some contexts to the point of ruining races. This is particularly common at Daytona, unfortunately. A car spun exiting bus stop was hit by more than 10 other cars for about 1 minute during a single player race. Unfortunately there was an error recording the video so I don't have it to show.
     

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