Track layouts to receive AI line redos

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Jun 26, 2023.

  1. andy_east123

    andy_east123 Member

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    Track & Layout Used: Road America (No Chicane)
    Car Used: GT4
    Applicable Settings: See video link below, all race details in intro.
    Report: AI Cars really struggle to negotiate the fast right-hander, turn 8 by the train line. If they take a defensive or attacking line, the issue will present itself.
    I have captured multiple instances from the race replay showing on-board footage and slowed-down footage and also footage from the following car for each.
    Time stamps can be found in the video description, but for completeness, I'll leave them here also:

    01:06:54 Review of Turn 8 Incident 1 - J Ribeiro
    01:08:39 Review of Turn 8 Incident 2 - C Fisher
    01:10:13 Review of Turn 8 Incident 3 - M King
    01:11:49 Review of Turn 8 Incident 4 - M King/A Abreu/A East

    Need. More. Videos! C'mon guys!

    *** EDIT ***
    I have re-run this same race, but with 1x mistakes instead of 2x, in the first 15mins of this 1x mistakes race, there was not a single incident at this corner. By this time in the 2x mistakes race, about 1/3 of the field was a pitstop down after repairs.
     
    Last edited: Mar 17, 2025
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  2. wowbagger

    wowbagger Active Member AMS2 Club Member

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    Track & Layout Used: Long Beach
    Car Used: Formula Classic - various

    Report: Not sure if this is an AI line issue, however the AI very frequently hit the wall on the exit of turn 8 leading onto Seaside Way.

    The problem is that the corner is completely blind, and since flags do not occur for AI incidents, there is no warning whatsoever and no chance to avoid hitting the stopped car/cars. I have never competed a race without coming around that corner to find 4 or 5 AI cars piled up into the one who hit the wall, usually ending my race.

    As it is, in my experience, it is impossible to run a race of any distance with the AI on this track. If flags worked, it wouldn't be an issue, but as it is, it seems unworkable at the moment.

    Cheers
     
  3. Dark Demise

    Dark Demise New Member

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    Track & Layout Used: Sebring (Full?)
    Car Used: Formula USA 2023
    Report: Minor issue, AI take turn 7 too wide and get a very poor exit making them incredibly easy to overtake. First orange car is AI, second red-white car in the video is me doing the corner, 108 AI strength.

     
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  4. F_B

    F_B Well-Known Member AMS2 Club Member

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    Track & Layout Used: Montreal 1988
    Car Used: BMW Procar
    AI Settings: 105 / Medium Aggression
    Report: the AI has difficulties taking T12, T13 and T14, or rather it looks to me as if it has an unfavorable line choice. It actually starts with the approach to T12, which in my opinion they take too far to the right instead of to the left in order to have an ideal initial position for T13. Afterwards, they really mess up T14 and are simply far too slow there (as they probably have to avoid an accident). They also don't take the fast final chicane well enough.
    [​IMG]
     
  5. andy_east123

    andy_east123 Member

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    Player Vehicle: Lotus 23
    Practice: No
    Qualifying: No
    Race Date: 15/06/2024
    Race Length: 30Mins
    Time Accel: Real Time
    Weather Accel: Real Time
    Weather: Real Weather
    Grid Size: Max Available
    Start Type: Rolling
    Starting Position: Reiza Defined Mid-Pack
    Opponents: All VTCT2 Lotus 23
    AI Strength: 110
    Aggression: Medium
    AI Mistakes: Both Standard and 0.5 (seems to make no discernable difference)

    Incident Report:

    1) At very race start (every start that I did) P16 (the car to my immediate right) drives to the inside of the circuit, onto the grass and into the end of the guard rail that lines the inside of the last corner. This seems to happen regardless of my starting position, as I also tried starting from the back of the grid, and it still happened. This can cause a full track width blockage and put multiple cars out of contention.

    2) The AI seems on edge through Aschenschlag. I have come across multiple big shunts here between AI opponents. I have not ever seen the actual incident and how it develops/happens, but from a distance it seems to happen when they are running in close proximity to each other. No player involvement.
    One race, there was an AI car stuck at the bottom of the bank on the inside of the corner... realistic, love that :)

    3) The short straight section and prior to the braking zone leading to the tight right hander before Scharfer Kopf I have come across a couple of big shunts between AI opponents. I have not ever seen the actual incident and how it develops/happens, but from a distance it seems to happen when they are running in close proximity to each other. No player involvement. When it happens the whole track width is blocked.

    4) The tight right hander before Scharfer Kopf the AI bunches up heavily and can run into each other to the point of causing a full track width block.

    5) The tight right hander before Scharfer Kopf the AI will tend run wide if side-by-side and run up against the left hand fence on the exit leading into Scharfer Kopf



    AI Pace balancing report:

    1) The sequence of corners at the start of the lap between the underpass and the run up to Aschenschlag could do with a revisit, I'd say. The AI is quite weak in the first part of this section, and very strong at the exit that runs you up to Aschenschlag.

    2) The run up to Aschenschlag all the way through to Mullenbach the AI are extremely strong. Generally pulling a steady gap the whole way through this section.

    3) Mullenbach through Rassruck and up to the tight right before Scharfer Kopf the AI is quite weak and loses all of the time it gained in the previous section, plus a little extra.

    4) The AI is quite weak through the middle of Scharfer Kopf

    5) The AI brakes early for Nordkehre, allowing the player to run around the outside of multiple AI opponents into the banked right Betonkehre

    6) The AI is very fast/aggressive and makes both side-on and rear contact with the player through Betonkehre

    7) The AI is slightly too strong on the very last right onto the start/finish straight

    upload_2025-4-10_11-6-38.png

    All the best
    Andy
     
    Last edited: Apr 10, 2025
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