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Track layouts to receive AI line redos

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

  1. deadly

    deadly Well-Known Member

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    Nurburgring GP 2020:

    In Dunlop hairpin, AI in front drives extremely slow/brakes at corner exit instead of stepping on the throttle again. A complete braketest. AI from behind therefore attacks player like crazy, just steering in blindly.

    They generally do that in almost each corner of the track. Going in too fast in front of player and then going slow/braking at exits.But in the hairpin, it is the worst.

    Above that, they drive completely insane through last chicane when player is near.
    In order to avoid being overtaken, they just jump over the sausage curb every time, lose control by being airborne and ram player off track. They would not even step back there when player already is cleary ahead. .
    Just like they fell in some kind of rage mode when player is around.
    Driving there in a pack of AI in an open wheeler is one of the most horrible experiences I ever had in this game.

    Edit: It is a general issue in AMS 2: AI in front braketests player whilst the one from behind goes for a blind attack. They do not behave that weird when racing each others, just when player is around them.
     
    Last edited: Dec 1, 2025
    • Agree Agree x 2
    • Informative Informative x 1
  2. pr07

    pr07 Active Member

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    Just did some testing at Pocono, and had interesting results. AI always at 106 and on Medium agression.
    With Stock USA, the AI is a little too fast on the exit of T1, extremely slow through T2 (especially on exit) and a little slow on T3 entry. Same results across all 3 gens, though I'm still learning how to properly drive the old cars, so more testing would be ideal, just don't have the time for that yet.

    Then I tested the F-USAs, in the 2023 the AI was so chaotic I couldn't even evaluate it properly. But on Gen2 and 3 (didn't have time to test Gen1) I had genuinely great racing. First time I left an oval race in AMS2 thinking I could actually include it in a championship if I ever do one on those cars.

    Still had some issues though, consistent across both Gens 2 and 3: I need a perfect exit out of T1 to match them, but it is possible. I'd say they are a little too fast there, but being very nitpicky about it. Now, they were very slow on the exit of T2, but only on the exit. Unlike the Stock USAs, they were fine on entry. And finally, they are very slow on the entry to T3, perfectly fine on the exit.
     
  3. madchief

    madchief Active Member AMS2 Club Member

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    the AI keeps running the inside banking when they are trying to overtake at Bathurst 1988 T6

    s1.jpg
    s2.jpg
     
    • Agree Agree x 2
    • Informative Informative x 1
  4. Alistair McKinley

    Alistair McKinley Well-Known Member AMS2 Club Member

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    I don't know if this post belongs here but it's concerning AI at Daytona NASCAR Tri-Oval. It's not about AI line but more about pace.

    Track: Daytona NASCAR Tri-Oval
    Car: Stock USA Gen2
    AI settings: 113 strength, high aggression, default mistakes
    Player setup: default (fuel 52 l)
    Issue: AI is relatively slow in the kink before and at the start and finish line. It seems as AI lift off a bit during that kink for no reason (no car in front of them, no danger of collsion). As player you can take that corner flat out.
    Other than that AI do a great job at the rest of the track. They drive as one would expect them to at 113 strength.
     
  5. Seb02

    Seb02 Well-Known Member

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    Version : V 1.6.9.2.3
    Cars : Stock USA Gen3
    Track : Pocono Oval
    Report : The AI in sector 3 of Pocono Oval loses almost 1 second in the final corner.

    Version : V 1.6.9.2.3
    Cars : Stock USA Gen3
    Track : Gateway Oval
    Report : On Gateway Oval, I have to increase the AI level by more than 10% to have a race at my level (I go from 87% to 98%).

    Version : V 1.6.9.2.3
    Cars : Stock USA Gen3
    Track : Jacarepagua Oval
    Report : On Jacarepagua Oval, I need to increase the AI level by almost 5% (from 87% to 92%). The AI also loses 0.5 seconds in the last corner. The AI regularly cuts inside in the first corner.



    Version : V 1.6.9.2.3
    Cars : Stock USA Gen3
    Track : Indianapolis Oval
    Report : On Indianapolis, I have to increase the AI level by almost 10% to have a race at my level (I go from 87% to 96%).
     
    Last edited: Jan 18, 2026
  6. muzarati

    muzarati Active Member

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    Version : V 1.6.9.2.3
    Cars : Formula Inter
    Track : Silverstone International
    Report : AI line is terrible ss180740.jpg
     
    • Agree Agree x 1
  7. Seb02

    Seb02 Well-Known Member

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    Version : V 1.6.9.2.3
    Cars : Stock USA Gen2

    Track : Gateway Oval
    Report : On Gateway Oval, I need to increase the AI level by almost 8% (from 87% to 95%).

    Track : Jacarepagua Oval
    Report : I need to increase the AI level by almost 10% (from 87% to 97%). AI also loses 0.5 seconds in sector 2 and 0.5 seconds in sector 3.

    Track : Indianapolis Oval
    Report : I need to increase the AI level by almost 10% (from 87% to 97%). AI also loses 0.5 seconds in sector 1 (AI is slow on the turn)

    Track : Pocono Oval
    Report : I need to increase the AI level by almost 9% (from 87% to 96%).

    Track : Fontana Historic Oval
    Report : I need to increase the AI level by almost 5% (from 87% to 92%).
     
  8. andy_east123

    andy_east123 Active Member

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    Track & Layout Used: Jacarepagua '88
    Car Used: CopaB Mini Cooper S
    Applicable Settings: See video intro
    Report:
    • Lap 5,39,40: First right after back straight ai lunged onto curb to try an overtake that’s not on
    Code:
    https://youtu.be/g4Yfu6L_i08?t=787
    https://youtu.be/g4Yfu6L_i08?t=5825
    https://youtu.be/g4Yfu6L_i08?t=5970
    • Lap 2,3,4,30,33: 2nd to last corner saw multiple cars have issues, again they seemed to clout the inside curb from what I saw.
    Code:
    https://youtu.be/g4Yfu6L_i08?t=381
    https://youtu.be/g4Yfu6L_i08?t=528
    https://youtu.be/g4Yfu6L_i08?t=667
    https://youtu.be/g4Yfu6L_i08?t=4567
    https://youtu.be/g4Yfu6L_i08?t=4999
    
    • Lap 31,32,39,40,41: puma ran wide on last corner multiple times
    Code:
    https://youtu.be/g4Yfu6L_i08?t=4727
    https://youtu.be/g4Yfu6L_i08?t=4867
    https://youtu.be/g4Yfu6L_i08?t=5867
    https://youtu.be/g4Yfu6L_i08?t=6009
    https://youtu.be/g4Yfu6L_i08?t=6154
    
    • Test Race, off camera: First corner, first lap, AI ran on the inside grass
    Steps to reproduce: Watch the video in the laps mentioned above

     
    Last edited: Jan 23, 2026
    • Informative Informative x 2
  9. Songan

    Songan New Member

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    Watkins Glen - GT3 / LMDH.
    The AI brakes far too late and is way too fast on the brakes into Turn 5 (Outer Loop?) and is extreme slow on the exit. As a result, accidents occur very frequently in that corner. I usually let them pass me on entry and overtake them on the exit again each lap..
     
  10. deadly

    deadly Well-Known Member

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    Spa 1993:
    AI attack the high curbs all the time. Driving open wheelers, they often get airborne and flip the car.
     
  11. 1-Reflex

    1-Reflex Colin Daniels AMS2 Club Member

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    Track: Kyalami Historic '76
    Vehicle(s): F-Vintage G1
    AI Strength: 120
    Aggression: Medium
    Mistakes: Standard
    Sessions: Practice, Qualification & Race

    Observations: AI currently losing time in certain corners that are resulting in uncompetitive times at the highest AI strength. I have identified (2) main problem areas that I believe could be better served with minor line/speed adjustments. The quickest lap I've seen from an AI at this setting was 1:18.20.

    T3- Jukskei Sweep: AI is off throttle too long heading into the sweep, causing a very narrow exit. This costs them acceleration towards sunset and often bottlenecks traffic behind. User overtaking is too easy in this area due to the AI's slow pace. Cost Estimate: 0.30-0.40

    T9- The Kink: AI lifts (off-throttle) into the kink and attempts to over-correct their line towards the middle of the road. Users can overtake multiple AI opponents here during races. During a previous race, I was able to over take 4 on exit, as they all lifted, then overcorrected to the middle of the track. This is probably the largest time-loss area for the AI, as they lose all their momentum on the straight. Cost Estimate: 0.50 (much more for trailing AI in the bottleneck).

    I did a quick AI qualification test video so you can hear the off-throttle and slight over-correction behavior (overall time not indicative of what is currently possible for AI at 120). I think with minor fixes to these (2) areas, the AI could get into the low 1:17's and will be much more competitive at 120 Strength.

     
  12. deadly

    deadly Well-Known Member

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    Kansai GP:
    In qualifying, AI on fast lap have no idea how to overtake those on their inlap, just crawling behind them and pushing their rear in different kinds of open wheelers.
    This leads to huge trains and weird results in qualifying.
     
  13. deadly

    deadly Well-Known Member

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    Montreal Modern:
    V_V10 Gen 2
    AI cuts corners in order to overtake player and has magic grip all around.
     
  14. muzarati

    muzarati Active Member

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    Donington National:
    Turn 1, Ai cutting a corner.. ss210728.jpg
     

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