Automobilista 2 | Further AI Tweaks In Build 0.9.6.0 Update

Paul Jeffrey

Premium
Reiza Studios have released a brand new update for Automobilista 2, adding a few key improvements to the title, especially around the AI and Force Feedback within this rapidly developing sim racing title.


Automobilista V0.9.6.0 Update Notes:

UI & HUD

  • Reinstated time acceleration for Single Player events
FORCE FEEDBACK
  • Revised code to fix (or at least mitigate) issues with FFB causing wheel to pull hard right or left in some circunstances
  • Increased input rates to 500Hz and limited FFB rate to 360Hz to minimise potential issues with asynchronous rates
  • Further fine-tuned all car-specific max force, filters & smoothing levels to suit final FFB system and latest tyre physics developments
PHYSICS
  • Fixed stalled player engine in rolling starts and in some cases when switching from AI control (still needs multiplayer testing)
  • Minor tread adjustments for F-Vintage, Trucks, GT, SuperV8, prototype & road tyres
  • Reduced default brake pressure to 90% (same as AMS1 - setting remains adjustable from car setup for player preferences)
  • Slightly increased optimum brake temperature ranges for both steel & carbon brakes
  • Reduced contact factor in open wheelers (further minimising extreme reactions in wheel-to-wheel collisions)
  • Reduced incremental lift with radiator opening setting
  • MRX: Fixed wrong brake fade ranges in all variants
  • Ultima GTR: Fixed rear brake cooling on Road version
  • F-Vintage: Adjusted default differential settings for better driveability
AI
  • Added new Opponent AI Strength logic
  • Clamped opponent AI Strength range to 70-120%
  • Added customized parameter per car for AI brake application
  • Further reduced AI throttle application gap dependingon AI driver skill level
  • Further callibration of AI performance
  • Further reduced AI brake grip in GT / prototypes
TRACKS
  • Jerez: curbs UV2 mapping correction; fixed LOD issues with inner grass; conformed started grid lines to latest road noise & other minor fixes
  • Interlagos: Updated trackside cameras
VEHICLES
  • Toned down dirty layer on rear view mirrors
  • Added suspension animations for all Caterhams, F-Trainers & F-Vintage

Notes from Reiza Studios about the latest update;

his build introduces the new AI Strength logic - now the setting works more similarly to how it did in AMS1, as a more straight-forward AI Grip multiplier, without affecting other aspects of AI performance & behavior, to offer a much wider and more consistent scalar for setting up AI difficulty.

As in AMS1, the AI Strength slider is now restricted to a range of 70-120%, with default setting being 90% and a setting of 100% being equivalent of real world performance. Beware however that the AI in some series may still misbehave at extreme ends of the scale, and that that the new system still requires further callibration for consistency from series to series.

Given the relevance of the AI Strength development to making game more adjustable for a wider range of player skills, we´ve decided to roll this on to release already rather than hold it for v1.0.

V0.9.6 also features further physics & FFB fine tuning and a new batch of car suspension animations.



Original Source: Reiza Studios

AMS 2 is available now in Steam Early Access.

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ffb improved a lot with that hotfix.
anyway, just tried a 30min multiclass race with 4 weather slots, 2 dry and 2 wet.
so midway through the race, rain begin and I stopped to change tyres to wet, all good if I wasn't the only one in my class to make the pit. only the cars of the fastest class - p1 - actually made the pit to change tyres.
what a joke.

I would assume even AI, to some extent judge if it worth staying out on slicks, or go in and change for wet tyres. Have noticed both but have not tried it since some builds and only single class. AI behavior behind some decision isn't always human like logic and not limited to AMS2.
 
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Not too worried about it, but with online being a barren wasteland at the moment, hard to have a good race in the evenings in the US.
iRacing owns evenings in the US, particularly on the west coast... doubtful anything will change that because iRacing and SCCA are cozy these days and nobody covers the North American roadrace tracks even half as well as iRacing, not even with mod tracks.

At least Reiza gives us a couple cars familiar to SCCA club racing (FVee and MCR2000 and, if you squint, maybe a formula trainer), but it's not enough to make a dent in iRacing's domination unless you can add NASCAR, IRL, and GT3 along with a good collection of tracks like SIR, Portland, Sears Point, Laguna Seca, Long Beach, Thunderhill, Willow Springs, Heartland Park, Mid-Ohio, Watkins Glen, VIR, Road Atlanta, Road America, Mosport, Sebring, & Daytona. A TransAm collection plus Spec Miata might be enough to open up the market, but it would only be a start and licensing the TA cars probably is as difficult as licensing GT3 cars.
 
iRacing owns evenings in the US, particularly on the west coast... doubtful anything will change that because iRacing and SCCA are cozy these days and nobody covers the North American roadrace tracks even half as well as iRacing, not even with mod tracks.

At least Reiza gives us a couple cars familiar to SCCA club racing (FVee and MCR2000 and, if you squint, maybe a formula trainer), but it's not enough to make a dent in iRacing's domination unless you can add NASCAR, IRL, and GT3 along with a good collection of tracks like SIR, Portland, Sears Point, Laguna Seca, Long Beach, Thunderhill, Willow Springs, Heartland Park, Mid-Ohio, Watkins Glen, VIR, Road Atlanta, Road America, Mosport, Sebring, & Daytona. A TransAm collection plus Spec Miata might be enough to open up the market, but it would only be a start and licensing the TA cars probably is as difficult as licensing GT3 cars.

That really is only the case if you race Miata's or Skip Barbers, the rest of the series in iracing are pretty sparse late in the evenings. I like iRacing just fine, and still race a lot there, but I like being able to race the uncommon cars and tracks in AMS2 or any other sim for that matter. I would love to see some more lesser known North American tracks.
 
I'm still 2+ seconds faster than the AI at 120 in the two Formula cars I tried at multiple tracks. For reference, I'm roughly 2-3 seconds slower than most leaderboard records in these cars.


Rammed four times in one braking zone when totally alongside an AI on a warmup lap in practice alone. Then in the race I was promptly pit manoeuvred by an AI when I was on the racing line and slightly ahead going into a bend. This is the only race I tried because I'm now tired of wasting my time in practice/qualy only for my race to end like this nearly every time.

The wait goes on. :poop:

Could you mention what car / track combo, AI & weather settings you experienced those issues with? The scope of variables in the game is fairly gargantuan now so it’s hard to test all scenarios, but we can fix the issues we get to know about :)

I’d imagine such large discrepancies would now be restricted to certain tracks, or running practice / qualifying sessions, as most performance balancing is done under race conditions, with practice / quali having their own multipliers of that - one bad value in either direction and things can get messy. Such performance issues are easy to fix now tho, let us know what you ran and we’ll look into it :)
 
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