Column: Running my own Daytona 2.4 in Automobilista 2

Daytona 24 in AMS2.jpg
Image: Reiza Studios
With the real Rolex 24 at Daytona taking place, OT Contributor Angus decided to run his own in Automobilista 2 offline. Here is how he got on.

NOTE: The races were held and the article was written just before the release of Automobilista 2 v1.6.3.5, which included some AI revisions. As a result, the experience described might not reflecthe current state in AMS2 anymore.

This weekend is all about one thing. Daytona fever.

Yes, the 2025 Rolex 24 Hours of Daytona is taking place right now with a full field of 61 cars taking on the high banks of the Speedway. But not wanting to spend too much time out of the sim rig, I wanted to join in the multiclass action by setting up my very own 2.4 Hours of Daytona against the AI and what better sim to do so than the official IMSA simulator, Automobilista 2? Here is how I got on.

The Setup​

As much as running the top class is fun as you dice through traffic all whilst fighting opponents, there are a few obstacles that dissuaded me from driving a GTP car in this fake Rolex 24. But I'll get to them later.

I would avoid racing GTP at Daytona in AMS2 for the time being.

I would avoid racing GTP at Daytona in AMS2 for the time being. Image: Reiza Studios

In the meantime, I instead decided to join the immensely populated GTD ranks with its over 20 car liveries to choose from. For a bit of extra challenge, I went for the most rear-engined, understeer-y, under-powered model available in the GT3 class, the Porsche 911, and it certainly provided the tough task I was after.

Looking for the most competitive race against the AI as possible, I decided to avoid adding any unnecessary disorder like wet weather and Safety Car periods to trip up my computer rivals. As much as I would have liked to contend with varying conditions and strategic implications of Full Course Yellows like the real thing, they make it far too easy to gain on the AI.

For the same reason, I did not choose to multiply fuel and tyre usage which can both cause issues with stint lengths especially in a sportscar environment.

Porsche GT3 at Daytona in Automobilista 2.

Porsche GT3 at Daytona in Automobilista 2. Image: Reiza Studios

But with the parameters set and my phone set to do not disturb, it was time to hit the track.

QualifyingFor The Rolex 24​

When I race against the AI, especially for a long race, I do not want to run hours of practice before hand just to be on-pace with the field. As such, I selected about 108% AI and went straight into qualifying.

A short, 10-minute session of being divebombed and held up on every lap made me realise just how useful Le Mans Ultimate's private qualifying system is. But never mind, avoiding the traffic and getting a clean lap is a challenge in real life, so why not enjoy it.

Multiclass qualifying is not for the faint of heart.

Multiclass qualifying is not for the faint of heart. Image: Reiza Studios

I may not have set a fully clean lap, but it counted and that is all that matters. Going into the race, I sat on the grid very much in the middle of the GT pack, in the region of 13th position.

A Fun 2.4 At Daytona In AMS2​

Starting from the mid-pack, I did have to restart a few times due to sizeable pileups at Turn 1 with the AI's cavalier approach to the T1 inside pit wall. But once things got going, the race quickly fell into the standard monotony of endurance racing.

There really is nothing better than finding a pace and rhythm and ticking off the laps in an enduro, a mindset that is now far easier to fall into in AMS2. Following the more recent updates to the title's AI, the field spreads out far more realistically than before making for a more immersive racing experience. Cars no longer spend full laps side-by-side unable to separate themselves.

Automobilista 2 AI spreads out nicely in v1.6

Automobilista 2 AI spreads out nicely in v1.6. Image: Reiza Studios

Early on in each stint, the AI would have a little bit more pace than myself meaning I did end up losing a few positions in the opening laps. But as tyre wear took its effect, I found myself slowly gaining once more. After a while, slower models like the pack of Porsches began to come to me and before I knew it, I was making moves on the infield. It seemed as though my setup was carrying a little more downforce than the AI meaning I could not catch on the banking, but had the pace in the twisties.

Whilst I certainly made passes to move up through the field, the majority of my position gains were through AI mistakes at the bus stop. I cannot count the number of times that I gained positions either by flying past a grass-stricken opponent or catching a slow-moving pack due to a poor AI re-join. No matter the sim, computers simply do not like that corner.

It wasn't long before the first of two pitstops in the race. Though some opponents seemingly opted for three shorter stops rather than two near-full tanks. I am not entirely sure if this strategy paid off for them as the various crash bugs may have hindered their strategies. But considering I managed to finish in fourth place, I would say that most failed to make it work.

Racing at night in AMS2 is gorgeous.

Racing at night in AMS2 is gorgeous. Image: Reiza Studios

By far my favourite part of the race was the middle stint, during the long night portion. The lighting in Automobilista 2 makes for a truly immersive experience, especially if you remove any semblance of on-screen HUD.

In the final third of the race, I rapidly caught and passed the green Iron Lynx Lamborghini due to yet another episode of bus stop shenanigans giving me a podium position. But the Huracan appears to have incredible speed in the AI's hands that I simply could not follow. As such, the fake Franck Perera was soon on my tail and desperate for a way past and that soon came as he sent one down the inside of the bus stop and this time kept it on-track.

Just a few laps left to go, a large gap behind and a growing chasm ahead, I resounded myself to a P4 finish. Despite missing out on the podium, it was a fun experience that gives me hope for when Sebring comes around. Because I know the AI handles that simpler layout far better.

Daytona AI In Automobilista 2​

As aforementioned, there are a few limitations to Automobilista 2's AI system, especially at Daytona. Whilst a recent comparison around the likes of Sebring and Imola versus LMU and iRacing found that the Brazilian game's AI is rather competent, this most recent experience has left a sour taste.

The AI is far from perfect on the banking of Daytona

The AI is far from perfect on the banking of Daytona. Image: Reiza Studios

It seems that despite its official affiliation with IMSA, the venue of the series' opening round may not be fully optimised for the series' cars.

First and foremost, where the real world rules state that slower class cars must hug the inside line with faster cars going up high on the banking, the AI line in AMS2 sees them running halfway up the banking making hesitant faster class AI. When running the GTP or even LMP2 classes, this means you breeze past your competition on the straights to an assured win. This may be the reason to avoid top classes, but even running lower categories is not without its issues.

Come off the banking side-by-side with an AI car into Turn 1 and the racer on the inside will often clip the inside pit wall, rapidly eliminating half the field. The same is true when racing into the bus stop chicane on the back straight. Wheel-to-wheel action on the brakes often leads to cars sliding out wide and sometimes even finding a wall.

AI crashes at the bus stop are not uncommon.

AI crashes at the bus stop are not uncommon. Image: Reiza Studios

Luckily, once I had dialed the AI Aggression down to Low, these concerns were somewhat less frequent - though still happened - and I could run a fairly competitive race. That is not to say it was a frustrating experience however as racing the collection of GT cars available in AMS2 all whilst being lapped by prototype machinery was an extremely immersive and enjoyable experience that I would do again.

Automobilista 2 Online Daytona 2.4​

Luckily enough, here at OverTake we are organising our very own 2.4 Hours of Daytona on Automobilista 2 as part of the Racing Club.

Taking place on 2 February from 2pm CET, we will be taking to the banking one more time with a multiclass event featuring GT3 and LMDh machinery. After an hour of practice and 25 minutes of qualifying, we will go to battle for a whopping 2.4 hours with real weather, so who knows what might happen. Be sure to sign-up here!

Have you tried running a recreation Daytona 24 in sim racing yet this year? Let us know how it went in the comments!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

No need for the note - there weren't any revisions to AI lines in the patch so they're still bad at Daytona. Really thought that would be addressed for this week, can't understand why they haven't.
Yeah, I've since tried another 2.4 in GTP this time and it was tough to get through it just because of how frustrating it was losing that immersion when your rivals hang back for the whole banking or even drop below the yellow line. Hopefully a fix comes soon
 
About the AI pitstop nonsense, it's an issue since the game was released. It's very frustrating.

There were improvements over the years but it seems that a new problem was added in the 1.6 release. Some cars will pit about half the way into the stint, apparently because of some tyre wear problem.

If you set the fuel consumption to 2x and keep the tyre wear realistic, the AI will behave a bit more similar to a human driver.

I know for sure that's the case with the Brazilian P1GEN2 class, so it could be three case with the LMDH
 
This is by far my most played title since I got it 3+ years ago. I myself am growing tired of waiting till the next update to do races the way I'd like to. It becomes more frustrating when it seems like AI in even PS1 games are better at racing than these modern Sims. I think I am going to pause buying anything new for this game until they fix what they have. I own everything current, but most my dlc seems to have problems racing the AI.
 
I am doing a Daytona 24hr race in AC, AMS2 and Rf2. I set the race for 1 hour with a 20 minute quali. Accelerated time has also been configured. I am driving the BMW M6 and the field has cars for each class with a total of 40 cars. I did really well in AC, could not stop crashing in AMS2 and the Rf2 weekend starts in 20 minutes.
 
TBF, having read the comments above I'm obviously not the only one noticing issues still with Daytona. I ran a similar race to yours but with full course yellows allowed; I think the longest we went without one was about 4-5 laps. I just got bored in the end and stopped the race after 45 mins, what should of been fun was incredibly tedious. It's a shame really, because I do think that Reiza are FINALLY rounding a corner with AMS2. I flit between LMU, AC and now AMS2, once the major AI issues are ironed out I think it'll be a worthy title!
 
The AI at the Le Mans Chicane has always suffered some sort of issues in AMS2, after one update they were just too slow on exit so it was far too easy to pass them, otherwise they were pretty decent for the rest of the lap.

The trouble with AMS2 AI is it requires constant tinkering & tweaking by Renato/Reiza and it does gradually get better on a track/car combo basis but then comes another physics update and more changes to the AI and yet again more Lines need to be re-tweaked on multiple tracks with multiple cars.

What this sim is crying out for is an RF2 style AI Learning algorithm, that worked great in that sim in "curing" troublesome corners or sections of race track. I used it effectively over many years and really miss it for AMS2 when I find a decent AI on a track but there's always that one corner that lets them down, ruins an otherwise very capable AI. I guess that's an issue when you have so many cars & tracks to keep on top of, Renato/Reiza do a grand job of keeping up and the AI has improved ten fold over the years since release, just wish it was easier for the user to fix issues our end.
 
It won't i doubt. They haven't said there will even be anymore IMSA dlc people are just assuming.
When the 1.6 update was released, it was also announced that Reiza would stop publishing monthly updates. So we don't know what will or will not be coming to the sim until DLC packs are ready for sale. No mention of future IMSA DLCs doesn't mean that there's nothing more coming.
 
Premium
The AI at the Le Mans Chicane has always suffered some sort of issues in AMS2, after one update they were just too slow on exit so it was far too easy to pass them, otherwise they were pretty decent for the rest of the lap.

The trouble with AMS2 AI is it requires constant tinkering & tweaking by Renato/Reiza and it does gradually get better on a track/car combo basis but then comes another physics update and more changes to the AI and yet again more Lines need to be re-tweaked on multiple tracks with multiple cars.

What this sim is crying out for is an RF2 style AI Learning algorithm, that worked great in that sim in "curing" troublesome corners or sections of race track. I used it effectively over many years and really miss it for AMS2 when I find a decent AI on a track but there's always that one corner that lets them down, ruins an otherwise very capable AI. I guess that's an issue when you have so many cars & tracks to keep on top of, Renato/Reiza do a grand job of keeping up and the AI has improved ten fold over the years since release, just wish it was easier for the user to fix issues our end.
In gMotor sims the AI needs a bit of different lines than trying to hit the perfect apex.
They need to be more smooth and open.
Making them go around a tiny bit wider makes a lot of difference.
Easier for them to take speed trough the corner.
They also get much harder to overtake, as they going around the outside is much more difficult and on the inside there is no space.
In super narrow corners they tend to take the shortest distance to the next AI node.
Which might end with the AI starting to cut corners.
I guess that is also what's happening here.
Also this is a very diverse track for generic AI.
 
I don't know how the author of the article managed it. I just tried and gave up. Every LMDH will die after a few laps.

Using low aggression and Standard mistakes.

Frustrating.

I get @MarcG point, but.... 1.6 took so long and was came combined with the IMSA partnership.

Shouldn't they at least polish the pertinent car/track combos...?
 
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The AI at the Le Mans Chicane has always suffered some sort of issues in AMS2, after one update they were just too slow on exit so it was far too easy to pass them, otherwise they were pretty decent for the rest of the lap.

The trouble with AMS2 AI is it requires constant tinkering & tweaking by Renato/Reiza and it does gradually get better on a track/car combo basis but then comes another physics update and more changes to the AI and yet again more Lines need to be re-tweaked on multiple tracks with multiple cars.

What this sim is crying out for is an RF2 style AI Learning algorithm, that worked great in that sim in "curing" troublesome corners or sections of race track. I used it effectively over many years and really miss it for AMS2 when I find a decent AI on a track but there's always that one corner that lets them down, ruins an otherwise very capable AI. I guess that's an issue when you have so many cars & tracks to keep on top of, Renato/Reiza do a grand job of keeping up and the AI has improved ten fold over the years since release, just wish it was easier for the user to fix issues our end.

I agree wholeheartedly...

The biggest problem here is the track side AI and track side physics in AMS2 are still a few years away from being polished enough to convey a great AI experience that would rival the F1 series...

The car side has plenty of tuning pegs that no other title has within the actual physics files... But it's let down by trains created by the poor paths that the AI just never learns to correct on the track side no matter how long you left it on for...

It used to take a good 2-4 hour session depending on track to tune rF2 AI and after that it was epic, right up there with the F1 series... But since S397 took over I haven't had fun offline in that title as they haven't made good AI until LMU... But when ISI had it singing it was great...
 
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I've tested it multiple times, but the AI tire wear is what causes them to pit more often. They wear their tires down after about 50-55L in the prototype cars and about 60ishL in the GTs. That's why you saw teams taking more pit stops than you.

I know this is the issue because turning tire wear off has the GTPs going from pitting every 50-55L to pitting consistently when they have about 10L left in their tank (which is still far too conservative to me). Ideally the AI would be pitting when they don't have enough fuel to complete another lap or two. Pitting with 10L of fuel left will eventually lead to them having to take an extra stop in longer races than had they run to lower fuel rules.

In terms of their on track behavior it's just bad at Daytona. Maybe the latest update fixed these issues with their super grip and braking into turn 1, the exit grip they have out of the international horse shoe and onto the oval, and their super braking and propensity to want to go side by side into the Bus Stop (Le Mans Chicane) with super human braking and grip levels that usually lead to tank slappers, unrealistic saves, and massive crashes.

The hyper tire wear has been an issue since PC2 and it's honestly game breaking. I really hope it is fixed sooner than later, because it has completely sucked the fun and motivation of wanting to commit to longer races when I know the AI are fundamentally broken.
 
I've tested it multiple times, but the AI tire wear is what causes them to pit more often. They wear their tires down after about 50-55L in the prototype cars and about 60ishL in the GTs. That's why you saw teams taking more pit stops than you.

I know this is the issue because turning tire wear off has the GTPs going from pitting every 50-55L to pitting consistently when they have about 10L left in their tank (which is still far too conservative to me). Ideally the AI would be pitting when they don't have enough fuel to complete another lap or two. Pitting with 10L of fuel left will eventually lead to them having to take an extra stop in longer races than had they run to lower fuel rules.

In terms of their on track behavior it's just bad at Daytona. Maybe the latest update fixed these issues with their super grip and braking into turn 1, the exit grip they have out of the international horse shoe and onto the oval, and their super braking and propensity to want to go side by side into the Bus Stop (Le Mans Chicane) with super human braking and grip levels that usually lead to tank slappers, unrealistic saves, and massive crashes.

The hyper tire wear has been an issue since PC2 and it's honestly game breaking. I really hope it is fixed sooner than later, because it has completely sucked the fun and motivation of wanting to commit to longer races when I know the AI are fundamentally broken.
The latest update didn't fix Daytona

The tyre wear could be an issue in PC2, but wasn't present in AMS2 in 1.5. They often pitted a bit too soon, but not half way thru the stint.
 
I run my own Daytona 24 every year. First with RF / GTR2, then my beloved RF2 during many years. Since it’s now let aside and it became impossible to find reçent skins I tested AMS2 few weekend ago. Finally , at this moment Iracing is probably the best choice for me.
But it took time to understand and adjust everything
Most of cars are here (enough to feed a 50cars grid) , more than 40 skins of the 2025 édition and AI are impressing in the traffic .
 

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