SimHub with Automobilista 2

Last updated · SimHub 9.11.22

Automobilista 2 broadcasts telemetry over UDP, using the same system inherited from the Madness engine that Project CARS 2 uses. Enable UDP telemetry in the game's options, set the protocol version SimHub expects, and tick the game in SimHub. The specific gotcha is that if you want to use SimHub overlays, AMS2 needs a Steam launch parameter to run properly borderless — an overlay cannot draw on top of an exclusive-fullscreen game.

AMS2 has one of the widest car ranges of any sim, from 1960s single-seaters to modern prototypes, and that shapes most of the configuration advice below.

How it works

UDP broadcast, using the telemetry system inherited from the Madness engine — the same one Project CARS 2 uses, which is why the two are configured almost identically.

Because it is UDP, only one application can receive the stream. If AMS2 telemetry stops the moment you open CrewChief or another dash tool, that is the cause and UDP forwarding is the fix.

Setting it up

  1. Enable UDP telemetry in the game

    In Automobilista 2's options, under the gameplay or system settings depending on version. It is off by default.

  2. Set the UDP protocol version

    AMS2 offers more than one. If SimHub receives packets but the values are wrong or missing, this is the setting to change — a mismatch produces plausible nonsense rather than silence.

  3. Enable Automobilista 2 in SimHub

    Tick it in the game list.

  4. Allow SimHub through the firewall

    Both Private and Public profiles.

  5. If you want overlays, set the borderless launch parameter

    Add the Steam launch option that forces borderless windowed. An overlay is a window drawn on top of the game, and nothing can be drawn on top of an exclusive-fullscreen game — see overlays.

Automobilista 2 gotchas

What works well here

AMS2's car range is enormous and unusually varied — 1960s Formula cars, stock cars, modern GT and prototypes, karts. Percentage-based shift lights are not merely preferable here, they are the only sensible choice: an absolute RPM setting will be wrong for the overwhelming majority of the field.

Per-car calibration is worth more in AMS2 than in most sims, precisely because the cars differ so much in where their useful power ends relative to the limiter. A 1970s Formula car and a modern prototype want different shift points.

Haptics work well. The historic content is where road-surface effects are most interesting, because those cars communicate far more through the chassis than modern ones do.

Common questions

How do I enable telemetry in Automobilista 2?

In the game's options, turn on UDP telemetry — it is off by default — and set the protocol version. Then tick Automobilista 2 in SimHub's game list and allow SimHub through the Windows firewall on both profiles.

SimHub gets AMS2 data but the values are wrong.

That is a UDP protocol version mismatch rather than a connection problem. AMS2 offers more than one version and the wrong one produces plausible-looking but incorrect values. Receiving nothing is a connection issue; receiving nonsense is a protocol issue.

Why is my SimHub overlay invisible in Automobilista 2?

The game is running exclusive fullscreen, and nothing can be drawn on top of that — an overlay is just a transparent window placed above the game. Add the Steam launch parameter that forces borderless windowed mode.

Why did AMS2 telemetry stop when I opened CrewChief?

Only one application can receive a UDP stream. Use SimHub's UDP forwarding so SimHub receives the stream and re-broadcasts it to another port for the second application.

Should I use absolute RPM for shift lights in AMS2?

No. The car range spans 1960s Formula cars to modern prototypes and karts, so an absolute setting will be wrong for almost everything. Use percentage, and calibrate per car for whatever you race regularly — the useful power band relative to the limiter varies a lot across this field.

Is Project Cars 2 configured the same way?

Almost identically. Both are built on the Madness engine and share the same UDP telemetry system, including the protocol version setting and the borderless launch parameter for overlays.

Sources

SimHub is developed independently by Wotever and is not affiliated with oesimracing. This page was checked against SimHub 9.11.22 on 4 August 2026; where the interface has moved on since, the version stamp tells you how far. More on what SimHub is and what it costs.