AI Racing, Rain Line, Physics: Reiza Previews Automobilista 2 v1.6 In New Dev Update

Automobilista-2-v1.6-Alpine-A424-Hypercar.jpg
Images: Reiza Studios
Automobilista 2 is set to take another big step with its incoming update to v1.6. Developer Reiza Studios shared another look into the new version with their latest dev blog.

UPDATED September 17, 19:10 UTC

It had been a while since Reiza Studios gave an update on how version 1.6 of Automobilista 2 is progressing. The latest dev update had been released in May, with more to follow before the release of the actual update. One of the new dev updates is now here, and Automobilista 2 v1.6 does not seem far off anymore. The 'Road to v1.6 Pt2" post details several elements that will improve the sim.

Of course, these are only part of the bigger picture for AMS2. In May, Reiza already highlighted the reworked LMDh/GTP hybrid system, which is going to work like the real counterpart from v1.6 onwards, as well as reworked smoke shaders to improve the look of engine failures.

Physics​

The centerpiece of the update - although it is hard to limit that term to just one element - are the improved physics. Showcased already in the 2024 Brazilian Stock Car Pro vehicles and F-Ultimate Gen 2 cars, all cars in the sim will feel different and much more cohesive once v1.6 rolls around, Reiza promises.

Studio Founder and CEO Renato Simioni states that "there is understandable skepticism around the term "game-changing" when it comes to physics development, but there are changes that quite literally fundamentally transform many of these intertwined dynamics, without necesarily eliminating the work that came before".

The physics changes are mainly driven by "development of tire hysteresis along with a tire thermodynamics overhaul. Brake have also received a thermodynamics overhaul of their ownand have a much more tangible feel to them", details the dev update.

Refined AI Behavior​


Now September rapidly advances, the Brazilian studio showed more previews, with the AI racing in the sim being the main focus. A short race at Monzain AMS2's version of a current-gen Formula One car, called the F-Ultimate Gen 2 in the game, highlights the reworked behavior of the computer-controlled opponents. They appear to be less frantic, more considerate but not shy to go for overtakes or defensive moves either.

Nine areas in which the AI has been improved are mentioned in particular:

  • AI will now move more decisively to cover the inside line to protect position from an attacking car
  • AI will prioritize taking the inside line of the next braking zone in order to complete a manouver succesfully (rather than just go wherever there is more space as it used to be)
  • AI will move over and lift when appropriate to give way to faster cars when under blue flag
  • AI will actively try to create space between themselves and nearby cars when opening a hotlap in practice / qualifying
  • AI will gauge slower traffic way further ahead than before in order to decide the best course of action navigating it
  • Further elaboration of pitstop logic to increase chances of sound AI pit strategy even in longer races
  • AI is far less constrained with regards to where it places itself on the track relative to other cars and the racing line itself, allowing it far more freedom to complete overtaking moves
  • At the same time AI will be far less inclined to conclude exceeding track boundaries is necessary to avoid an incident, and will suffer more consequences in terms of time lost if and when it does so
  • AI Aggresion setting is more influential in defining agressive behavior from the AI

Additionally, the AI received more adjustments for running in the wet and dry (and conditions somewhere in between), "mitigating most if not all persisting discrepancies in performance".

Multiplayer Sees "Substantial Improvements To The Netcode"​

Not exactly a strong suit of AMS2 so far, the sim's multiplayer - like pretty much every other area of the title - has received significant attention. This resulted in significant improvements related to its netcode, the abilities to share setups easier, and the ability to join servers closer towards the end of qualifying.

The netcode changes in particular have apparently given encouraging results when tested with third-party competition platforms - the achilles heel of AMS2's multiplayer thus far.

Progress With Racing In The Rain​


Another element that had already been touched upon in the previous bigger update to v1.5 is racing in the wet. While a slight loss of grip was already noticeable on the dry racing line once the track turned wet, this effect will be more noticeable in v1.6, with the visuals to match.

The rubbered-in racing line from running in the dry will look different and more shiny than the rest of the track. Adapting your line throughout the turns to find more grip off of the usual racing line will be more important as a result.

Additionally, the way water spray looks like is adjusted, and certain rainy scenarios will not look mostly gray anymore, as the demonstration video shows a mostly cloudy Spa in circa 1993, with the sun occasionally peeking through the clouds.

Humidity Modelling​


The weather system in AMS2 will see more refinement even in the dry, too. Remember that epic battle Ayrton Senna and Nigel Mansell had at the 1991 Spanish Grand Prix? As they raced down the main straight side by side, sparks were flying off the cars - and those characteristic vortices formed on the edges of both cars' rear wings.

This will make its way into Automobilista 2 via version 1.6, too. The sim will take humidity into account more, and relatively cold temperatures coupled with high humidity and race cars with big rear wings will then result in those vortices forming. A neat little detail that could make for some excellent screenshots.

Increased Grid Sizes​

Automobilista 2's 32-car grid limit has been a gripe for a number of sim racers, particularly for offline racers who wanted more crowded race tracks. The v1.6 update will up that limit to 48 vehicles - if you got 12 Gb or more of physical memory available. Online, the 32-car limit remains in place.

Of course, a track needs to support this many grid slots - so if you were hoping to run 48 cars at Cadwell Park, you might be disappointed.

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Graphics Overhaul​

Already mentioned in the May dev update, AMS2 will look different once the update to v1.6 is out, too. Several shaders have been improved - like the aforementioned spray in the rain - and a more natural depiction of cars and tracks in a variety of weather conditions and lighting scenarios are the result. Crucially, this has been achieved with a "negligible performance impact".

Added eye candy include dynamic exhausts that glow depending on how hot they get, trackside fireworks, more 3D trees that even get wet at many tracks, and more.

More To Come​

Additional dev updates are set to follow Pt2 soon, with more previews on the way "over the next few days to get hearts pumping", according to the new dev update. Audio development is set to feature in this, as well as more spotlight on the incoming content.

What are your thoughts on the preview videos to Automobilista 2 v1.6? Let us know in the comments below and join the discussion in our AMS2 forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
The vast majority of the time I'm in VR and run no HUD at all, Though if I have forgotten to activate crew chief I use the HUD cycle button as mapped on my wheel to bring up the lap indicator panel.

My main effort to reduce the scale of the HUD was to get rid of the "Track Limit" box that floats directedly in the line of site when its displayed. (and stays for far too long)

Seeing as I never managed to disable it, I shrunk it down as small as I could, and then moved it up out of my line of site. Still find it distracting and pointless but I can live with it.
 
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Also your statement about shadows caused by the Meadness engine btw
"A secondary stage of the overhaul will take place next year and will delve deeper into the rendering engine in pursuit of further improvements, with anti-aliasing and shadow casting development being prime targets."

see you next year, for the shadows and anti aliasing fix:thumbsup:😂
I think I hate more the aliased shadows than the driving feeling.
 
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You can, Ive scaled everything down for VR use, I cant rember how I done it but these are the instuctions I just found so I assume its the process I followed.

Get in a car, hit pause, click options, click Edit HUD. Then the steps below should work.
Note that you have to be using the number pad, not the top row.


In movement mode the controls are as follows (numpad)
4 and 6 move left and right
1 and 3 move left and right slowly
8 and 2 move up and down
7 and 9 move up and down slowly
+ and - move back and forth
/ and * move back and forth slowly
5 resets position to default

In rotation / scale mode the controls are as follows (numpad)
4 and 6 rotate left and right
8 and 2 rotate up and down
1 and 3 rotate anti-clockwise / clockwise
+ and - scale the HUD bigger and smaller
/ and * scale the HUD bigger and smaller slowly
5 resets rotation to default
thanks buddy, gonna take a look if I can make it work with a single screen.
 
My main effort to reduce the scale of the HUD was to get rid of the "Track Limit" box that floats directedly in the line of site when its displayed. (and stays for far too long)

Seeing as I never managed to disable it, I shrunk it down as small as I could, and then moved it up out of my line of site. Still find it distracting and pointless but I can live with it.
Try starting with flat screen HUD settings. Sometimes it is somewhat easier to "capture" the correct HUD parameter and disable it. Even with keyboard bindings and you are used to them, it can sometimes be a difficult experience in VR.
 
"A secondary stage of the overhaul will take place next year and will delve deeper into the rendering engine in pursuit of further improvements, with anti-aliasing and shadow casting development being prime targets."

see you next year, for the shadows and anti aliasing fix:thumbsup:😂
I think I hate more the aliased shadows than the driving feeling.
Maybe RF2.1 wil have have VR by then 😭
 
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Premium
I've been running 1.6 for a little while now. It's good, it's really good. So much so that I haven't been in the actual release version since I downloaded the beta and apart from running URD's Dallas release in AC, I've not been in anything but the Ams2 beta now for about 3 weeks or so. One person mentioned the HUD, yep it's changed and looks great. Mosport, Sebring and Road Atlanta are fantastic. Been in the Alpine A424 in a 30 lap race this evening at Sebring. It's really good.
For those not on the beta, just hang on for it. It will be worth it.
 
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I've been running 1.6 for a little while now. It's good, it's really good. So much so that I haven't been in the actual release version since I downloaded the beta and apart from running URD's Dallas release in AC, I've not been in anything but the Ams2 beta now for about 3 weeks or so. One person mentioned the HUD, yep it's changed and looks great. Mosport, Sebring and Road Atlanta are fantastic. Been in the Alpine A424 in a 30 lap race this evening at Sebring. It's really good.
For those not on the beta, just hang on for it. It will be worth it.
Mosport, Road Atlanta and Sebring are alone worth the wait for 1.6. Three fantastic tracks. RA and Mosport were only available as mods in other sims. To have them officially in AMS2 is awesome.
 
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You can, Ive scaled everything down for VR use, I cant rember how I done it but these are the instuctions I just found so I assume its the process I followed.

Get in a car, hit pause, click options, click Edit HUD. Then the steps below should work.

click Edit HUD, then HELP. Then all the keybinds are shown.
 
I think this update will pretty much cement AMS2 as my only installed racing sim, too much time on other games and MSFS plus real life these days pretty much prevent racing in two or more which is a shame but that's life eh!?

Really looking forward to the update, especially the AI improvements, as per usual Reiza simply being awesome.
 
I think this update will pretty much cement AMS2 as my only installed racing sim, too much time on other games and MSFS plus real life these days pretty much prevent racing in two or more which is a shame but that's life eh!?

Really looking forward to the update, especially the AI improvements, as per usual Reiza simply being awesome.
Yes, other sims are time consuming, in my case it's DCS and X-Plane. But I always check other sims after updates and I can say that there is even a plus in it - I stopped waiting for any updates or improving anything, I just don't have time for it, so I enjoy what I have now. I love the historical content in AMS2, so I always buy it.
That's why I don't buy a subscription to iRacing, even though I have all the oval content there - it's frustrating to go in once a month and not make sense.
 
I wish they toned things down a bit, like the vapour trails are quite exaggerated, and also, when we watch wet races on TV your can't see the rain coming down like that as you can with these previews. It's almost like you can see every streak/droplet of rain coming down, if they made them a bit more transparent it would look a bit more realistic.
When you watch it on TV, you get the picture through a camera. In the game, it's like seeing it with your own eyes. Many people do not take this into account when they miss the TV spectacle in a game. Besides, it's the same with sounds. From TV and video, we always hear what is transmitted to us through a microphone and not what we would hear with our own ears.
 
Premium
Don't get me wrong, but I hope I am not the only person who found this dev update a bit underwhelming.
Not sure what you were expecting in that case? For a 4 year old game I'd say it's pretty good. Go look at the Forza Motorsport updates ( from a much bigger team ), then compare and contrast. And don't forget there is another part to come which focusses on the content.
 
When you watch it on TV, you get the picture through a camera. In the game, it's like seeing it with your own eyes. Many people do not take this into account when they miss the TV spectacle in a game. Besides, it's the same with sounds. From TV and video, we always hear what is transmitted to us through a microphone and not what we would hear with our own ears.
As previously mentioned. Those replay cameras are meant to be trackside tv cameras, not all, but definitely the ones shown in that demo. Hence my comment, I'm well aware that in person you can see rain fall.
 
Premium
Yes, bring it on. But only when it has no more errors.
Optimize it, clean it up and when it's ready, I'll be happy. I'm incredibly patient.
After all, this update will make AMS2 the best simulation for millennia. The graphics make other games look like they're a black and white film from the twenties of the previous millennium, and online fun will send the divorce rate through the roof. No one will ever need another simulator again.
While the others are throwing DLCs onto the market, Reiza is throwing complete games at our feet - and of course, because we have AMS2, completely free with lifetime support.
I'm really looking forward to the update. Thanks Reiza.
All the "my Sim is better" types will probably come back because they just don't understand what they've read.
It's under this sentence for you, but in small.
Sarcasm
 

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