Automobilista 2 Updated to Version 1.3.3.0, Adds New Cars and Road America

Automobilista 2 Jan 2022 Update 01.jpg
The first major update of 2022 for Automobilista 2 has been released, and it includes new content, improved cockpit view effects, physics updates, and dozens of other changes and fixes.

Reiza Studios’ major monthly updates for Automobilista 2 have rolled into 2022, and January’ update is an impressive one. Reiza’s updates tend to be either heavily focused on new content or heavily focused on improvements to the underlying driving physics in the title, but this update seems to strike a balance.

In terms of content, Reiza has expanded Automobilista 2’s Formula USA cars, which are part of the Racin’ USA DLC Pt 2. These cars grabbed the attention of the sim racing world when they were released and received praise from many in the sim community. Not content to rest on that success, Reiza has added a Gen3 class including the Reynard 2Ki and Lola B2K/00 cars. Fans of historical F1 cars will also enjoy some new content, as AMS2 now has a Formula Retro Gen3 class including the Mclaren MP4-1C, F-Retro Gen3 Turbo, and the F-Retro Gen3 DFY Aspirated. Lastly, the Volkswagen cars in the title got an update with the addition of the VW Polo GTS and Virtus GTS to the TSI Cup class.

But the biggest news on the content front is the addition of Road America to the Racin’ USA DLC Pt 2 pack. Located in Elkhart Lake, Wisconsin, the 14 turns and 4 miles of Road America has been almost unchanged in the past 60 years.

On the physics, UI and AI front, AMS2 has been given a huge list of improvements and fixes. The full list of changes is listed below, but among the most notable improvements are revisions to the cockpit view effects. These changes give the player more detail and better control over how much the camera moves under acceleration, braking and turning.

Also, the driveline elasticity improvements that became part of the sim late last year have been applied to the Lancer Cup, TSI Cup, JCW Mini, Copa Truck, and F-Ultimate, which should increase the enjoyment and realism of driving these cars.

The changlog is listed below. Be sure to let us know your thoughts on what has changed in this major update to Automobilista 2.

Automobilista 2 Jan 2022 Update 02.jpg


V1.3.3.0 CHANGELOG

CONTENT
  • Added Road America (part of the Racin´ USA Pt2 DLC pack)
  • Added F-USA Gen3 class featuring Reynard 2Ki, Lola B2K/00 (part of the Racin´ USA Pt2 DLC pack)
  • Added F-Retro Gen3 class featuring Mclaren MP4-1C, F-Retro Gen3 Turbo, F-Retro Gen3 DFY Aspirated
  • Added VW Polo GTS & Virtus GTS to TSI Cup class
GENERAL
  • Enabled G-forces for cockpit camera (previously G-forces were only enabled for helmet camera)
  • Made the helmet and cockpit cameras orientation change that comes from G-force effect be scaled by the G-force slider settings (previously only the camera position change was scaled, not the orientation)
  • Fixed in-game session details not accounting for session scaling in championship mode and rounding to multiples of 5 in multiplayer.
  • VR Camera Settings: Enabled legacy/new head movement toggle for VR users; World Movement renamed to 'Head Movement' (current user World Movement setting will be maintained and converted to an equivilent 'Head Movement' setting)
  • Enabled camera G-force settings for TrackIR users.
  • Enabled look to apex and leaning in cockpit camera
  • Shared Memory: Updated header to V10; Added Tyre temp L/M/R, Ride height, Session duration which were previously only available via UDP; Added DRS State; Added session additional laps information; Extended CarFlags to include TCS/SCS active state; Latest header/changelogs/sample project now available in the 'Support' directory of the game install
  • Fixed an issue with championship editor which would lead to incorrect race 2 starting order if both races did not use the same duration type. Added a fall back to find any race 1 result as the basis for race 2 in existing savegames
  • Default weather progression for official championships are now sync to race
  • Fixed an issue where default weather progression for official championships was extremely high (existing saves will revert to sync-to-race on load if out of range)
  • Made brake pedal sensitivity linear by default for most Thrustmaster wheel types.
  • Fixed issue where HUD leaderboard would cut off the local player row in some cases
  • Fixed stale drive button state requiring double click of race ready button if a user drove a previous session of a Multiplayer event.
  • Actual timestep is now passing to FFB scripts
UI & HUD
  • Added Front/Rear tire selection to quick setup menu
  • Fixed selected row visual states on Game control assignments tab
  • Added current lap info to position widget HUD in timed races
  • Fixed in-game camera options screen not correctly hiding VR options
  • Corrected engine displacement info for F-Classic Gen3 models 2 & 3
PHYSICS
  • Minor tire tread adjustments for F-Reiza, F-V10 G1, F-V12, F-Ultimate F-Classics (all gens), Group C, Group A, BMW M1 Procar
  • Added driveline elasticity modelling for cars that still didn´t feature it (Lancer Cup, TSI Cup, JCW Mini, Copa Truck, F-Ultimate)
  • TSI Cup: Improved clutch smoothing
  • Revised wheel spin inertia for all cars
  • Reduced front splitter pitch sensitivity for Group A & Procar
  • Slightly improved rear wing baseline downforce of Group A cars
  • Disabled now redundant autoclutch forced off in semi-auto F1s (fixes cars stalling even with autoclutch set on)
  • Adjusted Corvette C3-R final drive ratio
  • Further clutch heating/wear improvements and adjusted update rate
  • Reinstated auto-clutch logic for sequential shifts that do not have autoblip/autolift
  • Updated clutch models to include flash and burst parameters
  • Changed clutches on some cars
  • All street cars now have clutch damage
  • Revised F1 driveline inertias
  • Improved sequential F1 shift reliability
  • Added clutch damage and heating model.& clutch damage attributes for DPI, GT1/GTE/GT3, C3/C3R/Omega, multiple F1s
  • Prevented needless autoclutching in clutchless sequentials
  • Updated default setups for M1 Procar, Groupa A (both models), GT3 (all models), Corvette C3-R, Porsche RSR 1974, Ginetta G40 Cup, G40 GT5, Porsche Cup, Stock Car 2021 / 2022, Mercedes CLK, AJR (all variants), MRX (all variants), Roco (setup reset recommended), F3s,
  • Adjusted engine wear increase with boost settings for F-Classic turbo engines & eeduced default wastegate setting to account for higher engine wear at higher settings
AI
  • Increased hardcoded radius values for AI detection of corners ahead (this should fix some existing AI logic not triggering in some corners)
  • Added a AI series-specific radius check and distance ahead to look at before trying to overtake (customization per car type still to be implemented)
  • Adjusted AI decision behaviour when an AI driver is attempting to avoid cutting the track but has a player vehicle on opposite (should prevent some cases of AI hitting player laterally)
  • Added a per-weekend based consistency personality logic for AI
  • AI calibration pass for F-Classics (all gens)
  • Slightly increased AISidecalc range to further reduce chance of AI cars being "scared" out of the way by player coming up behind it
  • AI rolling resistance adjustments for GT3, GT4, GTE, P1, P2, P3, P4, Stock Cars
AUDIO
  • Updated crash sound effects
TRACKS
  • Updated weather & climates change in European and North American locations to ease transitions in seasonal foliage (so early spring the foliage is still looking dry, early summer still lush green; and early autumn still green)
  • Adjusted rolling start and TT start points for Kansai, Monza, Ortona, Silverstone, Snetterton, Spielberg, Velocitta, Velopark, VIR
  • Watkins Glen: Added barriers on the bypass road for inner loop layouts
  • Monza: Added missing grandstands, ad boards / gantries; grounded floating poles at Lesmos in Monza 1991
  • Silverstone 1975: Add more cones marking pitent/pitex, Adjust a few 3d people, LOD adjustment on flags
  • Ortona: Fix for outer houses LODs; Trimmed the apex corridors
  • Daytona: Updated AI lines & corridors
  • Updated trackside cameras for Brands Hatch, Curitiba
  • Nurburgring: Fixed Cam 01 clipping
VEHICLES
  • Reynard 98i: Fixed left mirror bug): Added dirt/damage texture; Changed rain tire texture; Updated cockpit tires
  • BMW M8 GTE: Fixed brake discs glow issue
  • McLaren F1 GTR: Fixed conflicting #8 livery
  • Adjusted suspension animations for all F-USA models
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

What? I don't know anyone who uses rF2's tire model. Although I have heard of rF2 in dev mode to access the rF1 tire model. It is not possible to correlate tires in rF2's model, at all.

Literally everyone uses mostly AC, and some rF1/rF2dev. Is it just different in your region? Most the people I know about are in North America.
LOL.. Apparently the academy that trains F3 drivers at Monza seems to be using RF2.
You obviously have not even read what's inside that thesis, anyway I mentioned already above that they found RF2 own models insufficient and that is why they set about changing it to something closer to the data they recorded in the circuit.
RF2 is often used by racing teams because besides having advanced models it can be completely stripped and rebuilt with better model of the racing team own through the dev mode. Basically RF2 Pro is an empty box they can fill with their own physics and tire models and aero models etc based on their engineering values, wind tunnel recordings and of course trackside data.
If you read the thesis it will show how a single guy of 20+ years old graduating from a technical university has spent 6 months exactly looking for tires parameters that better correlate with the real circuit experience through the use of deep learning models for a humble cheap F3 academy.
Now you can figure out what Red Bull or Ferrari do with their simulators...
Maybe you are talking to the wrong people... ;)
 
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LOL.. Apparently the academy that trains F3 drivers at Monza seems to be using RF2.
You obviously have not even read what's inside that thesis, anyway I mentioned already above that they found RF2 own models insufficient and that is why they set about changing it to something closer to the data they recorded in the circuit.
RF2 is often used by racing teams because it can be completely stripped and rebuilt with better model of the racing team own through the dev mode.
If you read the thesis it will show how a single guy of 20+ years old graduating from a technical university has spent 6 months exactly looking for tires parameters that better correlate with the real circuit experience for a humble cheap F3 academy.
Now you can figure out what Red Bull or Ferrari do with their simulators...
Maybe you are talking to the wrong people... ;)
So you have one example of a student and two examples of high-end teams making their own model, and you just assume that's what everyone does in a "low" budget team setting? I mean, I suppose maybe in Europe. I am from Europe, but not immersed in the simulation scene here at all so I honestly cannot argue otherwise. Do you work in sim engineering and have found otherwise?

It does not seem to be that way at all in North America; most sims are AC or rF2dev using the rF1 tire model based on my surveying.
 
So you have one example of a student and two examples of high-end teams making their own model, and you just assume that's what everyone does in a "low" budget team setting? I mean, I suppose maybe in Europe. I am from Europe, but not immersed in the simulation scene here at all so I honestly cannot argue otherwise. Do you work in sim engineering and have found otherwise?

It does not seem to be that way at all in North America; most sims are AC or rF2dev using the rF1 tire model based on my surveying.
LOL think as you want. What this proves is that things are not done by playing with magic formulas on a single point of contact at professional levels. They are done with decently refined physical models and those models are not necessarily the intrinsic mess you keep describing. Physical models are well worth the effort when competent people handle them, whether it's a sim developer or Ferrari's simulator engineer.
 
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Track looks fantastic but the track side barriers are useless at the moment as you can pretty much drive through them and fall off the track.
Not a big deal in single player practice but will cause chaos in mp.

Yup it's known and worked on! Something slipped through there unfortunately.

Also the slicks on wet situation is being looked at! Things might not be always that easy, like they seem to be. :)
 
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LOL.. Apparently the academy that trains F3 drivers at Monza seems to be using RF2.
You obviously have not even read what's inside that thesis, anyway I mentioned already above that they found RF2 own models insufficient and that is why they set about changing it to something closer to the data they recorded in the circuit.
RF2 is often used by racing teams because besides having advanced models it can be completely stripped and rebuilt with better model of the racing team own through the dev mode. Basically RF2 Pro is an empty box they can fill with their own physics and tire models and aero models etc based on their engineering values, wind tunnel recordings and of course trackside data.
If you read the thesis it will show how a single guy of 20+ years old graduating from a technical university has spent 6 months exactly looking for tires parameters that better correlate with the real circuit experience for a humble cheap F3 academy.
Now you can figure out what Red Bull or Ferrari do with their simulators...
Maybe you are talking to the wrong people... ;)
RF2 is very seldom used. Market share is in RF1 and AC, with some projects in RF2 but generally less serious ones since it's not really set up for real world correlation work. It's really all custom solutions (RF Pro, AC Pro, etc) outside of those, but those are for the multimillion dollar sim programs (e.g. Dallara).

Also, the paper you keep mentioning ironically tries to correlate the RF2 model with a Pacejka one, not real data (besides the temperatures, where the correlation IMO is unacceptable).
 
LOL think as you want. What this proves is that things are not done by playing with magic formulas on a single point of contact at professional levels. They are done with decently refined physical models and those models are not necessarily the intrinsic mess you keep describing. Physical models are well worth the effort when competent people handle them, whether it's a sim developer or Ferrari's simulator engineer.
Your definition of proof is a bit shaky. Your insistence about single contact point is also a bit buzzwordy so I am having a hard time understanding your experience level. You should know that it's not that significant in most cases, and not significant whatsoever on flat ground.

Not sure why you keep bringing up Ferrari's sim. Formula 1 sims are not that great; they don't really have time to correlate them properly IIRC. GT3 sims might be the best right now, the cars and for some periods of time the tires are unchanged for a great enough length of time for a proper correlation.

Last I checked Ferrari sim is fully empiric with pacejka input; although I do not know what they do for heat, perhaps finite element. I could be wrong about that though.
 
I just wished that I didn't have to spend an hour trying to get the game to detect my G29 after every update. I usually fix it by deleting my /Documents/Automobilista 2 folder (making Custom Championships a futile effort), but that didn't even work this time.
 
I just wished that I didn't have to spend an hour trying to get the game to detect my G29 after every update. I usually fix it by deleting my /Documents/Automobilista 2 folder (making Custom Championships a futile effort), but that didn't even work this time.
why do you delete the folder.
The profile subfolder is enough or in your special case the default.controllersettings.v1.03.sav file.
Also, you could have renamed your folder instead of deleting it and then copy all good files to the new created folder.
Windows folder structure seems to be more mystery than car setups to some ppl :roflmao:
 
replying from Reiza forum:

V1.3.3.1 is now live - this is a hotfix to complement yesterday´s release.

V1.3.3.1 CHANGELOG:

  • Fixed excessive helmet cam wobbling
  • Adjusted FFB for all FWD cars, karts, F-Reiza & BMW M8
  • Adjusted F-Retro Gen3 AI start performance
  • Adjusted F3 AI rolling resistance
  • Road America: Various updates to trackside objects; Added "The Bend" layout; minor AI adjustments
  • Fixed missing Reynard 98i Toyota
  • F-Retro Gen2: Fixed tire texture bug
  • F-USA (both gens): Added damage/dirt texture; Updated rain tire texture
  • Reynard 2Ki: Added gold wheels to #26 and #27 liveries
 
RF2 is very seldom used. Market share is in RF1 and AC, with some projects in RF2 but generally less serious ones since it's not really set up for real world correlation work. It's really all custom solutions (RF Pro, AC Pro, etc) outside of those, but those are for the multimillion dollar sim programs (e.g. Dallara).

Also, the paper you keep mentioning ironically tries to correlate the RF2 model with a Pacejka one, not real data (besides the temperatures, where the correlation IMO is unacceptable).
Serious race teams don't use video games as simulators. They run their proprietary physics solutions through either RF PRO, Cruden's Panthera or some other specialised software.
 
Your definition of proof is a bit shaky. Your insistence about single contact point is also a bit buzzwordy so I am having a hard time understanding your experience level. You should know that it's not that significant in most cases, and not significant whatsoever on flat ground.

Not sure why you keep bringing up Ferrari's sim. Formula 1 sims are not that great; they don't really have time to correlate them properly IIRC. GT3 sims might be the best right now, the cars and for some periods of time the tires are unchanged for a great enough length of time for a proper correlation.

Last I checked Ferrari sim is fully empiric with pacejka input; although I do not know what they do for heat, perhaps finite element. I could be wrong about that though.
I am no insisting on it. Just telling you that it's definitely not what's used: you keep coming here once a month telling us it's the best way to go.
As far as the curves that give the relation between grip and slip, whatever relation you use, there is a big difference between modeling an entire tire as a single point of contact (or 3 or 5) and calculating a physical model of deformation using a grid of many points and deriving the correct deformations matrix for all variations of parameters at steps that you choose. This is what a physical model does and a simplified n-points of contact does not do if not in a simplified way.
How you define for each grid/mesh point the correlation between slip and grip isn't necessarily the core of the problem we are discussing.
 
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Serious race teams don't use video games as simulators. They run their proprietary physics solutions through either RF PRO, Cruden's Panthera or some other specialised software.
I suppose mclarenf1papa doesn't work for a serious team. Do you work for a serious team? ;)
 
RF2 is very seldom used. Market share is in RF1 and AC, with some projects in RF2 but generally less serious ones since it's not really set up for real world correlation work. It's really all custom solutions (RF Pro, AC Pro, etc) outside of those, but those are for the multimillion dollar sim programs (e.g. Dallara).

Also, the paper you keep mentioning ironically tries to correlate the RF2 model with a Pacejka one, not real data (besides the temperatures, where the correlation IMO is unacceptable).
Apologies, it's not called RF2, it's more properly called RF Pro and it's an intermediate step they made between RF1 and RF2. With RF2 coming afterwards and using part of the developments used on the Pro version.
The raw language used in calling properly the versions and respective heritage does not change the concept.
Also I believe the paper itself is stating that correlation with temperatures is quite poor for various reasons. It's a 23 years old 6 months study with limited time and limited amount of data made available. What should we expect?
 
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Apologies, it's not called RF2, it's more properly called RF Pro and it's an intermediate step they made between RF1 and RF2. With RF2 coming afterwards and using part of the developments used on the Pro version.
The raw language used in calling properly the versions and respective heritage does not change the concept.
Also I believe the paper itself is stating that correlation with temperatures is quite poor for various reasons. It's a 23 years old 6 months study with limited time and limited amount of data made available. What should we expect?
What developments were made for the Pro version?
 
Serious race teams don't use video games as simulators. They run their proprietary physics solutions through either RF PRO, Cruden's Panthera or some other specialised software.
Not really correct, most serious racing teams outside of F2/F1 use, at most, an off-the-shelf solution (i.e. "video game"). Most don't even go that far and use lap time sims exclusively. It's very rare to have anyone developing custom software; the development time and costs are not generally worth the reward.

Apologies, it's not called RF2, it's more properly called RF Pro and it's an intermediate step they made between RF1 and RF2. With RF2 coming afterwards and using part of the developments used on the Pro version.
The raw language used in calling properly the versions and respective heritage does not change the concept.
Also I believe the paper itself is stating that correlation with temperatures is quite poor for various reasons. It's a 23 years old 6 months study with limited time and limited amount of data made available. What should we expect?
Youth doesn't mean incompetence though. The correlation is poor, especially for a 6 month study (that's a very long time for the work that was done). RFPro is a different kettle of fish, but it's much more RF1 than RF2 as far as development is concerned. Teams stay away from "physical" tire models like RF2 because correlation becomes a massive pain vs. a semi-empirical model as used by RF1 and AC (and the vast, vast majority of sims in industry).
 
I don't know about that. The average player numbers are around half that of Raceroom and that's a 9 year old game on a now very dated graphics engine. For a new gen sim I'd be very worried, AMS2 looks good, runs well and has a decent selection of content, so why is it only just ticking over in terms of user numbers?
raceroom is free to play and runs on modest pcs, ams 2 does not.

honestly the thing holding AMS 2 the most in my opinion is not having mod support
 
Seriously the only thing iracing has going for it is the great online system and the massive hq content list (locked behind insane paywalls). But yeah AMS2 is beautiful. Itd be awesome if we ever get a better photo and replay mode.
So what you're basically saying is that AMS2 only has the graphics going for it?..
 
Amazing update from Reiza once again! Thank you, I've of course already bought the DLC's, more then worth it.

I just hoped that the GT3 McLaren 720S left mirror would have been fixed(right mirror is perfect, BUT to see the left mirror in VR; you need to move your head almost outside of the window ! ), but I have to wait an another patch for that I guess...
 
So what you're basically saying is that AMS2 only has the graphics going for it?..
No, obviously those were two different statements? AMS2 has a great content list, the best weather system, decent physics, promising AI (not quite up to raceroom quality, but better than a lot of its competitors) and well, with ACC and GT7, the best graphics too. Of course theres some other good points about iracing too, but without the online system itd have less players than AMS2 lmao
 

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What are you planning to upgrade this Black friday?

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