Automobilista 2: Wet Line Confirmed, v1.5 Available (Updated)

Oscar Piastri in the Imola rain in his McLaren F1 car.jpg
UPDATE: v1.5 is now officially available!

Reiza Studios has always been open with letting the community know what is going on in the development of Automobilista 2. With the v1.5 update imminent, lead developer Renato Simioni shared a deep dive into physics development - and also confirmed the addition of improved wet weather track surface behavior.


RaceDepartment had already speculated in May that wet lines might be added to Automobilista 2 soon - the physics deep dive confirmed this, among other racing surface changes. Not only is the rubbered-in racing line going to be much more slippery in the rain come v1.5, but the addition of Rallycross and dirt surfaces will also change track evolution - laying down dirt onto tarmac surfaces will affect grip, but the parameters for this are still being refined, so the effect might not be perfect yet.

Automobilista 2 Catalunya Rallycross Surface Evolution.jpg

Dragging dirt onto non-loose surfaces will influence grip levels in Automobilista 2 v1.5. Image credit: Reiza Studios

Behind the Physics Scenes​

Simioni also leans into the technical aspects of the physics and tire remodeling that mark a big step forward for v1.5. If you have ever wondered just how a studio transfers elements like suspension geometry, the chassis and body of a car, and tire deformation and interaction with the surface to a digital recreation of a racing car, this update is perfect for you.

Should the theoretical parts behind things like tire slip or the flex of a tire's carcass not be your cup of tea, the update still holds exciting news: For one, the second part of the June Dev Update - which was later renamed to July Dev Update - looks like it will be released after v1.5 has launched. Simioni mentioning the update being "just around the corner" turned into the update being available just hours later - for more info on the work that went into it, check out our recent in-depth interview with the Reiza founder!

Automobilista 2 Citroen DS3 Rallycross.jpg

Going sideways in style: Alongside v1.5, the Adrenaline Pack including Rallycross cars and tracks will launch. Image credit: Reiza Studios

You can find the full physics update in the Reiza forums. All cars that are already in AMS2 are going to profit from the v1.5 revisions to varying degrees. They will be joined by Rallycross cars and tracks, as well as the new Formula Dirt and Crosskart vehicles.

Continue Reading​

Full Changelog
Full Article

Your Thoughts​

What do you think about the in-depth look about AMS2's physics development? How much are you looking forward to the new track surface behavior? Let us know in the comments below!
Next page: Full Changelog
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
Stupid, slow internet. Started the install process last night around 10 pm, now it's 3:45 pm and it STILL isn't finished....2 hours remaining....just enough time for 6 or 8 beers I guess.
 
Premium
It gets busier in the evenings the weekly last night had 20 people and that’s not uncommon . I’ve quite often been in grids of 10-12 ( it maxes out at 12 per split as any more and the dedicated server falls over ). But during the day ofc it is quiet .
Specifically, it gets busier in the European evenings. Roughly 1700-2300 GMT seems to be peak.
 
I’m kinda getting the impression you haven’t even tried it .
I get the impression a few people haven't even tried it too. I can see people liking/disliking things but in honesty I find it difficult to understand how some say they notice no change or how they say it drives like PC: it takes ten minutes to drive around 5 laps in one and the other sim and realize they are like day and night nowadays. But hey, everyone is entitled to an opinion.
 
My experience driving AMS2 after the 1.5 update has been positive so far. AMS2 has mostly been gathering dust on my library since I've always found there were some occasional odd behavious on most cars under certain circunstances that would put me off and send me back to some other sim, specially compared with how amazing AMS1 was, but all the cars I've tried so far with the 1.5 felt believable enought to me and I had fun driving them.

Even the GT3 cars actually feel good now and I used to hate how they drove in AMS2 before. So far I didn't notice any of the behaviours that used to put me off, but it might be early to judge since I only reeinstaled AMS2 today and only tested a handful of cars (Porsche GT3, Ginetta Supercup, F-Ultimate Gen 2, Sauber C9 and BMW M3 E30).

The E30 did feel a bit "mushy" on the limit and not as connected as I would like, but still believable, nothing felt particulary wrong with it and the race I had was fun... but I think I prefer the E30 of some other sims.

The C9 was way way better than I remember from the last time I drove it months ago. Huge improvement on this car.

The Ginetta Supercup was amazing. I have no idea how realistic or not it is, but this car hits the spot for me. It just feels so good to drive. Can't remember if it was already this good before 1.5, but it was my favourite car of the few I've tried today. This car at Donnington has to be one of my new favourite combos.

So yeah... so far I'm feeling cautiously optimistic about this update. At least nothing felt wrong so far, of the cars I've tried it, and I had fun and felt immersed, which is ultimately what I want out of a sim.
 
Me personally I'd be pretty sad if ever there was a day when i loaded up a sim and thought "I'll only ever play this now, its ruined all others"
I literally can go from Raceroom, to ACC and all in between and find enjoyment and ultimately a pretty robust feeling of driving a car.
Of course some i prefer, but really it comes down to how it engages me what pulls me in to delve deeper and spend real time in there.
AC for me right now since i started modding and converting stuff is like a game developer simulator. So i spend most of my time modding it and making race series or random cars that aren't in it already or never been done.
So obviously i feel shackled when i enter games like AMS2 where i can't do anything other than race or drive.
In AMS2 i can't even leave the car and fly around to look at the track, i can in AC.... sounds crazy right, but i can spend 30mins making a camtool in AC or changing the shade of the trees......
Nothing else can offer that right now, and i think a lot of people enjoy that as much as racing.
It figures that sandbox modding sims get big figures, look at BeamNG on steam charts for a good example.
If i were a dev thats what i'd be making..
 
I get the impression a few people haven't even tried it too. I can see people liking/disliking things but in honesty I find it difficult to understand how some say they notice no change or how they say it drives like PC: it takes ten minutes to drive around 5 laps in one and the other sim and realize they are like day and night nowadays. But hey, everyone is entitled to an opinion.
I believe their intention is not to describe it as a precise 1:1 copy, but rather to highlight the remarkable similarities between them. For instance, ams1 and rf1 are distinct, yet they share significant resemblances.
 
I believe their intention is not to describe it as a precise 1:1 copy, but rather to highlight the remarkable similarities between them. For instance, ams1 and rf1 are distinct, yet they share significant resemblances.
Like I said.. PC2 is now day and night to AMS2, hard to argue for the opposite after a 5 minutes test of the same combo. You have to drive them very differently nowadays, the cars behave differently, many features have been either added or revised from ground up. These are undisputable facts.
If by that, people just mean it's not a clone of AC(C) then it probably will never be, but I find it pretty unlikely that they can be considered "accurate" to use your words or anyway with better physics considered that there are quite clear and obvious inaccuracies to real life vehicle dynamics engineering on those sims. Or iracing for that sake.
Like I said, everyone is entitled to an opinion (based on what quality benchmarks/knowledge is a different matter) but then there are facts that cannot be overcome just by mere semantics stunts or by writing 1000 posts on a forum.
 
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D
  • Deleted member 197115

Dumpster fire discussions are the same. :D
 
Wet racing is great in AMS2 and it's great to see them working on the track itself, hopefully they can fix it so that everyone has the same track conditions online...

After my first day with 1.5 I'm a little disillusioned with the direction they've gone... Hopefully they can refine it to a state where there's a challenge, but nearly every car is too predictable now... 1000nm of torque just isn't a threat, just mash the throttle and away you go...

It's fun when there's a nice group online and there's no disconnects, which is still an issue, but hotlapping in the sim has lost a lot of it's appeal for me...

I'm trying to keep myself in check and tell myself they are still refining and they'll dial back the grip so it isn't so easy to drive 80s turbos like they are GT3 cars with TC and ABS... They haven't reset the TT boards yet so maybe they realise they have to dial it back a bit...

It's still a massive achievement to get something to work this well on the Madness engine after the pCARS series, but they've flipped the switch and gone from too much lateral to too much longitudinal grip and I've just not got the same good juices flowing from turning laps... Except in the wet where there's less longitudinal grip...
 
Premium
Funny enough I did lower the track rubbering with the new build.

Was it in this thread someone mentioned the turbo f1 cars?

I found they rotate better then before, but as noted elsewhere the rear end shoots sideways when you break traction with the accelerator pedal and bringing it under control creates a tankslapper (someone elses description, but it fits)

Not in anyway a complaint, Never actually been in a Turbo F1 car so I can't say what the car would do if I put my pretend skill levels into a real world situation (Im guessing crash and die, hence the virtual aspect)
 
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Premium
Wet racing is great in AMS2 and it's great to see them working on the track itself, hopefully they can fix it so that everyone has the same track conditions online...

After my first day with 1.5 I'm a little disillusioned with the direction they've gone... Hopefully they can refine it to a state where there's a challenge, but nearly every car is too predictable now... 1000nm of torque just isn't a threat, just mash the throttle and away you go...

It's fun when there's a nice group online and there's no disconnects, which is still an issue, but hotlapping in the sim has lost a lot of it's appeal for me...

I'm trying to keep myself in check and tell myself they are still refining and they'll dial back the grip so it isn't so easy to drive 80s turbos like they are GT3 cars with TC and ABS... They haven't reset the TT boards yet so maybe they realise they have to dial it back a bit...

It's still a massive achievement to get something to work this well on the Madness engine after the pCARS series, but they've flipped the switch and gone from too much lateral to too much longitudinal grip and I've just not got the same good juices flowing from turning laps... Except in the wet where there's less longitudinal grip...
I’ve seen a few people say this . I wonder if this is the default setups being a bit too safe . Once people have time to tweak the setups I suspect the fast times will be done on cars that have less of a safety blanket in the setups . It make sense that the default ones are easy to drive .
 

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