The Long Wait Is Over: Automobilista 2 v1.6 Launches November 29, 2024


It may not quite be summer anymore, but sim racers can finally look forward to Automobilista 2's big v1.6 update to close out 2024 - the new version is finally launching!

“Gamechanger” – a word that tends to be thrown around frequently in the sim racing world, and it has been attached to a few of Automobilista 2’s milestone updates. With version 1.6, another one of these is set to revamp the sim – but this time, it should be a true gamechanger.

This ends an almost year-long wait for sim racers who have been waiting for Automobilista 2 to take this next step.

I have to tip my non-existant cap for the progress that Reiza Studios managed to make with Automobilista 2. When I first tried it in late 2020, I actually returned the sim because I could not really get on with it – but the interesting content drew me back in, and AMS2 has become better with every update since.

Now, we are looking at undoubtedly the biggest one yet – the almost mythical version 1.6. It is so big that we probably will not even get to touch upon everything that is included. And Reiza have left almost no stone unturned.

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Road Atlanta debuts in AMS2 v1.6. Image: Reiza Studios

New Cars & Tracks​

Let’s start with the most obvious thing: The new content. There is plenty of it, and most of it is IMSA-related. The headliner in this case is Lamborghini, which makes its AMS2 debut in 1.6 – including the SC63 hypercar and the Huracán GT3 EVO2. Adding to that, both the Oreca 07 and Ligier JS P270 LMP2 cars make for a sizeable chunk of the 2024 IMSA grid – although some manufacturers like Ferrari or Aston Martin are still missing.

Meanwhile, three new tracks that are on the IMSA calendar are part of the update as well. All three of them are beloved North American classics – sim racers get to enjoy Sebring, Road Atlanta and Mosport in 1.6.

There is more non-IMSA content, too. How about the Alpine A424 LMDh, or the fact that Audi makes its debut with two generations of its R8 GT3, plus the R8 GT4 and the Quattro V8 DTM car – three of them even for free?
In total, there are 13 brand-new cars and two modified versions of pre-existing ones, plus the three tracks – that’s a lot of shiny new toys, and they will all be free to access for everyone during the launch weekend, too!

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Audi joins the lineup with two versions of the GT3 R8 and the GT4 equivalent, plus the Group A Quattro. Image: Reiza Studios

The two paid car DLCs will be $9.99/€9.99 or your local equivalent per pack. One of them comes with four Lambos, the other with further endurance cars that also includes the Corvette Z06 GT3.R.


New Physics & Tire Model Adjustments​

The new and existing content gets a new playground for you to make the most of it, too. The core of v1.6, and the real gamechanger for that matter, is the reworked physics via tire model improvements for ALL of AMS2’s cars. And they do make quite a difference.

It is very obvious in the GTP cars. Much like in Le Mans Ultimate, the first few turns in a cold car are not pleasant. You will most likely end up in the gravel trap the first time you go out in one of these. No grip, no brakes, no temp – a warm-up lap needs proper caution now.

On the other hand, catching slides is not as simple as it used to be. Cars are still savable when they break loose, but you have to be quick – you can feel the impending loss of grip very briefly before the car snaps around, which feels more in line with how other sims handle it. Keeping your tire temps where they should be are very important to avoid this, so overdriving them lap after lap will get you nowhere in the long term.

The wet weather driving experience is also refined now. The loss of grip on a rubbered-in dry line in the rain was already present, but not very pronounced – this has changed in 1.6, which encourages drivers to find alternative lines around a track that has transitioned from dry to wet.


Proper Hybrid Systems​

Meanwhile, Reiza has also put some energy – pun intended – into adapting the GTP cars’ hybrid systems to how they actually work. Previously, they simply provided a boost, but now, they are a fuel saving aid, just like in real life. And yes, that means that the sweet sounds of a Cadillac V8 bump start can be replicated in AMS2 as well.

There are probably few sim racers and racing fans out there who do not love that rumble once the combustion engine kicks in. Of course, this works with all other LMDh/GTP cars in AMS2 as well.

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The redesigned main menu. Image: Reiza Studios

Redesigned UI & Presets​

One of the first things you will notice when firing up AMS2 after the update is the new UI. It has been completely reworked, even down to the car previews. The result is a cleaner look that is not always perfect, however. I could not count the amount of times I almost quit a session on accident because some of the in-pit options look a bit similar - but that is probably just down to getting used to it.

A new feature within this UI are presets. There have been rule presets in AMS2 before, but now, they go deeper, changing the look of the main menu depending on the series preset you select. They also automatically define session lengths, dates and rules, and apply filters to the car and track selection.

That way, should you choose the IMSA preset, for instance, you will only get IMSA cars and tracks to choose from, meaning you can indeed run GTP or LMDh grids without the new Alpine. You can also disable these filters despite the presets being active, meaning all tracks and cars in those classes are available again.

Overall, I like the new UI – it feels a lot sleeker than the previous one. It also lets you set up things a bit more efficiently.

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AI Improvements​

Like the AI, for example. A big factor for many sim racers, this has been reworked as well. The aim was to make it more coherent across to board – you know how you always had to adjust the difficulty slider when changing tracks even in the same class? That is more consistent now, although not in 100% of the cases – no wonder considering the amount of combos that are possible.

You also get more options to customize the AI’s behavior. The Aggression setting is still there, but in 1.6 you can also set their strength for acceleration and braking. So if you find that you constantly outbrake them, you can remedy this with the sliders – same goes if they always accelerate away from you out of turns no matter what you do. The rate of how often they make mistakes is now also scalable.


I have tried a race in the 1967 F1 cars at classic Spa, for example, and had an excellent time. Usually, this combination was a recipe for disaster once you reached Masta Kink at the very latest, but in 1.6, you can actually have enjoyable AI races when living out your 1960s racing hero fantasy - ideally in VR!

Another difficult scenario that works much better in 1.6 are Formula Fords (or Formula Trainer, as they are called in the sim) at Brands Hatch. Usually, there would be chaos heading into Druids, but with the adjusted AI, they behave much better.

More Online Stability & Bigger Grids​

If you prefer racing real humans however, there’s good news as well: Automobilista 2’s online mode has received considerable attention as well with the help of third-party multiplayer platforms such as Low Fuel Motorsport and Racecraft.online. Netcode has improved, and a recent video by Reiza themselves showed a mostly smooth experience in a 32-car lobby hosted by LFM. The service supports AMS2 as of the deployment of the update.

A successful integration in platforms like this could really put AMS2 on the map of more players, considering the wide variety of content available.

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Smaller Improvements & Details​

Aside from the big improvements in Automobilista 2 v1.6, there are several smaller adjustments, and some of these smaller details are really cool.

For instance, tire wear is now visualized, which you can best see in open wheelers. You start with a shiny new slick, but by the end of your stint, it will look worse for wear. And if you are a bit overzealous on the brakes, flatspots will also show up – a nice detail for immersion.

There are also improvements to the shaders and audio, which means that V10 F1 fly-by is just that much more hair-raising. And do not forget the humidity modelling that can result in these little vortices on the edge of rear wings. Vital? Not at all. But still cool to see.

One more very minor thing: Reiza seems to have extended their deal with Goodyear somehow, as the iconic tire manufacturer’s branding now appears on many more cars. Thus far, it was mostly on the retro formula cars, but not all of them. The Formula V12, representative of a 1995 Ferrari 412T2, just looks more complete with the yellow Goodyear markings on its tires rather than just black sidewalls, for example.

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Automobilista 2 v1.6 Changelog​

IMPORTANT NOTES
  • All car setups have been reset given the extent of the physics updates (no user input required to reset them)
  • All Time Trial Records have been reset due to track & car physics updates
  • Wet Skill option allows you to adjust the AI Skill in various levels of wet confitions without impacting their performance in the Dry)
  • In case users has any trouble with the new update, or still has a Multiplayer race still to be run on the current V1.5.6.3 they may revert to it by right-clicking AMS2 in your Steam Library -> Properties -> BETA, and selecting previousbuild from the dropdown (no password required).

KNOWN ISSUES & LIMITATIONS
  • 48-car grids are just for Single Player, and available only if user has 12GB of RAM or more; else max grid size remains 32 cars
  • For grid sized higher than 32 cars, cars may share pit boxes and may be spawned on top of each other in ghosted (no collision) mode for both Single and Multiplayer
  • To ensure reliability, we strongly recommend no more than 28 clients in MP (unless host has already been running 32-car fields reliably)
  • AI calibration stil receiving further fine-tuning in the coming days especially for wet conditions; faster karts do not have working AI yet
  • There is a known issue with championship scoring when racing a field containing mixed classes with multi-class scoring disabled
  • In the event of issues saving triple screen configuration via the in-game UO, user may do so by manually editing at 'Documents\Automobilista 2\triplescreensettings.xml'

1.5.6.3 -> V1.6.3.0 CHANGELOG

CONTENT
IMSA Track Pack DLC

  • Added Canadian Tire Motorsports Park (Mosport)
  • Added Michelin Raceway Road Atlanta
  • Added Sebring International Raceway

Endurance Pack Pt2 DLC
  • Added Alpine A424 to LMDh / GTP class
  • Added Ligier JS P217 to LMP2 Gen1-2 class
  • Added Oreca 07 to LMP2 Gen1-2 class
  • Added Audi LMS GT3 Evo II to GT3 Gen2 Class
  • Added Corvette Z06 GT3.R to GT3 Gen2 Clas

Lamborghini Dream Pack Pt1 DLC
  • Added Lamborghini Huracán EVO2 to GT3 Gen2 Class
  • Added Lamborghini Huracán Super Trofeo EVO2 to Super Trofeo class
  • Added Lamborghini Veneno Roadster to Hypercars class
  • Added Lamborghini SC63 to LMDh / GTP class

Free Base Game Additions
  • Added Audi Quattro to Group A Class
  • Added Audi LMS GT3 to GT3 Gen1 Class
  • Added Audi LMD R8 GT4 to GT4 Class
  • Added Ligier JS P320 to P1 Gen2 Class
  • Updated Corvette Z06 with Z07 upgrade performance package

GENERAL
  • Increased max grid size to 48 (currently requires sharing of pit boxes if they exceed the number avaiable on track); Increased memory pool size for all users to comport larger grids; Restricted extended grids above 32 cars to clients with more than 12Gb of physical memory and allocate additional resources for the extra participants
  • Increased base memory allocation for all clients to account for new sound and visual features
  • Significantly optimized cliient data send rate to minimise traffic and mitigate risks for issues in Multuplayer sessions
  • Reduced Multiplayer session end join lockout to 30s
  • Revised lighting properties for all climates
  • Adjusted LiveTrack properties: Rubber laying thresholds lower, with bias between lateral and longitudinal rubber laying shifted more to the lateral (slide) component; Minor adjustment to how rubber laying scales down to harder compound options (so track progression is more noticeable in classes running softer compound options) - Changes apply globally to all tracks
  • LiveTrack: Adjusted wet and rubbered racing line glossiness to visually match the updated LT dynamics; Further minor adjustments to amount of rubber laid down with longitudinal slip / lateral slide
  • Updated algorithm used by "Max Visible Vehicles" setting to further favor cars ahead and reduce visible popping of vehicles ahead of the player
  • Fixed flickering windshields when viewed from track cameras in replays
  • Added humidity dependent visual wet representation to trees and foliage
  • Added humidity and temperature dependent aero contrail effects to car wingtips (F-Classics, F-HiTechs, F-V12s, F-V10s, F-Reiza & F-Ultimate Gen1)
  • Added firework displays in the Sky & along start / finish straights for tracks & events that feature them
  • Overhauled engine failing and failure effects: Coolant, oil, turbo and complete failures with new effects to distinguish each type of failure
  • Overhauled tire smoke dynamics and toned down overblown ambient lighting
  • Increased the number of sparks particles that are emitted, adjusted the dynamics of the sparks particles and increased bloom produced by spark
  • Fixed sparks particles flickering in VR
  • Reduced the intensity of wet spray particles when the track saturation is low
  • Fixed bug that could result in incorrect available driving aids in authentic mode at the next event after driving a vehicle with no onboard aids
  • Fixed translucent particles such as smoke or wet spray visibly clipping with objects
  • Adjusted the road racing line to be more visually distinct from the rest of the track when rubbered and wet
  • Improved Depth of Field for trackside TV cameras
  • Adjusted car material reflection dynamics to produce slightly deeper reflections
  • Fixed lighting fluctuations that occurred at random times during the day
  • F-Ultimate Gen2 class can now open DRS in races when within 1s of car ahead even when not fighting for position
  • Fixed bug causing vehicle shadows could remain static at night instead of following the assigned vehicle as it moved
  • Fixed camber being shown incorrectly in replay & getting extremely positive over jumps
  • Fixed issue which could lead to jittery wheel movement for some AI vehicles
  • Fixed issue that could result in incorrect reflections when viewing non-player vehicles
  • Fixed infrequent off-line dust emission when racing with large grid sizes
  • Fixed character environment reflections appearing too strong up close and too weak from afar
  • Added slippery curb / painted runoff properties to all tires
  • Increased replay FWD/RWD speeds to 5/10/20x
  • Forced a minimum setting of 'LOW' for particle level in MP sessions to negate the visibility advantage of clients that disable them
UI & HUD
  • Overhauled user interface design
  • Overhauled "Motorsports Preset functionality into "Series Preset"
  • Added Percentage duration option to scale race lengths when using series presets
  • Added static HUD track map
  • Added mouse controlled orbit camera option to Showroom
  • Changed grid menu mouse wheel inputs to scroll vertically
  • LMDh & GT3 Gen2 class emblem rebadged to include GTP & GTD representing IMSA classes
  • Corrected tire info for Hypercars, Supercars, ARC Camaro, Caterhams (except Academy) to read Hard (semislick) & Wet rather than "All Weather"
  • Fixed Pitstop Refuelling Allowed string incorrectly saying Authentic instead of Yes
  • Added support for switching cameras in replay and monitor mode using number keys 1-8
  • Changed live track progression to target time progression rather than weather progression
  • Changed HUD display name logic to work better when a users has no surname set
  • Fixed various in-game flag inconsistencies in Championship mode
  • Fixed Incorrect vehicle image sometimes being displayed on setup screen
  • In-Car Menu now defaults damage repairs to off

PHYSICS
  • Complete tire physics revision for advanced hysteresis & thermodynamics modelling
  • Revised tire wear & degradation rates for all tire treads (dry/wet)
  • Revised aerodynamics for all vehicles
  • Revised brake torque thermodynamics for all vehicles
  • Revised dirty air effects
  • Revised default setups for all vehicles
  • Revised torque, compression curves, engine consumption & thermodynamics for all vehicles
  • Minor FFB revisions to all vehicles to better suit latest physics revisions
  • LMDh / GTP (all models): Revised boost maps and torque curves, updated hybrid model to replace/fill total torque instead of adding over ICE torque, adjusted full EV only peak torque slightly for lower and higher redlines to reflect MGU gearing, moved default brake bias slightly rearwards, refined hybrid launch, re-enabled manual starter (instant start if enough speed), fixed horsepower on telemetry HUD reading 0 on electric power only, fixed ICE not firing up reliably with automatic clutch, fixed automatic gears not working at all with hybrid launch Adjusted ERS mapping to maintain 70% SoC better in balanced mode; corrected peak regen power, minor correction to fuel volumetric density to represent ethanol fuel; Added brake by wire simulation (combines mechanical brakes and regen torque while respecting your intended brake bias setting - no other controls as of now), added hybrid launch simulation (WIP); Raised ICE automatic start up threshold back to just below 60km/h
  • Reduced auto ERS attack mode usage time at the start of a race
  • F-Ultimate (both gens): Decreased lowest ERS balanced mode deployment setting slightly to increase full lap harvest rate at low SoC; Revised regen and added brake-by-wire; Adjusted qualy and attack ERS maps slightly to stay within single lap discharge limit; Revised aero
  • Revised differentials for F-V10 Gen2, F-Reiza, F-Ultimate (both gens), McLaren Senna;
  • F-Trainer (both models): Disabled adjustable radiator opening & brake ducts
  • F-HiTech Gen2: Corrected active suspension damping default setting
  • Nissan GT-R GT3: Revised suspension
  • Group A (all models): Revised suspension and engines
  • Added functioning hand brakes for Brabham BT62, Corvette C8 Z07, Lamborghini Veneno, Mclaren F1, Mclaren Senna
  • Brabham BT52: Fixed right rear suspension wheel alignment; Adjusted front steering axis

AI
  • Extensive AI calibration pass for all classes in both dry, wet & damp conditions
  • Revised AI tire wear & degradation rates along with effects on pitstop strategy decisions
  • Extended range of AI performance to cover a wider range of player skill levels (slower than before at 70% AI Skill, faster @ 120% AI Skill)
  • Added option to scale AI Wet Skill relative to the current main AI Skill setting
  • Added option to confiigure rate of AI Mistakes & further developed types and mechanics of AI mistake for more human-like dynamics
  • AI now loses performance from running on both cold and overhot tires
  • AI blue behaviour: AI will now move out of the racing line and slightly lift when under blue flag (always in practice / qualifying; in races AI cooperation under blue flag will be subject to AI driver´s specific blue flag personality parameter - unmodded default AI drivers are generally more likely give way to faster cars in modern series and less so in series from the 60s / 70s / 80s); AI will only lift slightly on straights to facilitate overtakes and never in corners (used to be the other way round)
  • Added logic for AI behaviour in multiclass races so that under blue flag AI will not lif if the speed difference to the overtaking car is higher than 5%
  • Slightly increased AI overtaking risk assessment thresholds for faster cars
  • Added logic for AI behaviour during out-laps in practice / qualifying to always try create a buffer between it and the car ahead before starting his hot lap
  • AI will enter in-lap behaviour sooner after completing its hot lap in practice / qualifying
  • Adjusted AI behaviour in first lap to be less erratic and generally more competitive than before
  • Added logic for AI to prioritize the inside line into the next braking zone while attempting to overtake
  • AI will now cover the inside line when trying to defend from being overtaken (frequency subject to AI Aggression setting and AI driver´s specific defending personality parameter - unmodded default AI drivers are generally more likely to engage in defensive moves in modern series and less so in series from the 60s / 70s / 80s)
  • Added new AI corridor scalar condition to keep corridors wider while AI is under full throttle application
  • Added dynamic range for AI to reduce speed under blue flag, yellow flag and in / out laps & better defined ranges for each scenario
  • AI In long oval races will no longer try to save fuel within the first 5 laps
  • AI will now have occasional minor deviations from the optimal racing line depending on driver-specific AI skill (the higher the skill the better the AI can keep to the racing line))
  • AI cars will try to create some space between them and other cars from the beginning of the out lap (and not just 3rd sector as it was initially)
  • Fixed issue where sometimes AI would start a defensive movement to the wrong side if their line from previous corner to the next corner was in a diagonal vector
  • Fixed AI disengaging DRS for minor lifts off throttle when following another car
  • AI no longer activates DRS during in and out laps of practice / qualifying, during race cooldown laps or when slowing down to be let lapping cars overtake in a race
  • Improved AI mistakes
  • Added new functions to prevent AI hesitating and losing momentum in AI vs AI overtakes
  • Hockenheim GP: Removed corner speed boost at T16 / T17Montreal: Fixed a pit lane issue where DRS can remain active until the end of Zone 1
  • Nurburgring RX: Added AI speed boost to the joker path
  • Hockenheim RX: Fixed a problem where AI drivers would always crash during race starts
  • Improved AI fast path for Barcelona GP NC, Nurburgring GP, Sebring Full
  • Barcelona: Removed misplaced AIW speed boost multi at the pit lane entrance
  • Spa-Francorchamps 2022: Fixed corridor issue that could cause AI to hesitate and tuck behind car ahead when an overtaking move was possible going into the final Bus Stop chicane
  • Taruma: Disabled AI speed boosts
  • Watkins Glen: disabled redundant legacy AI speed boosts in sector 3 of the various layouts

AUDIO
  • Extensive revision of car sound efffects
  • Added & revised various trackside sound effects (crowds, announcers, water & nature sounds) to all track layouts as appropriate
  • Implemented local reverb zones for all tracks and layouts in the game
  • Increased max allowed playable audio samples for systems supporting large grids.
  • Added options to configure Number of Opponent Samples (more detailed sounds from opponents for a potential performanc cost)
  • Revised wind noise sound effect, added dedicated wind volume slider
  • In-game spotter: default volume adjusted, fixed spotter being inaudible for Stereo output
  • Wall reflections progression and volume very near walls adjusted.
  • Stereo headphone-downmix volume aligned with other output modes (stereo, 4.0, 5.1, etc.)
  • Fixed reverb applying wrong camera properties / not applying camera at all.
  • Fixed legacy bug which would prevent environment sounds and reverb zones to recive updates, most notably on "Skip session"
  • Fixed F-Junior and F-Trainer onboard engine sound moving left-right, most notable while steering.
  • Fixed engine sound wrong position for Lotus 49C, Brabham BT26, F-Vintage Gen1, F-Vintage Gen2 and Nissan GT-R GT3.
  • Fixed engine sample loops for: Mercedes 190 EVO DTM, McLaren 720S, MCR2000, MetalMoro MRX P3, Lotus 23, Caterham (all models), Opala (all versions) and BMW M6 GT3.
  • Ultima GTR Race: fixed internal engine sound in replay
  • Porsche Cayman GT4: fixed wrong engine sound pitch in external view.
  • Mitsubishi Lancer RS: fixed internal engine sound in replay
  • Passat HotCars: Fixed engine sound muted below Idle RPM
  • Brabham BT62: Fixed live play audio error and lowered live play volume
  • Roco P3: Fixed missing cockpit engine sound in replay and revised interior engine
  • Mclaren MP4/12: Fixed excess rattling sound over kerbs
  • F-V10 Gen2: updated external engine sound samples, adjusted Traction Control sound.
  • F-Reiza: updated external engine sound samples

TRACKS
  • Added pit control lights to all tracks
  • Adjusted tire smoke colouration and toned down overblown ambient
  • Expanded 48 car grid on various tracks associated with endurance racing
  • Adjusted blending between the track and track puddles
  • Spa (1993, 2020 & 2022) Extensive material and texture updates: Fixed the track cut limits on the pit lane path causing pit exit warnings for RX layouts
  • Adjusted object LODs for Buenos Aires, Barcelona, Bathurst
  • Adjusted dirt road terrain properties (slightly lower grip, more resistance & sinking factor)
  • Adjusted external track cameras properties to reduce z-fighting issues at Long Beach, Sebring, Silverstone, Azure
  • Corrected track default day and month to match the 2024 IMSA schedule for Daytona, Indianapolis, Laguna Seca, Long Beach, Mosport, Road America, Sebring, VIR, Watkins Glen
  • Dirt and rallycross tracks now no longer allow for rolling start option
  • Fixed inconsistency of grip reduction on wet rubbered line
  • Increased baseline grip slightly at concrete tracks
  • Improved Depth of Field for trackside TV cameras
  • Azure: Added tunnel lights;Adjusted grip range
  • Barcelona: Corrected sound and physical effects for razor, flat and vibrator curb types, adjusted TT rolling launch position to begin before T13
  • Barcelona 1991: Adjusted track surface noise
  • Brands Hatch: Add more barriers near the pit exit
  • Cascavel: Fixed random pit crew errors; Reversed pit box order
  • Cleveland: Reconfigured pit exit track cut mesh o prevent warnings or penalty
  • Cordoba: Fixed bug with the live grass blades not appearing for the national layout
  • Curitiba: Fixed a physical grass issue; Added missing paddock fence collision; Increased roughness on the track concrete strip; Added dedicated safety car parking location
  • Curitiba Outer: Fixed missing terrain physics for gravel runoffs
  • Daytona RC: Added anticut barrier near Turn 1, revised track cut limits at the bus stop chicane
  • Hockenheim National: Fixed the local yellow for a corner marker panel
  • Imola / Imola 2001: Adjusted the track surface and drainage to remove water pools near the Tamburello and Villenuve chicanes
  • Imola 2001: Fixed a hole in the outer terrain
  • Indianapolis Oval: Fixed pit crews clipping the pitwall
  • Indianapolis RC: Improved track cut limits around the pit exit boundary
  • Interlagos: Fixed a gap in the pit building shadow visible at some time of day; Minor pit / paddock buildings lod optimization
  • Interlagos: Added new pit building model for modern GP and SCB layouts
  • Kansai East / West: Corrected digital flags local yellow function
  • Kansai GP: Reversed pitbox order; increased max grid to 48 cars (was 45)
  • Laguna Seca: Fixed a terrain shadow issue near the corkscrew in early morning hours
  • Le Mans 24h: Added crowd & reverb sounds; updated cameras on lap 2 of the cycle
  • Le Mans Bugatti: Fixed crowd floating over grandstands
  • Salvador: Fixed a visible gap in the road mesh
  • Silverstone 2001: Adjusted road noise levels
  • Silverstone GP / Intl: Added missing pit entry and exit marker boards
  • Silverstone National: Fixed the missing collision and shadow caster on the overhead bridge
  • Santa Cruz: Upgraded the collision walls. Remove invisible infield perimeter barriers, added visible concrete barriers as needed
  • Ibarra: Fixed the garage parking to allow space for long cars
  • Speedland Kart4: Reorganize the cones that mark the pit entrance junction
  • Montreal: Fixed a pit lane issue where DRS can remain active until the end of Zone 1
  • Velo Citta: Fixed the temporary garage tents to allow for long cars
  • Interlagos: Fixed an irregular pit floor near the safety car; Fixed the footbridge shadow object
  • Velopark: Fixed timing problem where crossing the start line in the pit lane was not detected
  • Spielberg 1977: Removed floating cameraman behind grandstands
  • Taruma: Fixed black pond water Move the safety car to a dedicated parking location
  • Watkins Glen; Increased the LODB range on some static object motorhomes and tents Change default race date to June 20 2024

VEHICLES
  • Revised all cars with windshield for a cohesive standard of tint & reflection
  • Updated all cars windshields to include visible scratches
  • Added visible tire wear & flatspotting to all tire treads
  • Added visible fresh shine to F-Ultimate new tires
  • Added and / or updated IMSA liveries for corresponding models in LMDh/GTP & GT3-G2/GTD classes
  • Added previouly misising sidewall tire branding to all models within F-Vintages, F-Retros, F-Classics, F-V12, F-USA , F-Inter, BMW M1 Procar, GT Classics, P1 Gen2, Copa Montana
  • Revised gauge damping for more realistic behaviour on F-Vintages, F-Reros, F-Classics, Group A, BMW M1 Procar, Opalas, Mclaren MP4/1C
  • Adjusted backfiring properties for all vehicles
  • Adjusted cockpit POV for BMW 2002 Turbo, Mercedes CLK-LM, Corvette C3, Ultima GTR, Lancer R & RS, F-Trainer (both), Lotus 98T, F-Classic G1M2, Mclaren MP4/8, Sauber C9
  • Adjusted onboard cameras for BMW M Hybrid, Cadillac V-Series R, Porsche 963 to better reflect real life cameras
  • Corrected wet tire tread pattern for Lotus 98T, McLaren MP4/4, McLaren MP4/5B, F301, F309
  • Fixed rear view camera screens behaving like physical mirrors
  • Fixed LODB wheels issue F-Ultimate (both), F-Reiza, F-USA 2023
  • Fixed fresh non-modern tires lacking detail
  • Fixed tire mapping issue in F-Trainers, F-Vees
  • Fixed wet tires reflecting too much of the environment
  • Improved the visuals of vehicle tires when saturated with water
  • Increased resolution of various vehicles LCD display fonts
  • Reduced undercar shadow intensity in storm weather
  • Removed fresnel mapping to external carbon material in Cadillac V-Series
  • Revised collision models for Uno, Fusca, Puma GTB, Puma GTE, Passat, Gol (all models)
  • Updated LCD emissive parameters for F-V10 (both gens), F Reiza, F-Ultimate Gen2
  • Updated LCD for Porsche GT3-R, Porsche Cup, Mercedes AMG GT3 Evo
  • Updated Light / LED for LMDh, GTE, GT3 (both gens)
  • ARC Camaro: updated cockpit carbon fiber material
  • BMW M4 GT3: changed pit lights scheme
  • BMW M-Hybrid V8: Updated RPM lights configuration, reduced rear wing light glows size
  • Brabham BT26: Fixed cockpit front wheels issue
  • Brabham BT46B: Added rain support and raindrops speed fadeout
  • Brabham BT52: Added light glow, updated cockpit lights
  • Brabham BT62: New carbon body; rain lights added, updated tire materials, cockpit material update with new carbon and alcantara, addition of contrasting stitching with different colors depending on the livery selected, new ambient lighting around the screen and LEDs, updated cockpit lights, revised collision mesh
  • Cadillac DPi VR: Updated exterior lights, added pitlights, improved cockpit materials
  • Cadillac V Series R: Fixed LOD issue; removed Cosworth label on LED clusters
  • Rallycross: Improved cockpit materials, new glowing exhaust, new tire materials parameters
  • Copa Montana: Improved collision mesh with increased resolution
  • Copa Truck: Improved diesel smoke particle spacing and lighting
  • Corvette C8 Z06: Improved gauge cluster (new display reflections)
  • Corvette GTP: Fixed undercar shadow issue in LD variant
  • F-Classic G4M2: Corrected cockpit tires and rims pivot point position
  • F-Classic G2M2: Fixed missing steering wheel in cockpit
  • F-Junior: Reduced exagerated exhaust backfiring
  • F-Reiza: Fixed rear suspension issue, fixed front wheels material in cockpit view, fixed tire tread UV mapping
  • F-Retro V12 Gen1: Fixed paint material issue, corrected tire materials
  • Formula Trainer: Fixed tires mapping issue
  • Formula Trainer Advanced: updated display mapping, new LEDs, improved Motec display textures
  • F-Ultimate Gen1: Fixed low downforce variant suspension animations, reworked pit and rain lights, fixed default side tire texture issue in showroom
  • F-Ultimate Gen2: Closed inner side of the wheels on LodA, fixed damage models on Low Downforce parts, added blinking rear wing warning lights, corrected mirrors position, fixed damage models on cockpit, fixed suspension mesh/rig, fixed rear wheels pivot point, updated rain lights texture and power, separated lights: rear lights mounted on the wing stop working if it falls off, fixed lights LOD issue, adjusted transparent halo, disabled pitot tube and antenna vibrations on cockpit view
  • F-V10 Gen1: Fixed tire tread mapping issue
  • F-V10 Gen2: added rear lights material and reworked lightglows (rain light only), fix front tire UV mapping issue in cockpit view, fixed gap between cockpit and car body
  • F-USA Gen3 Reynard 2Ki: Fixed some visual aero configurations in oval variants
  • Fusca (all models): Reworked rear lights, updated tires materials, fixed inactive oil needle
  • Ginetta G58: Fixed tire issue, updated tires and LCD shader, revised cockpit lights, removed display black filter when headlights are turned on
  • Group C: Fixed missing tire textures issue for Corvette GTP, Porsche 962C models
  • Mercedes 190 Evo2: Fixed right hand wheels position
  • Mercedes AMG GT3 Evo: Reduced rear light glows polygon size, reworked lights textures
  • Mercedes AMG GT4: Fixed wiper issue
  • McLaren MP4/6: Fixed rain streaks on windscreen
  • Mclaren MP4/7A: Adjusted cockpit steering wheel cord animation, updated windscreen rain mapping, added rain streaks, added raindrops speed fadeout
  • Mclaren MP4/12: Fixed visual low ride height causing front wing to clip ground
  • McLaren Senna: Complete overhaul of car configurations, new paints, carbon, paint schemes and cockpit; Display screen completely redone and addition of a second page
  • MCR 2000: Changed the driver's helmet visor to closed
  • Nissan R390 GT1: Corrected collision for the high downforce model, corrected spawn offset coordinates, fixed LOD bugs, updated tire materials for new shader
  • Opala 79: Fixed steering wheel pivots on lodA and LodB
  • Porsche 911 GT1: Added missing LD and LODB emissive headlights glass
  • Porsche 992 GT3-R: reworked headlights and glowing exhaust intensity, fixed cockpit side mirrors, mesh gaps; fixed cockpit damage models, added paintable winglets behind the front wheels, updated lights textures ; AO Livery: added golden teeth, changed DRL color to purple/pink; updated front headlights DRL, small paint mapping adjustment for front bumper
  • Porsche Cayman GT4: Fixed red hood issue
  • Puma GTE: Reworked rear lights, updated tires materials, fixed red material issue on bonnet
  • Sauber C9: Fixed black LCD when headlights are on
  • SprintRace: Updated LCD and tire shaders
  • StockCar 2020-2022: Added support for P2P LEDs in cockpit and exterior devices, added Cockpit dash stickers and windshield support
  • StockCar Cruze 2023: Added support for P2P LEDs in cockpit and exterior devices, reworked LCD screen, fixed light glows, updated LCD/LEDs materials
  • StockCar 2024: Added support for P2P LEDs in cockpit and exterior devices, reworked LCD screen, updated Chevrolet logo on Cruze liveries, updated liveries as per real season developments
  • Swift 009c: Disabled pitot tube vibration on cockpit view
  • Ultima GTR: Updated tires materials
  • Porsche 963 GTP: Fixed center mirror gets adjusted by left mirror adjustment setting vertically instead of separate adjustments ( T2063 )
  • Catherham 620R: fixed oil temp needle
  • F-Ultimate Gen2: added rain streaks on windscreen
  • F-Inter: Fixed suspension position in showroom
  • McLaren M23: Improved windscreen rain mapping
  • McLaren F1 LM: export update, improved cockpit materials, new lights textures
  • Camaro GT4: Fixed raindrops on visor in cockpit view
  • Chevrolet Camaro SS: removed Open Top parameter (might cause raindrops on helmet)
  • F-Reiza: Adjusted suspension animations
  • Brabham BT49: Adjusted suspension animations
  • Mclaren F1 LM: Fixed wiper animation sound triggers
  • Fixed Nissan R89C tilting driver helmet in the wrong direction
  • Chevrolet Corvette Z06/Z07: New car configurations, both exterior and cockpit
  • Added low fuel alarm on display
  • Nissan R390 GT1: fixed non showing rear lightglows for HD variant

Strong Position For 2025?​

All of this combined seems like the jump in version number should not just be from 1.5 to 1.6, but rather a couple more numbers. It is remarkable how 1.6 transforms AMS2 both on the surface and below it, and with the integration in Low Fuel Motorsport and the subsequently increased multiplayer attention the sim should see, it should be in a very strong position heading into 2025.

Of course, like with every sim, there will still be people who do not like AMS2 – and that is okay. But there will likely be a lot who change their opinion, and those who already liked the sim will probably do so even more now that 1.6 is finally here.


Have fun checking out AMS2 version 1.6 over the weekend! Play around with the presets, set up an AI race in your favorite car class from the past, or just dive into a multiplayer session – there should be something for everyone!

What are your impressions of Automobilista 2 v1.6? Let us know in the comments below once you got a chance to try it 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
So I've found what seems to be a highly fundamental flaw in the way AMS2 currently / now feels (to me)...

The FFB is almost entirely based around basic tyre grip and doesn't seem to contain any equally significant amounts of inertia-based resistance (aka, car weight and therefore tyre load).

Put simply, going around a slow corner while on / near the limit has the same wheel weight as going around a very fast corner while on / near the limit - and the tyre slip effect is in part to blame for being over-exaggerated.

In my test just now, going around Brands Hatch in GT3 Gen2 Porsche, all I was feeling was the same amount of build up of FFB going through any of the corners - going around Druids (turn 2 slow hairpin) in 2nd gear provided the same strength of FFB as going through Clark Curve (last corner) in 4th gear. Note though that once the car regained grip after passing the tyre slip stage the wheel became weighty then, but by too much (I'd say) as while you're going fast there (pulling 5th gear around then) you're not cornering by any significant amount, or at least definitely not enough to warrant that much resistance all of a sudden.

Also, while I can understand the wheel feeling light in split-second moments going over bumpy surfaces at slow speed (essentially bottoming out FFB forces) I don't understand how / why the FFB feels equally bouncy when going over small bumps when driving fast as unless there's some weird / intentional porpoising going on, the car should be pretty planted due to the the extra inertia / gravitational forces that should be at play at high speeds.

Just to check further I took the Porsche around Oulton Park and it frankly was the same - Island bend (the fast left-hander) felt no real different from Shell Oils Corner (relatively slow swooping right) directly after it. So I took the Porsche to Suzuka (whatever it's called in AMS2) and that was the most obvious example (as if I needed further proof) that the feeling of the car weight took a massive backseat to the feeling of tyre grip (and not load) - but again it still felt wrong as not only did all of Sector 1 feel exactly the same no matter how much variance in speed I had throughout those corners. but when I was on the back straight heading toward 130R the car felt proper heavy just because I was going fast and despite me barely steering the car, yet when I went through 130R itself the steering was very light due to the excessive slip effect. I was even turning into medium speed corners too quickly as I was expecting a bit more resistance on the wheel than what it actually gave.

Ultimately, you'd expect a FFB signal to generally increase and decrease proportionately relative to speed while going around the whole track, with additional variations within that signal based on corners taken at those varying speeds, but here in AMS2 it feels like it's essentially flatlined and only changes relative to tyre grip levels alone.

Just to check how much the tyre slip effect was having on the FFB I did a couple of laps driving fast but just under the tyre slip threshold and still there was a very much abnormal lacking in variance in the feeling of weight proportional to the speeds I was travelling across.

I lastly changed the FFB type from my normal Default to Default+ which felt ever-so-marginally (but not significantly enough) provided a better feeling of weight, but I think partially due to the even more prominent tyre slip providing that extra contrast.

Note that the car itself in game seemed very connected to the track or you could say not typical AMS2 slidey mechanics, so there's seemingly no obvious issue to the physics system itself, but that FFB simply felt broken. It even reminded me of the days of the RealFeel plugin for rF1 / AMS1 when you got the "mix" of FFBs wrong / imbalanced.

Just FYI: I was playing in VR which (in my experience) normally highlights unrealistic elements more than when playing on a screen, which is probably why what I was feeling felt so disconnected to what my brain was expecting to feel.

I applaud AMS2's devs for what's clearly been a lot of work put into 1.6, but I'm sorry, I was taken right out of any sense of immersion the moment I felt something was up, and I just quit out of disinterest and boredom. I recall going around old-Spa in a 60's F1 car a few months back and if memory serves that felt great, so maybe all the above is mainly the GT3 car. I doubt that but I hope I'm wrong there.
Tried it with a car without power steering?
 
So I've found what seems to be a highly fundamental flaw in the way AMS2 currently / now feels (to me)...

The FFB is almost entirely based around basic tyre grip and doesn't seem to contain any equally significant amounts of inertia-based resistance (aka, car weight and therefore tyre load).

Put simply, going around a slow corner while on / near the limit has the same wheel weight as going around a very fast corner while on / near the limit - and the tyre slip effect is in part to blame for being over-exaggerated.

In my test just now, going around Brands Hatch in GT3 Gen2 Porsche, all I was feeling was the same amount of build up of FFB going through any of the corners - going around Druids (turn 2 slow hairpin) in 2nd gear provided the same strength of FFB as going through Clark Curve (last corner) in 4th gear. Note though that once the car regained grip after passing the tyre slip stage the wheel became weighty then, but by too much (I'd say) as while you're going fast there (pulling 5th gear around then) you're not cornering by any significant amount, or at least definitely not enough to warrant that much resistance all of a sudden.

Also, while I can understand the wheel feeling light in split-second moments going over bumpy surfaces at slow speed (essentially bottoming out FFB forces) I don't understand how / why the FFB feels equally bouncy when going over small bumps when driving fast as unless there's some weird / intentional porpoising going on, the car should be pretty planted due to the the extra inertia / gravitational forces that should be at play at high speeds.

Just to check further I took the Porsche around Oulton Park and it frankly was the same - Island bend (the fast left-hander) felt no real different from Shell Oils Corner (relatively slow swooping right) directly after it. So I took the Porsche to Suzuka (whatever it's called in AMS2) and that was the most obvious example (as if I needed further proof) that the feeling of the car weight took a massive backseat to the feeling of tyre grip (and not load) - but again it still felt wrong as not only did all of Sector 1 feel exactly the same no matter how much variance in speed I had throughout those corners. but when I was on the back straight heading toward 130R the car felt proper heavy just because I was going fast and despite me barely steering the car, yet when I went through 130R itself the steering was very light due to the excessive slip effect. I was even turning into medium speed corners too quickly as I was expecting a bit more resistance on the wheel than what it actually gave.

Ultimately, you'd expect a FFB signal to generally increase and decrease proportionately relative to speed while going around the whole track, with additional variations within that signal based on tyre grip / slip and load during cornering, but here in AMS2 it feels like it's essentially flatlined and only changes relative to tyre grip levels alone.

Just to check how much the tyre slip effect was having on the FFB I did a couple more laps of Suzuka driving fast but just under the tyre slip threshold and still there was a very much abnormal lacking in variance in the feeling of weight proportional to the speeds I was travelling across.

I lastly changed the FFB type from my normal Default to Default+ which provided an ever-so-marginally (but not significantly enough) better feeling of weight, but I think partially due to the even more prominent tyre slip that Default+ has hence providing that extra contrast.

Note that the car itself in game seemed very connected to the track (or you could say not typical AMS2 slidey mechanics) so there's seemingly no obvious issue to the physics system itself, but the FFB simply felt broken in my opinion. It even reminded me of the days of the RealFeel plugin for rF1 / AMS1 when you got the "mix" of FFBs wrong / imbalanced.

To me, when racing a car it's all about balancing the weight of the car that's placed onto the tyres and keeping the tyres gripping nearly all the time (some slippage is obviously ok) - so I need to feel the balance point and therefore the limit of the car at all times. Tonight in AMS2 I simply felt like I was driving with next-to-no feel of that balance, and because all I could feel was tyre grip it almost felt like canned-effects as opposed to physics based-effects, and I had to drive by calculations in my mind because the feelings I was expecting weren't coming through the wheel.

Just FYI: I was playing in VR which (in my experience) normally highlights unrealistic elements more than when playing on a screen, which is probably why what I was feeling felt so disconnected to what my brain was expecting to feel. Also using unchanged AMS2 FFB settings (aside from turning gain up from 70 to 100) and I'm running Fanatec Recommended Settings on my GT DD Pro (8Nm).

I applaud AMS2's devs for what's clearly been a lot of work put into 1.6, but I'm sorry, I was taken right out of any sense of immersion the moment I felt something was up, and I just quit out of disinterest and boredom. I recall going around old-Spa in a 60's F1 car a few months back and if memory serves that felt great, so maybe all the above is mainly the GT3 car. I doubt that but I hope I'm wrong there.

You sure your wheel isnt clipping? 8nm doesnt leave much room and thats what happens when a DD clips. Nothing saying the default ffb settings are going to give a good feel either with a DD.
 
Just FYI: I was playing in VR which (in my experience) normally highlights unrealistic elements more than when playing on a screen, which is probably why what I was feeling felt so disconnected to what my brain was expecting to feel
I totally share your impression on some content feeling ok on a screen but feeling unrealistic when in VR. Because VR give us so much more info and feedback of what the car is doing it is much more revealing. Glad to see it mentioned by someone else.
It is a blessing and a curse, as many sim, that other wise are not bad, do not fare so well under VR scutiny, limiting my enjoyment of many titles, even if graphically they behave well in VR.
 
Tried it with a car without power steering?
Just gave the '86 Opala a go around Suzuka to test your theory, and while it was very marginally better than the GT3, the Opala still felt highly flat and lifeless / dead in terms of FFB variance. The only time that car felt relatively light was off the start while in 1st gear - by the time I was in 2nd gear the car felt heavy, even on the straight while doing next-to-no speed. The rest of the lap just felt like I had increased the miminum FFB weight to something like 40-50%, when it was on 0%, and only got it to its heaviest either the moment grip returned coming out of corners (but immediately died down once that effect was played out) and when I was going down the back straight (not a corner)!!

Game's still got issues in my book.
 
You sure your wheel isnt clipping? 8nm doesnt leave much room and thats what happens when a DD clips. Nothing saying the default ffb settings are going to give a good feel either with a DD.
I just turned it down from my increased 100% gain (in game) to 70% and while it was obviously lighter, I also lost peaks / overall strength, and I was really trying to lean on the car to provoke the stronger forces.

The issue to me is more fundamental in regards to how AMS2's FFB responds to forces - it's simply not progressive enough proportional to speed, too reliant on tyre grip alone while discarding load from the car and physics from that, and has a bizarre way of thinking / system of making fast straights unnaturally hard to steer on while making corners unnaturally light (or soft). It really needs the FFB rebalancing away from grip and way more onto load.
 
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I totally share your impression on some content feeling ok on a screen but feeling unrealistic when in VR. Because VR give us so much more info and feedback of what the car is doing it is much more revealing. Glad to see it mentioned by someone else.
It is a blessing and a curse, as many sim, that other wise are not bad, do not fare so well under VR scutiny, limiting my enjoyment of many titles, even if graphically they behave well in VR.
Yep. My 8Nm wheel feels strong enough when racing with a display, but the moment I put VR on it feels rather weak. I'm ideally wanting either a 12 or 15Nm wheel base next just to make VR feel correct, because as you say, compromises have to happen otherwise.
 
Just typical.
Have had loads of sim time for last month/5 weeks.
Then few hours before news, time's up here yet again, left with sparse keyboard driving in the middle of the night yet again for months.
Good times while it lasted this time, but just my typical luck.
 
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It's just a lovely sim to use now. Easy to navigate menu, quick to set up a race, beautiful graphics, easy on your GPU and decent FFB now. I love it!
 

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