AMS 2 | Beta 3 and Hotfix Released

Paul Jeffrey

Premium
Reiza Studios remain very hard at work behind the scenes with Automobilista 2 development, having recently updated the closed beta to version 3 since releasing back on February 28th.

The latest new build versions of the title have brought a massive number of fixes and improvements, from artwork, to physics, audio, content UI and pretty much everything in between.

Reiza have promised an aggressive development cycle prior to the full public version of the game releasing this March, and so far the last few weeks have very much come good on that promise - changing the simulation to something virtual unrecognisable since the initial build release back in February.

In terms of content, several new track variations and cars (or trucks) have been released, full details of which can be found below:

BETA 3 Hotfix 1 Notes:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted (much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 3 Notes:

NEW CONTENT - TRACKS

  • Added Guaporé
  • Added Velo Cittá Main Layout
NEW CONTENT - VEHICLES
  • Added Copa Truck Series
  • Added Formula Classic Gen2 Series
  • Added Kart GX390 Race
  • Added Kart Gx390 Rental

GENERAL
  • Added Beta support for Multiplayer (UI still early WIP)
  • Fixed missing pitcrew animations (historical series use modern crews as placeholders)

UI
  • Fixed quit confirm menu direction (pause menu)
  • Added multiplayer browser / lobby
  • First pass for in-game multiplayer leaderboards/menus.
  • Fixed triple screen text entry units
  • Fixed best lap not correctly displayed in SP session results
  • Fixed class select list auto-filling items beyond dialog bounds
  • Fixed retire to pits not opening confirmation dialog
  • Fixed clutch deadzone increment button modifying clutch sensitivity
  • Fixed multiplayer browser 21:9 alignment
  • Fixed splashcreen background alignment in 16:10 aspect

HUD
  • Added all HUD modes except telemetry
  • Add position/lap info full+light
  • Add leaderboard to Full mode
  • Pit lane messages / timer etc
  • Cooldown lap messages
  • Formation lap messages / position info
  • Various flags/messages

AUDIO
  • Corrected idle loops on MIT LancerR, RS, Puma P052, MCR2000, Caterham Superlight, 620R
  • Adjusted attenuation curve on all cars
  • Increased AI car sound volume while racing
  • Fixed missing shift sounds in F-Classics: G1M1, G2M2, G3M1, G3M3, G1M1, G1M2, G2M1, G2M2
  • Reverb increased slightly on all tracks.
  • New start lights countdown volume increased (was too low in Beta2)
  • MRX gearshift sound lowered
  • Ultima Road decrease gearchange volume
  • Scrape sound altered, volume buildup changed.

PHYSICS
  • Extensive revisions to all player physics
  • Minor tire model adjustments (most notable is fixing excessive load stiffness increment with pressure on GT & Prototype tyres - fixes the bouncing)
  • Increased effect of Pneumatic Trail on force feedback
  • Reduced default steering lock in formula cars
  • Further reduced wet rolling resistance
  • Increased default boost in F-Classic Gen1 to 80% (from 60%)
  • Fixed error with ARC Camaro tyres having larger rear tyres (all 4 now are equal)
  • Adjusted FFB Steering Rack Maxforce on several cars

AI
  • Extensive revisions to all AI physics
  • Adjusted AI code to minimize chances of it going off-track in avoidance of other cars
  • Increased AI brake power globally
  • Added AI Aggression Scalars to all cars, adjusting the player global setting to better suit the type of car / class in use
  • Added some extra AI variation to generic driver personalities (for more AI action)
  • Increased AI awareness paraameter

TRACKS
  • Track penalties and surface physics/collision fixes: VIR, Ortona, Campo Grande, Goiania
  • Incremental graphical/optimization update to Kyalami (more upcoming)
  • More tweaks to overall weather/climate settings
  • Enhanced Brands Hatch bumps in road patches (if suitable will be applied to other tracks)
  • Fixed bug with Imola 2001 not registering lap 1
  • Improved AI lines for Londrina and Kyalami Historic
  • Added trackside cameras for Jerez

VEHICLES
  • Updated paint material for more appropriate levels of reflection for each car
  • Updated Copa Uno Cockpit
  • Added new liveries for Ultima Race, F-Reiza, Old Stock, Metalmoro MRX
  • SuperV8: Fixed car shadow, cockpit holes, lights

EDIT: A complementary update has now been deployed to AMS2 Beta featuring the following changelog:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox & sounds
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 2 Notes:

CONTENT

  • Added Imola 2001

UI / HUD
  • Included initial pass of custom light HUD
  • Modified custom wheel profile centering spring strength and overall FFBgain
  • Fixed Seat Angle Down assignment displaying wrong label in selected state
  • Fixed loading screen image misaligned on ultrawide displays
  • Fixed incorrect clutch deadzone label in selected state
  • Fixed incorrect text alignment on Control Scheme buttons in selected state
  • Fixed typo in Visual FX help text
  • Disabled input on back button of main menu
  • Removed partially visible row on class selection dialog
  • Fixed inconsistent label text on Rules&Regs > Drive throughs input
  • Fixed misaligned button inputs on Wheel calibration screen
  • Fixed wheel calibration not saving

AUDIO
  • Modified audio output down mixer: stereo mix no longer features frequency / delay filtering for rear and side sources
  • Fixed missing shift sound in F-V10
  • Fixed F-Vintage G2M1 sounds
  • Engine sounds panning corrected for F-V10, F-Classic G3M3, F-Classic G3M2, F-Classic G1M1, G1M2

PHYSICS
  • Added code for helper springs,
  • Added AMS1-style non linear bumpstops,
  • Revised all main tyre models (dry & wet compounds)
  • Several default setup adjustments
  • Revised Steering rack max forces for more consistent FFB output
  • Reduced wet rolling resistance
  • Fixed glitchy upshifts when using Autoclutch when running modern semi-automatic gearboxes
  • Revised F-Ultimate suspension rates
  • Fixed bug with MRX rear wet tyres not being available
  • Adjusted manual shifting tolerance thresholds for mis-shifts with manual gearboxes

AI
  • Added custom AI Aggression scalar so global aggression levels as set by player go through a car-specific scalar for more adequate levels of AI aggression in that class
  • Temporarily evened out AI performance for practice / quali / race for AI performance testing purposes
  • Increased amount of AI lifting off throttle when detecting puddles
  • Revised AI performance for all cars
  • Adjusted AI for improved awareness and aggresion under braking (substantially reducing risk of being crashed from behind by an AI car)
  • Added slight torque on roll axis for AI cars to minimise chances of AI rolling or jumping in crashes

TRACKS
  • Updated track limit mesh for Adelaide, Casavel, Curvelo, Imola, Interlagos, Londrina, Montreal (basically cut meshes will include external curbs, astroturf and concrete extensions for more realistic tolerances)
  • Visual fixes to tracks at night time: reduced brightness of ambient lighting, reduced overall reflectivity of cars and trackside objects at dusk/dawn/heavy cloud, reduced overly bloom of vehicles at night
  • Reworked daytime skies and lighting (improvements still to come)
  • Higher resolution textures for Light Clouds condition
  • Props/assets added to Ibarra, Curitiba, Curvelo, Kyalami Historic;
  • Removed balloons from Interlagos, Oulton Park, Cadwell Park.
  • Fixed laps not being registered at Londrina;
  • Fixed Adelaide pit entry/exit triggers
  • Fixed tree shadows, reflections, tarmac materials
  • Experimental FPS loss fix at Cascavel

VEHICLES
  • Mit Lancer R & RS - fixed driver feet position; gearskick animation is off until we have proper driver animation
  • Puma GTE - fixed driver feet position
  • F3 F301 & F309 - fixed cockpit rear tires, wheels pivots are misaligned, add rearlights
  • Formula Classic G3M1 - fixed chassis plate and material naming, changed display font
  • Formula Classic G3M3 - fixed revlights not working
  • Formula V12 - add realights and dust pick up for tires
  • SuperV8 - Fixed material error causing invisilbe bodywork on some liveries; fixed driver feet position;
  • Formula Ultimate: Added rear tires, rear wing, chassis part to cockpit;
  • Formula V10 - fixed roof camera position, added rain tire textures;
  • Formula Vee - Corrected glass material on gauges; corrected needles position;
  • Formula Trainer - fixed vertex AO for wheels and LOD A display;
  • Chevette - fixed driver feet
  • Caterhams: Added metallic liveries
  • Ultima Race: Updated several liveries
  • Metalmoro AJR: Updated liveries


Automobilista 2 will be available for PC in March 2020.

Got questions or comments about the sim? Post a thread in the AMS2 sub forum and let the community help you out!

AMS 2 Updates.jpg
 
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My feeling is it's now pCars 2.5.1
Only Kunos brings a major improvement in sound, graphics, and FFB....AMS2 for me is a enhanced pCars 2 without the content.
I suggest to a new player to wait for two years and to buy AMS 2 for 10$ with all the DLCs. That's the good price...I regret my 100€....
It you hate it that much Renato would happily refund you and remove your beta access...

Would you like us to direct him to your posts to initiate this or just wanting to tell everyone what they already knew that it’s an unfinished beta where they’ve said they haven’t implemented A.I updates yet among other things?!
 
I don't yet have AMS2 beta but I look forward to the full release.
In the mean time, I have lots to keep me entertained.
I've often wondered why some guys expect so many different models in a sim.
I'd much prefer to have a few cars of different classes...properly optimized for correct physics and instead have lots of tracks.
Going back and looking at AMS, I realize that all this time in they're still have many, many cars I've never driven.
 
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Simply cause the updates are not massive or game changing....it's pCars2 enhanced....and pCars 2 has so much better content that in fact I wonder what I can do with AMS2...play? No it's pCars2 AI without the content. I go back to ACC and rF2.

Although I'm really satisfied with the FFB, graphics, content etc, I find that the AI certainly needs more work. They are quite "twitchy" and reckless IMO.
 
For those who are questioning the simulation quality, specially comparing with AMS1, there is a very good video here:


For those who don't understand Portuguese, here are the highlights:

- Gabriel Casagrande (the folk doing the test) is a major BR Stockcar driver. He won the 2019 Goiania stage (in the video he is driving his car at Goiania circuit).

- He said that the brakes are now perfect. In real life, he use to do a strong stomp followed by a gradual releasing to avoid blocking. On AMS1 it was very unreal, so he used to play with ABS set on weak to give a "less unrealistic" feeling.

- The kerbs were unrealistic on AMS1 because they were too much slippery, but on AMS2 they still unrealistic because they are "too plain"... he praises that Reiza need to go into a midterm, because "kerps are supposed to help the driver at some level".

- The Goiania track surface is perfect in AMS2 and can be used as a training tool.

- When you do burnouts with the real car it has a tendency to standy still, just burning rubber... in AMS2 it tends to go sideways. But, overall, it's much more realist than AMS1 do recover from grip lost during the driving... in AMS1 its easy to spin when you lost grip, but in reality you can recover with steer work, as in AMS2 you can recover.

- Real BRSCars don't give any considerable slipstream, but in AMS2 it's very strong.

- The overall car behavior is more realist on AMS2 than on AMS1, by far.

So, there are things to improve, but it's already a very decent simulation. And the real car driver considered it an improvement over AMS1.

It's also important to say that Gabriel Casagrande have no relation with Reiza (as a lot of drivers have with this and that studio) and simulation is not even his most played genre (he is a CSGo addicted, as confessed lol), so I believe that this immunize him to have biases on his opinion.

EDIT: He tested the Beta 2.
 
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Understood it’s still in beta, but is the current VR performance on par with Project Cars 2?
Jason,
As you can see above everyone has an opinion. Mine is that the VR at the moment is the best I've experienced. I have all the sims. Yes it has all the good PC2 points but it seems to run better (more FPS than PC2 with the same system)? The menu's are seemless when using VR or with the headset off and using the mirror. There's still work to be completed with the HUD. This includes the VR. It has really only just started to be introduced.
 
  • Deleted member 197115

My feeling is it's now pCars 2.5.1
Only Kunos brings a major improvement in sound, graphics, and FFB....AMS2 for me is a enhanced pCars 2 without the content.
I suggest to a new player to wait for two years and to buy AMS 2 for 10$ with all the DLCs. That's the good price...I regret my 100€....
Didn't Renato offer a refund, just take it and regret nothing.
 
Understood it’s still in beta, but is the current VR performance on par with Project Cars 2?
When comparing identical graphics settings, track and other settings of PC2 and AMS2; overall GPU and CPU usage is roughly 10% better in AMS2. This was tested on Brands Hatch 6pm, medium clouds.
(I'm using a Rift S, with a 1070, and forcing 40fps ASW with oculus tray tool)
 
Understood it’s still in beta, but is the current VR performance on par with Project Cars 2?
AMS2 has the best VR performance out of all my sims. NO other game looks as good in VR with similar performance. AMS 1 was one of my favorite sims until i purchased a VR headset. And as cliche as it sounds, I couldnt go back to a monitor. So i had to uninstall AMS because i was probably never going to play it again. Now here comes AMS2. Im in love honestly. I know its in beta and there are a few things that needs ironing out. But this is a fantastic start. Especially as far as VR goes. And to those complaining about this being PCars 2.5 or whatever... wasnt AMS 1 just rfactor 1.5. There were many things similar across the 2 games due to the gmotor2 engine being used. But the polish on AMS1 was leap years ahead of rfactor 1. I expect the same from AMS 2. It is already on the right track. It already drives a hell of a lot better than pcars 2. One thing Pcars did excellently was graphics and presentation. So this game looking like pcars will never be a bad thing.
 
It sounds great BUT it will not be complete without a Reiza quality Nordschleife track.

I desperately want to be able to drive the green hell in AMS and unfortunately there are no decent versions there. So I hope they release an official version in AMS2. (I expect them to release it as a DLC).

In my humble opinion, no game is complete without the Nordschleife and I really hope AMS2 is a complete game.
 
It sounds great BUT it will not be complete without a Reiza quality Nordschleife track.

I desperately want to be able to drive the green hell in AMS and unfortunately there are no decent versions there. So I hope they release an official version in AMS2. (I expect them to release it as a DLC).

In my humble opinion, no game is complete without the Nordschleife and I really hope AMS2 is a complete game.
THIS is my thoughts exactly. I can only imagine how great the Ring would be to drive in this game.. I actually made this request in the track request forum on Reiza site. Id even take Pcars 2 version with some Reiza magic sprinkled on top
 
Understood it’s still in beta, but is the current VR performance on par with Project Cars 2?
I think it's better. Easy start and fast. All menus load fast and easy to navigate. VR performance is great for being a beta. It can only get better with future tweaks. I'd compare it to iRacing VR, which I consider the clearest and smoothest running VR of all the sims.
 
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