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
 
Last edited:
I don't know if it's TC or something else but the effect is very evident and unnatural on most RWD models.
The strangest thing is that sometimes you may spin the same car in the same bend just feathering the gas, while it exits on rail by going full-throttle.
In addition, in case the car starts to rotate with low throttle opening, further increase in torque request has no evident effect nor in wheel spin (rpm stays almost stationary), nor in side slip angle.


Yes, it actually feels like TC, but it may have other causes.

The same happens, to higher extent, in Pcars and it's the main reason I've never driven it for more than a few hours (it's a shame because I consider it a great piece of software with impressive content list and convincing physics in most of the other driving situations).

If Reiza will be able to address this issue (most of the flaws I see in the game are probably related to it) IMHO, even at this early stage, they will deliver the absolute best driving simulator available.

(emphasis mine)

Interesting. Does this happen on all cars or predominantly on turbo-charged cars? Does it happen regardless of differential settings (hard question to answer if the differential settings can't be changed obviously)? Have you tried this with the telemetry HUD on (to be able to see the instantaneous torque)? I'm aware that the Telemetry HUD is disabled in BETA3 btw.

The MADNESS engine uses a pretty cool differential simulation. Given that the primary point of a differential is to ensure that you can get the power down, it might make sense to investigate further here too, if nothing else than to validate that the diff isn't the source of the issue.

P.S. Do you do tyre simulation for a living (in relation to your post about editing STM tyre values during a window of time inside WMD)?
 
Last edited:
No, it does not happen on all the cars nor it seems to be related to turbo.
In AMS at the moment there is no telemetry but if I remember correctly in Pcars it was happening even with full torque represented on HUD (I may check again).

it probably depends on several factors, but the modeling of differential lock may have a strong role as well.
It's a very strange feeling because sometimes everything works nicely and on the next corner (or the same corner in another lap) you have this 'what the f...' moment that ruins an otherwise great experience.
On certain classes anyway the phenomenon is systematic and it should be easier to reproduce and isolate the cause.

I'm confident Renato and his team will address also this kind of complex situations but probably at the moment their primary objective is to provide a solid baseline for their (hopefully) huge number of new customers.

To their credit, some cars that were objectively unrealistic in beta1, are already great now... so let's wait and see what the new builds will bring.

P.S.
I'm not a tire specialist but I started my career developing multibody models for vehicle dynamics and driver behavior simulation also designing algorithms for stability controls and semi-active suspension.

My main passion has always been driving fast vehicles, but with the baby I probably halved the area of my average g-g diagram, even on deserted country roads, and the opportunities to go on track are very few, so simracing is the most effective, safe and unexpensive way to calm down my speed addiction.
 
Last edited:
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.

The only way to fix the PC2 AI would be redo from scratch. You can tweak a bad code forever, it won't work properly. Based on the videos, AI use exactly the same PC2 "logic" as for saying. I'm very skeptical about what they can deliver at release date on this regard.

As for the rest of the game I'm bit more optimistic.
 
Mod Edit

I've asked everyone on a number of occasions to remain calm, civil and respectful in this thread. If you can't do that then you'll end up with a reply ban. No more warnings.
Ok, I will respecfully say that the member in question has no idea of what he is talking about as no one else besides Reiza and SMS have access to the Madness engine source code and the technical know how to edit it.

Sorry for my rude language but it has been a week of listening to people talking without thinking and when I am stuck in self isolation, it takes a toll. I will be more careful in the future and my language was indeed excessive.

Apologies.
 
I’m always amazed at all the people who say "Looks like PCars 2" etc. :roflmao:
First of all they probably haven’t even tried AMS2, yet but think they can make up their own mind judging only videos. Like a pro.

I also had PCars 2 and yes it looked great, some cars felt good (if you managed to dial the FFB in which is equivalent to winning the lottery) but overall it sucked because of many many bugs which never have been ironed out. So yes…PCars 2 left a bad taste in my mouth. But that doesn’t mean that Reiza makes the same mistakes. Looking at what they achieved with the old engine in AMS1 I’m confident that they polish the s**t out of the new engine and don’t make the same mistakes SMS did. If you want to judge or throw assumptions in please first go and play AMS2. Then come back and tell us what sucks or is good. That's how it should be.

Mod Edit: You can make your point without name-calling, so please do so.
 
Last edited by a moderator:
The only way to fix the PC2 AI would be redo from scratch. You can tweak a bad code forever, it won't work properly. Based on the videos, AI use exactly the same PC2 "logic" as for saying. I'm very skeptical about what they can deliver at release date on this regard.

As for the rest of the game I'm bit more optimistic.
Bolded part is wrong.
Anybody who has a slightest clue about programming knows that.
 
Bolded part is wrong.
Anybody who has a slightest clue about programming knows that.

There's always one "specialist" to give a subliminal condescending lesson.

Yeah, master, if you tweak to the point you redo the logical from scratch than you eventually fix it the old code which doesn't even exist anymore.

Tired of Internet professors...
 
  • Deleted member 197115

There's always one "specialist" to give a subliminal condescending lesson.

Yeah, master, if you tweak to the point you redo the logical from scratch than you eventually fix it the old code which doesn't even exist anymore.

Tired of Internet professors...
Brilliant move from Ian, now Reiza fixing Madness Engine AND paying for it. :thumbsup:
 
There's always one "specialist" to give a subliminal condescending lesson.

Yeah, master, if you tweak to the point you redo the logical from scratch than you eventually fix it the old code which doesn't even exist anymore.

Tired of Internet professors...

How do you know this is the case of "redo the logical from scratch" ?
Are you part od Reiza AI development team ?
Did anyone from Reiza confirmed what you're claiming ?
Do you have access to Madness Engine AI code ? If you do are you experienced enough to distinguish "bad code" from "good code" ?
I am really curious so impatiently awaiting for your answers...
 
ow do you know this is the case of "redo the logical from scratch" ?
Are you part od Reiza AI development team ?
Did anyone from Reiza confirmed what you're claiming ?
Do you have access to Madness Engine AI code ? If you do are you experienced enough to distinguish "bad code" from "good code" ?
I am really curious so impatiently awaiting for your answers...
Probably not, but on the flip side you don't know that he's wrong either so how about being a little less confrontational about a simple difference of opinion? On a forum we are allowed to speculate, extrapolate and state our opinions regardless of whether or not we have cold, hard facts to back them up.
 
There's always one "specialist" to give a subliminal condescending lesson.

Yeah, master, if you tweak to the point you redo the logical from scratch than you eventually fix it the old code which doesn't even exist anymore.

Tired of Internet professors...

It seems to me that this difference of opinion between "tweaking the old code" and "starting from scratch" is simply one of semantics. The two of you are just arguing over where to draw the line between the two. IOW, when does another "tweak of old code" cross the line into becoming "new code".

And no, I'm not a programmer. But I find this difference of opinion to be much ado about nothing. <shrug>
 
Back
Top