AMS 2 | GT1 Cars And New Build Released

Paul Jeffrey

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Reiza Studios help kick-start 2021 with a bang, thanks to the latest build update of Automobilista 2 becoming available, and with it the mighty GT1 era of endurance racing golden days...
  • GT1 DLC released.
  • Spa-Francorchamps released.
  • Many updates and improvements included in new build.
AMS 2 Middle.jpg


As the New Year celebrations begin to calm down, many of us with sore heads have awoken today to some very nice news - a freshly prepared build of Automobilista 2 is here, and comes complete with a nice version of both Spa-Franchorchamps and the mighty 1990's era FIA GT1 challengers from McLaren, Mercedes and Porsche - start 2021 with a bang!

Content isn't the only bit of good news for AMS 2 fans either, the new DLC's also come with a fine selection of changes, tweaks and improvements to the simulation, including a welcome option to tune FFB on a per-car basis and plenty of physics revisions for a number of the vehicles within the sim.

Some notes from the developers ahead of using the new build update for the first time:

IMPORTANT: Given the amount of substantive changes in this update, we strongly recommend all users to start a fresh profile by deleting their Documents/Automobilista 2 folder to avoid issues (this will be requested with far less regularity from this update onwards).

The Livery System Override is now fully implemented - to get your hands on the templates for all cars currently in the game and learn more about how you can go about replacing the original car liveries with your own please check this topic (will be updated with new templates as we add them).

Please note that we have another batch of single player championships & a complementary art update for Spa incoming tomorrow after it goes through some internal testing in the morning.

Automobilista 2 V1.1.0.0 Update Notes:

Cars:

  • Added GT1 Series (featuring Mercedes CLK LM, Porsche 911 GT1, Mclaren F1 GTR LT)
  • Added Mclaren F1 LM to Street Cars series
Tracks:
  • Added Spa Francorchamps 2020 *Part of Spa-Francorchamps DLC Pack
  • Added Ibarra Reverse layout
GENERAL
  • Introduced track specific weather probability system for more realistic random weather
  • Random weather condition is now preserved if session is reset
  • Disabled "Real Weather" option (until system implementation is complete)
  • Added option to customize FFB gain per car
  • Adjusted netcode parameters for more reliable close racing and more accurate timing predictions
  • Adjusted default cockpit camera settings
  • Increased cockpit seat position storing from 20 to 100 vehicles.
  • Added live edit messages for vertical and longitudinal cockpit seat position
  • Added F-Ultimate & F-Reiza championship seasons
UI & HUD
  • Added new main menu panel arts & backgrounds
  • Updated track loading screens & increased resolution to 4k
  • Added loading bar gradient & fixed position on ultrawide resolutions
  • Fixed monitor controls and back button positions on ultrawide resolutions
  • Update Control Assignments screens to include per vehicle FFB gain increase / decrease
  • VSync is now always enabled in Main Menu
  • Added tag (AI)/* to AI players in multiplayer
  • Added additional states to DRS HUD informing detection zone & availability
  • Vehicle default sorting reverted to alphabetical order
  • Corrected various vehicle naming inconsistencies
  • Fixed Velopark incorrect track grades
PHYSICS
  • Revised tyre physics for street cars, F-Vintage (both gens), F-Retro, F-Classic (all gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate, Copa Classic, Hot Cars, Lancer Cup, Puma P052, M1 Procar, Group A, Opala 1986
  • Revised rain tyres for GT3, GT4, P1, P2, P3, P4, F-Retro, Procar, Group A, Opala 1986 Copa Classic, Hot Cars, Lancer cup, Puma P052
  • Revised Ultima GTR, F-Retro, F-Classic (all gens), F-V12, F-Ultimate & F-Reiza aerodynamics
  • Adjusted logic for pre-race tire & brake pre-warming & tire pressure conditions (slightly under peak conditions for more realism & avoid unnatural tire inflation)
  • Reduced default number of clutches for several cars & further reduced rate of differential locking per clutch
  • Further revised F-Retros, F-Ultimate & Ginetta G58 suspension rates
  • Further adjusted exhaust parameters for all cars (results in more accurate visual & audible backfiring / spluttering)
  • Reduced max height to account before front wing / splitter stall in several cars
  • GT3 Series: Added 15kg to Mclaren 720S, subtracted 10kg from Mercedes AMG GT3, added 10 HP to Porsche GT3-R for improved BoP
  • Further revisions of FFB max force to iron out potential peak force inconsistencies
  • Small adjustments to center of gravity height in Opalas, F-Retros, F-Ultimate
  • Reduced Ginetta G55 engine inertia
  • Futher reduced differential preload baseline settings
  • Disabled viscous differential in street cars
  • Adjusted default roll bars, ride height & differential settings for F-Classic (all gens), F-V12, F-V10 Gen1 & 2
  • Adjusted default Differential settings for F-Retro, Stock Car 2020
  • Adjusted F-Ultimate ERS to not kick in until 75% of throttle is applied
AI
  • Added preliminary new logic to improve AI overtaking lapped cars
  • Added new tolerance parameter for AI to not concede position to player until a given amount of the car length is alongside (prevents issue with AI cars appearing to be "scared" out of the way when approached from behind by player)
  • Slightly raised AI CoG height multiplier & adjusted AI damper rates to avoid cars bouncing at hard compression
  • AI callibration pass for all cars that received tyre physics and / or aero updates
  • Reduced range of lateral movement away from ideal line & rate of movement when taking urgent action
  • Created new AI paths for Nurburgring Nordschleife & 24h layouts (improved & more consistent performance)
AUDIO
  • Updated Sprint Race sounds
  • Adjusted tranny volume for GT3 cars to more balanced levels & more torque dependent; adjusted volume balancing; optimized number of samples used to minimise potential performance issues
TRACKS

  • Removed wave length in artificial road noise (slightly reduces car / camera vertical movement oscillations)
  • Temporarily removed animated Helicopters & planes until remaining functionality issues are addressed
  • Revised road mesh & reduced noise (high frequency bumps) for Curitiba, Kansai & Taruma
  • Updated Bathurst trackside camera
  • Velopark: Minor performance & art pass; updated AI with improved performanceUpdated Nurburgring 24h layout trackside cameras to reduce shimmering / trembling & added VR cams
VEHICLES
  • Added BMW M6 GT3 dirt / damage effects + dangling damaged parts + new colliders + detached diffuser
  • Gol Copa Classic: Fixed LOD errors at longer distance
  • Mini Cooper UK: Fixed LODding issues with windows
  • Lancer Cup (R/RS): Added Dirt/Damage + detached bumpers (LODA/B/C) + dirt texture for wings (RS) + modeled inner panels (LODA/B/C) + new collision + dangling damaged partsdriver animations + Detached Gear Shifter
  • Fixed Mini cooper 1965 damage on lower LODs + Detached gear shifter (cpit) + detached bumpers on LOD C
  • Lotus 23: Fixed LOD D missing, added damage models on lod B/C, detached dangling parts on LodC, closed panel gaps on LOD A and Cockpit, removed unecessary damage models for tyres
  • MCR S2000: Added dirt/scratch textures
  • Added missing tail light for Sprint Race, Stock Car Cruze 2019 & Ultima GTR
  • Fixed LOD errors in cars with DRS wings which could make rear wings appear to flick open at certain distances


Original Source: Reiza Studios

AMS 2 - available now exclusively to PC.

Want to know more about the sim? Got a trick or tip to share with the community? Fire up a thread in the AMS 2 sub forum here at RaceDepartment and share that knowledge!

AMS 2 Footer.jpg
 
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No offense, but you're making things needlessly complicated and kinda confusing IMO, among other reasons also because you talk about DACs when you don't really mean DACs, but basically sound devices as a whole. DAC is just a DAC, in any context. Whether or not there's additional processing involved is another thing, and a separate one at that, as I'm not aware of a DAC that would force some kind of processing on and wouldn't allow turning it off. Maybe there are DACs like that, but I'd say they are pretty rare.

None taken, sorry if it sounded confusing. I actually thought he was actually using "DAC" to talk about all sorts of little audio devices. But yea, a DAC is just a DAC, just basic digital-analog conversion.
 
One other variable that hasn’t been mentioned yet on the audio side is the possibility of resampling. If I’m not mistaken Windows will take any audio signal it’s given and (if necessary) resample it to match the sampling rate set for your chosen output device. It kind of has to do that in order to mix sounds from multiple input sources into one output.

This is just a guess on my part. Again, I just wanted to bring it up since it hadn’t been mentioned yet. It may have nothing at all to do with AMS2 audio issues, but it’s certainly easy enough to go into your audio device settings and try changing the sampling rate to see if it makes any difference.
 
@BillGuy That was actually my first guess when I saw people mention crackling, because there is actually currently an issue with Cyberpunk 2077 with audio crackling when your audio device is set above 96kHz, and sadly with audio device manufacturers nowadays playing the "megapixel game" with sample rates on their devices (so advertising ridiculous sample rates like 384kHz and even setting their defaults like that), more and more people crank this all the way up in the false assumption that higher is better, even though all you really need is 24bit 48Khz (or even 16bit 48kHz) for the vast majority of consumer cases and your audio device will have to resample everything to the sample rate you set it to.

But reading further, I assumed this might not be the case in this specific instance.

But probably still worth pointing out, yes.
 
The street McLaren F1 acts as if it has very soft helper springs and a roll center below ground. A shocking amount of initial body roll at low speeds, yet very minimal pitching.
 
I agree about having defaut setups manageable. But the mclaren LM isn't that awful imo. Well it is awful because it's a road supercar, these supercars are usually overpowered and hard to race with. I've been disliking them since the first time I tried them in sims. They can't turn, they are not fun, these are made for straight lines. There are some exceptions though but in general they just feel like this mclaren.

That's right so from a sim perspective I am forgiving of some things; its all relative, I am sure the devs will continue to work on things. Such cars designed mostly to be driven on the road at pretty normal speeds. Put some of the race cars on the road and if this was a Sunday driving sim we'd be complaining. Like riding a liter bike in first gear. What's the use of the other 5 except to save fuel.

Even the diff bushes for example in these race cars are ridiculously stiff, like rocks compared to a road car.

All road cars I played around with were ok in this patch. The Mac the most disappointing because it's race version is so good. The Camaro too and carteham but those are close. A fat sedan from a company that prides itself on boat like cars (I own a 4 Lt inline 6 ford btw, with an unusual adaptive performance mode that should be/is the "real" mapping they just use standard to save fuel, sometimes sharp often floaty car) , and the carteham is only 500 kgs with no comforts whosoever.

I do not get where people find a great deal of derision for the game though. In a race car you don't want to transfer the power or innertia, etc, not that technical about it, backwards on acceleration from takeoff.

Most people assume car makers just throw in larger more powerful engines. Thats no good if the suspension or engine mounts can't take it - and 5% of the power shifts behind you upon launch. Or if the gear shifts are too smooth (my car will firm up gear changes really hard in performance, which is not what you want for comfort where they are simply not felt - only slightly now and then these days and it could use a service on the transmission tbh) because its not designed to cop a lot of heat - ford in their wisdom considered this a great thing, just like they consider rubber engine mounts and bushes the go-to material...for COMFORT, see. :)... need to be careful what we wish for or prices will skyrocket, right.

It is more comfortable, but so too would you expect more flex. Put in super stiff bushes for your diff and it may more forward more sharply, but your back will take a pounding more than likely if you opt for the highest "excellent" stiff bushes they only use in track cars.

So I see these things reflected in game somewhat and its pretty good I think. Normally you don't drive down the shop for groceries to get a sore back.

Just like my car is NOT a racecar and I would not want the life expectancy for the parts of one, nor would I put undue stress and heat on this transmission, I do understand why standard mode exists. And I don't expect the road cars in the game to do what the race ones do - so how to translate that in-game? I think they do alright. The engine block is built to take 1000 kw+ (not on purpose, mind you) but I do not expect it to do anything like that. Because while those pistons may be duratec and never fade, I guarantee you the transmission is not, or the bushes, or the 'anything'.

Even motorbikes you need to get in and adjust the lifters (er, valves sorry) with shims now and then or well at least until they bed in properly to check them, so there's compromise in all these things. If Ford did that - or MacClaren too much - for their road cars, it soon gets silly or they don't do that for their assembly line making it non feasible or just not possible. Motorbikes you understand because of the engineering considerations, even a supercar, but there's limits.

I never rated AC1 highly and I bought ALL the packs for it via the ultimate edition and I support that game and ACC, I have the mod menu which I donated to the guy for the good version and his work, and shaders etc - but its not consistent like AMS2.
 
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@BillGuy That was actually my first guess when I saw people mention crackling, because there is actually currently an issue with Cyberpunk 2077 with audio crackling when your audio device is set above 96kHz, and sadly with audio device manufacturers nowadays playing the "megapixel game" with sample rates on their devices (so advertising ridiculous sample rates like 384kHz and even setting their defaults like that), more and more people crank this all the way up in the false assumption that higher is better, even though all you really need is 24bit 48Khz (or even 16bit 48kHz) for the vast majority of consumer cases and your audio device will have to resample everything to the sample rate you set it to.

But reading further, I assumed this might not be the case in this specific instance.

But probably still worth pointing out, yes.

Oh lord, 384kHz hahaha
 
Here is the thing about the road-Mclaren ...

Brands hatch, its meant to be an unbridled super sport, and we all know until very, very...cough...VERY recently they were not great to drive. In fact they ALL had a natorious reputation which was embraced, and indeed used against them until the Veron did something about it (iirc)....

So I go down the first turn...and realize....I am doing 120 km's hour.

There's a reason why any heavy acceleration causes the car to 'flip' its "sheet"...

too much power...but thats what the customer wants.

Now, they simply don't have to hurt his back with stiff springs and suspension and the man will be a happy man.

For the sake of an extra 50km's/hour you can use the race car, and it does more, but I get why the Mc-road car is like it is.

or what about their new bubble-style car? Center seat? There's a reason that supersport-road car is like it is. Weight and engeneering. Think its got a battery....do not forget the car in question in game is a 90s icon.

The decade where impractical super sport motorbikes seemed super cool.

We can't turn properly in game like we're used to? I bet we get back "Oh well too bad so sad"

Its not exactly a consideration taken into account by the manufacturer as much....120km/hour round the first bend....

Thats amazing. Only 1m dollars thanks... looks great too.
 
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  • Deleted member 526227

Drove the GT3 merc opponent aggression 50.
Ill upload a video later of one of the races @ imola.

WOW thanks for yet another update, GT3 and GT1 championships was not expecting that.


Decent. Tried it too (had ai at 105, agress. lvl 65). There are some aspects which should be still revised (overtaking, stickin behind cars ahead, building of "trains", better defense while breaking and fighting harder side by side) but actually it's a step forward. Multiclass is still more of a problem.

Glad to see this progress. Good fights against ai is not natural nowadays unfortunately, would be great if AMS2 can offer this. My playtime would go up a lot.
 
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Decent. Tried it too (had ai at 105, agress. lvl 65). There are some aspects which should be still revised (overtaking, stickin behind cars ahead, building of "trains", better defense while breaking and fighting harder side by side) but actually it's a step forward. Multiclass is still more of a problem.

Glad to see this progress. Good fights against ai is not natural nowadays unfortunately, would be great if AMS2 can offer this. My playtime would go up a lot.
Agree.

I am noticing the A.I is giving a far better race than a few months ago. Makes all the difference that one can use the cars now better too, so much that the poor A.I is coping a beating. Its not a push over, but its strategy maybe which is hard to nail I bet is being shown up a little bit. Or is it because I am currently better than ever.

example, those Mp4-23's Ive wanted to use a lot more but waited to be dialed in, as of this patch. Nigel Mansell, Allain Prost, etc, that era, slightly before my time but they feel so good to race round (also do the lotus a fair bit) as of this patch.

And the A.I when doing it, on most tracks, not all, still some work to be done, can be turned up without getting the jipped feeling of past patches, so its come a long way.
 
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Decent. Tried it too (had ai at 105, agress. lvl 65). There are some aspects which should be still revised (overtaking, stickin behind cars ahead, building of "trains", better defense while breaking and fighting harder side by side) but actually it's a step forward. Multiclass is still more of a problem.

Glad to see this progress. Good fights against ai is not natural nowadays unfortunately, would be great if AMS2 can offer this. My playtime would go up a lot.

Ok so i spent more time with Imola to get quicker and now set AI 103% and 65 aggression and having even more enjoyable racing with the AI.
I normally hop from car to car track to track and find 95% good for this type of scenario but once times is spent to get up to speed 100+ is more enjoyable.

Have you tried the Raceroom AI lately? They are the best in the business right now imo.
 
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  • Deleted member 526227

Ok so i spent more time with Imola to get quicker and now set AI 103% and 65 aggression and having even more enjoyable racing with the AI.
I normally hop from car to car track to track and find 95% good for this type of scenario but once times is spent to get up to speed 100+ is more enjoyable.

Have you tried the Raceroom AI lately? They are the best in the business right now imo.

Yeah.. R3E is the benchmark, it's on another level atm (all sims included). Would be happy if one can come close to it. I almost always drive multiclass races. Get me the most fun but on the other hand this works only with R3E well right now.
I doublechecked how AMS1 was working in this scenario. Reiza got these things sorted, so I believe they can make this happen again with AMS2.
 
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(I'm not sure who PC2/AMS2 whiteknights are, but if I understand the needlessly mocking reference correctly, I might be one of them. But if they - whoever they are - feel the need to murder me for a lighthearted joke using a quote that's not even mine, then by all means.)
 
Must say I as a newcomer to AMS2 this week now have done quite a few laps of McLaren F1 LM @ 1977 Interlagos and I'm getting more and more satisfied with FFB maxed out for my G27.

Though I have the impression that the car sometimes still feels strange in fast cornering, suddenly just loosing grip out of nowhere. I expected when entering a corner with just a bit too high speed you feel just a second of FFB-resistance before loosing grip. Seems a bit artificial with the abrubt slip, which is such a pity, since the sim approach here is otherwise so close to the goal. But at other times the response is very fine.

In general I like simracing 70ies to 90ies street supercars a lot in AC - Especially the Lamborghini Miura, the Ferrari 512 Testarossa, the Lamborghini Countach and the Jaguar XJ220.
Cars I'm out of bounds to drive IRL, but AC gives me the immertion of the right feeling - how I imagine it should be; challenging cornering, feeling a heavy car, and on straights lots of power.

I must say the AMS2 McLaren F1 LM for me with my old G27 gear is most of the time very close with their sim-approach and most of the time it feels right to me. Therefore it annoys me a bit with the nagging thought in my back head of "when will it miss again?".
 
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