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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The more time I spend in AMS, the more I appreciate PC2. Fiddling with the FFB in AMS made me try some things in PC2 that improved that. Plus, the car liveries are a whole lot better, making for a much more immersive single player race. The AI seem more consistent over the course of a lap. The interior sound is better in race cars in my opinion. I'm not thrilled with being a beta tester for AMS when I should be enjoying a somewhat finished product. The inability to mod Madness to make up for the so far inadequate content (oh wait, where ELSE can I race the Brazilian Chevette...) makes me think the prospects for this sim are limited.

I have created excel-based career models for single-player racers (my first one was for AMS2), mainly to get players to experience good content that they may have missed. I've made 2 more for PC2. I was on the fence between RRRE or AMS2 for the latest iteration, but I think my mind is made up to finish my RRRE version, though I know most people don't have all the content.
 
  • Deleted member 197115

Every time I try PC2, I am reminded how horrible it looks, how horrible it sounds, how horrible the FFB and physics are compared to AMS2. I really cannot fathom anyone playing these two games and coming to the conclusion that it's basically the same game.
I can only agree on sound, other than that just minor nuances.
 
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Every time I try PC2, I am reminded how horrible it looks, how horrible it sounds, how horrible the FFB and physics are compared to AMS2. I really cannot fathom anyone playing these two games and coming to the conclusion that it's basically the same game.
Well, if you try both with a gamepad with the same settings you will be surprised how close they are...
And it's pretty much the same graphic wise, only AMS2 have a different color grading.
I do agree that the sounds in PC2 are not the best..
 
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Every time I try PC2, I am reminded how horrible it looks, how horrible it sounds, how horrible the FFB and physics are compared to AMS2. I really cannot fathom anyone playing these two games and coming to the conclusion that it's basically the same game.
Well, there are strange things in physics in AMS2 too. About the sound, I agree AMS2 is superior but stating that pcars2 sounds awful is an exageration.

Visually, although pcars2 has more aliasing, it is the best looking game out there, as the light of each track is as it should be in reality. Just try the uk tracks in pcars2 and ams2, with rain, it is obvious sms has made research to be close to reality.

Also, pcars2 offers more different conditions (snow!) and dirt content.
Pcars 2 has more interesting cars and categories (GTO being my favourite one, not available in AMS2), a huge historical content.

Pcars2 has its flaws (clutch always automatic, inconsistant AI, sensible collisions, no real weather anymore...), but some of its aspects are still unmatched today. Let's be fair...
 
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