AMS 2 | Latest Big Update For Automobilista 2 Has Been Deployed

Paul Jeffrey

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Reiza Studios are a development team that seemingly never sleeps - with yet another major build release having been deployed for their Automobilista 2 racing simulation.

Commendably sticking to the weekly release schedule during this Early Access phase for AMS 2, Reiza Studios have again deployed a new build to the public version of sim - bringing an array of fixes and improvements to this rapidly developing title.

Working to further fine tune the force feedback and handling model within the Automobilista 2, this latest release once again marks an impressive step forward in development for a title that has been received with mixed opinions in some corners of the sim racing community. Improving both the way cars behave behind the wheel, plus further enhancing the rapidly improving AI within the game, this is arguably one of the more impressive builds within the Early Access development phase to-date.

Before firing up the sim for the first time since downloading v0.9.2.1, be sure to check out the included notes from Reiza Studios, which can be read in full below.

AMS 2 V0.9.2.1 Update Notes

This update is largely focused on FFB, physics and AI developments, but it also features a large assemble of improvements & fixes in all fronts, adds the option to save Replays to your Replay Gallery , new options to the HUD system along with new gameplay features and the first stage of our revamped lighting, featuring HDR & climate revisions.

As usual, when there are substantial physics & FFB changes some recallibration is in order to bring car-specific FFB & AI values up to the latest specs - both of those fronts have already been largely revised to suit the new developments but it may take another build to get the best of them for all cars in the game.

There is one last round of FFB developments to come before v1.0, at which point the "Old Default" profile will be discontinued. We recommend switching to "New Default" in the FFB configuration screen if you haven´t done so already.

With this FFB update tyre flatspots from a hard wheel lock-up under braking will be more perceptible in high performance slicks,, although currently most tyre compounds will allow for only mild tread flatspotting - further development to come here.

Be advised you must reset your car setups to properly experience recent physics developments - setup changes are auto-saved and reloaded whenever you choose the same car so if you have an old setup change it will still be applying with potentially incompatible changes from the new build- to avoid such issues, upon loading a car in v0.9.2.1 make sure to go into Setup screen & click "reset to default"; if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).

AMS 2 Update Header.jpg


UI & HUD
  • Added Replay Gallery
  • Added "Save Replay" button to replay screen (only available at end of session)
  • Fixed "Cancel" button not working on keybinding and similar confirmation screen
  • Removed redundant ABS / TC ranges from setup screens of cars with no assists available & disable TC/SC/ABS values from Gameplay options screen when aids are 'OFF' or 'Authentic'
  • Added KERS / BOOST / P2P display to HUD;
  • Slightly increased width of leaderboard and added a first pass strategy for longer driver names
  • Applied grey text for position and driver name text for AI drivers
  • Added 'Full' variant of car info HUD gadget (enable via hud editor)
  • Fixed telemetry screen unit text localisation
  • Fixed telemetry screen right side temp bars escaping tire outline
  • Corrected number of corners for Kyalami (15) & Santa Cruz (14)
  • Corrected vehicle stats for Karts & Trucks
  • Fixed page title on in-game gameplay options screen

FORCE FEEDBACK
  • FFB calculations now account for any change in caster trail and scrub radius, with improved braking feel, overall smoother output & better weight transfer feel
  • Fixed issues with FFB spiking & occasionally producing strong jolts when wheels loose contact with ground (load loss) and added filtering to smoothen out abrupt transitions
  • When front tyres are not loaded FFB will now present only gyroscopic torque, fixing bug that could cause steering to get very heavy in some airborne situations
  • Improved parking force function

PHYSICS
  • Thoroughly revised tyre physics for all cars
  • Revised FFB values for all cars to suit new tyre physics & FFB developments
  • Fixed error in Ultima Race / P1 tyre treads resulting in a much faster hard tyre compound;
  • Added initial implementation of Push-to-Pass rules & functionalities for Stock Car V8 (still missing first lap block, 5s delay between pressing button & boost deployment, windshield LEDs for boost use/availability)
  • Added KERS functionality to F-Reiza;
  • Added temporary max boost button for F-Classic Gen1 cars
  • Revised ERS system for F-Ultimate
  • Thoroughly revised brake systems for all cars covering response curve, torque, optimal temp ranges, effects of being off temperature, cooling properties & default brake pressure
  • Removed brake duct values from cars that don´t have one
  • Fixed error in F-Classic Gen1 (both models) diffuser properties leading to no loss of aero efficiency with yaw & other diffuser revisions
  • Reduced undertray scrape friction for all cars
  • Set default Traction Control setting to 10% for all cars when the assist is enabled
  • Adjusted head physics properties & reduced range of movement
  • Revised body aero effects for MRX, Roco, StockV8, Sigma P1
  • Further reduced body drag for all Caterhams
  • Revised Super V8 power, weight, weight distribution to more up-to-date references
  • Fixed Sigma P1 fuel consumption & overheating
  • Fixed errors in Opala´s wheelbase / track width / height offset
  • Adjusted torque curve on lower RPM ranges for Caterhams, F-Classic Gen1, Roco engines
  • AJR Chevy & Honda Turbo variants from P1 class, now have Traction Control and ABS available when driving assists are set to 'Authentic" as per real-life counterparts
  • MRX from P2 class now has Traction Control available when driving assists are set to 'Authentic" as per real-life counterparts
  • Increased downshift protection for all cars

AI
  • Increased AI speed midcorner for all cars
  • Reduced AI speed drop when conceding position to overtaking cars
  • Slightly reduced AI start reaction range
  • Increased AI care when around human players
  • Fixed bug cuasing Fusca from Copa Classic FL to occasionally rol
  • Revised AI performance in practice & qualifying
  • Adjusted AI performance to more realistic ranges when accelerating or skipping a session

AUDIO
  • Further polished Sprint Race onboard audio samples

TRACKS
  • Added first pass for ongoing lighting revamp with HDR & climate visual updates
  • Added new armco textures to Brands, Oulton, Interlagos and Kyalami
  • Added new gravel detail maps to Brands and Oulton
  • Created a library of various detail / normal tarmac maps for various surfaces (rough / new / smooth etc) - currently only applied a few of them to Oulton Park, Kyalami, VIR, Cadwell, Jerez
  • Added customization pass to trackside marshalls & crowds
  • Revised track limits for Kyalami 2020, Donington Park
  • Brands Hatch. Fixed misaligned sector 2 trigger on GP layout causing lap times not to register
  • Fixed bug with 1st lap not registering at Imola 1988 & 2001
  • Cascavel: Fixed timing bug where delta time would read incorrectly when crossing S2 trigger; removed excess garage/pit spots to match grid spots count
  • Santa Cruz: Fixed issues on rolling starts & repositioned rolling start location; added more garage spots; Corrected missing animated marshals/crowds (change winter to autumn).

VEHICLES
  • Puma P052: Fixed RPM LED scaling; Fixed LOD C tyres
  • F-Classic Gen1: Fixed cockpit carbon material
  • MetalMoro MRX Duratec P2: Fixed lights on LOD B
  • Passat Copa Classic B: Fixed cockpit side mirrors
  • Formula Vintage Gen2: Fixed exhaust position
  • F-V10 Fixed gap between wheel rim and tyre from cockpit view
  • Puma P052, GTB: Fixed rain streaks direction
  • Puma GTE: Added rear lights
  • MetalMoro AJR & MRX::Updated headlights color
  • Sprint Race: Improved exterior mirrors
  • Fixed Copa Classic Fusca fender lodding out
  • Opala Old Stock: Fixed UV mapping in bonnet
  • F_Ultimate: Adjusted collision mesh
  • StockCar V8: Fixed central mirror position
  • Adjusted brake glow ranges for carbon brakes
  • Several updates to Sigma P1 model & cockpit
  • Added new Sigma & MRX liveries in P2 class
  • Revised MCR Sports 2000 liveries: #01 #02 #03 #04 #05 #06 #07 #08 #09 #11 #12 #15 #16 #25 #26 #29 & Community liveries #17 #18 #42


Original Source :Reiza Studios

AMS 2 is available now in Steam Early Access.

If you need help and support getting the most from AMS2, start a thread in our AMS2 sub forum here at RaceDepartment and let our great community help you out.

AMS 2 Update 2.jpg
 
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Loving the updated AI in the wet and dark (noting the issues others have raised). AMS2 EA isn't perfect yet, of course, at night the in-car cockpit dials are not lit as you'll see but I'm sure that will be fixed in time.

The P4 MetalMoro at Speilberg in a thunderstorm is a lot of fun. The first clip is some close racing with a 100/80 AI car. It's already possible to race close and fair with the AI, unlike PCARS2 in these conditions. The second clip from 1:46 shows the AI battling side by side for a few corners, which is now much more frequent. The AI are no fools when I make a mistake they quickly get back through the gap. This clip ends in a great crash too. A white AI car further ahead loses it and spins on to the grass, it attempts a Vettel style re-join and...


The latest FFB is excellent and detailed. The standing puddles grow as the race progresses and it seems the AI cars are impacted by the deep water as the player car.

There is still lots to finish for launch but the pace of development and engagement of the devs with players remains truly impressive.
 
This clip ends in a great crash too.
Lol, ouch! Not much chance to avoid that one. Good showcase of the AI there, showing that it really is on the way. Really like the way they don't mess about and will go for any opportunity just like humans do, at least they do on 80+ aggression. Also like that you do see them in the gravel sometimes, so they make mistakes. Really adds life to an AI race rather than them seeming totally infallible. Race 07 did this quite well back in the day too.

Audio issues with v10 Formula car. Can anyone confirm? Right from the start you will hear the sound.
I drove it earlier and didn't notice anything untoward. What kind of sound is it?
 
Lol, ouch! Not much chance to avoid that one.

:) thanks, yes, I had no idea what happened until I watch the capture back, the white car was lost in the spray! So far I've seen the AI make some realistic mistakes like catching a rear wheel in the standing water and I'm sure they get nervous when I pile the pressure on (that might just be wishful thinking though). The AI cars do still tend to twitch quite a bit as you've pointed out but they are getting with each update. I've already seen as much realistic AI vs AI action at this stage an in ACC so I remain optimistic about how this AMS2 will develop, ultimately time will tell.
 
So far I've seen the AI make some realistic mistakes like catching a rear wheel in the standing water and I'm sure they get nervous when I pile the pressure on (that might just be wishful thinking though).
Pretty sure that's true. I'm sure I've seen them brake late or make some other mistake when being pressured. I know R3E AI drivers have stress levels that determine their driving and chances for errors, so it's certainly possible AMS 2 has something similar. At this rate I think we're heading towards one of the better AIs in racing sims. Fingers crossed the progress continues well. :thumbsup:
 
At Kyalami. But before launch the game I deleted the AMS2 settings folder (as suggested by Reiza) and the default graphics settings were even lower than I used before, like the track detail on medium. After that I tried the two races at Londrina... the first was with default settings, but when I realized that the graphics quality were worst than before I re-set it into maximum tracks and cars details, with no fps loss during daytime race, with maximum car quantity on track.

Maybe it's an optimization-lack glitch... I already reported it on Reiza forum.


Yes... it's exactly on turn in, that AI (with only 50% agression) tend to divebomb. But on most of the race it tend to acknowledge your presence and don't go beyond the expected light contact... but on the last corners of the last lap the AI go full berserk. And, not only that... the overall contact physics on single player is amazing, but on both incidents I fell like was playing Assetto Corsa 1, where all contacts are very overreacted by game physics and you are aways catapulted away by a AI car that go away like he had no contact. It's not only the AI, but the physics felt awkward.

Maybe it's some script to make some AI cars be more aggressive on the final race's leg... but it's not working very well.

I have the same problem with Kyalami, after the sunset is unplayable, no problems with other tracks.
Also sunset hour on the new track is not the same as on the old track, annoying.
 
Updates keep coming out as they promised. Fantastic stuff from Reiza. This Sim will be a big hit, no doubt.

If it was possible, I'd like though to see a graphics makeover regarding the tonality of the Sim, which
looks a bit 'cartoonish'; an update to make it look more realistic... When the weather is not so sunny,
darker looking like when cloudy, the Sim looks better, more realistic. if they could add some kind of
processing filter to achieve this, like AC has, I'm sure most people will love it.

I know what you mean. I actually prefer the look of AC and Raceroom. It's odd because AM2 and PC2 cockpits are more 'detailed' (in VR anyway) but do have a this odd 'cartoon' look. The driver's legs being halfway through the seats and steering wheels going through legs are also annoying in AMS2. Hopefully they'll sort it soon.
 
Kudos to Reiza. This update made a big difference for me. Brakes are working way better and more progressive than before, to the point that I have better control on threshold braking. I would say it's getting close to ACC or R3E now in terms of brake modulation, a lot better than before for sure.

One thing I hope they can fix is high shake with in the future and hopefully 1.0 is the camera. Right now, if I have it in cockpit view and close to correct FOV, some cars are wayyyy too bouncy even if I turn off high speed shake and change the worldview setting. Highspeed shake doesn't seem to do anything. Combine this with my motion rig, it's making me have motion sickness. Also, unlike AC, I am not able to move the seat left and right and it looks misalign on my steering wheel. Would be nice to have option to move seat left and right as well.
 
Okay so it works now. I just crashed to desktop while racing the Ultima GTR Racecar at Curitiba. I will say however that cold tires DO matter in this SIM. I really love the new physics. I got about 5 laps in and on every lap and the tires and brakes warmed, I shaved second after second off. The second lap I shaved 2.77sec off. The third lap I shaved .986sec off and on the fourth lap I shaved another 1.2sec off. I didn't get to finish the 5th lap.

I cant wait to try out the Brasil F3!
 
The AI still have a long way to go. They still ram through things in their way, multiclass racing doesn't work well still, and difficulty is still hit and miss on a per track basis. The

AJR AI at Curibita are super fast and difficulty doesn't seem to change that too much. At 90 difficulty 80 aggression they were running 1:09s. At 75 difficulty and 80 aggression the top AI were still running 1:09s and the rest of them were running 1:10s. The fatest LB time I saw was a 1:09 and the IRL times are closer to 1:13s
 
Predictably Reiza are starting to elevate this sim towards a high standard. No surprise to many of us given the immense progress they made with AMS 1.

This update has mostly sorted the braking issues I had and all the cars I have tested so far have improved compared to previous builds. Also as Isaac said in his post, tyre and brake temps are really very noticeable. Every lap as the temps come up you can feel the balance of the car changing and need to adapt accordingly.

Still a lot for them to work on but for early access it is a fine game already.
 
FFb is better but still I'm missing a bit of damper so cars that have light FFB don't feel like i'm driving a toy wheel(even though i am 300rs). Also with some cars like the 620R the self aligning torque is very strong causing me to over compensate, i wish i could reduce it a bit. Ultima GTR street is similar in this respect, it's too dynamic.
Super V8 seems a bit strong overall & is clipping.
Drove most of the cars overall i think the FFB is better at least in the cars i tried.
The AI is still really poor, they don't seem to do a lot beyond follow the racing line, i shall push aggression up to 100% to see if that livens things up a bit.
 
FFb is better but still I'm missing a bit of damper so cars that have light FFB don't feel like i'm driving a toy wheel(even though i am 300rs). Also with some cars like the 620R the self aligning torque is very strong causing me to over compensate, i wish i could reduce it a bit. Ultima GTR street is similar in this respect, it's too dynamic.
Super V8 seems a bit strong overall & is clipping.
Drove most of the cars overall i think the FFB is better at least in the cars i tried.
The AI is still really poor, they don't seem to do a lot beyond follow the racing line, i shall push aggression up to 100% to see if that livens things up a bit.

Funny enough, I actually am finding the self aligning torque to feel far more balanced in this update. 620R feels brilliant as do the Vintage F1 cars. I also can't agree with your take on the AI.. I have had plenty of battles with them where they "dive bomb" on the inside (have to always defend the inside line) and also see them battling each other. Really strange how there are some people who seem to be playing an absolutely different title to me. AI still needs improving to be sure, but it is far from "really poor, they don't seem to do a lot beyond follow the racing line".
 
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