Automobilista 1.4.7 and Ibarra Released

Paul Jeffrey

Premium
Automobilista Ibarra 4.jpg

Automobilista has been updated to build 1.4.7 today, adding new content and plenty of improvements to the highly regarded racing simulation.

The sizeable new build release addresses several outstanding issues within the simulation as well as adding some interesting new features and improvements, not least of which will be the support for surround sound within AMS, something that has been long requested by fans and should make a substantial improvement to the audio side of the simulation.

Other noteworthy changes for the new release include texture updates for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona and Velopark as well as pit tyre threshold improvements, which should result in a better use of tyre life management and pitstop routines for the AI cars in races where mandatory pitstops are not enabled.

You can check out the full changelog for build 1.4.7 below:

CONTENT
  • Added Ibarra track (two layouts: normal & reverse)

FEATURES & FIXES
  • Added surround sound support (please run AMS Config to set up your audio output properly)
  • Multiplayer lobby improvements: General UI Tweaks; Pinned Reiza Servers; Improved Server Sorting; Added Series to Lobby; Added Bookmarks to list and ability to add / remove bookmarks; Fixed Beta in game Lobby; Added classification to server details; Fixed General Steam plugin issues, including reporting of Series, Players vs AI count and more
  • Added Upper Deadzone for Axis Settings
  • Fixed loading of FFB levels when game was set to 360hz, and the loaded level had 180hz
  • Updated Xbox One and 360 controller presets to XInput. Fixed clutch assignment on G25 Preset
  • Added XInput support (no FFB yet but will be added in the next release)
  • Improved info when creating a new profile about auto loaded preset on controller page.
  • Added button on Controller setting to detect the best preset for your controller.
  • Added Auto Loading for Xbox One controller.
  • Forced default controller profiles to resync to users game folder at every game load
  • Added global Cockpit Preference Option (for driver arms, LHD, RHD etc) to Display screen (no longer needs to be set for each car Configuration)
  • Added "Driver Arm Rotation Lock" option to PLR file for users who wish to disable the 90º rotation lock when arms are enabled (please note this may cause severe clipping at larger angles)
  • Several minor UI Adjustments
  • Fixed bug to display current Opponent Tire Compound color in multiplayer
  • Fixed Inconsistencies with Start Grid Position when changing AI Numbers on Single Race
  • Fixed Pit Box objects showing when there are always cars visible
  • Fixed a couple of bugs that could cause the game to crash in Championship mode
  • Fixed bug with in-game multiplayer game creation settings not working
  • Fixed bug where tire compound in replay would overwrite current setup
  • Fixed bug in AI pit strategy that could cause the AI to come repeatedly into the pits needlessly
  • Upscaled all vehicle body LOD Out values from 600 to 750m to address cars lodding in and out on long visible track segments
  • Updated road & terrain textures for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona, Velopark to latest standards
  • Several minor shader improvements: a bit of AO to Ambient Lighting on Terrains; diffuse scroll shaders with and with out fog; Adjusted tree shader so it acts more naturally at dusk
  • Adjusted AI draft values so it remains in draft a little longer
  • Adjusted pit tire thresholds, making AI stay out longer into tire life for series where tire stops are not regular
  • Enabled pit menu refuelling on physics level (so now refuelling is determined fully by SRS setting - allowed in all cars / tracks, follows series actual regulations in their respective SRS)
  • Added / corrected aid weight penalties for cars that were missing them
  • Updated Push-to-pass boost values in Stock Car, Montana
  • Jaca Historic: Fixed crash when loading
  • VIR: Fixed flickering on paddock buildings
  • Kansai: Improved AO on main grandstand and pit building
  • Cadwell & Spielberg Historic: Fixed flickering on overhead signs/bridges at T1
  • Ortona: Fixed flickering on pit building at a distance
  • F-Ultimate: updated HALO model
  • F-V12: Fixed ID error for Time Trial mode
  • F3: Fixed F309 cockpit mirrors
  • Marcas: Updated onboard sounds

Important note for Logitech G29 / G920 users
: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.7_G29. Further instructions as to how to switch to a beta branch here.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.4.54 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

Automobilista is a PC exclusive racing simulation from Reiza Studios.

Automobilista Ibarra 1.jpg
Automobilista Ibarra 5.jpg
Automobilista Ibarra 8.jpg


Don't forget to check out the Automobilista sub forum here at RaceDepartment to keep abreast of the latest news and discussions with regards to the simulation. We have a massive mod database where you can check out and download a selection of cars, tracks, skins, apps and other such third party content, plus of course we host some incredible club racing events on a regular weekly basis. If you want to become involved in the action yourself, check out the Automobilista Racing Clubs and Leagues sub forum and sign yourself up to a race today!

Automobilista Ibarra 2.jpg Automobilista Ibarra 3.jpg Automobilista Ibarra 6.jpg Automobilista Ibarra 7.jpg

Impressed with the new circuit addition? Happy with the update? Let us know in the comments section below!
 
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You can launch it on menu which appears on steam at launch

It works great from Steam, it's the last launch option, and it's to me probably the best championship tool of sims out there right now, it even allows you to create a new champ based on a previous one, without deleting the old one or redoing the whole process, this allows for progressively increasing challenge, something AC and R3R don't have, and then of course PC and RF2 don't even have a championships tool
 
No offense but 2min of searching would save you 36€, quote from vorpx site: "vorpX supports more than 150 games with Stereo 3D, but many more DX9-DX11 titles will just work out of the box. The only thing missing in these unsupported games is Stereo 3D." So u check list of supported games and theres no ams :(

Yes I think VorpX was mentioned before in the last AMS update thread here on RD. I also did the research months ago and discovered that VorpX is very limited and takes a lot of tweaking to look good. That's when I decided to save my money, play other VR race titles and wait for AMS to catch up. Hopefully I'll see AMS VR before I die. :sleep:

I've seen quotes from pro drivers that stated AMS was their favourite title, but no longer play it because the lack of VR support. To me, that would be a huge indicator for Reiza to get onboard the VR train. But what do I know? I'm a nobody in the scheme of things. :whistling:
 
Yes, you can run it both 2D and 3D on your device and it runs smooth like butter. I don't own a rift/vive but with a friend we get it working (after some try and a couple of hours because we were lost in translation lol) following this tutorial:
You need to buy Vorpx software and to spend some time with settings.
Hi guys, I don't own VR equipment, but following your curiosity about VorpX I decided to help a little bit for those willing to try it by somewhat "translating" important bits of the video above (I am a Brazilian, same as the guy doing the video). Keep in mind that I am not familiar with VR lingo, so forgive me for possible mistakes.

The guy starts alerting that VorpX doesn't natively support racing games, it does its magic by tracking mouse movements, so you'll need another software to sit "in between" AMS/VorpX and Rift CV1, which will be Opentrack. Now there's a catch: Opentrack only works stable with Rift CV1 v0.8, and Rift is on 1.13 or superior, so you'll need to get some tweaked libraries in order to run opentrack with CV1 (LibOVRWrapped.zip). If you have a DK2, you can test with latest versions of Rift soft and see if it works, but for CV1 he recommends using his custom package or 0.8 + libs).

Setup:
1) Using the links on the video description, download the opentrack 0.8 package and associated Rift libraries. Install Opentrack. Open the LibOVRWrapper.zip and then put both .dll files on your Windows\System32 folder.
2) Start opentrack and configure its options according to screens shown in the video (starting at 00:04:00 video time)
3) On VorpX, go to cloud profile and search for "automobilista", importing the one available. Optionally you can create one profile yourself using rFactor as a base and change the associated program from rfactor.exe to AMS.exe.
4) The video author used a GTX1070 and found out that running AMS in 1920x1080 gave mixed results, so he choose to run AMS in 1600x1200. As 1200px is more than 1080px height on his full hd screen, in order to avoid being unable to see the controls on the bottom he chose to use nVidia DSR and adjust resolution to 1.5x. IMPORTANT: AMS needs to run in a WINDOW, not full screen, otherwise VorpX will not function.
Other configs on AMS: AA 8x, no shadows, fov 100 (very important, otherwise image will be "bend" when you turn your head). Author also suggests limiting fps at 97 (read somewhere that AMS works better when fps limited to prime numbers).
5) Inside the game, open Vorpx and adjust at least these 3 options:
Virtual Cinema Mode: OFF
Reconstruction: Geometric
Aspect Ratio Correction: 1:1
6) When starting a race/trial, press mouse scroll once to "get into the car"

Notes: There are some problems inside the game using VorpX, for instance, some car panels shows different information on left and right eye.

Hope this helps a little bit.
Cheers
 
Hi guys, I don't own VR equipment, but following your curiosity about VorpX I decided to help a little bit for those willing to try it by somewhat "translating" important bits of the video above (I am a Brazilian, same as the guy doing the video). Keep in mind that I am not familiar with VR lingo, so forgive me for possible mistakes.

The guy starts alerting that VorpX doesn't natively support racing games, it does its magic by tracking mouse movements, so you'll need another software to sit "in between" AMS/VorpX and Rift CV1, which will be Opentrack. Now there's a catch: Opentrack only works stable with Rift CV1 v0.8, and Rift is on 1.13 or superior, so you'll need to get some tweaked libraries in order to run opentrack with CV1 (LibOVRWrapped.zip). If you have a DK2, you can test with latest versions of Rift soft and see if it works, but for CV1 he recommends using his custom package or 0.8 + libs).

Setup:
1) Using the links on the video description, download the opentrack 0.8 package and associated Rift libraries. Install Opentrack. Open the LibOVRWrapper.zip and then put both .dll files on your Windows\System32 folder.
2) Start opentrack and configure its options according to screens shown in the video (starting at 00:04:00 video time)
3) On VorpX, go to cloud profile and search for "automobilista", importing the one available. Optionally you can create one profile yourself using rFactor as a base and change the associated program from rfactor.exe to AMS.exe.
4) The video author used a GTX1070 and found out that running AMS in 1920x1080 gave mixed results, so he choose to run AMS in 1600x1200. As 1200px is more than 1080px height on his full hd screen, in order to avoid being unable to see the controls on the bottom he chose to use nVidia DSR and adjust resolution to 1.5x. IMPORTANT: AMS needs to run in a WINDOW, not full screen, otherwise VorpX will not function.
Other configs on AMS: AA 8x, no shadows, fov 100 (very important, otherwise image will be "bend" when you turn your head). Author also suggests limiting fps at 97 (read somewhere that AMS works better when fps limited to prime numbers).
5) Inside the game, open Vorpx and adjust at least these 3 options:
Virtual Cinema Mode: OFF
Reconstruction: Geometric
Aspect Ratio Correction: 1:1
6) When starting a race/trial, press mouse scroll once to "get into the car"

Notes: There are some problems inside the game using VorpX, for instance, some car panels shows different information on left and right eye.

Hope this helps a little bit.
Cheers
Wow, thanks mate, I am sending this guide to my friend for future reference no more lost in translation for us lol
 
just gave Vorpx a bit of a try (I've had it for a while). In case anyone's wondering, do *not* buy Vorpx for AMS. It kind of works but the head tracking is based on RF1's incredibly low resolution mouse-look so looking around is really jerky. And the thing looks pretty horrible.
 
Unbelievable update as always, Reiza always excel themselves. Ibarra is a beautiful track, the surround sound makes the game all the more immersive and the constant improvements to AI make the experience worthwhile offline as well.
Hoping they add in Ibarra Historic now. Can only imagine what that would be like in the F-Vintage!
 
I've seen quotes from pro drivers that stated AMS was their favourite title, but no longer play it because the lack of VR support.
I made an exception today and running two races in the Formula Retro and Stockcar 2017 around the new track. The immersion of the physics IMO are worth more than the missing VR-experience. In the Formula i missed VR, but in the Stockcar not really (with 55" 4k display):).
 
When you mirror the image for both eyes...isn't 3D (stereo)?
When I tested it I can perceive deep..but as I said I don't own a rift/vive and don't know how it works with AC or other games...
just gave Vorpx a bit of a try (I've had it for a while). In case anyone's wondering, do *not* buy Vorpx for AMS. It kind of works but the head tracking is based on RF1's incredibly low resolution mouse-look so looking around is really jerky. And the thing looks pretty horrible.

Ah mr belowski..once again proving why he is one of sim racing's greatest assets..!!!!
 
I had OR and sent mine back to Amazon for a refund. Yeah the immersion is great but for me the lack of performance (need to upgrade) and poor resolution in the distance was just a big no. I don't miss it at all
 
Didn't Wolfgang Reip say that he doesn't use VR if he wants to win races or to be competitive, only for learning tracks/having fun... and that he doesn't use VR in Dirt Rally because it makes him motion sick + his most common sim activity is hotlapping in AMS because he doesn't feel VR is a must, and he thought it's most realistic consumer sim out there. (AC being second, in his subjective opinion)

And yeah, someone who doesn't play AMS simply because it doesn't have VR (assuming the person still has triples) misses helluva lot. VR isn't that great, I had Oculus for around 1 month, happily switched back to my triples, never looked back. Because the resolution is terrible, even with 2.0 super sampling
 
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