Automobilista 2 | Early Access Now Available

Paul Jeffrey

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Reiza Studios have today deployed the first official Early Access build for their new Automobilista 2 racing simulation.

It's here folks! A new build of the much anticipated Automobilista 2, now publicly available in Steam Early Access has landed!

Release announcement in full:

Automobilista 2 is finally here! We are very excited to be able to share what we have been working on all this time.

Please note that as an Early Access release the game is not yet complete - Time Trial & Championship mode are currently disabled but should become available over the first few weeks of Early Access.

Below are some further known common issues and limitations of:this initial release:
  • UI & HUD are still deep in development, and currently feature the essentials for all game modes to work - this will be expanded with new options & features over the course of EA, with same pages being completely redesigned.
  • Early Access is exclusively in English for the time being; Localization to other languages should only be added in time for the full Release.
  • Driver names, suits and helmets are generic for all series as the whole system is being reestructured (also part of requirements for a revamped Opponents settings and the Custom Championship Tool);
  • All 3D driver animations are still placeholders and may not fully fit the car yet;
  • Other Car-related 3D animations have not been exported which mean suspension arms are graphically static, damage is very limited and wiper are not operational
  • Some series still have WIP or placeholder liveries - these will be updated or expanded over the course of Early Access

The are many other substantial updates to every front of the game planned for Automobilista 2 throughout Early Access and beyond - we´ll be posting regular updates to inform what´s coming up the pipeline as we progress.

AMS 2 EA Release.jpg


FORCE FEEDBACK

Default FFB settings are designed for Logitech G2X series - if you have wheels with stronger motors you should scale those settings down to avoid clipping.

A more detailed guide for FFB settings will follow up soon.

AMS 2 EA Release 2.jpg


FOR THOSE WITH AMS2 BETA INSTALLED

Upon this release AMS2 BETA owners will have two AMS2 apps in their Steam library - the Beta and this Main Release.

Both apps will be the same as of tonight and for the next few days until the next AMS2 Beta update (which may or may not be also deployed to AMS2 Main depending on the importance of the updates).

If you are an exclusively offline racer there is no reason to install the Main Release of AMS2 - you may continue using exclusively AMS2 Beta. If however you plan to race online or run Time Trial mode when it becomes available with non-Beta users, you must install the Main Release.

If you have further questions about AMS2, please make sure to check on our AMS2 FAQ here





Remember folks, although the simulation has moved from closed beta status, the title is still very much in Early Access state. Don't load up expecting a fully realised and finished title just yet, but I'm sure you will agree with me that the road to V1 status is going to be an exciting journey...

AMS 2 is available now via Steam Early Access.

Having trouble with the game? Post a new thread in the AMS 2 sub forum here at RaceDepartment and our exceptional community will help you out!
 
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I'd like the option to turn track limits off in "Test Day" because at the moment the message appears right in front of my nose at close proximity which is very distracting in VR (almost need to go cross eyed to read it :) ). OR move the message somewhere else at least

Yes, this. For me my eyes fight to refocus the whole time any Race Director message is shown and after 30-40 mins of driving my eyes are fatigued and I have a headache. The timing info's aren't as bad, but they do the same to a lesser extent.
 
Well i've put 3 hours in on my day off, Initial impressions are that i love it, Money well spent as it will get better over time giving Reiza's form, I just love having the 'Quirky' cars and track's from AMS1, It looks and sound's great, FFB is top notch to me on a crusty and dying G25!! Ran the Caterham supersport on Brands indy on AMS1 then ran it on AMS2, I'm 4 seconds slower per lap on AMS2!! Firing AMS1 back up was great, Anyone with a low spec PC should get this! Any BTCC super touring mods for AMS1? I really need a Volvo 850!!
 
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Really? Or are you joking? What about the handbrake meter?
Yes really but the strange thing is this only appears in VR. I just tried non VR to take a screenshot but when I put the HUD to full the speedometer remains the small one with the tyres displayed underneath.
In VR the speedometer is bigger and more detailed and as I say a red line appears when you brake and green when you accelerate.
@Ross Garland would be good if you could confirm this as I know you use VR
 
Hmm, I've tried everything and I don't get any input meter. I tried the various HUD options and enabled all widgets, but I still just get the mini version with gear, revs, and tyre temps. It's possible that a better widget is in the game files somewhere, and was somehow enabled for you. I wonder if it's something we could do manually?
 
EDIT: Also, to the peeps whom were having problems with the brakes, what say you now? Any different? Please share if you don't mind.

No significant difference for me since the latest update. I found that recalibrating my pedals twice helped a lot as the first time it jumped from about 50% to 100% instantly. The second time goes smoothly from zero to 100%. I'm still having to significantly reduce the pedal sensitivity and the brake pressure for individual cars.

Learn to race within track limits and you'll never have an issue

It would be interesting to find out what constitutes going outside of the track limits in AMS2. At Brands Hatch, putting just 2 wheels off track (confirmed with replay) seems to trigger the message. The only other sim I'm racing at the moment is ACC and all 4 wheels have to be off track to trigger a warning (which seems more in line with real world racing).
 
Hmm, I've tried everything and I don't get any input meter. I tried the various HUD options and enabled all widgets, but I still just get the mini version with gear, revs, and tyre temps. It's possible that a better widget is in the game files somewhere, and was somehow enabled for you. I wonder if it's something we could do manually?
Yeah that's really strange I though when I read your post it may have been the Beta version I had been running but no just double checked just it was the proper release, unless it's something to do with me having the beta version aswell
 
It isn't about observing track limits, however, it is very nice of you to assume we are not doing so. Have you ever watched a V8 race at Adelaide? There is wall brushing from time to time. It happens. The difference between this game and RL is that the game punishes you more.
I'm not *assuming* people don't observe track limits, I see it in pretty much every race I do, and I do a fair amount I'd say. Maybe you personally do, I don't know. But the vast majority of people I see racing have a very lax approach to track limits, which is why I welcome any sim that is strict about them.

Other than that, I really couldn't care less about how often drivers IRL get away with it. Yes, it sometimes happens to the best of us. So you sometimes get your lap invalidated. Big deal. If it's such a big issue for you, it apparently doesn't just happen *sometimes*, because then it would not really be a problem worth mentioning. And if the game punishes you more reliably compared to what happens IRL - well good! Wish they were more strict about it IRL too. That's how you learn not to do it. Or I guess you can complain about how unfair it is that you can't get away with cheating, that's an option too.

It would be interesting to find out what constitutes going outside of the track limits in AMS2. At Brands Hatch, putting just 2 wheels off track (confirmed with replay) seems to trigger the message. The only other sim I'm racing at the moment is ACC and all 4 wheels have to be off track to trigger a warning (which seems more in line with real world racing).
Might need some tweaking. I'm not saying there might not be exceptions or issues currently. Most sims have spots where there might be actual issues with track limits, and they get gradually sorted out.
 
Yeah that's really strange I though when I read your post it may have been the Beta version I had been running but no just double checked just it was the proper release, unless it's something to do with me having the beta version aswell
Could it be you are talking about the Telemetry HUD that's sadly now disabled in the public version?
 
Well i've put 3 hours in on my day off, Initial impressions are that i love it, Money well spent as it will get better over time giving Reiza's form, I just love having the 'Quirky' cars and track's from AMS1, It looks and sound's great, FFB is top notch to me on a crusty and dying G25!! Ran the Caterham supersport on Brands indy on AMS1 then ran it on AMS2, I'm 4 seconds slower per lap on AMS2!! Firing AMS1 back up was great, Anyone with a low spec PC should get this! Any BTCC super touring mods for AMS1? I really need a Volvo 850!!

Search BTCC Automobilista on YouTube and you'll find a link :)
 
Could it be you are talking about the Telemetry HUD that's sadly now disabled in the public version?
It could well be Martin but it only appears in VR if I run the game single screen when I cycle to the full HUD with mirror map delta etc. it remains the small speedo with the tires showing underneath, in VR it becomes a larger speedo with fuel usage etc. plus pedal inputs.
But it appears in both the public and beta releases for me.
 
No significant difference for me since the latest update. I found that recalibrating my pedals twice helped a lot as the first time it jumped from about 50% to 100% instantly. The second time goes smoothly from zero to 100%. I'm still having to significantly reduce the pedal sensitivity and the brake pressure for individual cars.



It would be interesting to find out what constitutes going outside of the track limits in AMS2. At Brands Hatch, putting just 2 wheels off track (confirmed with replay) seems to trigger the message. The only other sim I'm racing at the moment is ACC and all 4 wheels have to be off track to trigger a warning (which seems more in line with real world racing).
Nailed it.

No significant difference for me since the latest update. I found that recalibrating my pedals twice helped a lot as the first time it jumped from about 50% to 100% instantly. The second time goes smoothly from zero to 100%. I'm still having to significantly reduce the pedal sensitivity and the brake pressure for individual cars.
Thanks

Ignore.
 
And if the game punishes you more reliably compared to what happens IRL - well good! Wish they were more strict about it IRL too. That's how you learn not to do it. Or I guess you can complain about how unfair it is that you can't get away with cheating, that's an option too.

IRL or sims if you go off track and don’t gain an advantage, don’t obstruct others coming back onto the track, and don’t drop a bunch of gravel or debris onto the track, then why should there be penalties or punishment? The only harm done is to yourself. Why should there be penalties or punishments issued if the offending act has no effect on competitors? Oh, and “getting away with cheating” can only happen if there is competition taking place. Competition by definition doesn’t occur in test sessions.
 
Initial impressions after about 3 hours of testing:
  • The improved graphics and weather effects are nice to have, and will hopefully attract more players to AMS2.
  • Physics feel very different from AMS1, at least for the cars I tried. Unstable mid-corner, but very stable on throttle on corner exit. Could also be throttle/power response related?
  • UI is not great, I expected more given AMS2 uses the engine from a finished game (PC2, which I haven't tried btw). Buttons are all over the place. Icons would be helpful to quickly navigate through the garage menus. No previous laptimes to browse; right click leaves the session :(
  • Some HUD elements are poorly readable due to colored text on a grey background. The font is not monospaced, so lap/deltatimes jitter left and right. Data could be updated at a lower frequency for better readability. Fuel usage per lap, like in AMS1, would be useful.
  • No chatbox in multiplayer makes it feel a bit disconnected from other players.
  • Cut detection is too strict, in my view. There's no sophistication to distinguish between driver error that cost time versus deliberate cuts. Invalidating also the next lap is even more annoying for the player. On a positive note, the laptimer keeps going on an invalidated lap, so not all time is wasted.
  • A neutral button would be convenient. And for players without a clutch pedal, it's currently hard to upshift from neutral when revving at the race start.
  • I haven't discovered a way to view replays after leaving the session yet..
 
TLDR ; oh well, I am sure it will be great in the end but as of now it isn't worth rushing to get

I havent read all 22 pages of this thread, but the only thing that really bothers me about this Title is the fact that the replays are non existent, at least they werent when I attempted to give it a go when i first got it, now I am not even touching it until I have heard that it is actually ready, so from me the only thing that buying it ahead of time and getting it was at this point all just so I can start trying to make the existing PCars 2 Mods and way of Modding possible, so unless I am retarded and cant find the Replays area then this has no real value other then to make modding work, but it does look great and sound great, but I mean really?? They shouldnt have even said they were doing a number 2 and then they shouldn't of released it like this, it is not that great compared to the state of ACC and it is no where close to the original, I will take the old graphics over this newer "Cool" graphics, they havent done anything in terms of upgrading it, in my opinion, and honestly this thing is feeling more like a Game then a Sim, that's my first impression, I know I will be put on a cross for my opinion, but I cant be the only one, I think they have done wonders with the Madness Engine as far as the physics go and the FFB is better then Pcars 2, but I mean those little things are not much in terms of what people are looking for, they should of implemented those changes in Pcars 2 and called it Project Cars 3 Automobilista Style or something and kept all the other content combined with this new stuff they have and that would of been a great Simcade, I am being serious imagine that, it would of been a lot better then its current state, oh well, I am sure it will be great in the end but as of now it isn't worth rushing to get
 
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