Automobilista 2 | Ginetta G40 Headlines V1.1.1.0 Update Release

Paul Jeffrey

Premium
Reiza Studios have today released a new build update for the Automobilista 2 racing simulation - adding a number of fixes and improvements alongside the brand-new Ginetta G40 GT5 and Cup series.
  • Ginetta G40 GT5 and Cup added.
  • Multiple UI and HUD improvements.
  • Physics, AI and audio updates.

Another sizeable build update for Automobilista 2 has dropped today, as Reiza Studios continue to work hard polishing and updating the ever improving AMS 2 racing simulation. In this latest build release, allocated the V1.1.1.0 marker, the Brazilian development team have brought another wide selection of tweaks and improvements to the title, especially around both the physics and AI within the game.

Of those physics updates it is worth particular note to see the developers have further refined the tyre drop off values for the cars within the sim, hopefully bringing tyre life behaviour within the sim closer to the values of the real world equivalents.

As well as a healthy selection of changes to the main build of the title itself, another nice feature of this update is the inclusion of the small but mighty Ginetta G40 - in both Cup and GT5 form. Known for the intense racing action it produces over in the Ginetta Junior series in the UK, the car is an absolute favourite of the younger racing driver, and should make a very welcome addition to the simulation for us of the virtual racing fancy.

You can check out the full update change log from the new build below:


V1.1.0.5 -> V1.1.1.0 CHANGELOG

CONTENT

  • Added Ginetta G40 to GT5 series
  • Added Ginetta G40 Cup series

GENERAL
  • LiveTrack now maintains rubber state between sessions.on a race weekend (rather than resetting to a "green" track at the start of every session)
  • Reduced base grip from a green track & increased grip range to max grip state

UI & HUD
  • Added option for German localization
  • Fixed wrong description on 'Edit HUD' menu option
  • Adjusted size and layout of ICM strategy menu to make current strategy more readable
  • Fixed scrollbar on Start Championship list
  • Fixed incorrect heavy fog icon
  • Fixed Race sessions showing practice length on lobby detail page
  • Fixed Add session start time to lobby detail page
  • Remove stray icon from formation lap info HUD element
  • Fixed text alignment of Retired/Pit indicator on replay/spectator leaderboards
  • Added missing translations for some recently released tracks
  • Added missing Edit Hud Description, Drive layout, FFB Damping translations
  • Fixed PIT text overflowing container on HUD leaderboard in some languages
  • Fixed issue where simulate/retirement screen could become unresponsive when choosing no during exit confirmation.
  • Adjusted loading screen gradient to provide more positive feedback at lower levels
  • Added leaderboard class icon for GT40Cup, Group A, JCW, TC60

PHYSICS
  • Further differential & driveline fine tuning; further reduced crankshaft mass (reduces overall engine inertia); reduced axle shaft mass & slightly reduced wheel bearing losses (slightly increases top speed & improves differential functionality)
  • Further tire tread adjustments for all cars (generally less speed sensitivity, slightly sharper peak slip angles)
  • Revised tire grip falloff rates when under and over optimal operating temperature, & added rates to several tires that didn´t feature substantial falloff rates
  • Further revisions to rain tire compounds
  • Slightly reduced efficiency of slicks on wet surface
  • Slightly increased tire automatic preheating ratio before race starts
  • Adjusted optimal temperature ranges for carbon & steel brakes
  • Adjusted brake heating & cooling rates for all cars
  • GT3 cars now use steel brakes instead of carbon ceramic
  • Revised Kart / superkart physics (tires, driveline)
  • Fixed errors in front tire tread for Fusca Classic FL
  • Fixed error on Super V8 Hard tire compound
  • Replaced Roco tire physics to better match the one from its P3 opponents
  • Slightly adjusted F-Classic G3M1 torque curve
  • Moved default brake bias slightly rearwards for F1 cars, Porsches, P1 cars (require setup reset)
  • Minor Procar Group A, Caterham, Porsche Cup & Superkart revisions (require setup reset)
  • Minor F-V10 G1 / Mclaren MP4-12 aero corrections to front wing yaw & pitch sensivity
  • Minor adjustments to default FFB (communicates rear end better from vehicle yaw rate developing on turn in and countersteer on rear tyres sliding)
  • Improved FFB damping function: it´s now non-linear with very little effect in small /slow steering inputs, more on really fast & bigger inputs
  • Reduced effects of tire flatspots on FFB
AI
  • Added parameter to callibrate AI traction off the line on a wet surface vs player
  • Added parameter to control how far ahead AI cars factor lapped cars ahead per type of car
  • Adjusted AI performance on wet (both on slicks and wet tires), correcting some generally large discrepancies in each case
  • General AI performance callibration pass for all cars
  • Further adjustments to AI throttle application for various cars
  • Further adjustments to AI aggression scalars per car
  • Further reduced AI lateral jerkiness/weaving/abruptness
  • General AI callibration for various cars
  • Bumped AI aggression scalars, reduced AI extra awareness with human scalars to better exploit latest AI code developments & better raceability

AUDIO
  • Sprint Race: Improved off-throttle pops, further polished engine sound loops
  • Caterham Academy: Improved off-throttle pops, further polished engine sound loops

TRACKS
  • Spa: Minor art pass
  • VIR: Rebuilt collision walls to latest tandards; fixed disappearing pit guy for north pitlane layouts
  • Velo Citta: Added terrain shadow casters; minor corrections & fixes
  • Hockenheim: Reduced road mesh noise; Minor bug fixes; Updated TV cameras & added VR cameras to all layouts
  • Reduced road mesh noise for Goiania, Jerez, Velopark
  • Interlagos Historic: Minor bug fixes
  • Cascais: Reduced road mesh noise, Fixed a few LOD pop issues
  • Montreal Modern:Reduced road mesh noise; minor bug fixes
  • Brands Hatch: Reduced road mesh noise; minor bug fixes
  • Spielberg:Reduced road mesh noise, minor bug fixes
  • Adjusted drone animations & removed excessive number on some tracks

VEHICLES
  • Added 8 new Chevette skins (10 in total)
  • Added street tire tread for external model of Camaro SS, McLaren F1, Ultima GTR, Copa Fusca, Opala 79 and Opala OldStock
  • Corrected headlights effect for Mclaren F1 GTR & BMW M6 GT3
  • Fixed kart LODs to avoid visible opponents legs popping
  • Further brake glow range adjustment to better match physics heating & cooling rates
  • F301 and F309: Improved cockpit windshield glass material and rain drops
  • Sprintrace: Added boot and wing to cockpit
  • Mini: Fixed wipers not working in cockpit view; Improved cockpit carbon material
  • Further adjusted backfire parameters (less backfiring when lifting off throttle)
  • Added visible onboard brake glow for cars with visible brake discs from cockpit
  • Gol Classic B: Corrected wrong number #94 now #65; 3 teammate skins added
  • Ginetta G40 Cup / GT5 livery updates to #05 #10 #28 #32 #38
  • Porsche 991 Cup 2: Fixed small glitch in cockpit model

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 Update 2.jpg
 
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Wise words, remember my post #22
Oh no, i don't mind the name calling at all, lets get it all out in the open I say! For instance I think everyone on this site and others like it, including myself, are totally delusional numptys! We spend all day talking about pretend brum brum cars, and we're really fecking dead serious about it! :D :D :D :D (p.S. i wish the big grin smileys were yellow... Actually Grrr! Im really angry about that now! :mad::mad::mad::mad::mad:
 
Must admit, i am not the Ayrton Senna of Sim Racing, more like the Mark Blundell, i will never be the quickest nor the most skilful, but i must say though I absolutely love this game, playing with a Xbox controller, and the game feels great for myself

I always end up finishing between 20th and 30th place, no matter what, the enjoyment this game brings to me is second to none, and the current content will keep me going for quite some time. From doing a Time Trial to a 20 lap race, i finish the session with a big smile on my face, and to me that is what it is all about. Enjoyment.

Keep up the good work Reiza.
 
Another PC2 port :roflmao:
...
It's not necessary to slag on Reiza just take a look at the player count https://steamcharts.com/app/1066890

And you can't simply not play it, you have to sink below the 80 iq line to prove a point? :)

To get an idea where I say this from, I bought the full game plus seasons pass and I sure am not happy with where it is at this point considering the pricetag; but do i have to make kindergarten, copy paste Project Cars 2 comparisons to no good end other than to start a flame war? Want to?

What's your best reason for that?

And to all the those taking the time to compare AMS2 with PC2: have you actually driven anything in PC2 for more than 3 seconds, or just looked at the cars? Cause if you did, you'd really know how desperately silly that comparison is. There's no way around it.
 
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Take the default Reiza f1[group] gen3 model 1 [vehicle] for a drive.

I think this sentence does a good job illustrating how badly AMS2 could use a UI revamp. I know they can't say F1, but why not Grand Prix 1991 V-8? or Grand Prix 1986 V-12? I know you can't say Ford or Ferrari, change it to Puma or Piratella. Something to give it some character.

Also the way the cars are clumped in the selection screen is terrible. I think it alphabetical, but that isn't helpful at all. There is no logic to it. Why not have a tree that has open wheeled, touring, GT, and obscure Brazilian club racers? (Wow, 2 versions of the Brazilian market 70's Jetta! Finally!!)

Its probably just me, but I could never get into that font they use.

I'll give them credit on the car setup screen. Big improvement over PC2. But as for the cars, the improvement in feel is not great enough to get me off of PC2.
 
Every time Reiza released a new update until now I would fire AMS2, drive a few laps with the M1 Procar, and proceeded to be disapointed that a late 70s car was more onrails than a modern F1... but this time it seems they finally fixed wathever was causing this to happen, becouse for the 20 minutes or so that I tested this car now it felt absolutely amazing.

And what have they done with the FFB? I don't know if I'm going crazy and it's just placebo but the FFB on my T300 feels like a huge improvement over what it used to be, and I liked the FFB before already...

So my first impression after testing just one car (the M1) is a hugely positive one, but now I have to go and test a bit more... I wonder if the Porsche GT3 and Cup cars will finally allow me to oversteer on-throtle... that will be my next test and if that is fixed as well I guess I'll have nothing much to complain anymore :p

EDIT: The Porsche Cup still feels very weird to me, and very different from what I'm used from driving this car on other sims... the Boxer was my favourite car in AMS1 and it felt so much better than the Cup in AMS2 IMO :(
 
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Now tried the update, really nice! The bouncing view in VR is calm now, great! Configuring the HUD in VR works fine with the use of an X-Box Controller
 
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It's not necessary to slag on Reiza just take a look at the player count https://steamcharts.com/app/1066890
If you take Reizas current players numbers and compare them to every other sims player counts in the first yr of development....you'll be surprised to learn that they are fairly comparable. AC was the only title with a decent player base at launch.
It's a niche genre....so a niche within a niche is gonna have even a smaller base.

If you don't like it, don't play it...there's alot of other options on the market to keep you busy.
 
Must admit, i am not the Ayrton Senna of Sim Racing, more like the Mark Blundell, i will never be the quickest nor the most skilful, but i must say though I absolutely love this game, playing with a Xbox controller, and the game feels great for myself

I always end up finishing between 20th and 30th place, no matter what, the enjoyment this game brings to me is second to none, and the current content will keep me going for quite some time. From doing a Time Trial to a 20 lap race, i finish the session with a big smile on my face, and to me that is what it is all about. Enjoyment.

Keep up the good work Reiza.

hey man thats great to hear! I was using double-trackpad with mouse and the update was amazing!

But this morning my double trackpad setup started to glitch - almost in a cyberpunk kind of way - so from now on I moved to an old Atari 8-bit joystick with button.

One (1) button, that is. And 8 distinct (1 bit each) directions. While a 16 bit tx and decent load cell pedals will have something like 65k values along their axis - going back to just eight (8) values has been a wonderful thing.

I couldn't be happier! May joy and jubilation reign across all of PC racing. Left foot breaking and heck, even proper turning, is impossible but the sliding and auto-aim is really making my times no less than 10% slower? ... I think...

Just on this topic - can we get some more auto-aim/drive for the 8 bit controller aficionados' of this world? Physics just get in the way. It could be me but when I had a wheel (that one time) I used to turn down the ffb to about - 0 iirc... - and thus thats how I further ignore the physics updates since about June? or march... yes march....

And just so we're clear - I like the graphics, and all non wheel controll methods. >Not< the physics. In fact physics have been a particular niggle of mine since I first began with my double-trackpad setup and then the joystick. So umm, since forever. But! If you could help us trackpad, joystick and controller types get around the track faster with a special kind of auto-steer, maybe like forza horizon 3, that would be spiffy.

I don't want any extra dev time spent on it since one day I will get a wheel any way and there's better graphics I think yet to come? ha! so I will suffer through this until I get a wheel again - but if anyone knows how to hack the madness engine like people used to do with counterstrike - that would be wonderful for my lap times in the meantime.
 
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I think this sentence does a good job illustrating how badly AMS2 could use a UI revamp. I know they can't say F1, but why not Grand Prix 1991 V-8? or Grand Prix 1986 V-12? I know you can't say Ford or Ferrari, change it to Puma or Piratella. Something to give it some character.

Also the way the cars are clumped in the selection screen is terrible. I think it alphabetical, but that isn't helpful at all. There is no logic to it. Why not have a tree that has open wheeled, touring, GT, and obscure Brazilian club racers? (Wow, 2 versions of the Brazilian market 70's Jetta! Finally!!)

Its probably just me, but I could never get into that font they use.

I'll give them credit on the car setup screen. Big improvement over PC2. But as for the cars, the improvement in feel is not great enough to get me off of PC2.

Totally agree! AMS2 has lots of personality, but it really needs better art direction and better liveries too!
 
Totally agree! AMS2 has lots of personality, but it really needs better art direction and better liveries too!

I am passionate about this game it is true and I do not want to have 1 million posts but may I comment on this theme/topic?

I think they would benefit from a more horizontal showing of the cars - allow me to explain...it could be because of 3-screeen setups they do not do this, but I think since our monitors are so wide its no different to the modern linux interfaces... as compared to a windows 7 idea or windows 95 start menu.

Theres more horiztonal room now on screens, and I think if only the madness engine had something which could horizontally slide.

Title screen comes across as Fifa-style, or other sports with a card menu. F12019 did this well but too many options! In AMS2 the card menu is clear but the options is not as good....lots of clutter - but not car setup menu is easy as its clear and well laid out, lots of text though...

Raceroom does ok but shoves too much you do not own this into it (I own 39 cars in that thing and every track bar 2, 1 from china zhuhan and chang; truth be told some rr tracks are very short but those 2 I will not purchase out of preference) across all categories etc, and it does just fine. Its more clarity. But if fails hard by showing you the content you do not own. AMS2 does this well by using a star which is blue for dlc.

As for liveries as I understand it even though some clever ones have been made its simply too difficult to get all the sponsors etc on board without direct permission or some other kind of luck from them.

And unfortunately red is simply not the best colour to read, its harsh on the eyes compared to blue or green. AMS1 for example had a lot of off-putting big red square boxes/rectangles all over the place. Normally that would draw your gaze toward it but in a user interface it gets in the way to progress and clarity. You think its an emergency when it is not lol
 
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OT, Is it true that CrewChief team made a VR mod for AMS1? If true that's amazing... all those years people wanted VR.

While they're at it, Jim Britton & co should make a VR mod for Wreckfest :D That would get popular
 
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