Automobilista 2 | New Update, Loads Of Content Now Available

Paul Jeffrey

Premium
Reiza Studios have released their much anticipated new 'landmark' Automobilista 2 game update - including a whole heap of new content for the simulation.

Yes it's here folks - the new build release of Automobilista 2 and some nice new free and paid content for good measure. We've got GT3 and GT4 cars from the likes of Mercedes, Porsche, McLaren and Chevrolet, the German Nurburgring circuit in different configurations, some fresh updates to the force feedback of the game, AI improvements and a load more goodies - certainly marking this one out as a key new update in the development of Automobilista 2 since it left Early Access.

Before we move on to the update notes, be sure to check out a couple of key messages from Reiza about this build:

Release Promo - Temporary free access to the Nurburgring track!

With the Nordschleife and 24h layouts not quite ready for this release, we have elected to temporarily offer the other modern Nurburgring layouts FREE to all users until the long layouts are added to the package at some point next week.

Please be advised that upon the addition of the Nordschleife & 24h layouts, all Nurburgring versions will revert to being available only for owners of the DLC or packages that include it.

Updated Force Feedback

This update adds fresh Force Feedback developments, the most significant being:

- Damping now adjustable via in-game FFB menu *
- Enhanced tyre flatspots **
- Enhanced feedback during braking
- Enhanced road feel (adjustable via FX slider) ***
- Improved scrub effect (adjustable via FX slider)
- Effectively eliminated FFB "deadzone" around center in some cars
- Improved gyro moment accuracy
- Now using SETA patch offset/deformation for mechanical trail (much more "organic" feel on edge of grip)
- Tyre temperature and pressure will affect feedback
- More distinctive oversteer / understeer feedback

* We recommend using damping in game vs on wheel setting. Damping in game scales with vehicle, so roughly same level for all cars. On wheel / driver damping doesn't scale with wheel gain, so if you have gain too low, damping will overwhelm FFB signal.

** flatspots are currently presented in "raw" form. Given tire is split into many small patches, you will receive "impulses" as there are "flat patches" on tire. It depends on amount of wear on individual patch. Hence the note "raw signal".

*** Road feel is based on physical surface mesh roughness / bumps - which on real vehicles would be "fed back" to the driver via vibration "travelling" thru chassis and as a result will be felt on steering rim especially cars and race cars that have racks bolted directly to chassis, without any sort of insulating "rubber mounts" - take note this would only "vibrate", not "move" wheel rim left-right. Given our gaming controllers are effectievly "1DOF" device - ie. able to move only left or right, we are shaping this vibration such that it can be felt on them too.

IMPORTANT: Custom Force Feedback profiles may be affected by code changes to the FFB system and not work as before the update. If you find that is the case consider sticking to the default profile until the author of the custom alternative updates his version.


Update Notes;

CONTENT
  • Added GT3 series (currently featuring 2015 Mercedes-AMG GT3 & 2016 Porsche 911 GT3 R & 2019 Mclaren 720S GT3)
  • Added GT4 series (currently featuring 2018 Mclaren 570S GT4, 2017 Camaro GT4-R & 2016 Porsche GT4 Cayman Clubsport)
  • Added 2020 Porsche Carrera Cup Brasil (featuring Porsche GT3 Cup 3.8 & 4.0)
  • Added Nurburgring Track (GP, Veedol & Sprint layouts - DLC TRACK, FREE TO ALL USERS FOR A LIMITED TIME

GENERAL
  • Added support for overriding default liveries with user liveries (more info for this soon)
  • Updated Force Feedback system & Added Damping slider to FFB menu
  • Championship mode: Adjusted Stock Car championship rules to better match real regulations ( refuelling permitted in pitstops; use formation+rolling start; added mandatory pitstop; increased minimum race to to 15 mins to allow AI sensible pitting options

UI & HUD
  • Added support for additional UI track filters
  • Fixed incorrect label on FOV options tab when in unselected state
  • Disabled 'Reset to defaults' button in main setup screen when fixed setups are used
  • Fixed RR compound decrease button altering wrong value
  • Further reduced opacity of disabled menu options on in-game screens
  • Fixed incorrect current lap in displayed on HUD when rolling start used
  • Gaps now shown in laps rather than time for lapped vehicles on weekend results
  • Added lobby detail page to multiplayer browser
  • Extended MP player interaction dialog to include Vote To Kick
  • Allowed Player interaction dialog acces to all users (previously host only)
  • Updated all in-game leaderboards to allow access to Player interaction dialog (left click / Joypad X)
  • Fixed player name clipping on in-game MP leaderboards

PHYSICS
  • Revised tyre treads in GT, Prototypes, Stock Cars, Super V8 for more longitudinal slip & improved force combining
  • Slight reduction to parking force FFB (all cars)
  • Fixed missing autolift function in Mini gearbox
  • Adjusted Max force for MRX (all variants)
  • Reduced default viscous lock & preload baseline in cars in LSD diffs
  • Slightly increased speed sensitivity in road tyre tread (60s Classics, F-Vee, Copa Fusca & Uno)
  • Slightly further reducing lock per clutch in LSD differentials
  • Corrected rev range error in Group A engines
  • Adjusted default gear ratios for Group A
  • Adjusted F-Ultimate sidewall stiffness

AI
  • Scaled the pit exit speed by the outlap slowdown factor (this prevents the AI going offroad after leaving the pits in Taruma)
  • Adjusted AI code to minimise weaving
  • Adjusted AI calculations for enforced pitstops in timed races
  • Further AI callibration pass for Group A, Procar & 125cc karts

TRACKS
  • Added animated helicopter & drones to Adelaide, Brasilia, Brands Hatch, Cadwell Park. Campo Grande, Cascavel, Curitiba, Imola, Jerez, Silverstone, Montreal, Silverstone 2001,
  • Hockenheim (all versions): Minor art & performance pass
  • Montreal: Object LOD fixes & Minor art & performance pass
  • Londrina: Adjusted triggers & start location
  • Donington: Object LOD fixes; Minor art & performance pass
  • Added VR cams for Adelaide, Kansai & Montreal
  • Goiania: Fixed marbles
  • Taruma: Minor art & performance pass
  • Oulton Park: Fixed broken pitcrew/pitbox marker animations in Oulton / Fosters layouts
  • Added helicopter & drone animations to Granja, Londrina, Hockenheim, Ibarra

VEHICLES
  • F3 (F301) - Revised and updated liveries including new community skin; Updated leather textures on head rests.
  • Metalmoro MRX: Added dirt / damage effects + Dangling damaged parts + new colliders (all variants)
  • Camaro SS - Corrected LOD D glitch
  • Added Gol) Dirt/Damage effects + Detachable boot lid (all variants)


Original Source: Reiza Studios

AMS 2 is available now, exclusive to PC.

The AMS 2 sub forum here at RaceDepartment is a great place to hang out and discuss the simulation with your fellow sim racing fans. Head over, say hello and come join in the action - start a new thread today!

AMS 2 Update Footer.jpg
 
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It’s a good update overall. The GT3s look, sound and feel good once you have the force feedback dialed In. The track looks nice. This cannot honestly be compared to PC2.
Too bad Reiza released this with this bouncing effect bug though as this probably doing them more harm than good.
 
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And racecars bounce, especially if they are not equipped with 10k adjustable four-way-dampers like in the GT3 class and especially with cars like the Porsche and it's missing weight in the front. In games like iRacing and AC the physics and graphics are on different layers, so what you see and what you get are two different things. If the car in AMS2 bounces, it will bounce physically and visually like in the real cars. Real racing is not the smooth ride that most sims are pretending it to be...


My tip: higher frame- and herz-rates help and the visual bouncing has a great advantage: You can setup the car accordingly and see the effect, not just have a subtle feeling if the change was helpful or not.
A lot of those bounces are not registered by your eyes. Test it yourself, keep your eyes fixed and tilt your head down and up simulating bumps. The camera is fixed on his helmet so it will tilt with the head but the drivers eyes are fixed on the road so the brain doesnt register most of those bumps. They are just felt in the body. Going over larger bumps and kerbs often mess with our view and register as a "vision shake".
 
Welcome into the world of Project Cars Madness engine

Not exclusive to Madness Engine. I had or still have similar in many other games. The main difference is whether the developers decide to fix the issue or not.

I love the Porsche GT3 but somehow it feels more like the 991.2 in ACC and R3E than 991. It feels so balanced in weight distribution and agile in cornering.
 
I can't believe some people think the absurd bouncy Porches(all 3 of them) are fine and that's how it's in real life, damn.

The update was good, but man, this sort of problems do so much harm. Game had a really nice peak of players, I imagine these kind of bugs will drive them away again. Should have released the 720s and AMG only, why release the Porsche like this?

Grass/Gravel are still black holes trampolines.
 
AMS2 is some of the best fun I've had in sims, period.
However, these bouncy Porsches really are unusable. Not the smartest move to release them in such a state, especially when people have ACC GT4 to compare with. Should've delayed them together with the Nordschleife.

On a sidenote, the Nordschleife would catapult these Porsches into space in their current state.
 
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I gave the new patch a spin and will echo what most others have already mentioned and dont want to beat a dead horse too much. Keep in mind I was only testing with a controller as my DD and Simlab rig are out of commission due to moving. I Did drive it with my wheel before this patch so I do have some time with a wheel as well. Looking forward to giving it another go and testing the new FFB soon.

  1. Suspension is not behaving correctly with a lot of cars, especially some of the newer ones, such as bouncing around like crazy (I know the developer already acknowledged this issue and working on a fix).
  2. Snap overseer and lock ups. I'm getting a lot of snap oversteer when trying to trail brake, where the car just looses it abruptly when it shouldn't. Same thing with brakes/rear locking up and spinning the car. This varies with different cars but its prevalent with a lot of them. Adjusting bias helps with some setups.
  3. AI is abysmal and needs work. It doesn't matter where you are in relationship to an AI car, they will move abruptly and will definitely do their best to stick it to you and kick you off the track. Really frustrating and online so far hasn't been much better unfortunately.
  4. Sound is great, good, or bad, depending on the car and personal preference.
  5. Graphics are quite good as expected, and can look gorgeous at times depending on time of day etc. I feel this is one of the strongest points of the sim so far. Performance is also quite excellent for the visual fidelity you get.
  6. Lot's of variety and a lot of content not present in other sims which is awesome, even though I primarily race GT cars myself.
These are just a couple of thoughts so far. I don't want to compare to other sims as I look at each on their own and what they bring to the table and if its worth spending my time and money on. I think for most people, time is precious and want to spend it where we get most enjoyment.

For me at this time, AMS 2 is a WIP that still needs quite a bit of time until it matures. I am not sure if I want to spend additional money on this title until I can see where they take it and how it develops over the next 6 months, which I think will be needed at the minimum. I want them to succeed and having options is always a great thing. It's not a bad sim, but as a package, it just isn't quite ready yet.
 
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i dont think its software development that is in question here. its the fact that the costumers now have to be part of the software development process, because now you pay upfront, and somewhere down the line you get a product.

It's like if i would buy a car, and for the first 2 years after release the car barely works, has no climate controls, no windshield wipers, it's not painted yet, the lights dont work properly, and sometimes it just stops in the middle of the road. And for two years you go back to the factory, and they put one of the missing features on, while maybe not working properly still, or breaking something else. So him, like some people here, choose to just leave the car in the factory for the next two years until it's complete. Hopefully.
EXACTLY! But this is now how companies work and they seem to think it's acceptable. It's just not. Kinda like you said, like buying a car then walking round with the dev/car seller and pointing out, but this doesn't work, that doesn't work.... And then them saying, but it will work on the future, just not right now. Well then don't sell it then, if it's not ready for consumer use don't just chuck it out the door in a half baked fashion. People are so impatient nowadays and so tribal that they seem to stick by their devs and fight to the hilt even if the situation is somewhat fubar. Now AMS isn't there, but it's got a collective of really quite annoying bugs that should have been fixed, but hey, roll it out.
 
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I can't believe some people think the absurd bouncy Porches(all 3 of them) are fine and that's how it's in real life, damn.

This.
And if you make them notice how flawed their perception is, they convince themselves even more.

Look below at the telemetry of the Porkers... being able to still drive the car in that status should rise even more doubts.

1604296610788.png


The green line is the front wheel speed (yellow long acc and white lateral acc).

The first part is a straight line braking with pedal to the metal and NO ABS (apparently).

But I know nothing about vehicle dynamics. Let's wait for the real experts... :roflmao:
 
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OMG ... enough already. Reiza know what they are doing. It's always been stated that the sim is being developed. The GT3 is free content. If you don't like it don't play it. All those people telling Reiza what they should and shouldn't do be respectful. It's one thing to say I think this is a bug, that should be enough, not followed up with Reiza should have done this and that etc.. Reiza I trust will deliver the most spectacular sim experience.
 
Seems you didn't got my editing-message: " Real drivers don't notice the tyrewall-issue, because if you do it right, it feels right. Only if you examine what the faster guys doing you might notice, that the cars are capable of driving lines that would not work in the real world." and it's the same with me. I kind of like how the cars drive, but I'm so far off the pace compare to the fast guys, there must be something seriously wrong and I examine it. The usual and real line should be: Braking in a straight line > trailbraking to the apex> smoothly throttling to the exit. In ACC it's faster to brake and corner to the exit at the same time. That might work with ABS, but is not efficient because tyres don't produce their full potential with it. And let's face it: If you turn off the assists, the cars in ACC drive like ****.

But my friend who drove a R8 GT3 Evo in real life told me it is how you should drive a GT3 car: brake into apex, do a shape V turn (which helps activate the least TC) and accelerate out of the corner with 100% throttle. However if you do this in AMS 2, lets say 720S at Kyalami T1, you will spin 10 of the 10 at the T1 entry, which is not realistic at all.
 
I'm 100% sure its been confirmed to be not perfect so i think people need to stop it now and maybe go out and see if there is something in their real life that they can spend this passion on that may actually make a difference in the world ! If a car in a game bounces to much, walk away and maybe come back after the next update, if its still not to your liking, again walk away and do something productive while it updates again, rinse and repeat this or just move on !!!!
 
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Where do I need to look for this information in the update note? What all needs to be deleted? Hopefully not the entire folder under documents. I hate setting all that stuff back up.

Alright mate, so basically...

1) I deleted the files (not save games etc) from the Automoblista 2 folder in My Documents.

2) I also "reset" everything via the controls options within the game options control menu. I had messed about quite a bit with the FFB, so reset it (sadly lost my bindings, but didnt take long to reset them). This reset everything and the difference was huge, that AMG Merc felt like gold!
 
  • Deleted member 963434

so tey get rid of that weird deadzone as every car had damaged steering gear as my real life old 25 year bmw?
cant wait till update downloads
 
i dont think its software development that is in question here. its the fact that the costumers now have to be part of the software development process, because now you pay upfront, and somewhere down the line you get a product.

It's like if i would buy a car, and for the first 2 years after release the car barely works, has no climate controls, no windshield wipers, it's not painted yet, the lights dont work properly, and sometimes it just stops in the middle of the road. And for two years you go back to the factory, and they put one of the missing features on, while maybe not working properly still, or breaking something else. So him, like some people here, choose to just leave the car in the factory for the next two years until it's complete. Hopefully.

I will reply just to keep this fun discussion.

I think that comparing a sim racing game with a car is an unfair comparison. The automotive industry is a giant, one of the world's largest industries by revenue. We are talking about companies with billions as revenue and millions of customers.

Sim racing games, in the other hand, are a niche. They are probably in the lower end in terms of revenue compared to other game genres. Potential customers are only a few thousands. Compared to other software development companies, I think sim racing studios don't get investment easily (some of them probably doesn't get any investment at all). The only reason to really make a sim racing game, instead of something else, is because you are passionate about it.

I understand that the way AMS2 development is going (pushing aggressively for new content instead of polishing) is not necessarily the only way to handle it, but it is a risk they are taking and it might work. I personally don't care about unpolished content, as I know that they fix/improve it in the following weeks.
 
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From what I see from the 196 previous comments, it is that none of us is very rich. Otherwise it would have been a long time since a donation would have been made and the game would have been finished and even though Reiza is not the kind of studio that releases a game and then abandons it with 3 little hotfixes.

I dream of fictitious cars totally fun and overpowering, we are in the world of video games :)

At least, I recognize one thing to all the players here, our desire to play more in front of a screen, to wear better glasses and above all to go out less so less polluted in the car.

Thanks to you lol
 
Have we had any professional feedback on this from real drivers? It's a hard one to judge because even then I guess some will feel differently about it.

At the end of the day I want realism but like most people, I'm not in a position to say how realistic it is. I've driven fast road cars, I've done track days, I ride motorbikes but I don't own or have driven a single vehicle in AMS2 so I rely on the developer to do what they do and hope it sort of simulates the experience.
 
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