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 seems pushing out more unfinished and buggy content into a buggy game is the modus operading for the unforeseeable future. "We'll fix it later" = we know it is broken, we just wanted to get it out as soon as it loads into the game?

Just tried the game after many months. The view movement buttons are still broken. Have to tap the button to move it 1cm at a time. Kinda slow. Has been reported zillion times, doesn't get fixed. No ping in server browser, can't see if the server has 30ms or 3 second ping. Tried joining three servers. All were in practice mode yet when I am at the server it says racing and I can't join. Cars pogosticking around corners like it is the 400m hurdles in the kangaroo olympics. Maybe once again I need to reinstall or delete the files or whatever. Maybe I'll just wait 4 months again to see what content is then released half baked. Tried the amg gt3. Drives like most cars in ams2. Understeer into corner, smash throttle and powerslide out.
 
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Not seen it "reported" a single time myself, apart from by you... now. Probably not "fixed" because it isn't a bug. It was the same in AMS 1 and for me not really an issue. You need to do it once. Is saving 0.5 seconds that important?
It takes from half a minute to minute for every car. Depending the car it can be like a hundred button presses. And I know for a fact that it has been reported several times. And it is definitely a bug considering sometimes in the pits it works as intended, hold the button and the view keeps moving until you release the button.

Which is besides the point anyways. The fact that there are still hundreds of issues like this despite being reported and after months of patches just tells me the game is still in too buggy condition.
 
It takes from half a minute to minute for every car. Depending the car it can be like a hundred button presses.
Nonsense, unless you like to have your view on the back seat and the opposite side of the car. From the default I rarely have to move the view more than 10 "clicks" in any direction.

And I know for a fact that it has been reported several times.
Stating you know it doesn't make it so. I'm regularly on the forums both here and over at Reiza, and haven't seen any complaints about this feature.

And it is definitely a bug considering sometimes in the pits it works as intended, hold the button and the view keeps moving until you release the button.
I have never once experienced that. Did it occur to you that the fact it supposedly moves continuously might be the bug? Or that that your controller is dodgy and sending repeated inputs?

The fact that there are still hundreds of issues like this despite being reported and after months of patches just tells me the game is still in too buggy condition.
The usual exaggerated statement of someone who has little genuine interest in the sim to begin with. I may not be entirely happy with the way the sim is going right now, but blowing things way out of proportion does nothing whatsoever to enhance your point.
 
To be fair, I've experienced exactly what Ghoults is describing, though I wouldn't go so far as to say I've lost a large amount of time out of my life adjusting my seat position or anything, just like ten extra seconds every time I step into a new car for the first time. For whatever reason, most cars' seating positions move at a pretty painfully slow click-by-click for me, but every now and again I come across one that can move around smoothly just holding the key, and I've never been able to see any rhyme or reason to it. Absolutely not a big deal in any way (I'd much rather they first fix how the race loading screen says "date" and then shows a time multiplier; that one drives me nuts because it really highlights how the UI was lifted right out of PC2, and looks like it could be fixed in a matter of minutes) but that seating position inconsistency does indeed exist.
 
Nonsense, unless you like to have your view on the back seat and the opposite side of the car. From the default I rarely have to move the view more than 10 "clicks" in any direction.


Stating you know it doesn't make it so. I'm regularly on the forums both here and over at Reiza, and haven't seen any complaints about this feature.


I have never once experienced that. Did it occur to you that the fact it supposedly moves continuously might be the bug? Or that that your controller is dodgy and sending repeated inputs?


The usual exaggerated statement of someone who has little genuine interest in the sim to begin with. I may not be entirely happy with the way the sim is going right now, but blowing things way out of proportion does nothing whatsoever to enhance your point.
It was mentioned a bunch of times back in the beta days IIRC, which probably also means Ghoults had some genuine interest to be a backer of the game. The issue doesnt seem to be much of a problem in VR so not one that bothers me that much but I got plenty of others that do. I've also given up with AMS2 for now, I was looking forward to the historic touring car pack and what we got was a Mini with wrong gear ratios that doesnt handle as described or seen in videos and I assume with missing LSD and rear ARB as they arent visible in setup.
 
Stating you know it doesn't make it so. I'm regularly on the forums both here and over at Reiza, and haven't seen any complaints about this feature.
Stating you know it doesn't make it so.

I have never once experienced that. Did it occur to you that the fact it supposedly moves continuously might be the bug? Or that that your controller is dodgy and sending repeated inputs?
I think I'd notice if my keyboard was broken.

The usual exaggerated statement of someone who has little genuine interest in the sim to begin with.
I'm not the topic of this dicussion, ams2 is.
 
Stating you know it doesn't make it so.


I think I'd notice if my keyboard was broken.


I'm not the topic of this dicussion, ams2 is.

Correct is,that this"bug" is a long time reported and like other more or less important features like FFB per car,Saving seat position per car,ABS+/- buttons on wheel (TCM) etc. are on the list but not on the "priority list".Means,it comes when time is ready.But sure it comes.
When the 1965 Mini and the Loutus gets a good treat (at the moment only one livery),i wish soon,as i like the historic cars much,but no exactly information yet.At the moment the main emphasis is on GT3 and Nordschleife.
 
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Being able to move seat position per car to give a better FOV with triples is a big plus for me - I do this with Assetto but didn't even know this could be done per car and perma saved as such with AMS2 as well. This just makes things even better.
 
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Are the cars still pogo'ing off the track? Same issue that the street cars had in PC2. Something wonky with the dampers feels like (as in - the dampers aren't...damping).

The M1 Procar was horrible at Brands (a bumpy track) last time I checked.
 
Are the cars still pogo'ing off the track? Same issue that the street cars had in PC2. Something wonky with the dampers feels like (as in - the dampers aren't...damping).

The M1 Procar was horrible at Brands (a bumpy track) last time I checked.
Gave the update including the latest hotfix wich should have fixed the bouncing a go as I was being told by a user to have a sad life for judging the update without driving it. :p

To sum it up: the cars are still all over the place and I have no idea how anyone can defend the excessive bouncing of some of the cars. The 911 GT3R drives like a GT3 shell build on the suspension of a 1960s VW Beatle. The 190 Evo has a very wierd tendency to understeer like crazy while snapping into a sudden oversteer as the car starts to bounce under load. Some of the cars feel like copy and pastes from PC2 even if some people don't want to hear it. And believe it or not, I spent enough time in PC2 to judge this.

The AI still has zero awareness of the player and try to drive through me while making completely erratic movements or having totaly insane amounts of grip where the player car looses traction. As the sim is now I certainly wouldn't recommend people to buy it, sorry Reiza.
 
Gave the update including the latest hotfix wich should have fixed the bouncing a go as I was being told by a user to have a sad life for judging the update without driving it. :p

To sum it up: the cars are still all over the place and I have no idea how anyone can defend the excessive bouncing of some of the cars. The 911 GT3R drives like a GT3 shell build on the suspension of a 1960s VW Beatle. The 190 Evo has a very wierd tendency to understeer like crazy while snapping into a sudden oversteer as the car starts to bounce under load. Some of the cars feel like copy and pastes from PC2 even if some people don't want to hear it. And believe it or not, I spent enough time in PC2 to judge this.

The AI still has zero awareness of the player and try to drive through me while making completely erratic movements or having totaly insane amounts of grip where the player car looses traction. As the sim is now I certainly wouldn't recommend people to buy it, sorry Reiza.
So, basically you are now saying what you said before testing the update was correct, right?

My daughter says ahe doesn't like the food before even tasting it, then after she eats it all she says she still doesn't like it
 
My daughter says ahe doesn't like the food before even tasting it, then after she eats it all she says she still doesn't like it
Meaning what, that her initial prediction was in fact correct? :rolleyes:

If you want to counter someone's opinion with an opinion of your own, fine. But please do not belittle people for having an opinion you don't agree with. It's pointless and leads to nothing but petty arguments.
 
Any further news on this? ;

"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. "
 
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A few more days added to the Nurburgring DLC Pack release

Found this on steam forums as I don't have a facebook account. Not sure why the hell Rieza thinks I would. I bought this on steam!

I tested Nurburgring GP track in VR with Mclaren GT3 in AMS2 and Pcars2 and have to say Pcars 2 is quite a bit better performance wise at same settings. This is a pretty bad engine for aliasing artifacts I have to say and MSAA kills frame rate in VR.

My initial enthusiasm for the title has waned substantially since release.
 
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A few more days added to the Nurburgring DLC Pack release

Found this on steam forums as I don't have a facebook account. Not sure why the hell Rieza thinks I would. I bought this on steam!

I tested Nurburgring GP track in VR with Mclaren GT3 in AMS2 and Pcars2 and have to say Pcars 2 is quite a bit better performance wise at same settings. This is a pretty bad engine for aliasing artifacts I have to say and MSAA kills frame rate in VR.

My initial enthusiasm for the title has waned substantially since release.

Some of us have fps problems with specific tracks and coditions, Nurburgring is not really that well optimised yet: https://forum.reizastudios.com/thre...performance-on-some-tracks.13752/#post-103468
 
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