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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This is the first laps I've done in AMS2 for quite some time.
I did three laps in the Porsche Cayman GT4 at Interlagos.
There were many good....and a few bad changes since I last ran it.
The good...
The graphics quality has made vast strides forward.
From blades of grass surrounding the track... to marbles off-line... to kick-up in off-track excursions.
It has all gotten better.
I really like the lighting now. It seems much more natural as I look out the windshield.
The edges of items on screen appear much 'softer'.
The steering 'feel' too, has gone into territory I have not encountered before.
It actually feels much more alive in terns of soaking up track undulations and when riding curbing.
Now the bad...
The car's constant bouncing is impacting the same nice enhancements in steering feel mentioned above,
The in-headphone audio around the lap is still dropping out and inconsistent.
That anomaly really needs to be addressed....and sooner than later.
Overall I think AMS2 is headed in the right direction.
It'll take time to get there.
 
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I only did three laps in the Porsche Cayman GT4 at Interlagos.
There were many good....and a few bad changes.
The good... the steering feel has gone somewhere I have not felt before. It actually feels quite alive in terns of soaking up track undulations.
The graphics have made vast steps forward...everything from blades of grass to kick-up.
Now the bad...the car's constant bouncing is impacting the same nice enhancements in steering feel mentioned above, just
That is an issue with the Porsche. Give the other cars a go, and I think you will be happy. I went about 2 laps the GT4 Porsche before I gave up on it. The 570 is good (with some tweeking), and the Camaro is okay, but I couldn't get the seating position right, but admit I didn't spend much time on it . I think they did better with the GT3 cars. They all seem very nice to drive with noticeable differences between each one.
 
Gave the Gt3 and GT4 cars a brief try. Wanted to get my name at the top of a leaderboard for a few hours :). They seem like a lot of fun...each with different handling characteristics. I haven't played with the new FFB damper yet. I can already feel better detail in the tire scrub effect...very nice feeling on braking now. The wheel still feels a little wobbly around center for me with some cars. I agree with what one person said...PLEASE FIX THE CAMERA BOUNCE IN VR. I get motions sickness quicker with this game (depending on the car) as much as I do in Dirt Rally and this should not be the case. In my opinion this should be a top priority. Love the progress though.
Ryan, just in case you haven't tried this already? Options->Camera->Configuration->High Speed Shake = OFF, World Movement = 0, G-Force Effect = 0
 
Did a few laps racing the GT3s in the AMG at Imola, very impressed by the improved FFB. I like it much better.
If adding the GT3 is what it takes to help new people get into AMS2, then it has never been a better time to jump in, this is the best AMS2 we have had so far. Reiza said it is a long cycle developement, I am enjoying every step so far. This last step is a big step in the right direction, will be fascinating to see where it ends, but from what I felt was a very shaky start, I have to admit, this caterpillar is morphing into a spectacular butterfly. Reiza, you have a new fan.
Problem: it still is the madness Project Cars game engine. And for GTR3 there is already a clear winner: ACC.
 
Great update the GT3 cars ....hopefully more brands in the future . FFB update is great , Nurburgring looks awsome....looking forward to the green hell :geek: Cars need fine tuning from Reiza in the bumping drive.
And my opinion is the AI from all of the cars in te game is bad. When you drive next to another car the pounds you hard in the side of the car:cry: Clean racing with te AI is a problem , please fix REIZA.
I think in the future becomes this one a great sim :thumbsup: Thanks reiza
 
[OT] I don't know guys, not really patch related but in general I am getting disappointed with AMS2. I don't get that driving experience AMS1 provided, oh how I liked that Formula 3 car there. On the other hand, AMS2 has interesting new cars and tracks, but I just cannot enjoy it. The driving experience is pretty... rough, the camera movement makes me sick, the AI is... and the bouncing suspension and stuff like that. Correct me if it has been fixed but little details how the hand animation in the Lancer is terrible also put me off. And how that Camaro drives, if it's even slightly realistic, I never want to sit in a Camaro. I am sure it will be better in the long run, Reiza can do good work, they have showed it with GSC -> AMS. I also know this is a long term project, but so many fundamentals feel wrong (might be subjective to some degree as well). This is far from a 1.0.
 
You've got to remember guys, if anything has been released in a bad, unfinished state it was done on purpose. Still can't get over that :roflmao: FFB and audio are getting there on default now. Physics are still a bit weird. You can still throw cars into corners as hard as you like and by the time it reaches the apex it'll effectively self correct and make the corner absolutely fine. The front just washes out.
 
Was comparing GT3 in AMS2, AC, ACC, R3E, and PCars2 today.
My personal subjective rating from best to worst:
- ACC
- AC
huge gap
- R3E
- AMS2
- PCars2

All subjective, IMHO, based on personal preferences, etc..

Hope NuScorpii updates custom profile if he didn't give up on AMS2 yet.
I tried acc amg and ams2, i felt much more info what car is doing in ams2!
 
I‘ve spent last night and today bouncing around forums, here and Reiza’s, as I won’t get a chance to play until tomorrow evening and have been astonished by some of the comments and anger coming from some posters. Some venting such a sense of betrayal when the patch didn’t drop bang on 4pm....literally posts at 16:02.

I feel for any developer quite frankly and thats not white knighting, we can all see there have been issues; some of which are disappointing to see got through. However Reiza have been clear it’s a long term project and I completely agree with the sentiment above - I think there’s enough content to allow them to relax the schedule, concentrate on tweaking what we have and use the added time to polish and thoroughly test the new content before release.

If they’re going to get the level of stick they’re getting no matter what they do then why not take it on the chin and, hopefully, quieten many of those voices with a well presented dlc/update when it’s ready.

As I say though, I haven’t played the new update yet and am looking forward to it - I’ve had an absolute blast since starting AMS2 and it’s firmly got me into Sim racing ..... I‘m in for the long haul.
Totally agree ! I feel its time for Reiza to slow down on releasing content, make a post telling the community that content will come when it comes, this is what is coming but they just don't have a date for it because its just to hard to get everything done to a level beyond what the community seems to hold their standard to. (even though every other sim has issues) Reiza for some reason need to be perfect or they get crapped on even though its been stated by the same people bagging on them that some cars are spectacular :O_o:

Its clear to me that Reiza can do great things when given time and i just think they have given themselves unrealistic deadlines and they should stretch that out, the community are seemingly desperate for this to be a great sim so i'm sure once it is they will come in droves to purchase it!

I don't think they have any reason to have a bad reputation like another company that has built up promises after promises only to never fully deliver those promises , Reiza has form for great sims just please give them time to deliver.
 
Totally agree ! I feel its time for Reiza to slow down on releasing content, make a post telling the community that content will come when it comes, this is what is coming but they just don't have a date for it because its just to hard to get everything done to a level beyond what the community seems to hold their standard to. (even though every other sim has issues) Reiza for some reason need to be perfect or they get crapped on even though its been stated by the same people bagging on them that some cars are spectacular :O_o:

Its clear to me that Reiza can do great things when given time and i just think they have given themselves unrealistic deadlines and they should stretch that out, the community are seemingly desperate for this to be a great sim so i'm sure once it is they will come in droves to purchase it!

I don't think they have any reason to have a bad reputation like another company that has built up promises after promises only to never fully deliver those promises , Reiza has form for great sims just please give them time to deliver.
I couldn't agree more. It's beyond me why Reiza keep setting these super aggressive schedules, because they're the ones naming the dates. It's not like the community is saying we want this by such and such date. Reiza just seems to want to chuck stuff out at break neck speeds then fix and fine tune later. They never did that with AMS1. It's such a weird way to go about things, I've lost so much faith in them, with AMS1 you knew that when something got released it was pretty much complete, with maybe some minor glitches to fix. I used to be a regular on their forums and their racing titles - not anymore. I play it once a week for a league I'm in but beyond that I'm out. But from reading what they've put I don't think they've really got any regrets with this new direction/business model.
 
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