Automobilista 2 | New Update, Silverstone And Historic F1 Cars Released

Paul Jeffrey

Premium
Reiza Studios have deployed a new update for Automobilista 2, adding a few new historic Grand Prix cars to the title as well as the delayed Silverstone DLC release.
  • Silverstone 2020, 2001, 1991 & 1975 DLC released.
  • F-V10 Gen1 class added.
  • Lotus 49C and Brabham BT26A added to F-Vintage Gen2 series.
The slightly delayed new update to Automobilista 2 has arrived, and it looks like the wait has been worth it, as Reiza Studios drop a number of new historic Grand Prix machines to the simulation, as well as publicaly releasing the Silverstone DLC pack and its four variants of the famous British venue.

AMS 2 Update Notes:

The new Automobilista 2 update adds plenty of free new cars, several developments to championship mode, a completely revised track limit penalty system, many AI adjustments along with the usual batch of improvements & fixes in other game fronts.

The track limit penalty system & regulations have now been completely revised to adhere more closely to real racing regulations and for better consistency. A more detailed explanation on the rules for track limits as of v1.0.2.0 will follow shortly.

This update also brings the home of British Motorsports to AMS2 - the Silverstone Pack features several historical iterations of the track through the decades along with its current layout - unique fast flowing challenges perfectly suited to the cars that raced on them!

AMS 2 Update Notes 1.jpg


This pack features 4 distinct versions of this legendary track from 4 different decades - 1975, 1991, 2001 and 2020; additional layouts for the main track in each era will be gradually added in future updates.

AMS 2 Update Notes 2.jpg


FULL V1.0.1.2 -> V1.0.2.0 CHANGELOG:

CONTENT

  • Added F-V10 Gen1 class
  • Added Lotus 49C, Brabham BT26A to F-Vintage Gen2 series
  • Released Silverstone Pack featuring 2020, 2001, 1991 & 1975 versions (DLC package)
GAMEPLAY
  • Championship mode: Added Frontend standings table; Added race length scaling option; Added progress reset option; Fixed bug ensuring player vehicle respects championship configuration.
  • Added new track limit penalty system- no more slowdown penalties (except to give back positions), driver has a customizable number of track limit violations before being awarded a drive-thru penalty
  • Added penalty tolerance logic for when the cut occurs over grass/gravel or occurs after a contact with another vehicle
  • Decreased the distance in which a track limit violation invalidates the next lap
  • Track limit rules made standard for all racing sessions (whether single or multiplayer) for better consistency
UI & HUD
  • Added Brazilian-PT localization (Beta)
  • Fixed some situations where Championship was incorrectly identified as a Career championship
  • Added UI Pit Strategy screens (access via Setup screen)
  • Added Vehicle List switch option to Vehicle Selection page.
  • Fixed Time Trial info unit still showing old style in Minimal mode
  • Multiplayer chatbox now logs all messages over the session
  • Removed the fade delay from "Give back Position" HUD message so it disappears instantly when position is returned
PHYSICS
  • Reduced tyre speed effects on adhesive friction for all slick tires
  • Increased longitudinal slip (and reduced understeer as a result) for f-Retro, F-Vintage, Opala 1986 tyres
  • Adjusted F-Vintage Gen2 tyre width, diameter & gear ratios to match new official cars
  • Reduced engine inertia on all MRX engines
  • Adjusted front splitter pitch sensitivity for prototypes, GTs
  • Minor aerodynamical revisions for AJR, Stock 2020
  • F-Ultimate: Adjusted ERS charging & deployment properties (higher throttle threshold, more charging from full brakes) to minimise chances of battery running out over 1st laps
  • Adjusted car body friction & restitution (slightly less jerky when coming into contact with other cars)
  • Fixed Copa Classic CTD from missing wet compound tyre
  • Fixed Camaro SS 6th gear ratio
AI
  • Removed all "artificial" AI functions affecting their behavior in racing situations (minimises unpredictable reactions)
  • First-lap decision making on 1st lap introduced in v1.0.1.0 now applies to all race laps
  • Fixed AI tendency to put wheels on the grass on straights for no apparent reason during lap 1
  • Added initial version AI defensive driving logic (very subtle on this release to minimise potential issues)
  • Further AI refinements to reduce likelihood of accidents on lap 1, including logic for AI to be more careful when rejoining the track after going off
  • Adjusted DRS activation speeds for AI for Sigma P1 & AJR cars equipped with the device
  • Minor AI Grip tuning for Cascais, Hockenheim
  • Improved pitlane merge to main path at Hockenheim GP / National
AUDIO
  • Super V8: Muted PitLimiter sound for now until further code adjustments
TRACKS
  • Hockenheim 2020: Slightly relaxed high frequency road surface noise for a less bouncy ride
VEHICLES
  • Added F-Classic suspension animations & adjusted driver animations (all models)
  • Fixed F-Trainer driver hands position in 3rd person view
  • Stock Car Cruze 2020: Fixed chassis visual glitch
  • Camaro SS: Corrected mirror position
  • ARC Camaro: Fixed visual glitch on liveries 3,4,98,99
  • Puma P052: Corrected display RPM and Speed readings
  • Chevette: Windscreen reflection reduced
  • Stock Car Cruze, Corlla 2020: Added dynamic dirt & damage

V1.0.2.1 CHANGELOG:

  • Adjusted range of allowed track limit warnings to 1-50
  • Multiplayer chatbox history no longer logs joins/leaves and limits history playbackwhen switching page
  • Fixed session overview leaderboard not filling in Multiplayer session
  • Fixed incorrect text on pit strategy back buttons
  • Adjusted F-Vintage body aero lift (all models)
  • Fixed VW Truck crashing to desktop when loading
  • Adjusted Ultima & Camaro SS tyres (stiffer tyre sidewall, reduced a speed sensitivity, stiffer front ARB and springs) & AI tuning
  • Adjusted F-Reiza tyre tread (better retention of adhesive friction at speed)
  • Decreased AI defensive lateral movement range to reduce chances of weaving
  • Minor reduction of AI brake grip
  • Minor AI performance callibration pass for F-Vintage, Ultima & Camaro SS
  • Adjusted AI wet tyre grip for Formulas V12, V10 Gen1 & Gen2
  • Silverstone (all versions): General art passes & added remaining trackside objects (including period accurate 1975 pit building)
  • Hockenheim: fixed trees popping up in the horizon of 1977 version
  • Incremental AI speed adjustments at Imola 2019 - Chicane T11; Kansai - T11, T14, T16; Spielberg - T1, T2; Donington - Mcleans (T7); Goiania - Chicane entry; Kyalami - T13, T16; Oulton Int - chicane entry; Santa Cruz - chicane;, Taruma Chicane;Velopark - Last corner.
  • Camaro SS: Fixed tachometer
  • Brabham BT26A: Added front suspension animation & texture, material updates
  • F-V10 Gen1:- Added material to sidepod intakes

Automobilista 2 is available now, exclusively on PC.

Got questions? Have answers? Want to chat about AMS 2 and don't know where to go? Worry not my friend, we have just the place for you! The Automobilista 2 sub forum here at RaceDepartment welcomes you with open arms - come say hello!

MS 2 footer.jpg
 
To all those moaning about AMS2, just look up Star Citizen, realise how much money they've had come in and how long is taking them to come up with any sort of playable game. Yes I'm a backer of SC (only 23 quid tho!) and still waiting for what was promised to come 3 4 years ago!!

A friend of mine (who just bought AMS2 BTW) just told me the same thing on that game. That is painful, and wonder at what point a lawsuit is appropriate.
 
You mean there is no finished 1.0 product despite a reported budget of 300 millions $ ? :D
Not to get into the whole Star Citizen discussion, as that never ends well, but while there is indeed no finished product (but there are playable versions), they are doing some truly revolutionary and very impressive stuff for that game. Digital Foundry did a few unbiased (which is rare when it comes to SC) videos on it and it's incredible.
 
Concentrate on the positive, not the negative...Life is to short to go around pissed off all the time.;)

Personally always happy with Reiza's direction on AMS2 and as Sim Racing is the only PC Gaming I do, I have plenty / all the major Sims to keep me happy while waiting for each Sim to advance to the next level of development.
Loving the Silverstone and vintage formula content :inlove:
0 AMS2 BT26A at SILVERSTONE HISTORIC 1975 crop copy.jpg
1 AMS2 BT26A at SILVERSTONE HISTORIC 1975 copy.jpg
2 AMS2 BT26A at SILVERSTONE HISTORIC 1975 copy.jpg
3 AMS2 BT26A at SILVERSTONE HISTORIC 1975 crop copy.jpg
4 AMS2 BT26A at SILVERSTONE HISTORIC 1975 copy.jpg
6 AMS2 BT26A at SILVERSTONE HISTORIC 1975 copy.jpg
 
Last edited:
If I were not asking for too much, I would also like the following modern & classic tracks.
Hockenheim, Silverstone, Interlagos, Zeltweg, Montreal, Imola we have in the game.
Monaco = 2020-1997 * -1985 * -1975 * -1971 *
Monza = 2020-1999 * -1994 * -1975 * -1973 * -1971 * -1961 * (10km)
Nurburgring = 2020-2001 * -1976 *

* Last track modification this year.
 
To play devils advocate here. I think most expect a V1.0 release of software to be a fairly stable finished product. We are also in a day and age where developers withhold content in order to create paid DLC. When we see a product released that is clearly beta and expensive DLC it does create concern for some. Is that "entitlement", or is it just expecting a working/finished product at release?

Edit: Keep in mind the above is not necessarily my view on the subject with Reiza and AMS2 or the game and the DLC. However, I do have an understanding on where some are coming from. How understanding would we all be if this was Codemasters or Electronic arts?

Its funny to me to hear a simracer expecting a v1.0 release to be a fairly stable finished product. rFactor2 wasn't even close. Raceroom was no where near finished at the V1.0 release. AC took a lot of patching. and the AI wasn't fixed until years after the 1.0 release. ACC was probably the closest at V1.0, of the modern sims, and still took months of patching, and is still not perfect. Then there is PCars 2 which was patched several times, then abandoned. Some might say iRacing, but to me it has had tire physics problems since the beginning. You have to go all the way back to GTR2 to find a race sim that was even close to a "stable finished product" at release. I'm not saying its right, but its the sim racing world we have lived in for over a decade now. At least with Reiza I know they will keep working on it. If your expecting a "fairly stable finished product" at V1.0 release in a modern racing sim, I don't know where you can find that.
 
Its funny to me to hear a simracer expecting a v1.0 release to be a fairly stable finished product. rFactor2 wasn't even close. Raceroom was no where near finished at the V1.0 release. AC took a lot of patching. and the AI wasn't fixed until years after the 1.0 release. ACC was probably the closest at V1.0, of the modern sims, and still took months of patching, and is still not perfect. Then there is PCars 2 which was patched several times, then abandoned. Some might say iRacing, but to me it has had tire physics problems since the beginning. You have to go all the way back to GTR2 to find a race sim that was even close to a "stable finished product" at release. I'm not saying its right, but its the sim racing world we have lived in for over a decade now. At least with Reiza I know they will keep working on it. If your expecting a "fairly stable finished product" at V1.0 release in a modern racing sim, I don't know where you can find that.

Keep in mind he said software, not racing sim. To be honest, sims get away with a lot of stuff that wouldn't fly in the mainstream games industry. I also think there's nothing wrong with wanting a v1.0 release to be in a decent finished state. Just because x,y and z release unfinished products, it doesn't mean we have to be happy about it. That said, AMS 2 has a lot of potential and it will surely be a fantastic sim in a year's time.
 
Its funny to me to hear a simracer expecting a v1.0 release to be a fairly stable finished product. rFactor2 wasn't even close. Raceroom was no where near finished at the V1.0 release. AC took a lot of patching. and the AI wasn't fixed until years after the 1.0 release. ACC was probably the closest at V1.0, of the modern sims, and still took months of patching, and is still not perfect. Then there is PCars 2 which was patched several times, then abandoned. Some might say iRacing, but to me it has had tire physics problems since the beginning. You have to go all the way back to GTR2 to find a race sim that was even close to a "stable finished product" at release. I'm not saying its right, but its the sim racing world we have lived in for over a decade now. At least with Reiza I know they will keep working on it. If your expecting a "fairly stable finished product" at V1.0 release in a modern racing sim, I don't know where you can find that.
As far as I know Raceroom has not yet reached 1.0 mark. Am I wrong?
 

What are you racing on?

  • Racing rig

    Votes: 528 35.2%
  • Motion rig

    Votes: 43 2.9%
  • Pull-out-rig

    Votes: 54 3.6%
  • Wheel stand

    Votes: 191 12.7%
  • My desktop

    Votes: 618 41.2%
  • Something else

    Votes: 66 4.4%
Back
Top