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

Paul Jeffrey

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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
 
Forum trolling, it’s so 90s.
Are you sure about that? I used to actually enjoy forums (and even online games) in the 90's, because real-world etiquette and manners were still pretty common. You could actually have a debate with someone of completely the opposite opinion without it degenerating into a bitchy flame war. You could end a discussion without agreement, with both parties content to have had their say instead of getting all angry because they couldn't convert everyone to their personal view. Twenty years on and... yeah. :poop:

Thing is, nobody is even trying to claim that AMS 2 is perfect and the best sim ever. Even Reiza themselves acknowledge publicly that it has some issues, which in itself is somewhat unusual for a developer. The point is that with every patch it makes a few steps forwards, and those patches are coming thick and fast, not once in a blue moon. But that's another thing that has changed since the 90's, or at least become more apparent... people have no patience. Everything has to be now now now, gimmie gimmie gimmie.

Thankfully Reiza seem to be brushing off the naysayers and are staying motivated to get on with things. They've always claimed that the sim was going to be a long-term project and would not be "finished" with v1.0, so I don't know why anyone expects otherwise. The moral of the story is that AMS 2 is for people who are happy to let the sim mature over time, rather than those who demand perfection from day one.
 
I
this game's the biggest let down in sim history

I feel exactly the same. More to the point, I don't see anything trollish about this statement.

If someone has spent hard earned money on a product that they feel falls short of expectation, what would you expect their opinion to be? Yet you ridicule it as "sh!t posting" because it doesn't line up with the popular opinion. Quite pathetic but totally expected.

The "AMS2 enthusiasts" on this forum have done more harm to this title than any bug or glitch.
 
Thing is, nobody is even trying to claim that AMS 2 is perfect and the best sim ever
Nobody from Reiza, which is very refreshing, but it is not very hard to find those post claiming that AMS 2 is perfect and the best sim ever. In a way the enthusiasm is not that bad but those over the top comments ignite a polar reaction from folks who might even like AMS2 but still be disappointed by some of the issues.
I am wishing that the war of words ends and is replaced with truthful remarks grounded in real experience.
Reiza needs to be commanded for the efforts they are deploying in making AMS2 a SIM we can all enjoy.

The "AMS2 enthusiasts" on this forum have done more harm to this title than any bug or glitch.

Maybe a little strong, but it most likely generates unnecessary tension in the threads
 
Last edited:
I


I feel exactly the same. More to the point, I don't see anything trollish about this statement.

If someone has spent hard earned money on a product that they feel falls short of expectation, what would you expect their opinion to be? Yet you ridicule it as "sh!t posting" because it doesn't line up with the popular opinion. Quite pathetic but totally expected.

The "AMS2 enthusiasts" on this forum have done more harm to this title than any bug or glitch.

I disagree with you, but I respect your opinion because you took the time to write something meaningful.

The other guy that I replied to just popped in and wrote a one liner with no thought behind it, that adds nothing of any value to the conversation just to get a rise. Sh!t posting as it’s usually known.
 
this game's the biggest let down in sim history
The first time I played AMS 2 some time ago, back in Early Acess, I felt the same. I was very disappointed with all the bugs, missing features, horrible AI and very inconsistent physics depending on the car/series... so disappointed in fact that I actually refunded the game.

But then I remembered the amazing work Reiza did on AMS 1 and how they kept polishing and polishing that sim way beyond what was expected of them, so I bought AMS 2 again and just left it sitting in my collection, uninstalled, waiting, because I firmly believe that Reiza will eventually turn this into a diamond.

So I decided to try again after this new update, and have since been doing some races in several different classes like Formula Reiza, Formula Retro, Stock Car 2020 and Ginetta GT4 (this car at Bathurst is one of the best combos ever) and I've been so impressed with the physics improvements, FFB and also how far they have improved the AI, that now I think AMS 2 is currently the most exciting racing sim of them all.

All this to say that saying AMS 2 is "the biggest let down in sim history" is very short-sighted given how passionate and hard working the Reiza team is.
 
AMS2 v1.0.2.1 is now up - this is a hotfix to complement the latest v1.0.2.0 release.

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
(via official forums)
 
Why is everybody comparing this to a scratch made game? Reiza didn't code the graphics engine, or the physics engine, or the audio engine, etc....
AMS2 is basically a standalone payware mod for PC2; kinda crazy that it would have this many bugs/rough edges months after an early access release.
Despite all this, they are known as
paragons of virtue in the gaming world
Hmmmmmm.......
 
Why is everybody comparing this to a scratch made game? Reiza didn't code the graphics engine, or the physics engine, or the audio engine, etc....
AMS2 is basically a standalone payware mod for PC2; kinda crazy that it would have this many bugs/rough edges months after an early access release.
Despite all this, they are known as

Hmmmmmm.......
I'll give you a built, but totally messed up IKEA drawer, and a fresh new boxed one. Which will be easier to build?

Not the brightest of references, but you probably get the point. Sometimes it's easier to build something from scratch to meet your development goals and standards, than trying to fix bugs that date back to PC1 tangled deep inside millions of lines of code. Not to mention yearly iterations of some games where their existing baseline is extended with some new stuff (which equals to a monthly average patch with Reiza).

Edit: Forgot to mention that Reiza are actually rewriting and replacing many physics, FFB and AI components of the engine with their own, not just adding some tracks, car models and UI elements.
 
Why is everybody comparing this to a scratch made game? Reiza didn't code the graphics engine, or the physics engine, or the audio engine, etc....
AMS2 is basically a standalone payware mod for PC2; kinda crazy that it would have this many bugs/rough edges months after an early access release.
Despite all this, they are known as

Hmmmmmm.......
An engine is not a game. An engine is just a set of tools for you to build your game with so you still have to do all the work. Most games these days are built using already available engines, so I guess they're all mods to you.

Anyway, reading your comment just remind me that I should spend less time reading forums...
 
Why is everybody comparing this to a scratch made game? Reiza didn't code the graphics engine, or the physics engine, or the audio engine, etc....
AMS2 is basically a standalone payware mod for PC2;
Well you could say that about a lot of games, the isi engine spawned so many racing games from F1C on. As to the paragons I was referring to their fiscal practices, but as Devs I think they've been pretty open and above board. That as far as I'm concerned sets them apart from so many others.
 
Isn't GTR3 the biggest let down in sim history?
Not yet, since it hasn't been officially cancelled or released yet. It might come out and be the absolute best racing sim ever made for home computers, which will make the ridiculous wait somewhat worthwhile. ;)

Reiza didn't code the graphics engine, or the physics engine, or the audio engine, etc....
And neither do 95% of other game developers, so what's your point? I think a better question is, why do people such as yourself think that Reiza using an existing engine to make their sim is in any way different than a non-sim developer using Unreal, Unity, or any other pre-made engine you care to mention?

The answer is that it's not. A developer licenses a game engine, tailors it to their own requirements, and then builds their game around it. Using the same engine in no way means that it is identical to another game using that engine as it's foundation since they can be customised, tweaked and added to.

As for quality, there are many great games made with Unreal engine (for example)... and there are just as many crap ones. The engine does not automatically define whether a game is good or not, so AMS 2 is in no way "hampered" by the use of the Madness engine. Just because PCars had flaws does not mean that they exist in AMS 2 as well, and if they do it does not mean they cannot be fixed.

Seriously, the quicker people get over this fixation on unrelated games and developers and focus on Reiza and the present, the more useful these discussions will be. :rolleyes:
 

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