Automobilista 2 Released

Paul Jeffrey

Premium
Reiza Studios have deployed a new update to Automobilista 2 - taking the new simulation out of Steam Early Access and into V1 status - this isn't the end of progress, merely the beginning, as plenty of extra development miles are still planned by the Brazilian studio....
  • V1 release now available
  • New trailer
  • 20% Early Access discount remains during summer sale
  • Lots of new content and features

Having undergone an incredibly intense last few weeks of development, AMS 2 is now finally out of Steam Early Access, and comes packed with tons of new content, features and improvements over previous builds of the simulation.

From the release notes:


After a gruelling 3 months of work since its first Early Access release, we are thrilled to finally bring you the official release of Automobilista 2!

We are also happy to say we have also fulfilled the majority of the goals we had set out to achieve during Early Access, and the little bits that are still due should not take much longer. The official release of course does not mean the game is done - as we keep stressing AMS2 is a long-term project which will continue to see major game updates covering every front of development and bundles of new cars and tracks (free and paid) being released in a monthly basis all the way to the end of the year and beyond - the V1 milestone is all but the end of the beginning, a solid baseline upon which we will continue to build on for a long time.

With release time coinciding with the Steam Summer sale we have elected to keep the current 20% Early Access discount embedded in the pricing for a few more weeks. Not only that - with Hockenheimring scheduled to be our first DLC soon, everyone who bought the Game in Early Access or comes to buy it before the end of the Steam Summer Sale will receive the Hockenheimring DLC (which includes 1977, 1988 and 2001 historical versions) for free!

Important Notes:
  • If you already had the game in Early Access please delete your local MyDocs/Automobilista 2 folder to reset your configurations to avoid issues with this release.
  • The Stock Car 2020 series, Bathurst and championship mode as very late additions to this release and are still considered WIP
  • As previously announced, the Early Access Time Trial boards will be reset with this v1.0 release, but this may take a few hours to propagate.
There should be complementary builds tomorrow and Friday to wrap up a few loose ends on this release, but nothing that should greatly deter your enjoyment!

Below is the full V0.9.7.0 - V1.0.0 CHANGELOG:

CONTENT - NEW TRACKS

  • Added Bathurst Track
  • Added Brasilia Track (2 layouts)
  • Added Granja Viana kart track (4 layouts)
  • Added Cascais Portugal Track
CONTENT - NEW CARS
  • Added Stock Car 2020 Series
  • Added Copa Montana series
  • Added Opala Stock Cars 1979 Season
  • Added 2018 Camaro SS to Street Cars Series
  • Added F-Retro Gen1 Series (also featuring official Brabham BT44, Lotus 72E, Mclaren M23 Grand Prix cars)
  • Added Ginetta G55 GT4 Supercup Series
  • Added Ginetta G58 prototype to P1 Class
GENERAL
  • Added DRS rules for F-Ultimate & F-Reiza series ( valid only for tracks with DRS zones - Azure, Kansai, Interlagos, Montreal and Spielberg)
  • Reduced fraction of a lap that invalidates the next one if driver goes off track in Time Trial mode
  • Provisionally set pit speed limit to 120 km/h & added pit speed limiter for all historical cars to minimise potential issues in initial release (may revisit this later for historical accuracy when required features for proper functionality is coded in)
  • Reduced distance required for AI to pick up speed leaving pits
  • Removed stop-go from first speeding penalty
  • Reduced stop-go penalty from speeding penalty a 2nd Time
  • Doubled speed tolerance for temporarily going over speed limit
  • Reduced pitstop time penalty from hitting crew or wrong area
  • Reduced slowdown time to pay track limit penalty
  • Corrected F-V10 pit speed limit
  • Increased time to remove player from session when black-flagged
UI & HUD
  • Fixed Old Stock info to display correct number of gears
  • Corrected Jacarepagua Historic length info
  • Corrected Copa Montana Gearbox information
  • Added missing ibarra HUD trackmap
PHYSICS
  • Added DRS functionality to AJR Chevy V8, Sigma P1, F-Reiza, F-Ultimate
  • Added parameter for blending Physx & original physics for vehicle collisions with walls (hopefully eliminating "sticky wall" effect)
  • Front and rear wings for all formula cars now detatch with damage
  • Slightly reduced draft effects
  • Further revisions to adhesive friction curve with velocity & minor tread adjustments for all tyres (dry & wet)
  • Slightly increased load stiffness with tyre pressure for F-Ultimate, F-Reiza, F-V10, GT, Prototype classes
  • Increased front tyre sidewall stiffness for Stock Car, Ultima Race, Sprint Race & all prototypes for better compliance & less bouncing at high speed
  • Stiffened up default SuperV8 suspension rates
  • Fixed Metalmoro AJR excessive brake duct cooling
  • Revised aero & suspension damage properties for cars that still had provisional values
  • Fully revised kart physics & AI (all classes)
  • Further callibration of AI throttle application
  • Minor adjustments to P3, P4, Super V8, F-Vee, Copa Fusca, Copa Uno, Opala 1979 & Old Stock tyres
  • Decreased brake fade when below optimal temperature
  • Adjusted default steering lock for Karts, F-Vee
  • Revised F-Vintage & F-Retro V12 engine torque curves
  • Removed onboard brake bias and adjustable roll bars for cars that shouldnt have it
  • Slightly inreased base tyre carcass load stiffness for
  • Minor tyre tread adjustments to F-Retro, GT4 tyre treads
  • Lowered FFB smoothing for F-Trainer, F-Vintage, MCR
  • Lowered brake heating for steel brakes
  • Slightly increased SuperV8 downforce
  • Fixed minor innacuracies in F-Ultimate & F-Trainer tyre diameter
  • Reduced Camaro SS tolerance for shifting without clutch
  • Adjusted suspension damage thresholds
  • Adjusted Sigma diffuser aero
  • Fixed Opala Old Stock engine (now uses proper 300 HP variant)
  • Reduced ARC Camaro default steering ratio
  • Moved Fusca default brake bias slightly rearwards
AI
  • Improved AI throttle application logic so it differs from slow to mid & high speed corners (less hesitation exiting those corners)
  • Enabled different throttle, brake and line accuracy ranges according to AI driver skill (custom AI drivers per series to better explore these ranges still to be added)
  • Reduced range for AI drivers to stray off ideal line & smoothed transitions when exploring different lines
  • Adjusted AI damper rates to avoid bouncing / rolling over higher curbs
  • Further increased AI Strength range (slower @ 70%, faster @ 120%) for all cars
  • Slightly increased AI willingness to condede position when overtaken
  • Adjusted AI speed under blue flag / off track / damaged car
  • Reduced maximum AI lateral offset from ideal line
AUDIO
  • Adjusted surface sound gain (prevent crackling on limiter)
  • Disabled automatic toggling of headphone downmix mode.
  • Fixed error where 4.0 channel configuration in windows resulted in 5.1 mixing mode in-game
  • Placed limiter on surface sound bus .
  • Limiter in stereo output mode is controlled from game code; output set to -6dB to avoid possible output overloading
  • .F-Vintage: Updated gear change sound
  • Ultima GTR (both versions) adjusted gearchange sound volume.
  • Adjusted engine sound position & gearbox sound position for all cars (gearshifts should no longer be offset to the side)
  • Fixed "moving" shift sounds on multiple open wheelers
  • Improved Caterham Academy engine loops
  • Improved loops on several 4-cylinder Duratec engine sounds
TRACKS
  • Updated trackside advertising for international tracks
  • Updated 3D grass shader
  • Updated road shader
  • Disabled 3D grass rendering in rear view mirrors
  • Adjusted far fog climate values (adds a little more haze to the horizon)
  • Imola: Fixed transparent trees
  • Kyalami Historic: Improved AI fast line
  • Revised trackside TV cameras for Adelaide, Adelaide Historic, Interlagos, VeloCittá
  • Fixed bug with Ortona crowds
  • Fixed Azure map coordinates
  • Added ambient reverb to new tracks that still didn´t have them
VEHICLES
  • Added wiper animations and cockpit vibrations for Metalmoro AJR, Sigma P1, Opala (all variantes)
  • Added DRS wing animation for F-Ultimate, F-Reiza, Sigma P1, AJR Chevy & Honda Turbo
  • Added suspension animation for F-Ultimate, F-Reiza, F-V10, F-V12, F-Vee
  • Adjusted driver model & animations for Ultima GTR, AJR, ARC Camaro, Puma GTE, F-Classic G1M2, G3M2
  • Corrected bugs in 3D animations of F-Vintage, F-Trainer
  • Adjusted MRX collision mesh
  • Revised backfire logic for all cars that have it (less backfiring in upshifts, more in downshifts / lifting)
  • Increased headlight range at night for all cars
  • Fixed duplicated Uno in Copa Classic B
  • Adjusted upper driver model LOD switching (fixes the driver appearing to "duck" as car approaches TV cam)
  • Fixed RPM bar / lights for G55, Opala
  • Improved Vertex AO for F-Classic tyres
  • Added batch of new liveries for Kart GX390
Original Source: Reiza Studios

Automobilista 2 is available now, exclusive to PC.

Want help getting the best out of the simulation? Start a thread in the AMS 2 sub forum here at RaceDepartment and let the community help you out!
AMS 2 1.jpg
AMS 2 release footer.jpg
 
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Having in mind that these licensed tracks and cars are already a few years old, things could be
more flexible by now and could be shared or reselled. Well, just speculating... only them know
what kind of deal they have.
 
Good to know they are willing to fix this but it should have been fixed and not a low priority for them. I cannot drive some F1 cars at all, for example at 75 the world moves like crazy, at 25 for example the cockpit moves like crazy like in the good old rf1 modding days, is just unplayable.
This is probably related to...
Suspensions are too soft and wobbly
...this

The oversteer is still unnatural, it has a really snappy feeling at times and a jolt back to grip which isn't greatly progressive
The snappy oversteer is really what turns this sim in to a simcade imo. Would really like this to away but I doubt it :( Still hoping for a positive surprise in the future.

Same here. I can’t recall ever once having all four wheels bounce off the ground as a rebound from hitting something on just one side.
Take a look at this video 4 minutes in you can see the SCV8 bounce of the ground several times, this is not how suspension works, quite the opposite, it's suppose to prevent this from happening.

If you want to test a more extreme example of this for yourself, take a P3 car around Cadwell Park. Get up to speed and strange things will happen in turn 3 and 5.


I'm glad that so many of you are enjoying AMS2, I just wish I could enjoy it too.
Ever since the release of EA I felt that there was something off with the physics in AMS2. Many things got sorted up to this point but there are still things I would love to see get some attention. Like the wobbly suspension mentioned above and the feeling that the car pivots around an axel when you turn, very much like the Shift games but maybe a bit less extreme.
Also the FFB is not to my liking on my G27. I can get it to feel mediocre at best but that's about it and when I switch to another car I have to start fiddling with the FFB settings again. Should not have to change the FFB for every car, things like this will unfortunately keep me away from AMS2.

I really really wanted AMS2 to be my next go to sim as I ditched rf2 a couple of moths ago for reasons I won't go in to here, but at this point I will stick to ACC for my GT3 fix and AMS1 for everything else.

But with so many positive reviews I still want to congratulate Reiza on the release, I guess this one just isn't for me.
 
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Turn world movement to 100... Been covered many times.

Turning world movement at 100 makes things worse, the view lock with the car and the world moves way to much. If this movement doesn't make you sick you are lucky :) but some of us cannot play like this. Btw the kerbs in the video are quite smooth.

World movement at 100 :

What would help would be an option to reduce car movement when World movement is set to 0

 
Then something is wrong, world movement at 100 locks the view to the car and is the same as i had with AC. I tend to go back and forth between 90-93 or 95 depending on how im feeling. Feels basically the same as AC and ACC. Unless you didn't turn off the g force movement and high speed camera shake, i turn those off completely except the g force is at like 6. also camera and helmet leaning are completely off.
Yes i turned everything off and tried all combinations but still the view shakes too much over bumps.. I tested mainly the P3 Roco at Brands and the buildings on the left hand side of the main straight are not still.. they always shake and that sort of visual effect induces motion sickness in me. i compared with RaceRoom, AC & ACC and there is a big difference definitely..
 
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"Also the FFB is not to my liking on my G27. I can get it to feel mediocre at best but that's about it and when I switch to another car I have to start fiddling with the FFB settings again. Should not have to change the FFB for every car, things like this will unfortunately keep me away from AMS2."

Martin Vindis This is very strange as I am using a mediocre wheel to T300rs, and ffb was not that great in EA but now feels amazing, honestly for me is better than AMS 1(466h gameplay) and i do not need to do any changes between the cars other than gain which still is all over the place from car to car but within reasonable values, and I already have over 244h of gameplay so I did a bit of testing by now.
 
Take a look at this video 4 minutes in you can see the SCV8 bounce of the ground several times, this is not how suspension works, quite the opposite, it's suppose to prevent this from happening.
I've replayed that part multiple times and if you're talking about the left rear wheel in particular, I'm pretty sure the issue with that shot is not that the wheel is bouncing off the ground, but rather the car model is not properly aligned with the visual track surface and/or its own shadow, which at that extreme angle creates the illusion that the wheel is not touching the track.
If you look closely, you'll notice that there seems to be a gap between the wheel and the track for the whole duration of that shot, not just during the "bounce". But if you ignore that visual gap, the wheel acts as if it was in contact with the track surface throughout the shot, it doesn't seem to bounce or anything (unlike both right wheels). Same applies to the left front wheel, but we only see that one for a brief moment.


What would help would be an option to reduce car movement when World movement is set to 0
Which I assume is easier said than done, because you obviously can't stop the car from bouncing on the track. The more rigid is the "connection" of the camera to the car (world movement above 50), the more the outside world will seem to bounce around. And the more "stabilized" the camera is in relation of the outside world (world movement below 50), the more the car will seem to bounce around. So you'd have to come up with a way to make the camera connected to the car, but at the same time stabilized in relation to the outside world. You'd basically have to write an actual camera stabilization system, and a fairly sophisticated one, too. Apparently (as someone mentioned), they might attempt to do that.

The best workaround for now would probably be to try and find a world movement setting that works for you as a compromise, meaning it doesn't make either the car or the outside world bounce too much. So testing values starting from 50 in both directions, depending on if you are OK with the car bouncing more or with the world bouncing more. I think I'm currently somewhere around 55, myself.
 
I've replayed that part multiple times and if you're talking about the left rear wheel in particular, I'm pretty sure the issue with that shot is not that the wheel is bouncing off the ground, but rather the car model is not properly aligned with the visual track surface and/or its own shadow, which at that extreme angle creates the illusion that the wheel is not touching the track.
If you look closely, you'll notice that there seems to be a gap between the wheel and the track for the whole duration of that shot, not just during the "bounce". But if you ignore that visual gap, the wheel acts as if it was in contact with the track surface throughout the shot, it doesn't seem to bounce or anything (unlike both right wheels). Same applies to the left front wheel, but we only see that one for a brief moment.



Which I assume is easier said than done, because you obviously can't stop the car from bouncing on the track. The more rigid is the "connection" of the camera to the car (world movement above 50), the more the outside world will seem to bounce around. And the more "stabilized" the camera is in relation of the outside world (world movement below 50), the more the car will seem to bounce around. So you'd have to come up with a way to make the camera connected to the car, but at the same time stabilized in relation to the outside world. You'd basically have to write an actual camera stabilization system, and a fairly sophisticated one, too. Apparently (as someone mentioned), they might attempt to do that.

The best workaround for now would probably be to try and find a world movement setting that works for you as a compromise, meaning it doesn't make either the car or the outside world bounce too much. So testing values starting from 50 in both directions, depending on if you are OK with the car bouncing more or with the world bouncing more. I think I'm currently somewhere around 55, myself.
I do not know I am not an expert but we had no such problems with pcars 2 so perhaps the problem is with Reiza not knowing to use the Madness engine. Below you can see how much cockpit movement AMS 2 has compared to pcars 2. I used similar cars and similar tracks also World movement set at 15(Sorry for the sound)
pcars2:
AMS 2:
 
@DEIC Such comparison is pointless, though. You are comparing two different games. There are other explanations for that, and we can't possibly know what the truth is. It might just as well be the case of PC2 tracks being less detailed/bumpy or the PC2 suspension/car not responding as it should. There might be countless other reasons. We don't even know if the arbitrary number of the world movement setting is comparable between the games.

But if you want to go with the explanation that the developers that just made an entire new complex game don't really know how to use the engine they built said game in because a camera shakes a bit more than in a different game on the same engine, then...sure, I guess. To me it kinda sounds like a Michelin-star chef not knowing how to make hard boiled eggs properly, but, I mean, it might happen I guess.
 
I do not know I am not an expert but we had no such problems with pcars 2 so perhaps the problem is with Reiza not knowing to use the Madness engine. Below you can see how much cockpit movement AMS 2 has compared to pcars 2. I used similar cars and similar tracks also World movement set at 15(Sorry for the sound)
pcars2:
AMS 2:
Yea you can only see the difference in track bumps and or suspension travel/work... in the videos... nothing a camera setting can fix.
 
AMS2 is great fun.

It has the best implementation of turn in oversteer I've felt in a game/sim.

Caterhams and classic F1's are a hoot because of how they feel when you step over the limit.
 
Bought in early to AMS2 expecting big things after Reiza squeezed so much out of AMS1.

In some respects AMS2 has met those expections - great graphics, interesting and unique content and a solid driving experience.

But as it is at the moment there is just something not quite right when I drive it. For example the F3 car in AMS1 is one of my all time favourite cars. I drive the same car in AMS2 and I just don't get the same feeling from it. Its a similar feeling with some of the others cars too and as some people have said in this thread the game in a few respects still feels a lot like Pcars2, particularly in the way the cars rotate in the corners.

I'm sure the game will continue to improve over the coming months and years so I will come back to it again after a few more patches!
 

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