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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Congratulations to Reiza! Visuals certainly looks very good and is is bringing a lot of content, including as I expected, quite a lot of the Project CARS content. I wonder if SMS had a right to sub-licence or to future games build on the same engine instead of the specific game?
In any case, I think we can rely on Reiza to keep adding content and tweaking the AI and FFB and UI and all the other stuff and AMS can become the go-to generalist sim as AC ages (despite the wonderful efforts of the modders). On the other hand they could carve out a niche in the vintage and historic stuff that seems to be of limited interest to Kunos, Sector3 and Studio397. They all seem to focus on really in-depth simulation of the latest cars and series. All good stuff for us sim racers.
I dont see much pcars content, what are you talking about?
Nordschleife, Azure, Ginetta, .... I believe that the DRM cars announced are going to be the same ones that were in PC2. It's a great thing because the PC2 content was good and Reiza will do a very good job reworking it.
 
I was pretty critical of the FFB and physics at various stages through the early access, there were many moments where it just felt awful and I could not steer the car on the brakes at all they just ploughed straight and I couldn't balance the car with the brakes at all. My issues were mainly on entering and mid-corner. What a change with the release, tested driving the GT4 around Brands Hatch. I haven't had to mess with the FFB at all other than reduce the gain a little bit but it is clearly a lot better. The oversteer is still unnatural, it has a really snappy feeling at times and a jolt back to grip which isn't greatly progressive but the braking and feel into corners is vastly improved and I didn't see really odd things mid-corner and there is some sense of the limit of grip too.

The engine FX is toned well down, it is all in all a lot more balanced. For the first time I enjoyed driving in AMS2. Pleasantly surprised that they have made it drive so much better.
 
Well.. in my opinion, the FFB is very good.. the graphics maxed out look great and run smoothly, sounds are quite good.. track selection is nice, car selection interesting with more to come...

BUT, I don’t think I’ll put much time into this game since the excessive camera shaking makes me dizzy and I can’t drive for long a long time without feeling sick.

Already tried all the camera settings but can’t figure it out.. the car always jumps up and down and I can’t seem to get a static fov like the rest of my favorite sims... too bad.
I have found playing in a darkened room helps with the motion sickness.
 
A few things:
Anyone who says this feels like PCars 2 either has never played PCars 2 or has never driven this. It's night and day, and I have like over 50 hours in PC2. The FFB is way way smoother in AMS2 and tons more detail. And honestly the physics is just way more realistic.
I would go as far as to say iRacing FFB feels more like PCars 2's than this does. The physics is just WAYYY different from PC2. So is the FFB. Goodbye custom FFB files... The FFB is just so smooth... A touch too strong but lots of detail.
Prepare to get strong shoulders and forearms from the GT4.

This feels like an actual driving sim. You can't brake hard and look like a hero in a corner, and if you do cook the tires, you have actual sliding grip to recover.

Secondly, they need to fix the auto 'sensitivity/wheel angle' like ASAP. Fanatec CSW v2.5 set to SEN 900 is just way too wide in almost every car. You have to set your Fanatec wheel to 600 for the GT4 driving steering wheel in game to match your hands and at that point you can finally turn in sharp corners at low speed without just rolling into the grass.

I don't get motion sick at all, and I didn't modify world moving or any of the camera movement settings. But I used to drive a lot in real life and used to off road trucks. To me the camera movement feels more REAL.
Overall, the engine for this feels better than iRacing and almost as good as ACC for physics. It just needs a small amount more polishing, but I can tell this will be my main sim once the quirks get worked out.

Job well done.
 
Just took now one lap on brands hatc with ginetta gt4 - feels fantastic! I bought EA and previous version did not liked so much. Just guys buy it while it is cheap! All game for iR two tracks!!! Come on :))) goong to take championship do not care now about other cars! Gt4 here we come :)
 
So basically they've confirmed Nordschleife ,Spa , Silverstone and Hockenheim ?! That's a nice track selecion !! Hopefully they will add some car classes too , maybe a Group C revival or CanAm. Not many Sims covered these as they deserve.
 
So basically they've confirmed Nordschleife ,Spa , Silverstone and Hockenheim ?! That's a nice track selecion !! Hopefully they will add some car classes too , maybe a Group C revival or CanAm. Not many Sims covered these as they deserve.

I was thinking last night that Can-AM would be great on some of the classic tracks. Speaking of, I am really impressed with the historic tracks and how alive they feel. Pretty cool.
 
Had a spin (literaly) in the Cat Acedamy at Adelaide, dry and in a thunderstorm.....Only 115 horses but still a handlful with a pad (I have more motivation to sort out my monitor problem out for my wheel rig). PC2 and AMS have a beautiful baby! Very happy so far.

One thing did nark me, same as PC2...lights don't actually work during the day. PC1 lights did, but then it was changed in PC2. I could hardly see a thing in the Thunderstorm, I needed those lights to work!
 
Ah, nice.
Lets pay 35 bucks for rFactor1 with only Brazilian/ South American content.

.......and 90 more bucks to drive all Brazillian/ South American crap!

I think you are very confused or a troll. Please let me know which. Unless you think Bathurst, Brands, Suzuka, Hockenheim, Silverstone etc etc is all South American. For now, you are being ignored.
 
Not overly impressed with fake driver names still present for the Stock cars, at the very least. ....
You're right! And please, let us know whose are the fake drivers present in AMS2?
2019 season => https://www.stockcar.com.br/pilotos
2020 season => https://www.stockcar.com.br/equipes

PS: Starting today 1st of July, there will be running an AMS2 e-racing championship with the real stock car 2020 drivers plus 3 real drivers from stock light. Are these the "fake" drivers you're referencing to? I think this is a very strong point to Reiza.
 
Well done Reiza, AMS2, as it stand today it is already a success. Not every thing is perfect at launch as expected, but better than any other game launch and in a state that can bring a lot of pleasure even to the most difficult sim enthusiast.

This 1.0 release sees improvement all around, from how it looks to how it feels.
I hope that you will have tremendous success with this title to reward you of all the hard work and passion that you have infused in this simulator.

I recently learned that the engine is mostly responsible for the graphic aspect but that the physic and force feedback is up to the developer talent and commitment to hard work.
Well, here is the proof of what a talented developer can do with an engine many had thrown under the bus.

Amazing job Reiza.
 
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