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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love that sim EA was good but it's turning very very good... spend a couple of hours with the ginetta GT 4 so much fun... then bought their season pass , Reiza is definitely THE sim racing studio right now .
hope online will be good... can t race AI anymore nowdays
 
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.


I should have said generic instead of fake, but as far as I'm aware, the generic drivers are a mixture of Reiza staff and skin contributors.
 
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 confused, it doesnt only have Brazilian / South American content, infact, if you look at the trailer you can see many European tracks. Now about the Brazilian and / or South American content, you would be amazed how amazing it is, but if you prefer other type of content, you can pay w/e amount of bucks in basically any other sim and keep playing what every other sim in the market already has.
 
BTW, regarding the camera movement settings, as some have found them to be counterintuitive in the past - remember the setting is called "world movement" and it is exactly that. So the higher you set it, the more the outside world moves and the less the car cockpit moves in relation to the camera, and the lower you set it, the more the car cockpit moves and the less the outside world moves.

So if you're basically looking for a "stabilize to horizon" option, set this fairly low, but be aware that the car cockpit may move around a fair bit when you do.

It makes perfect sense when you think about how it's named and what it does, but has been a source of considerable confusion in the past.
 
is there way to lock FPS?

I don't need 200 FPS while my graphics card is on fire.

Would rather run closer to 75hz for my monitor refresh rate.

I know there is vsync option but why is there no option in documents to cap fps.

But I would like to run 85fps as higher fps = less input lag.

@Renato Simioni

edit: nvidia custom profile allows individual game fps cap. thank god.

from 80 celcius to 52 celcius with 85fps cap.

................


so far I agree with the poster below. the ginnetta gt4 just lets go. no indication it will spin and can't be recovered when it starts to spin.
 
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I'm extremely disappointed with the v1.0 release.

Reiza may have tried to make something better within the confines of the Madness engine, what they've created looks great, but like pCARS, drives terribly with a lack of feel and predictability that one can easily find in other sims. With a lot of cars driving like boats with magical snap oversteer instead of anything close to resembling their AMS1 counterpart.

AMS2 like pCARS will give the graphics nerds what they want (outside of a lot of graphical bugs and missing textures), but Reiza has a long way to go before AMS2 is even considered an improvement over AMS1 for offline or online sim racing.

I used to love Reiza's work as they found ways push the physics engines, now I'm left wondering if Reiza thought they could make a quick cash cow out of the madness engine.
 
I'm extremely disappointed with the v1.0 release.

Reiza may have tried to make something better within the confines of the Madness engine, what they've created looks great, but like pCARS, drives terribly with a lack of feel and predictability that one can easily find in other sims. With a lot of cars driving like boats with magical snap oversteer instead of anything close to resembling their AMS1 counterpart.

AMS2 like pCARS will give the graphics nerds what they want (outside of a lot of graphical bugs and missing textures), but Reiza has a long way to go before AMS2 is even considered an improvement over AMS1 for offline or online sim racing.

I used to love Reiza's work as they found ways push the physics engines, now I'm left wondering if Reiza thought they could make a quick cash cow out of the madness engine.

You might have messed up your wheel setup.
 
Apart from the fact that you do not seem to have played the game, please note that Reiza specifically stated that this car (and track) was WIP and will be subject to changes over the coming months.
What makes you think i haven't? Of course i have. Between AMS2 and PC2 with improved FFB i see and feel minimal difference. The physics are still wonky.
How many times have you seen a car hit a curb, get two wheels off the ground, then as soon as they come in contact with the ground the entire car bounces back up. All four wheels in the air. This never happens in real life because suspension actually works, and I'm not even sure if i've ever had this happen in any racing simulator i've played in my 20 year simracing "career".
 
For those with motion sickness; Reiza have announced that they will bring the movement from AMS1 to AMS2 and although not high priority it will be addressed.

In the meantime, most users have found world movement settings around 25-30 the most comfortable with some the exact opposite 70-75

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.
 
What makes you think i haven't? Of course i have. Between AMS2 and PC2 with improved FFB i see and feel minimal difference. The physics are still wonky.
How many times have you seen a car hit a curb, get two wheels off the ground, then as soon as they come in contact with the ground the entire car bounces back up. All four wheels in the air. This never happens in real life because suspension actually works, and I'm not even sure if i've ever had this happen in any racing simulator i've played in my 20 year simracing "career".

Screenshot of your steam game tbh, i seriously doubt you have played V1.0 because what your talking about does not happen to me.
If as you say you have played there is seriously something up your end.
 
Regarding comments on the Ginetta GT4, the car uses a hard compound which are cold at the start of the session.
They need to be brought up to temp and maintained for optimal grip..or the car will slide and be a handful.
Same with the 2020 V8 stock car
 
Screenshot of your steam game tbh, i seriously doubt you have played V1.0 because what your talking about does not happen to me.
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. And I say that as someone that refers to the Ultima GTR Race by the name “Bouncy Boy”.
 

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