Automobilista 2 | Update 1.1.3.5 Now Available

Paul Jeffrey

Premium
Celebrating the 1-year anniversary of Automobilista 2, Reiza Studios have deployed build 1.1.3.5 of the simulation - with plenty of fixes included and a new historic F1 Lotus!
  • New update adds Lotus 79.
  • A further complementary update to follow.
  • Significant physics developments.

One year on from release into Early Access, Automobilista 2 has been updated yet again as Reiza Studios continue to work hard to bring the simulation up to the level its obvious potential deserves. In this latest build release, the studio have brought together a new officially licenced historic Formula One car in the form of the legendary Lotus 79, alongside their own fictional F1 machine, plus have laid the groundwork for further substantial improvements to the title going forward, as Renato Simioni from Reiza Studios explains:

This release comes exactly one year since our initial Early Access release on March 31 2020, and we have been pushing hard as we have through this whole year to celebrate the occasion with another major update!

Unfortunately some of the new features and core developments we had hopes to wrap in time for this update didn´t quite make it in time, but the work obviously isn´t lost - while this update isn´t quite the beefed up step we had hoped to deliver, our users can still look forward to these valuable developments making into the game in the coming weeks and months.

Our March update still packs a good punch with another sizeable list of improvements & fixes, additional layouts for the Historic Jacarepagua circuit, and a new historical class - the Formula Retro Generation 2, featuring the iconic Lotus 79!

The most significant physics development in this update is the substantial reduction of driveline friction levels, resulting improved functionality in LSD cars, better driveability and slightly higher top speeds. The default preload and ramp angles have been adjusted for most cars, so setup resets on cars with LSD is recommended.

Championship Mode has also received an important update in preparation for the Custom Championship feature, as now players are able to have up to four championship seasons in progress. A batch of new championship options will be added in an complementary update before the weekend. Custom championship itself is still under development for additional features and has been pushed to May.

We´ll share a bit more details about the ongoing developments in this update and upcoming ones in our upcoming Development Update.

S 2 Middle.jpg


CONTENT
  • Added F-Retro Gen2 Series (featuring Lotus 79 & generic F-Retro Gen2 Model1)
  • Added more Jacarepagua Historical layouts (2005, Oval, Sul, Stock Car Roval)

GENERAL
  • Reduced Multiplayer safe join buffer time in practice / qualifying from 180 to 90 seconds
  • Added option to set maximum limit on the number of AI in official championships
  • Fixed GT1 Championship lap length race sessions incorrectly treated as timed sessions

UI & HUD
  • Updated HUD (will reset customizations): Restyled car info and added vehicle damage widget; Restyled tacho unit
  • Added hints and tips to loading screens.
  • Added warning to opponent settings screen when the number of opponents is grater than the number of available liveries
  • Fixed championship AI aggression input not clamping to correct range
  • Increased loading screen tip refresh time to 20s
  • Added 'Wheel Only' option to 'Display Cockpit And Driver' setting
  • Added extra vehicle info to Vehicle Selection screen informing availability of tire compounds, DRS, boost, adjustable turbo, adjustable onboard brake bias & roll bars, head lights, pit limiter on the currently selected vehicle (accuracy of current info pending further revisions)
  • Restyled Race and Test Day settings screens
  • Fixed untranslated 'Opponent Aggression' label on opponent settings screens

PHYSICS & FFB
  • Fixed FFB pulling to the left under braking or to the right on power (FWD vehicles only)
  • Substantial reduction of friction levels for various wheel bearing models for reduced overall driveline losses, improved functionality in LSD cars, better handling entering & exiting corners, better driveability under traction and slightly higher top speeds
  • Adjusted default preload and ramp angles in most LSD cars (setup reset recommended)
  • Updated engine torque / power curves to suit new wheel bearing values
  • GT / Stock / Proto / wet tire wear adjustments
  • Adjusted F-Retro, F-Ultimate, F-Classic, F-V12, V-V10, F-Reiza, F-Ultimate tire carcass inflation shape
  • Slightly steeper engine compression curve for Cosworth 1974 engine in F-Retros
  • Slightly higher wear rate for soft compound in GT3 / P1
  • Minor rear wing efficiency adjustment for F-Retros
  • Revised aero drag in formula cars
  • Added customized values for tire pre-conditioning per car (replacing old global function)
  • Increased damage rate for grinding & clutchless shifts in manual boxes
  • Adjusted StockV8 2020/2021, Montana, F-Retro, Omega StockCar, Mini UK aero yaw sensitivity
  • Disabled onboard roll bars in GT5, GT4, GT3, F-Retro Gen1, F-Reiza, F-Ultimate
  • Disabled redundant turbo range in Hot Cars / Copa Classic cars
  • Lowered Opala CoG height; stiffened suspension rates to minimise issues with lifting inside wheels
  • Minor adjustments to H-pattern gearbox syncro parameters

AI
  • Increased range of AI performance & some initial customization per series
  • AI Callibration pass to account for new AI range parameters & new driveline physics update
  • Slightly increased AI prudence against human drivers
  • AI aggression is now scaled down during in/out laps of practice & qualifying sessions
  • Fixed issue with AI skill range at extreme ends of the scale and effective lower cap of 84% in multiplayer
  • Fixed bug where the AI skill from personality wouldn't load properly in first session (leading to reduced spread of performance)

TRACKS
  • Weather, climate & HDR revisions for more consistency across the daytime and weather variants
  • Minor adjustments to weather and climates for clouds & HDR behaviour
  • Increased maximum render distance for far terrain at higher graphics settings
  • Spa-Francorchamps: Fixed bad bumps at the outside run-off of Pouhon and Fagnes; Minor art & performance pass
  • Jacarepagua Historic: Reduced road mesh noise; Minor art & optimization pass
  • Interlagos Historic: Reduced road mesh noise; Increased poly density for outer link road
  • Hockenheim: Reduced road mesh noise for all Historic layouts
  • Cascais: Fixed fix flipped armco at T9
  • Goiania: Updated trackside data
  • Revised default date for all tracks
  • Added VR cams for Campo Grande, Cascavel, Snetterton, Curitiba, Londrina
  • Minor art pass to Hockenheim Historic layouts
  • Minor art passes to Jacarepagua and Spielberg

VEHICLES
  • Adjusted LOD settings for wheel and tires in open wheel cars to avoid gaps between transitions at lower detail levels
  • Fixed dark external mirrors in several formula cars
  • Corrected suspension animation to account for camber settings in F-Vintage cars, F-Classic Gen3, F-V10 Gen2
  • Sigma P1: Fixed glitch on cockpit front end
  • F-Trainer and F-Trainer Advanced: Fixed suspension artifacts on cockpit view; Added missing chassi parts to cockpit view; Fixed chassi parts misplacement in LodA.
  • F-Vintage: Fixed engine damage issue
  • Chevette: Fixed cockpit red paint issue

Original Source: Reiza Studios

AMS 2 is available now, exclusive to PC.

Start a thread in the AMS 2 sub forum today to get engaged with your fellow Automobilista 2 fans!

AMS 2 Footer.jpg
 
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I really like where this sim is going, finally wheels without hands is an option. However, I am struggling with driving in AMS2 a lot. This Lotus 79 also has this heavy understeer on entry I cannot get rid of.

The real car also has quite some understeer on entry, but I just drive like this guy and not a problem:)


The key is to position the car early on entry towards the exit, mostly with trailbraking and throttle oversteer out. I tried some setup-changes as well, but the default is quite okay. If you make the car more loose for a better entry, the car is getting unstable on the exit. For mid-corner understeer a click less rear-wing might help.
 
The real car also has quite some understeer on entry, but I just drive like this guy and not a problem:)


The key is to position the car early on entry towards the exit, mostly with trailbraking and throttle oversteer out. I tried some setup-changes as well, but the default is quite okay. If you make the car more loose for a better entry, the car is getting unstable on the exit. For mid-corner understeer a click less rear-wing might help.
This guy has some wacky hand positions.
 
This guy has some wacky hand positions.
That's oldschool-style and not only Walter Röhrl is doing it similar. I assume it's because of the lack of powersteering and higher steering-ratios to compensate for it. He's saying, that the steering-ratio of this car is 1:15 and to correct an unwanted 10°-angle of the car he needs to do a 150° correction on the steering wheel. So they position their hands that in case of an oversteer they can more quickly steer towards opposite lock to catch it.

 
I tried out the Lotus 79. I'm most familiar with the iRacing version and it has understeer at low speeds but more grip than you think at high speeds due to aero.

I was trying to figure out if that was the same thing going on in AMS2 but couldn't quite pin it down.

Everything except the understeer feels really good.

I think I would still say something's uninformative about the backend, though. It feels just a little late in telling me about rear-end movement.

AMS2 is a gem if you don't try to pigeon hole it in your assumptions from other sims. It's a different beast but what it does it does well.
 
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The real car also has quite some understeer on entry, but I just drive like this guy and not a problem:)


The key is to position the car early on entry towards the exit, mostly with trailbraking and throttle oversteer out. I tried some setup-changes as well, but the default is quite okay. If you make the car more loose for a better entry, the car is getting unstable on the exit. For mid-corner understeer a click less rear-wing might help.

VeRy UnrEaliStiC PhYsiCs! CaMerA iS aLso WaY tOo bOUnCy!
 
Latency has been improved, the ui is better, no glitches with getting kicked, you can join later now. I've taken part in tons of league races without a hitch. The MP side has seen considerable work.
Really? I am in the beta testing and have watched every update and have never seen multi mentioned. Will give it another try
 
The real car also has quite some understeer on entry, but I just drive like this guy and not a problem:)


The key is to position the car early on entry towards the exit, mostly with trailbraking and throttle oversteer out. I tried some setup-changes as well, but the default is quite okay. If you make the car more loose for a better entry, the car is getting unstable on the exit. For mid-corner understeer a click less rear-wing might help.
Wing should not really make a huge difference, in faster corners I have zero problems. And yes, with more front, it became quite nervous at exits. I tested it at Oulton Park, and in all slow corners, not even the entry, but rather mid corner it just pushes its front like crazy, worst one is the "hairpin" at Oulton, the banking should even help but the car goes into incredible understeer. Not saying I am an expert in car handling, but this is not what I experienced in other sims (even e.g. RSS Formula 79) and not what I would expect the car would behave like. Feels like mid corner only in slow corners all the suspension reached its peak load causing massive understeer, meanwhile in fast corners it's okay, which is also something that should be happening in the opposite way.

Again, might be me, might be the car, this behaviour is characteristic for AMS2 in general, some cars more affected than others. I just wanted to see how others feel about it.
 
Wing should not really make a huge difference, in faster corners I have zero problems. And yes, with more front, it became quite nervous at exits. I tested it at Oulton Park, and in all slow corners, not even the entry, but rather mid corner it just pushes its front like crazy, worst one is the "hairpin" at Oulton, the banking should even help but the car goes into incredible understeer. Not saying I am an expert in car handling, but this is not what I experienced in other sims (even e.g. RSS Formula 79) and not what I would expect the car would behave like. Feels like mid corner only in slow corners all the suspension reached its peak load causing massive understeer, meanwhile in fast corners it's okay, which is also something that should be happening in the opposite way.

Again, might be me, might be the car, this behaviour is characteristic for AMS2 in general, some cars more affected than others. I just wanted to see how others feel about it.
You could try, to apply a bit more rake to the car and go back with brake bias, maybe it helps a bit for the "overwhelmed" nature of the car thus maybe corner entry (even slower corners) might be induce a bit more "yaw impulse".

You also definetly need your tires to be sufficiently uniformingly heated. This can take 4 laps with these old girls.

It's also the same with other cars from this time in other sims, btw...
In R3E, the Gr.5 cars feel absolutely horrible, the first 3 laps, especially, if underdriving. But as soon, as the tires start to get some uniform and decent temperature, something comes alive here. :D
 
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Wing should not really make a huge difference, in faster corners I have zero problems. And yes, with more front, it became quite nervous at exits. I tested it at Oulton Park, and in all slow corners, not even the entry, but rather mid corner it just pushes its front like crazy, worst one is the "hairpin" at Oulton, the banking should even help but the car goes into incredible understeer. Not saying I am an expert in car handling, but this is not what I experienced in other sims (even e.g. RSS Formula 79) and not what I would expect the car would behave like. Feels like mid corner only in slow corners all the suspension reached its peak load causing massive understeer, meanwhile in fast corners it's okay, which is also something that should be happening in the opposite way.

Again, might be me, might be the car, this behaviour is characteristic for AMS2 in general, some cars more affected than others. I just wanted to see how others feel about it.
The Lotus 79 in AMS2 obviously drives very similar to the real one and I think that's more important than being close to a fantasy mod or this simcade-car in iRacing. But it isn't as easy as well and sim racers without sufficient skills will struggle. I think AMS2 got too easy to drive recently and the Retro 1 isn't a challenge anymore and not just the GT1 is too stable on the limit so sim racers without skills can keep it on the track for more than a few corners.

Most famous racers went to the school of karts and open diff formula cars like the Vee in former times and the Formula Ford (F Trainer) later. The F Trainer is also very easy now and not challenging anymore. But sim racers think this isn't necessary since they know their sedan for real, GT3 is the best to start with and every other car should be similar...
 
The Lotus 79 in AMS2 obviously drives very similar to the real one and I think that's more important than being close to a fantasy mod or this simcade-car in iRacing. But it isn't as easy as well and sim racers without sufficient skills will struggle. I think AMS2 got too easy to drive recently and the Retro 1 isn't a challenge anymore and not just the GT1 is too stable on the limit so sim racers without skills can keep it on the track for more than a few corners.

Most famous racers went to the school of karts and open diff formula cars like the Vee in former times and the Formula Ford (F Trainer) later. The F Trainer is also very easy now and not challenging anymore. But sim racers think this isn't necessary since they know their sedan for real, GT3 is the best to start with and every other car should be similar...
Nice conversation about driving characteristics, should have known better... obviously...
 
The Lotus 79 in AMS2 obviously drives very similar to the real one and I think that's more important than being close to a fantasy mod or this simcade-car in iRacing.

And your opinion is obviously biased towards AMS2. Which is fine, just don't tell these 'obvious' things as facts. I assume none of us (including you) have ever driven a real Lotus 79, so what's we left with is comparisons with other sims. No matter how much you dislike other sims, if the majority has something common in their handling characteristic, then probably the one sim with different handling is flawed.

I'm not saying that the Lotus 79 in AMS2 is absolutely wrong. In fact I've got the same problem with it as with all the other cars in the game: the driveline modelling doesn't make sense to me. Not even after this update.

What bugs me the most is its selective nature, I mean there are corners where the car is a pig and doesn't want to rotate, and there are other corners where the cars magically drive themselves. At some point there is no on-throttle oversteer, at another (same car, same track) there's tons of on-throttle oversteer. It feels almost like if I was controlling scripts with my right foot, and not a simulation of a mechanical driveline. I know many AMS2 fans are mad at GamerMuscle about him saying that there's no lift off oversteer in the game, but let's face it: it's true. I simply cannot react to certain situations the way I react in every other sims, so I guess it's not my driving skills... But of course I could say things like "those who don't feel these flaws have no skills". But I won't. The problem remains: this is the only sim in which I feel this awkward behaviour of the driveline.

In spite of this issue, I enjoy my offline races in AMS2 and it certainly goes in the right direction.

Edit: @Leynad777 Your best reasoning is a haha emoji? How mature! How elegant! :thumbsup:
 
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