Automobilista 2 | Update V1.0.1.0 And Hockenheim Now Available

Paul Jeffrey

Premium
Reiza Studios have deployed a major new update to Automobilista 2 - including the addition of the awesome former home of the German Grand Prix - Hockenheim.
  • New update adds numerous fixes and improvements.
  • Hockenheim DLC adds 7 layouts, including historic variants
  • Optimal brake temperature added
Everyone likes the idea of powering past the trees of the old Hockenhiem straights from yesteryear, don't they? I certainly do, and seeing as the German track decided to wipe all trace of the iconic former Grand Prix layout from the face of the Earth, we have Reiza Studios to thank for bringing it back alive again in Automobilista 2!


The DLC was released earlier today, and anyone who owned the base Automobilista 2 game prior to DLC launch had the benefit of receiving this awesome piece of content for free - otherwise new players will need to either purchase as a standalone item or part of the season pass offering.

Of course, the DLC is indeed the headline from today, but Reiza have also packed quite the punch with their new game update - addressing many items within the title whilst adding some further refinements and improves as they continue to develop post V1 release. This is very much the beginning of a development journey, with the studio confirming August 7th is slated as the next release date, with "a lot of new content" - so that should keep us busy in the weeks ahead...


You can check out the full update list and note from the studio below:

Host of the German GP 37 times, the Hockenheimring is one of the tracks with the richest heritage in the world of motorsports. Historically known for its bygone classic layout with long straights through the surrounding forests, the track was reformed for the 2002 German GP, becoming much shorter modern circuit but retaining a high speed, flowing nature perfectly suited for wheel-to-wheel racing with all types of cars.

This pack features 4 distinct versions of this legendary track from 4 different decades - 1977, 1988, 2001 and 2020, along with extra modern layouts (National, Short A & B).

This the first DLC to be released for Automobilista 2, and it is FREE to all current AMS2 owners and for those who purchase AMS2 over the weekend (July 24-25-26 2020) - by July 27th the Hockenheimring Pack will be sold as an independent DLC to AMS2, and also as part of the 2020-2021 Season Pass.

For those who have already purchased the Season Pass, be assured its value will be preserved with the addition of a 6th DLC pack to the five originally included in that package.

AMS2 Hockenheim 1.jpg

AMS 2 Hockenheim 4.jpg


Along with the Hockenheimring we are also deploying the first major update post V1 release - similar updates around this time of the month will be a regular fixture for the foreseeable future.

The exception will be in August when we are releasing not one but two two major updates (including a LOT of new content) at the beginning and end of the month.

The next update (scheduled for August 7th) will feature substantial developments to championship mode and introduce portuguese, spanish & french localization.

We remind all users that AMS2 is a long term project that will continue to evolve and expand in a monthly basis for years to come - all fronts of the game will still have major improvements, with a lot of it to make it in before the end of the year. If you want to learn more about what´s incoming make sure to check out our July Development Update next week, where we will expand on these plans including some great content announcements!

AMS 2 Hockenheim 5.jpg

AMS 2 Hockenheim 3.jpg


V1.0.1.0 CHANGELOG:

CONTENT

  • Added Hockenheimring 2020 (GP, National & 2 Short layouts)
  • Added Hockenheimring Historic versions (1977, 1988, 2001)
UI & HUD
  • Fixed incorrect logo alignment on initial splash in some resolutions
  • Added Session duration information to In-Race Info Layer
  • Add 'Skip Cooldown Lap' option after race is finished
  • Tweaked text colour and background opacity on timing/delta messages
  • Increased name area on relative positions HUD unit
  • Fixed championship standings screen only displaying first driver
  • Added markers for DLC content
  • Fixed Single Official Championship autoloading.
  • Fixed lower case button labels on pause menu return to pits button.
  • Corrected inconsistent size in Kart thumbnails
  • Fixed Caterham Academy gearbox information
  • Fixed error in Superkart name
  • Slightly improved lighting in showroom
  • Corrected Stock Cruze 2020 Thumbnails
  • Fixed position 6 selecting position 5 vehicle on monitor leaderboard
  • Fixed looping issue when trying to invite players to lobby via steam overlay
  • Added more fonts assets
  • Updated splash screen content logos
  • Added hud colors + HUD class logos for Montana and G55
PHYSICS
  • Implemented optimal brake temp ranges (this adds an optimal brake temperature plateau to the brake response curve, making them slightly less peaky)
  • Revised load damping for all tyres & sidewall & tread stiffness tweaks to F-Retro, F-Reiza, F-V10, F-Ultimate, Caterhams
  • Adjusted F-Classic, F-Trainer, F-Retro & F3 tyre treads
  • Adjusted carcass stiffness for karts & superkarts
  • Reduced carcass heating for Truck tyres
  • Added new Differential hump mode values (this affects how the viscous locking torque varies by fluid temperature inside the diff, reducing locking torque as slip starts to increase the temperature, then virtually seizes with high locking torque as thermal expansion dominates at higher temperatures)
  • Removed air restrictor setup option
  • Reduced front ride height range & default setting, rear brake torque for G55 Supercup
  • Revised rear wing efficiency & distribution for G55, Stock V8 2020 (both models
  • Further adjusted F-Retro aero yaw & rake sensitivity
  • Reduced wheel contact factor (hopefully contributes to excessive collision issues)
  • Slightly increased FFB max force range
  • Fixed Push-to-Pass button being available for Stock Car series in Time Trial mode
  • Fixed wrong default preload following range correction in v1.0.0.3
  • Added antistall clutch to all karts
  • Kart brake heating updates
  • Adjusted Copa Truck tyre temp optimal window
  • Reduced engine inertia for superkart
  • Adjusted head physics (slightly better bump damping in cockpit view)
  • Minor adjustment to MRX & Sigma P1 FFB max force
  • Corrected default wing setting for F-V10, F-V12 (one click more in both ends for both cars)
  • Reduced baseline anti-roll bar stiffness for F-Reiza
  • Opalas: Reduced brake heating, moved default brake bias slightly forwards
  • F-Classic: Small tweak to FFB max force
  • Increased DRS effects for all cars that feature the device
AI
  • Added new AI start logic (AI cars now are more creative off the line in looking for spaces and getting out of single file over first lap)
  • Added opponent names & personalities for F-Ultimate, F-V10, F-V12 drivers
  • Adjusted AI blue flag behaviour to reduce erratic movements when lapped in races
  • Minor AI performance callibration pass for P1, P2 models
  • Slightly reduced AI Grip for Bathurst
  • Revised Classic cars AI performance & throttle application (fixing some inconsistencies added with late pre-release changes)
  • Callibrated AI performance for Copa Fusca, Copa Uno, Copa Clasic, Karts, Caterhams, G55 Supercup series
  • Increased AI effects for DRS
AUDIO
  • Reduced default tire skid & surface volume to 50%
TRACKS
  • Brasilia: Fixed vehicles popup behind the tents at turn 1
  • Cascais Slightly improved performance in replays
  • Guapore: Reduced garage depth (stops AI crashing on pit exit)
VEHICLES
  • Fixed bug in sorting cars of the same class in a quick race grid (now grid is always randomised within same grid grouping value)
  • Fixed Gol & Passat grid grouping in Copa Classic FL & Hot Cars
  • Added Gol wiper animations and cockpit vibrations (all variants)
  • Сhevette: Wiper pivot point correction
  • Added Copa Truck wiper animations and cockpit vibrations (mirrors/window net)
  • Added Puma GTB, GTE,P052, Chevette wiper & cockpit animations
  • Added cockpit animations, wipers & windscreen cleaning animation to ARC Camaro and Passat (all variants)
  • Added suspension animations and cockpit vibrations to F-Classic G3M2
  • Updated Vitor Genz KTF livery
  • Added New Ginetta G58 livery
  • Corrected F309 undercar shadow
  • Corrected cockpit POV for F-Classic G3M2
  • Temporarily disabled some suspension animations fro F-reiza, F-V10, F-v12 and F-Ultimate
  • F.Reiza: Fixed numbering on liveries
  • Updated Formula V10 Gen2 liveries: (2 New Teams - AsiaTech Factory Racing #24 #25 / Dominilab Racing #26 #27) + Updated/Revised #05 #06 #09 #10 #11 #12 #18 #19


Original Source: Reiza Studios

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!

AMS 2 Hockenheim 2.jpg
 
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[URL='https://www.racedepartment.com/goto/post?id=3232478' said:
daveclifton said:[/URL]
Hockenheim is fine. Disappointed in the overall update, there is so much to be fixed still.

I really don't understand this kind of post. Hockeheim itself is just one, tiny piece of this patch. Did you try reading anything after the first two lines of the patch notes? Namely the UI, Physics, AI, Audio, Tracks and Vehicles sections? They've fixed a whole host of things and I'm sure they'll get around to your personal preference fixes soon, but they can't do everything at once with a single patch.

So let me explain. The game is past version 1. It is no longer in early release. Anyone new to it and purchasing it on Steam would be understandably disappointed given the amount of bugs and shortcomings still present. The OP made a reasonable observation. I did the same the other day about the Karts which you took exception to as well. They still haven't fixed the Kart AI btw.
 
I've seen your vid - you were the worst AI driver out there. Stop using the other cars as bumpers.

That was not me driving. I just posted a link to a review on YouTube. However, I can back up what he said. I came in first on my second race as the 14 AI drives I was running against were disqualified for drunk driving ;).
 
I bought the game to support the devs. Can never have enough developers in this niche.

I had an e46 m3 track car with roll cage, stripped interior, AP Racing brakes, both Ohlins and high end JRZ suspension...you get the point. The car was stiff, compliant, and quick for not even being a full race car. This would be closer to GT4 car perhaps. Almost any car I drive in AMS2 is just too loose, its like the car is not even connected to the road. The backend feels completely disconnected from the front, like its doing its own thing. I cant put my finger on it, but it doesn't feel right. Heck, even if I drive the Ginetta Cup car, you woud think it would be somewhat similar in feel to my e46, stiff, compliant, etc, but thats just not the case.

I like the force feedback but its also very unnatural as you just dont feel all of those things behind the wheel of a real car. I am assuming its to convey more than realistically needed since you cant feel the g-forces driving a real car. Its one of those things that you either like or dislike.

For now, I like ACC and RF2 the best, but I'm rooting for everyone to make hte best product they can. Ok I lied, not rooting for PC3 :laugh:
 
in the Reiza forum it is forbidden to criticize, followers don't like :poop:

That's total bs.

Any moron can just "criticize" with an uninformed "opinion" (RD threads, like this, are full of it.)
Doing that is an instant invitation to be ignored. Any software dev will tell you that. You go into the "client from hell" basket, and the lid gets sealed tight. Reiza also respond to some of these as positively as possible, which I can tell you from experience takes a lot of energy and time as well, time and energy which is limited to begin with.

If you give constructive feedback on issues with ways to replicate the issues and possible solution pathways the devs respond logically and consistently. In fact, their responsiveness is among the best I've seen in the software dev industry, and I've seen pretty much all types there. In terms of racing sims, they would be top of my list for most responsive devs - unlike some other companies.

AMS2 has lots of issues, and from what I see none of them are being ignored or swept under the carpet. They are being triaged and worked on, and slotted into the development schedule when appropriate, alongside the roadmap.
 
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I know you probably enjoy VR while driving but if you're going to post your videos use a monitor man.. the VR is sickening and only makes it harder to see what you're doing..
Not my video. I just linked to a YouTube review of the AI behavior. Not talented enough to be on camera. Both my driving and on camera skills are lacking.
 
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Its beyond me why they didnt use rFactor 2 engine, they used original for the first game. they also killed modding this way and this PC engine is known for dodgy AI in both PC games.

I think it was how hard they found the tyre model to work with, combined with the graphic engine being so old. S397 is upgrading it slowly, but at the time they started on AMS2 everything about the madness engine was better looking, and easier to implement (and more similar to rFactor 1.)
 
Not hearing any shifting sounds in any of the videos. Reiza was ACE at doing those in AMS 1. Is it just some cars or does all cars miss them? Havent had the possibility to pick AMS2 up yet. Cant wait tho.
 
Not hearing any shifting sounds in any of the videos. Reiza was ACE at doing those in AMS 1. Is it just some cars or does all cars miss them? Havent had the possibility to pick AMS2 up yet. Cant wait tho.

Depending how you go into it will depend on how much you enjoy the sim. There well be times where you think the smile on your face will never go away, and there are other times where you will be going "what the heck?". I went in knowing what I would be getting so happy with my purchase, but I am also not blinded to its shortcomings. I think the price is still below its final retail price (and in its current condition it should be), so if you have the money, and the patience to stick with the game, it is a good purchase (IMO).
 
Haven't been able to use my rig in last few weeks, but the last time I tried AMS2... I gotta be honest here

When closed beta started I was super excited about the game, because what was there was very promising, and I expected it to evolve (and it will of course, Reiza are hard workers) so I gave it some slack in some areas

Now though. I have to say I still slightly prefer AMS1 sharper FFB and feel. In AMS1 every single car feels great and up to same unmatched standard, in AMS2 it varies car by car, which reminds me of (hate to say this) Project Cars 2.

FFB in most (if not all) other sims is "spongy" compared to AMS1 razor sharp feel. AMS2 falls into this same spongy category. Maybe AMS1 was even too sharp and nuanced feeling, but when we don't have seat of the pants feeling, not sure if wheel should feel A) the most realistic it can or B) the most informative.

Besides, Niels Heusinkvled said AMS1 did not use any extra effects, to make the FFB have "more information than reality", it was all coming directly from physics (he speaks about it in his ACC impressions video)

Of course AMS2 will be developed continuously, and it can reach and even surpass the same level. But currently, I'm still keeping AMS1 installed too, and purely from "driving on the limit" perspective I still like it more. AMS2 has lot of other great things going for it (and it far FAR surpasses Project Cars 2) but anyway. Just my honest opinion at the moment (tbf, haven't tested the latest build)
 
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