Automobilista build v0.9.4 released

Paul Jeffrey

Premium
Automobilista Update 0.9.4.jpg

Ever impressive Brazilian development team Reiza Studios have released version 0.9.4 of the Steam Early Access title Automobilista and with it brings a number of useful updates to the game.

Notable enhancements include work on in-game shaders and lighting to bring about a more accurate and realistic feel to the many unique circuits. Work on improving particle display from dust and dirt kicked up by cars on track has been undertaken and could support better performance as well as stutter reduction for some users.

Alongside today's game update Reiza have also confirmed a new detailed development roadmap currently being finalised. Keep an eye out on RaceDepartment for more details as and when they become available.

Build v0.9.4 changelog below:

  • Fixed UI bug that could cause game to crash when clicking to exit it
  • Adjusted shaders & environment RGB settings for some lighting & color accuracy improvements
  • Adjusted AI slip reaction (improving reaction to front wheel grip loss)
  • Slightly improved collision detection & reaction (also slightly improves AI awareness to other cars)
  • Corrected TV Cockpit camera orientation rate in several cars
  • Fixed error which caused dust smoke from the dirt side of the road to be almost invisible (might actually resolve some performance / stuttering issues too)
  • Fixed bug with Salvador & Ribeirão dynamic road conditions not working
  • DynHUD: TelemetryInfo.mLapDistance is zeroed before crossing S/F line in a race session; Fixed NPE in LaptimesRecorder
  • Further tweaking to AI behavior to tone down aggression in close racing conditions (does not apply to mod cars or tracks unless these use the same AIW values)
  • Corrected AI qualifying performance in several tracks (were missing the ratio parameter that makes AI slightly faster in quali)
  • VIR: Tweaked road spec and changed event dates, updated skies accordingly
  • Spielberg (all versions): Shot down misplaced birds
  • Boxer Cup: LOD optimization; corrected skin alpha channels; callibrated AI performance; tweaked default Setup & tire physics
  • F-Extreme: Fixed bug with DRS flap opening not being visible; Fixed visibility of driver arms in T-Cam; Corrected wheel mount position & RPM leds; Set minimal weight to 702kg as per 2015 rules; adjusted weight distribution & tire physics
  • F-Reiza: Adjusted tire physics; Corrected wheel mount position & RPM leds
  • F-V10: Adjusted traction control scale levels
  • F-3: Corrected onboard cameras
  • Opalas: Fixed shift light not working
Whilst the recent build update contains many fixes and improvements to a title already shaping up nicely during this Early Access phase a couple of legacy issues still remain from previous versions. The in game DynHUD is still prone to freezing in Multiplayer when switching to race and saved multiplayer replays continue to present the appearance of floating cars when on track. Reiza advise they intend to address these issues in the next update, along with some other Multiplayer-related tasks.

Check out the RaceDepartment Automobilista forum for mods, news and discussions as well as our mighty AMS Club Racing scene.

Have you enjoyed AMS so far during Early Access? What do you think of the new update? Let us know in the comments section below!
 
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Greeting...
Reiza, please add Radio comm, so driver can listen infos from the pits, comment about gap, when we overtake etc. Its really make "live" to the game itself.
And if you dont mind, the race line guide very helpful considering most of the tracks relative "new", it seems unfamiliar (dont give me wrong, they are beautiful tracks) for those only knew monza, spa, nurburgring (all F1 tracks)
I'm also struggle compete AI when all race aids turned off.
I also play AC, PCars, some of codemaster F1 game, i think AMS seems toughest to handle at the same difficulty percentage slider.
But i realize, there are beautiful AI behaviour, i really add note: they impress me a lot.
Thanks and sorry about my english, i'm from indonesia.

+1
I would love for there to be a decent spotter in this game... Dont care about pit reports but a spotter is a must :)
 
Could be because I put money into their Fundraising campaign that others like me get them first...but I had to click over to another page from the menu...eg. you see all the content on the menu page, click RED ARROW to right of screen to take you to second page...if you have it
 
Could be because I put money into their Fundraising campaign that others like me get them first...but I had to click over to another page from the menu...eg. you see all the content on the menu page, click RED ARROW to right of screen to take you to second page...if you have it
Yeah that would be the reason :(
I only got the game a few weeks back... Oh well cant wait for it to make it out of beta :)
 
The engines AA settings only work with SweetFX disabled. If you run with SweetFX enabled you will need to apply AA via your graphics card's control panel. There is a tutorial in the manual which you can access by clicking the game in steam the same way as when you launch it and choosing the Read Manual option, then press play.

Or use Nvidia Profile Inspector, which gives you more options...
 
There is a spotter app, it works quite well, just search in the downloads here. Definitely a must have, I'd be lost without it. Also gives sector splits in practice and qualifying.
That spotter needs to be reworked a bit to say car on the right and left rather than inside and outside and to make it a bit more stable. In AMS it is a bit strange, sometimes my game crashes with it.
I wish they'd do it and use the english pack by Jeffrey Camilleri that was made for the rF2 spotter
 

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