Automobilista build v0.9.6 released + Copa Montana

Paul Jeffrey

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AMS Copa Montana.jpg

Reiza Studios have released another new Early Access build for highly rated racing simulator Automobilista.

As well as the usual fixes and improvements in todays update, two new and exciting pieces of content make their debut. The epic Copa Montana pickup trucks are finally here and the first layout of the new Mendig Flugplatz location arrive in game.

Already a hit with beta access players, the Copa Montana is a high powered performance racing Chevrolet flat back pickup truck that ran as support to the popular Brazilan Stock Car Series. Featuring an engaging driving experience and close fought racing action, the Copa Montana series car is a seriously enjoyable edition to Reiza Studio's Automobilista simulation.

Despite the new content available in build 0.9.6 other enhancements and new features are also available for players to enjoy. The new Virtual Xperience portal makes its debut in game as well as a fix for the common HUD display issue bug found in previous builds.

The full build changelog can be seen below:


Content:

  • Added Copa Montana Series
  • Added Mendig Flugplatz (first of many layouts still to come for this venue)

Features & Fixes:
  • Added Time Trial integration with Virtual Xperience portal leaderboards
  • Integrated Steam Matchmaker into in-game Multiplayer lobby
  • Added new track limit violation system to clamp down excessive corner cutting & running wide (still subject to some track-specific fine-tuning)
  • Adjusted tree shaders for improved lighting
  • Added alternative Interlagos, Kansai, Montreal, Spielberg track options removing GP-specific trackside objects and DRS / tire compound rules (same layout otherwise)
  • Fixed several multiplayer screen UI errors
  • DynHUD: Fixed HUD not displayed (properly) on multiplayer race start; Added a custom fix to Johannesburg trackmap; Fixed profile info being applied too late
  • VIR: Tweaked AI lines at Grand & Full layouts so they do a better job of avoiding dangerous curbs
  • F-Extreme Fixed oversized DRS textures which could cause memory overload
  • F-Retro: Fixed gear shift light not working
  • Boxer: Corrected off-center LCD display; Tweaked rear light; Fixed windshield reflection; Minor engine sound tweak; Minor adjustment to damper rates & rear wing; Increased default front anti-roll bar setting
  • Marcas: Minor tightening of tire slip angles & chassis inertia adjustment
Check out the new Copa Montana cars in our upcoming Automobilista Racing Club event at Cascavel on Thursday 30th June! An awesome way to try out the new content on track with your fellow sim racing enthusiasts!

RaceDepartment is the place to be for AMS mods and news, check out our AMS forum for all the latest happenings in the world of Reiza Studio's most recent title.

Do you enjoy the new AMS content? Like the game so far? What do you think of progress with Automobilista up to this point? Let us know in the comments section below!
 
Still Early Access, they are still tweaking.
For suggestions i would head over the Reiza's forum and post it there (there's an official thread regarding track limitations)

What's wrong with the system while learning the track?
 
Still Early Access, they are still tweaking.
For suggestions i would head over the Reiza's forum and post it there (there's an official thread regarding track limitations)

What's wrong with the system while learning the track?

Yup, I posted that over there at Reiza, too. The problem with learning a track, at least for me, is that it can take a while to get a valid lap time to see how you're doing. In the long term it might be good because you learn how to use the track properly without abusing it, but the way to that point can be long and stony, especially when learning more difficult tracks like Virginia, for example.
 
Yup, I posted that over there at Reiza, too. The problem with learning a track, at least for me, is that it can take a while to get a valid lap time to see how you're doing. In the long term it might be good because you learn how to use the track properly without abusing it, but the way to that point can be long and stony, especially when learning more difficult tracks like Virginia, for example.

If you are getting lots of invalid laps you are probably learning the track the wrong way. The way to go is to drive slow at first learning the corners, then approach the track limits as you get more familiar. It shouldn't be a big issue to follow track limits.
 
From Reiza forums:
V0.9.67 is now out - this is mainly a hotfix to address some issues introduced with the new track limit rules.

Our apologies to anyone who may have had Multiplayer races compromised this past week by issues with detection on pit entry. Thanks to your feedback we have managed to make quick progress fine-tuning the system and adding some new options, along with some other adjustments also included in this release.

Here is the changelog:


    • Added TRACK LIMIT RULES on/off UI switch to RULES menu (valid for single player only)
    • Adjusted track limit corridors in all tracks
    • Exceeding track limits in race conditions now awards a drive-thru (rather than Stop/Go)
    • Added driving aid weight penalties to all cars (to compensate for potential performance advantages when using aids other than the ones built-in to any given car)
    • Small overall tweak to AI draft stickiness to make them a bit less hesitant to move out of the draft for a pass;
    • Revised rear wing aero maps for Marcas, StockV8, Montana, (leading to less rear wing downforce in lower settings relative to previou versions); minor aero adjustments to Metalmoro, F3, Lancer Cup, Mini, Opala 86 cars
    • DynHUD: Fixed error causing Editor not to work
    • VIR: Tweaked trackside TV cameras
    • Granja: Added missing tire barriers
    • Marcas: Added onboard adjustable anti-roll bars
    • Montana: Adjusted damper rates

Looks like a lot of good fixes! :thumbsup:
 
My mods are missing after the update. Is there any sort of new way to install the mods? I can't add more mods either.
Since v0.9.3, they changed the way srs files are working: "SRS files no longer need to be named "REIZAXX", and the game will automatically sort their main menu listing in alphabetical order, with original series coming first - slots REIZA01-28 & REIZA99 are reserved for Reiza original content, mods can use REIZA29 up to 99 OR any other name of the modder´s preference; New REIZAXX must be in upper-case"
So if you have mods in between Reiza21 and 28, you need to rename them. You need to edit 3 files: in your 'series' folder, change the name of the .srs and the .tga file; but also in your userdata folder, rename the .cch with the same name (your stats and best laps are stored in this file).
If it only happened with v0.9.6, then I have no clue… :cautious:
 
Since v0.9.3, they changed the way srs files are working: "SRS files no longer need to be named "REIZAXX", and the game will automatically sort their main menu listing in alphabetical order, with original series coming first - slots REIZA01-28 & REIZA99 are reserved for Reiza original content, mods can use REIZA29 up to 99 OR any other name of the modder´s preference; New REIZAXX must be in upper-case"
So if you have mods in between Reiza21 and 28, you need to rename them. You need to edit 3 files: in your 'series' folder, change the name of the .srs and the .tga file; but also in your userdata folder, rename the .cch with the same name (your stats and best laps are stored in this file).
If it only happened with v0.9.6, then I have no clue… :cautious:

DUDE it worked! Renamed it to 29 and so on.
Thank you so much :D
 

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