Automobilista Final Build Released

Paul Jeffrey

Premium
Automobilista has hit its most significant milestone to date, reaching build 1.5.0 and is now considered in a final and finished release state.


Coming to pc gamers after a long and often spectacular road of development and change, Reiza Studios have now wrapped the development of the Automobilista Motorsport Simulation (AMS) racing title, a new release born off the back of the very popular and highly regarded Game Stock Car simulation from 2013.

The latest and potentially final major release, dubbed build 1.5.0, hit the Steam network late yesterday and represents the final efforts of the development studio before full attention switches to the new and as yet unrevealed racing simulation under closely guarded lock and key back at the studio in Brazil.

Although 1.5.0 is considered the final build for AMS fans need not despair as Reiza did indicate in a recent 'roadmap' post that some other bits might sneak into the sim over time, however for now this is it people, its done, it's awesome and it's available to play on Steam right now!

AMS Buid 1.5.0 Released.jpg


Build v1.5.0:

NEW CONTENT

  • Added Buskerud Kart track (2 layouts)
  • Added Mendig Langschliefe layout

GENERAL
  • Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player's server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
  • Added "TIRE SETS" option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
  • Added "RETURN TO PITS" option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi realistic or realistic timings)
  • Fixed various issues with Steam Achievements
  • Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
  • Added Game tag to results file with property "Automobilista"
  • Added Steam ID and Race Rank to player entries in Results files
  • Added Game Version and Profile in use to title bar on Dedicated Server
  • Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
  • Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
  • Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in

USER INTERFACE
  • Redesigned Monitor UI screen
  • Added Escape Menu Confirmation option to Display settings
  • Fixed multi join screen sometimes showing wrong track map
  • Added RaceRank leaderboard to Profile page
  • Auto select users time on TT Leaderboards
  • Refactored internet connection type settings
  • Garage UI now shows fuel by decimal point when step is less than 1.0
  • Optimized UI files, removing unused files and entries
AI
  • Tweaked AI suspension rates to smooth ride over curbs a bit
  • New AI code which uses actual car width to calculate road width

AUDIO
  • Enhanced surface sounds positioning
  • Fixed various little sound replay bugs
  • Lowered spotter default volume to 75%
  • Replay surface sounds are now positioned (both pre 1.49 and new replays)
  • Remote vehicles now also have tire sounds (although highly approximated)
  • Tweaked dirt residue sound calculation (should hear it more often)
  • Audio now is smoothly faded in / out when pausing / resuming game
  • Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
  • Added "Trackside Camera Audio Directionality" into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
  • Fixed RPM limiter sound not being played
  • Added new crowd samples (club, national in addtion to old grandprix type)

CONTENT FIXES & UPDATES
  • New TV helicopter camera sample
  • Removed helicopter sound from ambient audio sample
  • Added audio environment settings to all circuits
  • Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
  • Updated Headlight textures in various cars
  • Fixed rear view mirror resolution inconsistencies
  • Granja: Revised AI paths in all layouts
  • Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
  • F-Trainer: Updated series skin set
  • Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / innacurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tireamanagement / startskill multipliers
  • AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
  • F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
  • Caterham: Fixed double arms in various models
  • F-Reiza: Updated LCD display
  • Ultima: Fixed unbalance front brake torque in road versions
  • TC: Classics: Corrected some pitch errors in external sounds

GENERAL NOTES:


Logitech G29 / G920 users
: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

Automobilista is a PC exclusive racing game from Reiza Studios, and can be purchased from the Steam network.

If you enjoy Automobilista then take your experience to the next level with RaceDepartment! Join in our brilliant online Racing Club to take part in organised online race events, or head over to the Automobilista Modding Forum to have a look through our community made content, or if this isn't enough to keep you occupied, check out the general AMS sub forum and involve yourself in our wonderful sim racing community.

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Enjoying the new build? Satisfied with the "final" product? Let us know in the comments section below!
 
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Are you seriously telling me, that you don't see the difference between a game where you "buy" the right to use the software in perpetuity, and a game where you "rent" the right to use the software,(including component parts, which have been paid for individually), only for as long as you continue to stump up extra cash?
Wow! Seems like quite an obvious difference to me.
Just out of interest, what happens to your access to cars and tracks, if you allow your account to lapse for... say 6 months and then re-activate your account? Can you still use cars and track which you've previously paid money for? Or would you have to stump up again for the exact same content? Has this been tested in court?
I'm guessing that you're gonna say, if the content has changed in any way, you've lost access to it?
 
Are you seriously telling me, that you don't see the difference between a game where you "buy" the right to use the software in perpetuity, and a game where you "rent" the right to use the software,(including component parts, which have been paid for individually), only for as long as you continue to stump up extra cash?
Wow! Seems like quite an obvious difference to me.
Just out of interest, what happens to your access to cars and tracks, if you allow your account to lapse for... say 6 months and then re-activate your account? Can you still use cars and track which you've previously paid money for? Or would you have to stump up again for the exact same content? Has this been tested in court?
I'm guessing that you're gonna say, if the content has changed in any way, you've lost access to it?

Nope. My account was inactive for two years, I reactivated it in November and all my previous content was still there and available to me.

As for the rest, I pointed out that there's clearly a difference between the two. Other games are like playing basketball in your driveway with friends, iRacing is like the gym you pay a monthly membership fee to that allows you to participate in their leagues for some serious competition. Sure, you can go to the local schoolyard and get in on a pick-up game for some competition too, but the quality of players and adherence to rules really varies, whereas the gym has more serious players and they stick to official rules so you can get a better quality experience for the extra money you spend.
 
how subscription changes right to use anything? it only limits time u can use it which is covered there. We had our agreement with Andy and finally stopped this offtopic and u had to come and continue it, didnt you? :whistling:
 
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Yes, I did. I couldn't resist. I didn't agree with what you'd posted. I was moved to comment.
"how subscription changes right to use anything?"
In iRacing you pay a monthly subscription, then you pay extra for tracks and cars. Then, if you stop paying the subscription, you may not use the tracks and cars. In many other games (software), you pay for tracks and cars, then you can use them for as long as you wish (in some cases this may be offline only). If you refuse to admit that these 2 things are not the same, then it may be best if we agree to differ. :thumbsup:
 
Even if you'd have to pay monthly subs to use content that you've paid for?
You mean like in iRacing, which is what we were talking about? In that case, I do care about having to pay to be able to play the game, but that really has nothing to do with "owning" it, that's a completely separate thing, as demonstrated by R3E, which you technically don't "own" either, but you don't have to pay to play it.
 
Ok, we really are splitting hairs now. I don't care what you call it.. Own it or not, I don't like the model and wouldn't even try iRacing on principal. Lots of people do. To each his own. I just hope that other game developers don't go down that route. But that's just me. :)
 
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but what makes them different except subscription and time u can used it in based on that subscription? (i think this is the worst offtopic in rd history :rolleyes:)
In iRacing you pay a monthly subscription, then you pay extra for tracks and cars. Then, if you stop paying the subscription, you may not use the tracks and cars. In many other games (software), you pay for tracks and cars, then you can use them for as long as you wish (in some cases this may be offline only).
Which bit don't you understand?
 
In iRacing you pay a monthly subscription, then you pay extra for tracks and cars. Then, if you stop paying the subscription, you may not use the tracks and cars. In many other games (software), you pay for tracks and cars, then you can use them for as long as you wish (in some cases this may be offline only).
Which bit don't you understand?

For the love of whatever entity you worship, drop this conversation. Denis' point is crystal clear. Enough said.
 
I as an AMS user I appreciated the graphic quality of this product in version 1.5, perhaps I expected the variable weather, which many of us ask to REIZA and despite many questions about the staff of the official forum has never deigned to give us a answer, but on the contrary has always ignored these posts, especially by users not belonging to the Portuguese language.
 
I as an AMS user I appreciated the graphic quality of this product in version 1.5, perhaps I expected the variable weather, which many of us ask to REIZA and despite many questions about the staff of the official forum has never deigned to give us a answer, but on the contrary has always ignored these posts, especially by users not belonging to the Portuguese language.
"Dynamic weather is not something we could slap in for a patch, so its not a matter of it being low priority but rather it was never on the table for AMS as it requires a longer development schedule." from reiza forum
why did u expect feature from 1.5 without any hint or info? weather is rly big thing to add, they cant add it just like that with their budget and manpower+imo a waste of time to develop someting so major on old engine when new one is on the horizon
 
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