Automobilista Released

Paul Jeffrey

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AMS V1 Released.jpg

Reiza Studios have released an update for PC racing simulator Automobilista, completing the games Steam Early Access programme as Automobilista moves to a full version 1 retail release.


Beta backers of the sim have benefited from early access to new content throughout the development of AMS, and will no doubt testify to the outstanding experience provided by the new Formula Vintage series cars made publically available in V1. Based on 1967 and 1969 spec Grand Prix cars, the Formula Vintage series is the main new content to be found in version 1. As is standard practice now for Reiza, the new update brings an extensive list of fixes and updates to the current Early Access version.

Renato Simioni of Reiza Studios has also confirmed that despite leaving Early Access, the team in Brazil have by no means abandoned development of AMS. With a range of DLC packages due to be released in the weeks ahead, work continues to optimize and improve the title. Simioni stated on the Reiza forum "development doesn´t stop with v1.0 release... You could say it´s just the end of the beginning".

Some further important info regarding this release:
  • A new player profile is strongly recommended.
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (modsin that range won´t show up in menu).
Full changelog from v0.9.8:

Content

Cars:
  • Added Formula Vintage series (1967 & 1969 seasons)

Tracks:
  • Added Flugplatz Bergschleife & Mendig Supertruck layouts to Mendig
  • Added circuits no 7 & 9 to Buenos Aires
  • Added West & Classic layouts to Kansai
  • Added South & Patriot layouts to VIR

Features & Fixes
  • Track conditions now cumulative over race weekend (no longer resets to initial state every session)
  • Added track progression & quali length options to AMS Dedicated tool
  • Added DynHUD spinner for alternative designs & two extra default options (CleanHUD & Telemetry)
  • DynHUD: Various stability & functionality fixes
  • Disabled 16bit option altogether from AMS Config
  • Added AMS Config option for alternative SweetFX presets & included some new presets
  • Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
  • Upped "reserved" slots in main menu for official content from previous 28 to 35 (so mods which were previously in that 29-35 range will need to be renamed to show up in main menu)
  • Folder "\SCREENSHOTS" is now created in root configurations folder rather than as subfolder of Userdata (needs to create a new config.inito take effect)
  • Fixed opponent class filter so it no longer displays different cars in a same class as the same
  • Added extra track and vehicle information to showroom & loading screens
  • Added music fade out during loading screen
  • Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
  • Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
  • Fixed bug with some sound effects looping during replays
  • Fixed bug with Multiplayer menu settings not working
  • Fixed issue with cars not featuring an onboard engine starter being unable to start in a formation lap by having pit crew fire up the engine
  • Fixed vehicle selection menu in multiplayer to display only allowed cars when running All Cars & Tracks
  • Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go
  • Tweaked position of Main Menu series spinner & added page number
  • Mod tracks are no longer listed for Time Trial mode
  • Added missing championship configuration options
  • Updated input binding options when a command is already mapped to another function
  • Added UI option for setting qualifying length
  • Added UI option for multiple race heats with reverse grids
  • Several adjustments to Garage UI
  • Renamed some track layouts to a more consistent standard & moved Historical venues to the same menu branch of their modern counterparts
  • Updated portuguese, french, spanish localization
  • Added messages for manual ignition
  • Revised Realfeel settings for several cars
  • Fractionally reduced overall AI aggression
  • Fixed FFB remaining loaded while hitting pause, ESC or instant replay
  • Removed redundant DRS & Push-to-pass messages when car in use is not equipped with such
  • Various shader improvements
  • Vehicle shadow optimization (all cars)
  • Updated feeler settings to minimise wheel interlock glitches
  • Added throttle mapping (built into the physics)
  • Fine tuned road dust properties
  • Fine tuned various sound effects
  • Sound updates to F-Vintage, Marcas, Boxer
  • Several car skin updates to F-V10, F-Reiza, F-Extreme F-V12, Superkart, Opala, Opala 86 & Added new Renault Fluence car
  • DynHUD: Fixed Delta Widget resetting in Time Trial mode after a restart
  • Speedland: Improved night lighting & fixed several collision issues
  • Improved AI paths for Londrina, Johannesburg Historic, Interlagos Historic, Montreal, Cordoba, Spielberg layouts
  • Johannesburg: Reduced bump in tarmac seams
  • Mendig: Several trackside detail updates
  • Kansai: Relaxed corridors on exit of corners with astroturf
  • F-Vee: Adjusted alpha channels in driver helmets
  • SuperV8: Added new cockpit model
  • F3: Added new cockpit-mounted LCD display alternative to both models; Adjusted team & driver names; Added remaining talent files; optimized LODs; Revised tire physics & default setup
  • SuperV8: Adjusted default setup fixed tires and rims blur settings
  • Boxer Cup: Texture optimization, new cockpit materials; fixed display temperature readings clipping above 100º, adjusted default roll bar stiffness
  • MR18: Revised tire physics
  • Lancer Cup: Revised tire physics; Fixed small hole in Lancer R cockpit
  • Opalas: Revised tires & AI
  • F-Reiza: Totally revised physics: New front geometry; Revised Tires; Changed setup, dampers, bumprubbers; added throttle map per gear
  • F-Extreme: New front geometry; Revised Tires;
  • F-V10:Texture optimization, new cockpit materials; fixed tires and rims blur settings, optimized LODs
  • Marcas: Updated LCD displays
  • F-Retro: Adjusted tires
OBS: Steam Achievements will be added shortly.

VX portal is also now also officially launched at www.virtualxperience.net ! You can access the multiplayer lobby and launch the sim straight from your browser. Our official public servers will also be deployed shortly.




Check out the latest physics development video for AMS by Niels Heusinkveld here. The video is an interesting 22 minute look back at the changes made to the game engine in Automobilista, presented by the man behind the magic.

Missed the Version 1 release trailer? Never fear, catch it here.

Automobilista is currently discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) at US $54.99. Membership upgrade (all DLCs + beta access for those that already own the game) will be available for US $24.99. Post Sunday 29th the game will return to the full retail price of US $39.99.

The best place to find the latest mods for Automobilista is right here at RaceDepartment. We have a wide variety of cars, tracks and mods for AMS ready to download today. Have a look through our modding archive or join in the discussion with your fellow community members. Better still, come and see for yourself what all the fuss is about - join in at one of our regular racing club events. We run races 7 days a week in a variety of car and track combinations.

AMS is finally out of Early Access. Do you have the game already? Would you recommend it to a friend? Automobilista not in your games library yet? Will you be picking it up now it has reached version 1? Let us know in the comments section below!
 
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For SweetFx you should all deactivate AA in AMS configuration tool.
When you select sweetfx ingame it auto overides in game aa, right?

I have tried everything and sweetfx is definitely not loading. Not technically challenged either. :)
Everything else is just great and the sweetfx isn't that important, but would like to see that hdr emulation.
 
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I have tried everything and sweetfx is definitely not loading.
Just to clarify, have you told it to use the sepia sweetfx preset? I suggest that one as it's easily identify-able unlike the other presets. If unaware, open the SweetFX_preset.txt in the games root folder using a text editor, and make it read "#include "SweetFX\Presets\Sepia.txt" (without the quotation marks).

In game, I find the "pause" key to enable and disable sweetfx, despite the injector.ini file stating that this should just reload the shader and that the "scroll lock" key should supposedly toggle the shader on and off.

Which operating system and graphics card are you using? I'm personally on Win 7 x64 with an nVidia 980Ti and sweetfx works for me, however I've heard that both Win 8 and 10 have had issues with sweetfx, and that if you're using an AMD GPU then you need to inject sweetfx via your GPUs own software. I've no first hand experience of this, is just what I read.

Also, you can run AMS with MSAA and sweetfx at the same time, you just don't run their sweetfx. I prefer to run "Boulotaur2024" version of sweetfx, so I remove Reizas files "d3d9.dll" "injector.ini" "SweetFX_preset" and the "SweetFX" folder (back it up to a safe place) then copy Boulotaurs files into the root folder, launch the AMS Configuration Tool. set the sweetfx preset option to disabled, enable your desired MSAA, then run the game - Boulotaurs sweetfx will then be running within the game, you just need to either copy the values within Reizas presets over to the new files, or add in someone else's preset. In fact I think I'll upload my files to the AMS download section now :)
 
Just to clarify, have you told it to use the sepia sweetfx preset? I suggest that one as it's easily identify-able unlike the other presets. If unaware, open the SweetFX_preset.txt in the games root folder using a text editor, and make it read "#include "SweetFX\Presets\Sepia.txt" (without the quotation marks).

In game, I find the "pause" key to enable and disable sweetfx, despite the injector.ini file stating that this should just reload the shader and that the "scroll lock" key should supposedly toggle the shader on and off.

Which operating system and graphics card are you using? I'm personally on Win 7 x64 with an nVidia 980Ti and sweetfx works for me, however I've heard that both Win 8 and 10 have had issues with sweetfx, and that if you're using an AMD GPU then you need to inject sweetfx via your GPUs own software. I've no first hand experience of this, is just what I read.

Also, you can run AMS with MSAA and sweetfx at the same time, you just don't run their sweetfx. I prefer to run "Boulotaur2024" version of sweetfx, so I remove Reizas files "d3d9.dll" "injector.ini" "SweetFX_preset" and the "SweetFX" folder (back it up to a safe place) then copy Boulotaurs files into the root folder, launch the AMS Configuration Tool. set the sweetfx preset option to disabled, enable your desired MSAA, then run the game - Boulotaurs sweetfx will then be running within the game, you just need to either copy the values within Reizas presets over to the new files, or add in someone else's preset. In fact I think I'll upload my files to the AMS download section now :)
At the moment I am trying just straight stock, tonight gonna try another erase of the main dir and try again. treating it as experiment with controlled variables. I ran it before and it works in AC. If I figure it out I'll post my fingings
 
sweetfx

I do not have AA enabled in the AMS config tool, however I do have it enabled in nvidia inpector as recommended by the AMS manual.

That may be it?


Edit: nope - nothing as complicated as all that. Its the PAUSE key that enables it for me - somehow I never tried that, being so used to SCROLL LOCK enabling Sweetfx. Thank you for the tip.
 
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Go to C:\Program Files (x86)\Steam\steamapps\common\Automobilista\SweetFX\dlls and open FXAA and SMAA dlls and check to see if the application extension d3d9_2.dll is located there.
If it is missing sweetfx won't load. To locate the missing extension go back to C:\Program Files (x86)\Steam\steamapps\common\Automobilista and copy and paste missing extension into FXAA and SMAA dlls folders.
Fixed sweetfx not loading for me, hope it helps.
 
I erased the whole directory (minus content etc) and reloeaded and now it works fine, even with the gid hud d3d9.dll,
I must be getting some weird corruptions on the download, because as stated earlier, I had to redownload the whole thing. As usual with Reiza it ends up being fine. Thanks for the input fellas.
 
Since getting the Oculus a few months back, I haven't played Automobilista or any flat screen sim; since it finally went to 1.0 I decided to give her a go last night. All I can say is wow! The throttle inputs are so much more precise and controllable. Didn't know what I was missing till you feel the difference. FFB out of the box is solid and conveys the movements so well. Well done, I can't wait till this finally gets VR support!
 
Problem solved.

Slept on it & took Renatos' advice. Logged back onto Steam.
This freed up the frozen page allowing me to access the local integrity check. (6 files repaired).

It seems any custom settings we make in game { DynHud, Controller, etc } will cause the steam update to fail.
 
option for a custom championship with mod tracks.
That was probably a very nice option to have. But in the mean while you can do that by going to your games folder - series - choose the car class you want, for example the F-extreme is the reiza08.srs, open that, push a bit donw, and under (SceneOrder) you have the tracks that will be part of the championship. Lets say you want Spa Fall version of Patrick to be the first one, open Spa folder - Spa Francorchamps Fall - and copy "Spafall" into the series folder. Five minutes you can create a full custom championship, and make a copy of the .srs file before you start changing things, so you can back up to the original file if you mess up.
upload_2016-8-26_13-15-23.pngupload_2016-8-26_13-24-56.png
 
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Anybody else having weird/heavy FFB while driving a custom F-Extreme skin since 1.0? Or could you check. Thanks.
Hate to quote myself, but has anybody tried this yet? I'd just like to get confirmation one way or the other if custom F-Extreme skins are working just fine or if anybody else is getting weird FFB/handling/aero from them on the 1.0 release. If someone could just load one up real quick (any one you can find, they are all acting funny for me) and let me know, it'd be appreciated. Thanks! :)
 
I have a G27. The vanilla skins work just fine, its only the customs. Same round of play and everything. Its really odd. All settings for everything are the same when I load up both. But the custom ones are always heavier and straight line wobble in 6th and above. Doesn't matter what custom skin I use or if I make it it's own series or put it in F-Extreme. Every single custom F-Extreme skin acts up on the track for me. I've checked the .veh's and the .srs's etc. I thought maybe it was the new F-Extreme geometry in the release notes not meshing with the old template but if it's working fine for you I'm completely out of ideas! Haha.
 

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