Automobilista v1.5.0 Released

http://steamcommunity.com/games/431600/announcements/detail/1577814808047087426

Automobilista v1.5.0 RELEASED
29 DECEMBER - REIZA STUDIOS
Automobilista v1.5.0 is now out - includes new official multiplayer ranking system, a beautiful new kart track, new realism features and more !

V1.5 is the culmination of years of simulation development, and the definitive version of Automobilista.


Introducing Race Rank:
Race Rank is the first step in an online ranking system for Automobilista. The scope of it’s release for Automobilista is to rate players as they race online and produce a leaderboard of all entrants. The aim for the leaderboard is not only to drivers from the fastest downwards, but also give prominence to those who race recently to keep people actively racing.

A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as virtualxperience.net.

Below is the Changelog for v1.4.93 -> 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 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.

 
Well , I'll say this right now , it's been one hell of a ride with you Reiza! I started out with GSC 2012 , fell in love with it , and then AMS was announced. I felt honored in being a guy who backed the development and watched this sim grow to ( in my opinion ) the best dang sim ever created. Not only the guys at Reiza , but some of the modder's here....really made this game special. With your tracks , cars , skins and so forth.......and to me , that's what a sim should be. A main studio behind the scenes doing all the real important stuff , but letting mod guys get creative and get their visions put into the sim as well.

I just wanted to say thanks to all you guys! I'll be driving this sim for a very long time , and enjoying every minute of it.
 
Thanks Reiza, in honor of the amazing fclassic 1988 F1 mod, here is a little something I cooked up with the help of some 3d renders and Keith Windsor's 1988 Mod for AMS.

+ some slight modifications to some car skins & driver helmets ;)

tOXNb1Q.png



thank you !!!
 
By the look of things we're still waiting on Niels to deliver us the Turbo for the modern Formula cars. Still plenty to look forward to. Ironic really that people have always been saying AMS is the game that's only tiding us over until the real release of Reiza's next title when in fact AMS will have had far more ongoing development post release and longevity than PCars1 ever did.

To me the ride isn't over.
 
NEW CONTENT
  • Added Buskerud Kart track (2 layouts)
  • Added Mendig Langschliefe layout
For sure another milestone this 1.5.0 version.
I dont try it until now but i hope you correct the new Mendig track from Langschliefe to the correct spelled Langschleife.
I assume that it should be a German name and everything else would be embarrassing.
 
Thanks Reiza for their awesome work, the Game really is very great.

But there are just 2 Points of the AI that make the Game really annoying.
1. AI still lift Throttle on Straight if the would easylie can do overtake (Lift throttle when the move to the Path to overtake)
2. If AI Overtake AI, in a lot situations the Overtaking AI Driver (Inside) will always do a little more turn on Exit of the Corner and tadaaaaaaa Outside Slower driver is again in front.

This happend like 99% of all time. Without these both Issues im pretty sure this would be the best AI ever in Racing Games.
 
@Michael Stead , It's a pity that your topic is not given much attention, although it's basically the same.

Well that was always going to happen.I beat Paul to the punch, but there was always going to be an official RD post about the patch. Funnily enough, with this one I goofed and accidentally made this post in the Assetto sub-forum. :redface: A friendly helper elf moved and restored the post to it's unedited state.
 
Thanks Reiza for their awesome work, the Game really is very great.

But there are just 2 Points of the AI that make the Game really annoying.
1. AI still lift Throttle on Straight if the would easylie can do overtake (Lift throttle when the move to the Path to overtake)
2. If AI Overtake AI, in a lot situations the Overtaking AI Driver (Inside) will always do a little more turn on Exit of the Corner and tadaaaaaaa Outside Slower driver is again in front.

This happend like 99% of all time. Without these both Issues im pretty sure this would be the best AI ever in Racing Games.

#1 is going to be fixed soon. Prior build had fixed this, but current one is worse. Reiza will tweak some more.
 
It's been mentioned before the AI upto 1.48 release I think would pass more, but would just pull to the inside when they had no chance of making a pass also, especially badly in f1 cars on circuits with big breaking zones. As such they were actually slower than now. This was stopped as it was causing as much bad behaviour as good.

In the last 1.49 patch we tried to improve the actual logic for pulling out from the slipstream to take into account various factors so they would judge it correctly. However in a game with 40 different series of cars we didn't have time to test every permutation. But on max aggression it was working well with fvintage at Johannesburg which was the main complaint we were receiving.

At present most of the team is still away for the winter break, but we will be back in the coming days and will look at the various issues that people are reporting in general.
 
It's been mentioned before the AI upto 1.48 release I think would pass more, but would just pull to the inside when they had no chance of making a pass also, especially badly in f1 cars on circuits with big breaking zones. As such they were actually slower than now. This was stopped as it was causing as much bad behaviour as good.

In the last 1.49 patch we tried to improve the actual logic for pulling out from the slipstream to take into account various factors so they would judge it correctly. However in a game with 40 different series of cars we didn't have time to test every permutation. But on max aggression it was working well with fvintage at Johannesburg which was the main complaint we were receiving.

At present most of the team is still away for the winter break, but we will be back in the coming days and will look at the various issues that people are reporting in general.

It's not a terrible situation. We know it worked quite well and almost everyone was impressed in a prior build. We're here to help tweak individual series if you need feedback. It is incredibly difficult to get everything balanced and have multiple aggression settings that actually differ from each other.
 
The Logic of pulling out of slipstream is good that is true, the issue is only, they pull out of slipstream and between Pulling out and arrive on the overtaking Path the lift the Throttle.

If they would stay on Full Throttle in the complete Move to the Breaking Point it would be perfect.

I Have this issue with every Series and Every Track aswell as on all Aggression Settings.

If that can be fixed it would be all PERFECT
 
The Logic of pulling out of slipstream is good that is true, the issue is only, they pull out of slipstream and between Pulling out and arrive on the overtaking Path the lift the Throttle.

If they would stay on Full Throttle in the complete Move to the Breaking Point it would be perfect.

I Have this issue with every Series and Every Track aswell as on all Aggression Settings.

If that can be fixed it would be all PERFECT

It will be. It worked that way before. But it's very complicated to not have a setting that works for F1 cars well screw-up some slow cars, etc. Alex has already worked miracles with the AI so far. A bit more tweaking will do it :)
 

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