Build 1.4.9 of Automobilista Released Today!

Paul Jeffrey

Premium
AMS Update 1.4.9.jpg

Reiza Studios have released build 1.4.9 for Automobilista today, potentially one of the final updates to the simulation before it reaches its final finished state.

The new release for AMS brings with it plenty of improvements and fixes to the title such as AI enhancements and DRS tweaks, however perhaps most of the attention today will be focused around some fairly substantial changes and additions to the simulation, namely the brand new turbo model introduced to several cars and trucks, the new MetalMoro AJR prototype car, substantial HUD improvements and innovations and of course the 2017 Spielberg revamp.. so plenty to get stuck in to for players next time you restart your Steam account.

Build 1.4.9 Update Notes:

NEW CONTENT
  • Added Metalmoro AJR Prototype series
GENERAL
  • Added turbo model (used by cars in F-Classic, Lancer Cup, Mini, Metalmoro MR18 & AJR, F-Truck series)
  • Season Tool: Added calendar generation support; added additional track filters for series/type/venue/no of ai supported; added randomize action to selected calendar
  • Fixed a bug that would cause timing issues on first lap of rolling start
  • Added skip race button to championships events where a DLC track is not owned
  • Prevented pit fixtures from loading whilst a player is on track online (should reduce stutter when a new player joins)
  • Removed race percentage as a race length type option, added a Distance option
  • Added protection so that FFB isn´t run when in the options screen
  • Added time out failsafe to the finish session button, only allow 2 times the fastest lap of the session or 1/4 of the session time if no lap set yet, before being able to press next session
  • Removed race percentage time scale option
  • Improved Fuel Rate calculations to use a rolling 5 lap average for AI & Player
  • Adjusted fuel warning to when you have less than 3 complete laps of fuel left and disabled it when fuel consumption is disabled
UI & HUD
  • Revamped native HUD & TV overlay system
  • Added ability to customize HUD layout with customingamelayoutini (See support folder - read notes in the file!)
  • DynHUD is now disabled by default (can be enabled back in AMS Config)
  • Replaced UI font
  • Fixed loading screen text sizing at different resolutions
  • Updated championship mode UI
  • Tweaked team name sorting code so that teams no longer require unique names (removing V12, V10, 2015, 2017 suffixes)
  • Combined Online Chat & Timing Monitor screens
  • Fixed last car disappearing on timing screen when a player is removed before starting a race
AUDIO
  • Added new interior and exterior curb samples (currently only in Formula V10)
  • Fixed possible occasional clicks and pops in audio (mostly noticeable on curbs / some engine sounds)
  • Fixed external shift sound sometimes producing artifacts when vehicle is far away
  • Slightly refactored external audio filter (should sound nicer when approaching / leaving camera)
  • Sound now pans from one side to the other in tracking external cameras (can be tweaked from PLR file)
  • Reverb level in surround mode can be adjusted per speaker from PLR file
  • Ambient sounds have been refactored, they are now in mp3 format and can be unique per track
  • Added new track announcer voice sound effects
  • Crowds now have two levels, excited and normal (more to come later)
  • Pit sound effects play only if you are in actual pit (be it viewing your own or opponent vehicle)
  • Disabled pitSounds and Ambient sounds for Audio PostFX on low setting
  • Announcer and crowd sounds are not played in test day / time trial
  • All vehicle sounds should now be in center / not panned to side regardles of audio output configuration, if wav files don't have any pan in them
  • Fixed spotter spotting other vehicles when private qualifying is active (needs more testing)
  • Fixed bumpstop sound being triggered too often over curbs causing some clicks
  • Menu UI sounds do not produce clicks anymore if cursor is moved quickly over them
  • Reverb is muted when switching cameras
  • Ambient sound volume/pan is randomized slightly when switching external cameras
AI
  • Adjusted AI so that its less affected when driving side by side or when a drive quickly approaches from behind
  • Minor fix to reduce AI pulling to the inside when quite far behind other cars and approaching corners
  • Toned down AI "Sudden Move" scalar in all cars
  • Reduced AI aggression in all formula cars
CONTENT FIXES & UPDATES
  • Corrected DRS zone ends at Spielberg, Hockenheim, Kansai (preventing AI from flapping wing open/closed in post DRS braking zones)
  • Added 2 new clear / slightly clouded sky sets
  • Minor LOD adjustments to F-Vintage, F-Vee
  • Increased P2P power in StockV8, Montana
  • Spielberg: Complete track revamp to 2017 version & updated graphics
  • Cascavel: Reduced garage depth to stop cars crashing into pit wall leaving garages
  • Velopark: Fixed object popping in back straight
  • Adelaide: Fixed Supertruck Ramp Material sound
  • F-Vee: Updated external sounds
  • F-Dirt: Updated external sounds
  • SuperTruck: Reduced AI aggression
  • Ultima: Added LSD to road cars
  • Super V8: Adjusted AI fuel estimating
  • F-V12: minor tire adjustments
  • F-Classic: minor tire adjustments
  • F-Vintage: Minor AI tweak
  • F-Ultimate: Minor AI tweak
  • Mini: Fixed max number of opponents to 23
  • Metalmoro MR18: Adjusted fuel estimates
  • F-Classic: Added analogue cockpit configuration option; Fixed mirrors texture size, material mapping, overexposure, distortion
  • TC Classics: Updated cockpit textures (now all cockpits are in the main bodywork color and cockpit, roll cages can be skinned independently); Fixed various minor graphical glitches; Updated community skins; increased engine inertia; Fixed wrong VX IDs
GENERAL NOTES:

Logitech G29 / G920 users: Support for auto rotation is still 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.

If you want to know more about the new MetalMoro AJR Prototype, check out the preview article HERE.

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

AMS Update 1.4.9 2.jpg
AMS Update 1.4.9 3.jpg


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.


Like what you see here at RaceDepartment? Don't forget to like, subscribe and follow us on social media!

RaceDepartment YouTube
RaceDepartment Twitter
RaceDepartment Facebook
RaceDepartment Twitch
RaceDepartment Instagram

Have you tried the new update yet? What do you think of the latest build and new content added to the game? Let us know in the comments section below!
 
Last edited:
Do they use all of those 4 engine configurations in real life series as they are in the sim?

They used the Honda K20 for a good part of the season but it was unreliable, so they changed to the Chevy LS3 (with which they won at Tarumã last month). The LS3 will be kept for the 12 Hours of Tarumã in December.

As for the Judd V10 and Powetec, I don't know of anyone here who owns any of them to be used, and the top endurance teams tend to rely on LS3, K20, Volkswagen AP or Ford Duratec power.
 
They used the Honda K20 for a good part of the season but it was unreliable, so they changed to the Chevy LS3 (with which they won at Tarumã last month). The LS3 will be kept for the 12 Hours of Tarumã in December.

As for the Judd V10 and Powetec, I don't know of anyone here who owns any of them to be used, and the top endurance teams tend to rely on LS3, K20, Volkswagen AP or Ford Duratec power.

From I've read I think the car can take any of the four engines available in AMS, but in real life it had only run with the Honda turbo and Chevy LS3.

I've tried all four in the beta and the Powertec V8 is my favourite to drive, it sounds like a proper LMP2 car with that engine. Special mention to the Judd V10 sounds though, Reiza have absolutely nailed it with those. Particularly the exterior sounds are very very close to how a Judd V10 sounds in real life
 
There is just something magical about this car at Kansai...that 'feel' you get when shifting through gears...that 'punch' is just magical.
These guys are turning simracing on it's head.
Absolutely freakin' brilliant.
 
From I've read I think the car can take any of the four engines available in AMS, but in real life it had only run with the Honda turbo and Chevy LS3.

Yes, it can and a bit more, but watching the MR18 until the moment I doubt the customer teams and even JLM Racing itself will go outside the LS3 and Honda turbo as their choices with the AJR. The MR18 had this freedom too but most of the teams here used Honda or Audi turbo engines.
 
I wish I could check out the new update, but game crashes in the pits no matter what car/track combo. I am not the only one with this issue. Tried a bunch of stuff with no success.....
 
Great update to the best sim. Thank you.

I do have a question about the AI---was there a change that makes them more apt to hit a slower driver (me) from behind? Was trying out the new cars on Interlagos Chicane, which I just ran lots of laps in StockCar championship just last week. I got run over quite a bit on both low and medium aggression levels.
 
I have Oculus and a 1080Ti to run it. I basically run AMS more than any other sim title. It's summer now in Australia and the head unit looks less and less appealing to me right now. AMS has proper triple screen support, so if you are set up for this, you will find an amazing experience even without VR. The problem for me (as a VR AND a triple screen user) is when a title offers NEITHER of these options (Dirt 4). Disgusting to race in a stretched image without the option of at least being able to throw on the head unit once you are used to the proper perspective.

For someone that was amazed at the immersion of VR, it goes to show how good AMS really is that it makes me not bothered that it doesn't support it, yet. Next title maybe :)
This is the most sensible opinion from a VR user I've read.
 
Any other Nvidia Surround + multiview users seeing a spreading blob of colour on both monitors and a thin flickering line on the right monitor while sitting in the menus/garage/etc... that is, when there's nothing displayed on the side monitors?
 
Last edited:
Any other Nvidia Surround + multiview users seeing a spreading blob of colour on both monitors and a thin flickering line on the right monitor?

I get weird colours in the corners of the screen in the menu, but it's mainly when the Steam overlay pops up when someone comes online etc. Was worried at first but it's only in menus and only in AMS so I forget about it usually.
 
From I've read I think the car can take any of the four engines available in AMS, but in real life it had only run with the Honda turbo and Chevy LS3.

Richard Crawford the car can be fitted with almost any engine. I'm part of the team and work on R&D, analysed almost every engine option and got to talk with plenty of companies, including Judd, but it's an expensive option that needs deep pockets to acquire and maintain, let alone its technical complexity, being in Brazil we need to be able to be independent if we want to solve things quickly.

Multi class racing for 12h at Tarumã must be very intense, especially now after trying it in AMS! First and second corner are insanely fast in AJR!

SAGY31 Yes! It's super intense given the fast nature of the track and the varied classes of cars racing, bear in mind there are old VW Beetles sharing the track with us some years. To watch traffic pass by through corner 1 is specially mesmerizing during the night.
 
Wow... Awesome changelog as usual. "Excited and normal spectator sounds" sounds fun! :) Wonder if its when the Winner pass the finish line or if its also during some spectacular overtakes. Maybe there could be one for crashes "OOOWWWWW! IS HE ALRIGHT?!?! MUMBLE MUMBLE". :D
 
Yeah, I forgot to mention, it's only when in the menus... not when driving.
This is usually because of SweetFX or similar filters - i forget which AMS uses - they don't handle blank spaces well. You can toggle it with scroll lock or one of those group of 3 keys and make sure that's what it is. It's off-putting but there's nothing "wrong" with your settings or files, it's a quirk of the filter.
 

Latest News

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top