Massive Automobilista Build 1.4.3 Update Released

Paul Jeffrey

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Automobilsta Update June 2017.jpg

Build 1.4.3 of the outstanding Automobilista racing simulation has been released today by Reiza Studios, adding some new content, plenty of fixes and... Steam Achievements!

Honestly Steam Achievements don't appeal to me personally, however it seems like this seemingly low profile element of the game has been widely craved by a large proportion of the sim racing community for several months now, and after a couple of unexpected delays the Brazilian development team have finally included the finished feature in Automobilista.

Other highlights to the build include a brand new rallycross layout for the DLC Hockenheim track, promised at the time of the Legendary Tracks DLC release but having needed a little more time until it could be added to the public build version of the title.

Of particular note should be the improvements made to the AI during qualification situations. Now Reiza have updated the game to ensure AI opponents take the appropriate amount of fuel during qualifying sessions offline, hopefully adding a more competitive experience when racing against the game in-between enjoying multiplayer racing events (sorry for the shameful plug.. ;) ).

The AI improvements don't end with just qualifying fuel loads either. The developers appear to have spent considerable time working on making improvements to the way the artificial intelligence reacts when racing each other and the player in offline mode within Automobilista. Several areas of the AI have been addressed in this build and it will be interesting to see how this changes the dynamic between player and computer in racing situations.

The full build 1.4.3 change log can be seen below:

  • Added Hockenheim RX layout (not compatible with DynHUD at the moment)
  • Integrated initial batch of Steam Achievements (more info & related discussions here)
  • Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
  • Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
  • Added AIRaceCompoundSwitch parameter to series files - if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
  • Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
  • Replaced tacho texture in native HUD
  • Revised & expanded default championship calendars for several series
  • Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
  • Fine tuned drag effects for each car, correcting some previous exaggerated values
  • Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
  • Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
  • Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
  • Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
  • Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
  • Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
  • Changed AI strategy for fixing damage in pits - now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
  • Further fine tuning of fuel consumption & estimates for several cars
  • Reduced AI performance variation in Supertruck layouts
  • Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
  • Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
  • Hockenheim: Disabled Safety Car for 77 & 88 layouts
  • Karts: Adjusted POV to avoid clipping with driver model
  • Caterham: Fixed missing driver arms in external view for 360R models
  • Montana: Fixes to pitgroups & talent files
  • Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
  • LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
  • F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
  • F-Truck: Updated driver suits & Gloves
  • F-V10: Updated driver suits & Gloves
  • F-V12: fixed sound going mute between 4-5k RPM
  • Ultima: Fixed graphics glitch in headlights from external cameras
  • Superkart: corrected moving arms lodout distance
  • F3: fixed steering wheels LODs of F301
  • MCR: fixed rpm lights and LCD glass
  • Marcas: Added missing talent files; Reduced AI skill range for more consistent performance
* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users: Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here.

For the next release we hope to have it fully integrated into the main branch.

GENERAL NOTES:
If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that 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.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it in the troubleshooting topic or email Steam Summer sale with great discounts - if you´re missing anything make sure to check them out!

Automobilista is a PC exclusive racing simulation from Reiza Studios, available to purchase from Steam.

Automobilsta Update June 2017 2.jpg
Automobilsta Update June 2017 3.jpg


Don't forget to check out the Automobilista sub forum here at RaceDepartment to keep abreast of the latest news and discussions with regards to the simulation. We have a massive mod database where you can check out and download a selection of cars, tracks, skins, apps and other such third party content, plus of course we host some incredible club racing events on a regular weekly basis. If you want to become involved in the action yourself, check out the Automobilista Racing Clubs and Leagues sub forum and sign yourself up to a race today!

Have you had the chance to try out the new update yet? What do you think of the sim post 1.4.3 update? Let us know in the comments section below!
 
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Honestly it's weird that they announced a new game even before the actual release of AMS. It's also weird the lack of info at this point since i'm sure i'm not the only one worndering if i should buy it or not.

Well, AMS is the title they gave the reworked GSC. After all the improvements that were made to GSC as part of the crowd funding they decided that a new name was warranted. IIRC, there was a vote in the Reiza beta forum concerning the name change. Everyone that owned GSC had the opportunity to get AMS for free.

Reiza 17 is the new game, referenced in the crowd funding, to come after the development of GSC, now AMS, ends.
 
  • Deleted member 130869

It's been out and about the net, Automobilista was a Stock Car Extreme (itself a GSC 2013 update) update to start implementing and trying some new things on the old engine, not just editing the .exe. It's still a 32-bit application with limitations but another thing it did was establish a new brand name since Game Stock Car was awful, with very few people knowing what it was and the game outgrowing its Stock Car origins to a Race 07 kind of thing, actually with more of a Formula 1 focus.
 
you need super sample 4x or above, but thatll need beast graphics card for 8x with rfactor based (like ams), its still the best looking AA method i think, if the game will support it, assetto corsa doesnt :/ multi sample looks pants in comparison.

so in terms of if you should buy it, and ive got everything bar iracing (played in the past).

BUY IT IN THE FACE.

its great value at £6.89 !

the content is really high quality and beautifully done, and stock setups are normally fairly decent and driveable. its great fun. also where else can you do 140mph in a truck? :D
 
I like this title, but the sound and VR are what keeps me out of it. I do like that they really seem intent on addressing community issues though. Hopefully, they have something big on the horizon for the next game.
 
Great to see this sim getting better and better ! Way to go Reiza ! :o)
I will try and express an opinion hopefully without getting hammered regarding all this VR. I am a big fan of this sim - I used to enjoy it BIG TIME. But since I got VR (CHEAP second hand Rift DK2) I rarely fire it up anymore. It only happens to check the new content etc. But I dont even drive a lap before I quit again even though I wish I could enjoy it like I used to. Its not about being snobby - its simply the way it is for some ppl. So the reason I comment even though I dont drive it that much is because I still very much hope to see VR being implemented in this great sim someday. BTW you can buy a brand new Oculus Rift DK2 for 150 GPB at EBAY at the moment - I would highly recommend that to anyone who is interested in trying VR without spending too much at the beginning.
 
  • Deleted member 205301

i'm really surprised, and impressed by this title since i discovered it 2 years before (gsc).
I'm an iracing guy, and clearly, for me nothing is better (in terms of competition I mean)
But....AMS is without any doubt my n°2, much more precise than AC, much more realist than R3E, much more "logic" than RF2...
Thinking it's always an "old" dx9, with the "very old" rfactor base ...damn these guys (Reiza) are crazy, and they brings so many improvements, always and always...
This title is a blast for the "old simracing guy" I am, NO BLING-BLING HERE , just a sim, and a very clean one :)
@++
 

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