Automobilista 2 | Racin' USA Pt3 Released & Changelog V1.4.3.3


Automobilista 2 keeps expanding on its already huge amount of content. After releasing the first 2 USA DLCs, this third part finalises the saga (for now).

Owners of either this new DLC or the season pass will be happy to realise that the following 3 tracks will be waiting for them after downloading the truly massive 3.7GB download.
The 3 tracks included in the DLC are
  • Indianapolis Motor Speedway
  • Auto Club Speedway
  • World Wide Technology Raceway (Gateway)
Included are not only the oval layouts but also the infield layouts for you to enjoy.

Another thing that was added with this update was a historic version of Spa-Francorchamps. If you own the Spa DLC then you now have access to the 1970 layout of this classic Belgian venue.

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But now let's look into the massive update and its changelog on the next page of this article.

What do you think about this update and DLC? Does it tickle your fancy? Is there anything you see that makes you excited? Let us know
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

i'm not sure which version of Automobilista2 the detractors are using........I just had a practice session with the GTE cars at Bathurst and it was amazing. A 5 car pack charging over the top of the mountain, jostling for position all the way. Flat out down Conrod straight and locking the brakes up at the Chase while trying to out brake them. I was in the Corvette doing 2.05 laps. This kept up for several laps. One of the Porsches tried to pass me on the inside going into Skyline. A suicide move that he pulled out of, The session ended with me coming undone in the Esses in a big mess.
I have been Sim Racing for about 25 years and the Automobilista2 AI is close to the best. The only real rival is iRacing's AI. Like somebody said earlier, the main thing is enjoyment. I will never get to thrash a race car around Bathurst (they don't let 70 year olds do that for some reason). These sims create the illusion and some of the feel of hammering a race car at peak performance.. I am very impressed with the quality of cars, tracks and the whole experience. Well worth the money.
 
Sooo.....6 pages into a DLC release and not one comment on the new DLC lol
Steam has only had 3 reviews and not enough to generate a score.

Has anyone "OTHER" than the season pass holders bought it?

Are the road course versions any good? Cause the ovals with the current ingame content, doesnt really interest me.
I prefer nascar content on ovals over open wheel.

As for the whole AI discussion.
Yes it has improved in areas and you can have a decent race with them.
I personally, don't even think ive been hit by an ai yet?

My beef are the following.

"SOME" combos have been optimized...yet I have no idea which ones have.
Solution: take a note from iracing and release combos each update.
Use the championship mode in game and release some each update.
That way we know, or start an optimized AI thread on there form.

No multiclass scoring available in custom championship mode but its available in single player mode?

Several tracks I'm still seeing random AI riding curbs with 3/4 of the car on the grass.

Multiclass we will use Daytona as an example.... faster class ai , are still occasionally getting stuck behind slower ai on the infield until they get on the oval portion. Seems to happen more in practice.
Some tracks they are fine....again I have no idea which combos are optimized.

Wet weather the ai grip is not nearly as affected as the user.
There speed greatly differs good and bad.
One of the best features of the madness engine is the weather system.

AI outlaps...they seem to have much more grip in the tires than the user until after a few laps when mine get up to temp.

Some corners the AI is brutally slow than rocket out of the corners.

AI drafting, I was on Spa in a gt4 car.
The ai used the draft to close the gap which was nice. However he tucked in behind me for several seconds which it would have had to lift off and slow his momentum or he would have rear ended me but he was able to pull out and fly by me like I lifted and he got an extra hp boost.
Not very fluid.

Ai strength between classes varies greatly.

I currently use 110-115 strength max aggression on most combos. There are a few that I use at 120 and still beat the ai by a few seconds a lap.

My concern is, I am no alien a mid packer at best and usually 1.5 - 2 secs off the top guys times on a good day.
If I'm nearing the max ai strength the faster guys are gonna be bored senseless with the ai in the this title.

All that said, MP needs to be the next focus to draw some more players to the title.

I may rag on this title from time to time but I do support Reiza.
Im just getting a bit impatient as we are approaching yr 3 of development and just recently got the driving dynamics to a respectable level.
Hopefully, AI, single player and MP improvements wont take as long.
 
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Sooo.....6 pages into a DLC release and not one comment on the new DLC lol
Steam has only had 3 reviews and not enough to generate a score.

Has anyone "OTHER" than the season pass holders bought it?

Are the road course versions any good? Cause the ovals with the current ingame content, doesnt really interest me.
I prefer nascar content on ovals over open wheel.

As for the whole AI discussion.
Yes it has improved in areas and you can have a decent race with them.
I personally, don't even think ive been hit by an ai yet?

My beef are the following.

"SOME" combos have been optimized...yet I have no idea which ones have.
Solution: take a note from iracing and release combos each update.
Use the championship mode in game and release some each update.
That way we know, or start an optimized AI thread on there form.

No multiclass scoring available in custom championship mode but its available in single player mode?

Several tracks I'm still seeing random AI riding curbs with 3/4 of the car on the grass.

Multiclass we will use Daytona as an example.... faster class ai , are still occasionally getting stuck behind slower ai on the infield until they get on the oval portion. Seems to happen more in practice.
Some tracks they are fine....again I have no idea which combos are optimized.

Wet weather the ai grip is not nearly as affected as the user.
There speed greatly differs good and bad.
One of the best features of the madness engine is the weather system.

AI outlaps...they seem to have much more grip in the tires than the user until after a few laps when mine get up to temp.

Some corners the AI is brutally slow than rocket out of the corners.

AI drafting, I was on Spa in a gt4 car.
The ai used the draft to close the gap which was nice. However he tucked in behind me for several seconds which it would have had to lift off and slow his momentum or he would have rear ended me but he was able to pull out and fly by me like I lifted and he got an extra hp boost.
Not very fluid.

Ai strength between classes varies greatly.

I currently use 110-115 strength max aggression on most combos. There are a few that I use at 120 and still beat the ai by a few seconds a lap.

My concern is, I am no alien a mid packer at best and usually 1.5 - 2 secs off the top guys times on a good day.
If I'm nearing the max ai strength the faster guys are gonna be bored senseless with the ai in the this title.

All that said, MP needs to be the next focus to draw some more players to the title.

I may rag on this title from time to time but I do support Reiza.
Im just getting a bit impatient as we are approaching yr 3 of development and just recently got the driving dynamics to a respectable level.
Hopefully, AI, single player and MP improvements wont take as long.
Funnily enough, I've just completed long session after updating and my thoughts pretty much echo yours.
The AI don't seem to want to overtake each other and they are very slow in some sections. Like you, I'm average at best, but I'm running the AI on max aggression and at 110% and still having an easy time out there. Someone like me is usually mid pack at 90-95% on most sims.

All said, AMS1 turned out to be brilliant for offline and I think this title will be too. I know it's been around a while now and some of the issues should be sorted, but at least we can see progress happening.

As for the new content, old Spa is fantastic, Indy is pretty good, not tried any of the cars yet.
 
Premium
If you run Practice and Qualifying does that impact AI race pace? I wonder whether the game does any performance tuning based on previous sessions..
 
If you simulate a qualification session, AI will also be sorted in proper performance order and from the changelog there are supposed improvements in that area.
Not sure what happens for a race without qualification session.
 
Sooo.....6 pages into a DLC release and not one comment on the new DLC lol
Steam has only had 3 reviews and not enough to generate a score.

Has anyone "OTHER" than the season pass holders bought it?

Would not be surprised most owners of this DLC got it from the Season Pass or another pack including it.
 
Did they release an IndyCar with the protective screen? I thought there was supposed to have been one, as part of the USA packs, but I can't find it. Can someone advise please?
 
they have released a 2020-2022 season pass, and the have released only a America DLC divided in 3 parts in 2 years without exciting content (oval is so meeh)....even the Project cars 2 content is far better.....
 
Did they release an IndyCar with the protective screen? I thought there was supposed to have been one, as part of the USA packs, but I can't find it. Can someone advise please?
This has been put in hold as apparently there are negotiations with Indycar for having an official license.
 
Premium
I've just had a bash on AMS2 and i love it, Feels great with my T300RS wheel and it looks brilliant, I've got all the dlc thus far and i buy it whether i am interested in it or not because i want to support Rieza so they can continue to perfect this great sim.
 
I don't really know what this "Added Short Oval & Speedway configurations for Opala 1986 Stock Car, Stock Car Omega, Copa Montana, Super V8" means.

Can someone explain this? Where and how can I use those configurations? Maybe a dump question, but I didn't see those configs in car selection menu.
 
I think these configs are loaded automatically, pretty much how the game auto selects low downforce variant of some cars at some relevant tracks.
 
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I agree with NR2003, havent played Iracing, or Outlaws, and my experience with AMS1 came after AMS2 so it's pretty limited as I enjoy 2 much more. But ACC AI is not better than AMS2, they are better behaved and more "clean" yes, but like I wrote before, they are just plain boring, they almost never make mistakes, crashes or dnf. Real life racing can be chaotic and unpredictable sometimes, thats something that ACC lacks.
I find ACC AI horrid. They punt you off the track with reckless abandon and then your safety rating gets dinged for no fault of your own. It is maddening. AMS 2 AI is far from perfect but, IMO, the best of any currently in the market.
 
Last edited:
I don't really know what this "Added Short Oval & Speedway configurations for Opala 1986 Stock Car, Stock Car Omega, Copa Montana, Super V8" means.

Can someone explain this? Where and how can I use those configurations? Maybe a dump question, but I didn't see those configs in car selection menu.
It's especially not a dumb question when none of those cars is intended to do US-style oval racing. Especially the frickin' Super V8, an Aussie Supercar. Like, huh? Muh realism? :rolleyes:

IMO let road racing cars be road racing cars, and make a generic unlicensed not-NASCAR (e.g. Stock Car USA) for oval racing with appropriate auto-configurations for asymmetrical setups and aero and so on. But maybe I'm too much of a purist :roflmao:
 
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