AMS2 Update Fixes Logitech Issues

Autmobilista 2 Hotfix v1.5.0.4 Update.jpg
Making the jump to v1.5 proved to be a big step forward for Automobilista 2, but as is often the case, such big updates come with small issues. To remedy some of these unintended consequences, a small update has been deployed that users of Logitech wheels should find particularly helpful.

Image credit: Reiza Studios

Prior to the update, Logitech devices featuring TrueForce (that being both versions of the G923 and Pro Racing Wheel) encountered issues regarding their lockstop and calibration, which should now be a thing of the past again. The same goes for game crashes in certain very specific situations, such as skipping ot the end of a session in a championship with full course yellows and the fastest lap point active.

Several Minor Fixes & Adjustments​

Developer Reiza Studios also took the opportunity to adjust a number of parameters for various cars, including tire treads and carcasses, Force Feedback, aerodynamics and certain setup values being incorrect. Singleplayer racers will be pleased to find out that the AI have received more attention as well, with select classes seeing recalibrations, particularly for the behavior on ovals.

On the content side, the 2023 Cruze of the Stock Car Pro Series has received an updated model, and both cars compete in the series have seen the addition of a new cockpit model, bringing Brazil's premier touring car series up to spec properly for its current season.

You can find the full changelog for v1.5.0.4 below.

Automobilista 2 - v1.5.0.2 to v1.5.0.4 Changelog​

Content
  • Added Updated Stock Car Cruze 2023 model & new cockpit model for Stock Car Pro Series 2023

General
  • Fixed Logitech TrueForce wheel devices lockstop & calibration issues
  • Pit crews will no longer spawn for safety car when entering the pits
  • Fixed a potential crash to desktop that could happen to more than one client at the same time in multiplayer when processing a vehicle impact of a participant that had just quit the session
  • Fixed a crash that could occur when advancing a championship session after clicking 'skip to end' if the championship had full course yellow setting and fastest lap point setting enabled
  • Fixed an issue that could result in incorrect final drive being loaded in first session when no prior setups exist
  • Changed Time Trial track state to be equal to Heavy Rubber preset (instead of a fully rubbered track all around as before)

Physics
  • Tire tread adjustments for GTE, GT3, GT Classics, Group C, Stock Omega 1999, F-USA Gen1-3, F-USA 2023 Speedway compound
  • Minor stifness adjustments for GT3 tire carcass
  • FFB adjustments for Prototypes P2-P4, Formula Trainer + Advanced, Vintage Touring Car T1-T2, HotCars, Omega Stock Car 1999, SprintRace, Copa Montana, Copa Uno, Copa Fusca, Copa Classic B-FL, Mitsubishi Lancer Cup, TSi Cup, Street Camaro SS, Kartcross
  • Fixed missing hard compounds for Corvette GTP & Nissan R89C; Fixed missing wet compound for Copa Uno
  • Adjusted final gear ratios for all cars to account for recent bug fix
  • GT3: Slightly adjusted aero for Nissan GT-R, BMW M6
  • Group C: Minor aero & performance adjustments for all models
  • Adjusted engine inertia & compression rates for Hot Cars, Copa Classic & Fusca
  • Mclaren F1 GTR: Corrected rear ride height asymmetry
  • F-Classic Gen4: Performance Adjustment for Mclaren MP4/6
  • Ginetta G55 GT3: Updated engine specifications
  • Added flexible axles to RWD Hot Cars, Copa Classic & Copa Fusca
  • Updated clutch models copa Copa Classic
  • Reduced default steering lock for F-USA Gen1-3 & 2023 SW / SS variants
  • F-Reiza: Adjusted autoshift thresholds

AI
  • Adjustments to AI performance and behavior for ovals
  • Rallycross: AI performance updates
  • AI calibration pass for F-Classic Gen4, GT3, Porsche Cup Mini JCW UK, GT5, GT Open

Audio
  • Ginetta G55 GT3: Updated sounds for new engine specs

Tracks
  • Brands Hatch: Fixed AI line on pitlane
  • Spielberg Historic: Fixed the distance markers LOD popping
  • Nürburgring 2020: Fix a floating corner tower at Nürburg Castle
  • Daytona Oval: Exclude apron from track limits

Vehicles
  • McLaren 720 GT3: Display updates with Fuel data added; Pit limiter green LEDs; Small color corrections; corrected mapping; Removed LEDs around the 2nd screen
  • P1 Gen2: corrected DRS animarions for for AJR Gen2 & Sigma P1 G5
  • StockCar Car Pro Series 2023: Fixed headlights issue & updated cockpit for Corolla model
  • Sigma P1 G5: Fixed redline on Display page 2

Your Thoughts​

What do you think of the latest AMS2 update? Which of the improvements or additions of v1.5.0.4 is your favorite? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Good news, I was wondering how was the AI on oval but no time to test it.

I don't whether it has been reported but the game performance has decreased with the 1.5 patch. Tracks with a lot of trees run really bad on these parts, with huge FPS drops. I did not experience that before (plating at 4k on a 3070). Also I experienced big black shapes on my screen entering or going out of the pitstops. It happened one time (bexause I haven't try to reproduce the problem, not enough time). I had never happened before.

Anyone with the same issues?

EDIT : about the performance, it mat be that I have increased the graphic details (everything at max), as all my settings had been lost after the update, not sure I used these settings before.
 
Last edited:
Good news, I was wondering how was the AI on oval but no time to test it.

I don't whether it has been reported but the game performance has decreased with the 1.5 patch. Tracks with a lot of trees run really bad on these parts, with huge FPS drops. I did not experience that before (plating at 4k on a 3070). Also I experienced big black shapes on my screen entering or going out of the pitstops. It happened one time (bexause I haven't try to reproduce the problem, not enough time). I had never happened before.

Anyone with the same issues?

EDIT : about the performance, it mat be that I have increased the graphic details (everything at max), as all my settings had been lost after the update, not sure I used these settings before.
My performance on a 3060ti with a Pico 4 VR headset has gone to crap. It was pretty smooth until recently. Then again pico has also updated it's software so it's hard to tell where the problem is sometimes as my VR performance on everything seems worse recently.
 
Good news, I was wondering how was the AI on oval but no time to test it.

I don't whether it has been reported but the game performance has decreased with the 1.5 patch. Tracks with a lot of trees run really bad on these parts, with huge FPS drops. I did not experience that before (plating at 4k on a 3070). Also I experienced big black shapes on my screen entering or going out of the pitstops. It happened one time (bexause I haven't try to reproduce the problem, not enough time). I had never happened before.

Anyone with the same issues?

EDIT : about the performance, it mat be that I have increased the graphic details (everything at max), as all my settings had been lost after the update, not sure I used these settings before.
I thought i was going mad as the performance on my PC (3080 5800x) has taken a turn for the worse on AMS2, guessing the shaders / models have been increased or something then.
 
I thought i was going mad as the performance on my PC (3080 5800x) has taken a turn for the worse on AMS2, guessing the shaders / models have been increased or something then.
So we both are not mad. I can't remember having read any change in the graphical department, maybe it is mentioned somewhere. The replays play really bad too, it wasn't like this before (I had some FPS drops when many cars and details were on screen, but now is almsot everywhere in the replays).
 
Good news, I was wondering how was the AI on oval but no time to test it.

I don't whether it has been reported but the game performance has decreased with the 1.5 patch. Tracks with a lot of trees run really bad on these parts, with huge FPS drops. I did not experience that before (plating at 4k on a 3070). Also I experienced big black shapes on my screen entering or going out of the pitstops. It happened one time (bexause I haven't try to reproduce the problem, not enough time). I had never happened before.

Anyone with the same issues?

EDIT : about the performance, it mat be that I have increased the graphic details (everything at max), as all my settings had been lost after the update, not sure I used these settings before.
Speaking 4K graphics, myself running RX 6800 XT no issues whatsoever with the 1.5 patch going max settings. Likewise no issues in highest possible VR settings, even not when VR racing from my 4600h/1650Ti laptop (LAN attached while my Quest 2 being WiFi6 AP connected, even using Virtual Desktop overhead).

However, speaking physics and car behavior have to say I clearly observe a setback for the 1974 Porsche 911 RSR. At release it was my go to, perfectly suiting my T300RS wheel by using FFB+. But since 1.5 patch the car is less "alive", too easy to control, besides feels like some forced braking aid, now possible to go deep into corners continously trail braking, hardly without consequences.
Tried with both my G27 pedals, T-LCM's and T3PA set, resetting everything with calibration from scratch, but same result.
I want my fragile classic 911 RSR back and not as a modern nanny electronics GT3 car.

On the contrary: Formula Junior down Südschleife. What a difference the 1.5 patch have made. Wow. Also speaking the AIW improvement, offline racing this combo with my hardware is certainly a big lift here with 1.5.
 
Last edited:
Premium
Good news, I was wondering how was the AI on oval but no time to test it.

I don't whether it has been reported but the game performance has decreased with the 1.5 patch. Tracks with a lot of trees run really bad on these parts, with huge FPS drops. I did not experience that before (plating at 4k on a 3070). Also I experienced big black shapes on my screen entering or going out of the pitstops. It happened one time (bexause I haven't try to reproduce the problem, not enough time). I had never happened before.

Anyone with the same issues?

EDIT : about the performance, it mat be that I have increased the graphic details (everything at max), as all my settings had been lost after the update, not sure I used these settings before.
I’m running a temporary setup at the moment with one 32” 144hz monitor. On my 3080 (with a 5800x3d) I find 1440p with supersampling set at low looks about as good as 4k with everything set at max but you don‘t suffer the massive FPS hit down to sub 60 if you do day night stuff.

Post 1.5 can’t say I have noticed any great difference in performance though.
 
Last edited:
Speaking 4K graphics, myself running RX 6800 XT no issues whatsoever with the 1.5 patch going max settings. Likewise no issues in highest possible VR settings, even not when VR racing from my 4600h/1650Ti laptop (LAN attached while my Quest 2 being WiFi6 AP connected, even using Virtual Desktop overhead).

However, speaking physics and car behavior have to say I clearly observe a setback for the 1974 Porsche 911 RSR. At release it was my go to, perfectly suiting my T300RS wheel by using FFB+. But since 1.5 patch the car is less "alive", too easy to control, besides feels like some forced braking aid, now possible to go deep into corners continously trail braking, hardly without consequences.
Tried with both my G27 pedals, T-LCM's and T3PA set, resetting everything with calibration from scratch, but same result.
I want my fragile classic 911 RSR back and not as a modern nanny electronics GT3 car.

On the contrary: Formula Junior down Südschleife. What a difference the 1.5 patch have made. Wow. Also speaking the AIW improvement, offline racing this combo with my hardware is certainly a big lift here with 1.5

Just supports my theory that a lot of sim racers (going back to the Grand Prix Legends days) want cars that are actually more difficult to drive than the vehicles they were originally modeled on.
 
Last edited:
Just supports my theory that a lot of sim racers (going back to the Grand Prix Legends days) want cars that are actually more difficult to drive than the vehicles they were originally modeled on.
I think that is a slight over-interpretation.
Have you been out driving classic vehicles yourself?
Allowing them to get some fresh air under the hood?

If I'm wrong and you have concrete input to make regarding the specific model, I'd be happy to listen. Certainly! Since I'm not about to just sweep inputs out of the way if they can contribute to the right precision of authenticity.
For me, it is paramount when the subject comes up with classic cars behaving trustworthy.

Myself I have on plenty occasions. I.e. not the exact 911 RSR model, but similar cars and race cars of the era. Speaking Porsche I think the closest must have been a late 70ies 911S (or was it the S/C? don't remember) but apart from that various 60ies and 70ies cars indeed being both a handfull due to both zero power steering, thin tires or just more power than grip in general.
They indeed are very "live" and requires alot more from the driver than modern day race cars. *edit* raced at speed, to the edge or at least in that direction, that is.

Hopefully, it wouldn't end up in a situation with newer generations giving inputs to the developers that the nature of classic cars were 'exaggerated', not having tried the real life cars themselves.

My original AMS2 experience of the 1974 911 RSR felt with my hardware and AMS2 FFB+ completely sincere and trustworthy.

I've watched a single YT vid a year ago being grumpy about the car handling for this car. But myself racing it before the 1.5 patch it was not that far away from my late 70ies Porsche 911 S/C experience, being allowed to let the horses out for a fantastic ~15 minutes.
 
Last edited:
Premium
Just supports my theory that a lot of sim racers (going back to the Grand Prix Legends days) want cars that are actually more difficult to drive than the vehicles they were originally modeled on.
Don’t you know that each weekend chief engineers everywhere are saying to the driver ……

”be careful out there, we have to set this car up so it’s almost impossible to drive or the Sim Racers won’t take us seriously” ;)
 
Don’t you know that each weekend chief engineers everywhere are saying to the driver ……

”be careful out there, we have to set this car up so it’s almost impossible to drive or the Sim Racers won’t take us seriously” ;)
No, but he is also not telling "hey, bomb the corner imediatly, these cars have massive grip, 300 Hp for 900kgs of weight is not even enough to break traction, so just treat the accelerator like a switch, and of course, trail brake everywhere, because as we all know, 911s are known for being incredible stable in such situations"...

Also, GPL gets a lot of stick, but it wasnt hard to drive, it was that the controlers people had back then werent the best, most people played it with joysticks or gamepads.
 
Last edited:
Premium
AMS2 is the best and most complete single player experience at the moment. Rfactor 2 has the best physics but also glitches and way too low tire wear for AI. Braking in AC and ACC is unrealistic and not enjoyable. AMS2 has pretty much no weakness (content, phyisics, AI) even if quality varies between car classes
 
Despite some minor issues 1.5 was a great update, overall cars feel more solid, my go to sim with joystick.
 
I still have very mixed feelings about 1.5-1.5.0.4...

It seems like I've not got the super grip bug anymore on 1.5.0.4 as I'm able to spin out on traction zones on the few cars I've tried... Haven't tried a puddle in the wet which was childs play on a slick after 1.5... Just keep the foot to the floor and smile at the nice graphics...

I can tell there's been a lot of physics improvements to various cars that had upside down undertrays and other mistakes when they were publicly released, like the GTP and R89C...

But I've been largely put off by the underwhelming experience with other cars on track...

The AI aren't tuned to the new tyres yet, but I don't expect the AI to be any good for years because they are so lacking on physics parody with the player... They're alright if you're the casual 10 lap racer, but as someone who likes full length racing they just won't be ready until Reiza is finished with the player side physics... So that's a minor issue...

The MP side has become even more of a joke... I don't know how they managed it but they made it worse than it was before 1.48... And 1.48 had massive disconnect issues that came with it as well as a continuation of the tyre change bug where you simply don't get the tyres changed no matter what you select... Which happened again last night...

Now the Green lights don't happen at the same time in 80% of the races... Seeing "syncing" before the start of the race guarantees it... Doesn't matter what type of lobby it is, both the p2p and dedicated side have been horrendous with people constantly complaining about drive throughs because they went at the same time as the driver in front of them who got their green light early...

And on top of that it's not even a hot lap option anymore, as last time I tried the track day version there was no difference between green-heavy rubber on track...

Reiza might eventually get on top of the Madness engine, but 1.5 just reminds me of how much marketing Ian Bell does... He obviously used a lot of creative licence when he was explaining the issues SMS faced with the engine to Reiza... And AMS2 is a lot further away from being where I thought it was going to be after 1.5 as a result of some serious underlying bugs...

One of which I'll name the "Alternate Reality" bug... Where the descriptions of the physics or the AI are wildly different...

This is nothing new with the madness engine, anyone who was involved in the BETA for pCARS knows, but it's still there with AMS2 1.5...

It's gone from a floaty bug to a super grip bug on the physics side...

Whilst I'm still enjoying the thoughtful AI, many report that they get rammed from behind and can't spin them out at all...

Almost like there's some kind of PC resource throttling/acceleration going on... But having experienced the Forza version of AMS2 1.5 I'm glad I'm back on something I expect from Reiza's physics department...
 
Last edited:
However, speaking physics and car behavior have to say I clearly observe a setback for the 1974 Porsche 911 RSR. At release it was my go to, perfectly suiting my T300RS wheel by using FFB+. But since 1.5 patch the car is less "alive", too easy to control, besides feels like some forced braking aid, now possible to go deep into corners continously trail braking, hardly without consequences.
Tried with both my G27 pedals, T-LCM's and T3PA set, resetting everything with calibration from scratch, but same result.
I want my fragile classic 911 RSR back and not as a modern nanny electronics GT3 car.

Heureka! It's alive!

I don't think I quite understand the AMS2-Steam interaction.
My AMS2 Steam startup-setting was in [releasecandidate] mode as has been my default for about half a year. In-game version displayed V1.5.0.4.2375.AVX i.e. latest official anyway.

Now I did a simple Steam uninstall and reinstall (i.e. automatically keeping personal cfg files that way). And now, driving out yet again on my benchmark track for the 1974 Porsche 911 RSR, the Fontana Sports Car Course excellent for testing car behavior at large variation of corners and brake testing.

Just a drive-out and then a short race weekend without any further ado, i.e. no calibration check etc on beforehand.

AND LUCKILY the strange ABS-feeling is pure gone. And going with low pressure slicks at speed, degrading trustworthy as lapping round, the car is back being more or less the same 'lovely handful' as pre 1.5 patch.

Exactly as it should be for such a classic car. Just wonderful!! :inlove::inlove:

Now, regarding the question about graphichs performance.

In fact I discovered I had my resolution equal to my Win 11 'suggested' resolution for my 65" 4K LG C2, i.e. 3840x2160p - and not at fully max capable for my screen 4096x2160p @ 119Hz.

So now at absolutely full max res. And everything bonkers in-game, i.e. bizarre ultra settings, amongst 4xframes rendering ahead. At first startups, my screen flicked in rainbow colors when entering track, but after drive-out of pits, no bugs. Happened everytime loading race and first pit drive-outs.

Now going back to my AMD Adrenaline Software settings, I realized it was back to default settings, i.e. disabled my personal fan tuning, disabled AMD VRR feature - of which my LG FSR compatible TV took positively by activating this nice feature, and first of all deactivated HDMI-link stability option, ofcouse surely the most prominent factor, taking into account using my 20 meter HDMI2.1 optical cable between PC and living room simrig setup.

After those minor settings mingling back to normal, everyting even at most maxed out settings for 4K flat screen racing and racing round the 24 hr clock 25 min race at Auto Club Sports Car Course, and using helmet cam with maxed blur effect and shake, everyting is nice and well without any flaws, and FPS with full mixed grid is constantly running ~125-155 FPS.
Just excellent :inlove:

I don't know if my issues were related to my as-per-standard [releasecandidate] Steam settings combined with the two AMS2 quickfix-patches post 1.5.
But switching back to default Steam startup and AMD graphics software tuning making sense, everything is back to normal with my T300RS-GT + T-LCM/G27pedals (and T3PA I presume) + 2xT8HA with all the improved things coming along with 1.5, more specifically latest V1.5.0.4.2375.AVX.

A happy simmer yet again here!
 
Last edited:
The AI aren't tuned to the new tyres yet, but I don't expect the AI to be any good for years because they are so lacking on physics parody with the player... They're alright if you're the casual 10 lap racer, but as someone who likes full length racing they just won't be ready until Reiza is finished with the player side physics... So that's a minor issue...

My experience (at least with GT3/E cars), is that the player is now way too OP in corners that the AI was at least equal to the player before, which causes the player to increase the AI, which then causes the AI to be SUPER OP in the corners it was orginally slightly OP in to begin with. The AI is a mess now. This phenomenon was always there, but now it is multiplied and makes playing virtually unplayable on certain tracks.

For instance, the Daytona RC Chicane is basically a nightmare now because the AI is insanely fast through there and will pull up beside you at the beginning because you have to break way earlier before they do (always existed) but now the AI is even higher (to compensate for the AI super slow corners) so not only is it impossible to keep up with them, but your chances of getting in a wreck in way higher. Its really bad now.

By the way, I've had to increase the AI 5 to 10 points in the 1.5 update to compensate for the super OP cornering (traction) the player has now. I've actually started playing ACC recently, which I avoided because of how resource intensive it is. I was quickly humbled when I attempted to corner AMS2 style (pre and post 1.5).
 

Latest News

Article information

Author
Yannik Haustein
Article read time
2 min read
Views
4,713
Comments
25
Last update

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top