Automobilista 2 | 'Biggest Update Yet' Coming Soon

Automobilista 2 August 2022 Update 01.jpg
Reiza Studios has released their August development update for Automobilista 2 and shared some exciting plans for upcoming content and physics updates.

The newly released Automobilista 2 August, 2022 development update has brought some exciting news for players.

Originally scheduled for release at the end of July, the significant 1.4 game update is now scheduled for release at the end of August.

The 1.4 update seems to be intended as a baseline for physics in the title to allow Reiza to more easily publish future content, user interface features and gameplay modes.

Outside of the new baseline for AMS2, August will also see the sim receive some interesting new content, including the highly anticipated Racin´ USA Pt3 DLC. The third installment of this DLC will include a 2022 edition of Formula USA (Indycar), plus oval configurations of cars and tracks.

The Mercedes AMG GT4 will also be added to the title as free content, along with the Ginetta G55 GT3. The Ginetta is intended to be raced against the Ultima GTR in a new GT Open class, rather than against other GT3s in the title.

Reiza is also bringing significant improvements to Automobilista 2's mechanical damage modeling, which should bring enhanced realism thanks to the addition of common real-world issues like misfires and coolant leaks. Reiza notes that this can be disabled by players looking for a simpler racing experience.

You can read the full August, 2022 development update on Automobilista 2's Steam page. Are you looking forward to these updates? Is there new content you're specifically waiting to try? Let us know in the comments below.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

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and if your wheel is not broken or something dead zone should always be ZERO
just saying
 
so TLDR:

Automobilista 2 is a more realistic simulator than both iracing and ACC?

Depends on how you want to gauge "realism" - in terms of the sheer amount of components, dynamics and variables it models and the complexity of each of these models, it objectively is the most advanced & in-depth racing sim on the market.

The problem can and often has been that in that scope and complexity, there is a lot more things to get wrong and compromise the overall experience to an end result that is less than the sum of the parts. AMS1 was objectively technically simpler than the aforementioned sims, but it arguably delivered a driving experience that rivaled and in some aspects surpassed them because it got the fundamentals right.

There´s always going to be a subjective element to gauging realism - any sim engine has its quirks, compromises and limitations, and these may result in different people with their own preconceptions about realism to feel differently about the resulting experience.

I can´t promise you´ll love AMS2 as of v1.4 if you didn´t gel with it before, but I can say that we have made enough substantial progress getting it to a state of maturity not only in physics but as an overall game, that warrants suggesting you all give it a fresh go. You may just be pleasantly surprised :)
 
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Depends on how you want to gauge "realism" - in terms of the sheer amount of components, dynamics and variables it models and the complexity of each of these models, it objectively is the most advanced & in-depth racing sim on the market.

The problem can and often has been that in that scope and complexity, there is a lot more things to get wrong and compromise the overall experience to an end result that is less than the sum of the parts. AMS1 was objectively technically simpler than the aforementioned sims, but it arguably delivered a driving experience that rivaled and in some aspects surpassed them because it got the fundamentals right.

There´s always going to be a subjective element to gauging realism - any sim engine has its quirks, compromises and limitations, and these may result in different people with their own preconceptions about realism to feel differently about the resulting experience.

I can´t promise you´ll love AMS2 as of v1.4 if you didn´t gel with it before, but I can say that we have made enough substantial progress getting it to a state of maturity not only in physics but as an overall game, that warrants suggesting you all give it a fresh go. You may just be pleasantly surprised :)
bla bla bla, super trucks when? :rolleyes::p
 
@Renato Simioni
One thing I've been wondering and asking about but haven't received an answer.
Is loose surface physics currently enabled in AMS2?

I haven't noticed visually too much dusty tracks at the start of a session or debris being brought back on tracks from offs. Tho I have heard cues cues when off the racing line and some effects through ffb.

Cheers
 
If I used the logic you are trying to convey, all of these simulators are totally off with respect to real life tire dynamics so you should conclude in a similar way they are not true simulators and their car behavior is deifnitely bad/off and it belongs in the trash bin because they have substandard (or even no) tire thermal model.

imho the best physical simulation will come from collaboration not heading in opposite directions :x3:
 
I will explain it again: the remark you are using to say that the entire simulator is off was related to certain tires (not yet reached by the stiffer carcass) and certain matters related to the tires only.
For instance what is being worked on right now in Beta is chiefly the thermal exchange model especially with track but not only.
RF2 today has no such a working model and tires are running on the same temps no matter what the track temps are ...
Wut? Might be time to do a bit more homework on the topic before going all in. It's been discussed quite alot on how it works within rF2 now and there are videos around that showcase that it actually works. Yep, the feature came a bit late to the party and it most likely needs a bit more work and fine tuning, but the base framework is there. There is nothing stopping you from roasting your tires at 60 degree Celsius or getting them barely up to temps at 0 dregree Celsius.
 
Still surprises me 10 years and no one asks or are concerned why rF2 gravity and rolling resistance aren't realistic.
Cars roll on and on and then some more before they will stop :geek:
This in turn has effect for one in slow corners off the gas where car will push like you still have a bit of throttle on.
This is also why people, me included can hit a car in front even though they perceive correctly that they have lifted enough not to.
Put a car in gear on imperceptible slope and it will creep forward in gear with handbrake on, forever lol

So as Professor Julius Sumner Miller would say "......... why is it so ? "
imho it was done on purpose, it makes the cars feel alive at the
cost of behavioral issues so yeah in this respect the good is better then the ugly.

So next time someone labels me fanboy remember this post as I am among the most aware of isimotor gremlins.

I will bet 9 out of 10 that try the rolling resistance test never knew...........
 
Wut? Might be time to do a bit more homework on the topic before going all in. It's been discussed quite alot on how it works within rF2 now and there are videos around that showcase that it actually works. Yep, the feature came a bit late to the party and it most likely needs a bit more work and fine tuning, but the base framework is there. There is nothing stopping you from roasting your tires at 60 degree Celsius or getting them barely up to temps at 0 dregree Celsius.
Spent the whole last week testing it thanks. There is no difference in your tires temps when you go from 25C to 40C track temp. Like nothing at all.
Temps vary depending on what you do on the track but if you drive "correctly" with no spins and such stuff there is no difference.
I'm not the only one noting it though. It was also duly reported in the RF2 thread as well.
Maybe in due time a proper system will be applied to RF2 as it really deserves it.
 
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@Renato Simioni
One thing I've been wondering and asking about but haven't received an answer.
Is loose surface physics currently enabled in AMS2?

I haven't noticed visually too much dusty tracks at the start of a session or debris being brought back on tracks from offs. Tho I have heard cues cues when off the racing line and some effects through ffb.

Cheers
Loose surface simulation in the way you describe it is active, yes. In longer races you also see dirt being pulled on the track and it can even cause further grip differences. This is subject of further visual refinement though because it's indeed hit&miss for some tracks. (Visually)

Tires also already have properties for their ability to cut though loose surface (and water) which brings differences in their behaviour over dirty tracks, going off track and different surface materials.

Also going off-line will reduce grip. The rubbered racing line usually contains of significantly more grip and rubber builds up dynamically, where most cars are driving. (Also dirt buildup happens dynamically, when cars are leaving and rejoining the track) Dirt will also removed again by cars crossing the dirty spots (same like water on a drying track for example).
 
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Spent the whole last week testing it thanks. There is no difference in your tires temps when you go from 25C to 40C track temp. Like nothing at all.
Temps vary depending on what you do on the track but if you drive "correctly" with no spins and such stuff there is no difference.
I'm not the only one noting it though. It was also duly reported in the RF2 thread as well.
Maybe in due time a proper system will be applied to RF2 as it really deserves it.
That's simply not true.

The report in the forum isn't anything to go by as the guy hasn't understood the system. It's important to understand that you aren't setting the track temp at the start but the ambient temp. The system needs time to react. A higher ambient temp means that the track temp increases faster. It's not like an on-off-switch. And it's even more important to note that you need to test the system under racing conditions and not while rolling around. It's obvious that you won't see much difference in that case. But once you stress the tire on a warmer surface, you will notice that tires heat up faster and maintain their heat more compared to colder track temps. Tarmac Terrorist made a video about the update and I think it speaks for itself. Another thing that is a bit overlooked in that forum report is that he made both tests in sunny conditions. So even if the initial ambient temp is lower, the track temp increases. Make the test in sunny vs. overcast conditions and it get's more obvious. I just did a test at Monza and you can clearly see the cooling effect down the straights. Ferrari GTE 40C sunny vs. 25C overcast at 5 pm. Have fun and check the track temps at the end of each stint. I could see it after three laps. You will notice bigger differences over longer stints obviously.

And one last thing to keep in mind and to get back to the topic: rF2 doesn't have variable dates, so you won't have seasonal effects like in AMS2. It's basicly impossible to expect something like a sunny winter day to work within rF2. When you set the date in AMS2 to winter months at a European track the track stays cold. I haven't tested it within rF2 yet, but as the tracks only have fixed dates you won't see a track with 0C in sunny conditions propably.
 
That's simply not true.

The report in the forum isn't anything to go by as the guy hasn't understood the system. It's important to understand that you aren't setting the track temp at the start but the ambient temp. The system needs time to react. A higher ambient temp means that the track temp increases faster. It's not like an on-off-switch. And it's even more important to note that you need to test the system under racing conditions and not while rolling around. It's obvious that you won't see much difference in that case. But once you stress the tire on a warmer surface, you will notice that tires heat up faster and maintain their heat more compared to colder track temps. Tarmac Terrorist made a video about the update and I think it speaks for itself. Another thing that is a bit overlooked in that forum report is that he made both tests in sunny conditions. So even if the initial ambient temp is lower, the track temp increases. Make the test in sunny vs. overcast conditions and it get's more obvious. I just did a test at Monza and you can clearly see the cooling effect down the straights. Ferrari GTE 40C sunny vs. 25C overcast at 5 pm. Have fun and check the track temps at the end of each stint. I could see it after three laps. You will notice bigger differences over longer stints obviously.

And one last thing to keep in mind and to get back to the topic: rF2 doesn't have variable dates, so you won't have seasonal effects like in AMS2. It's basicly impossible to expect something like a sunny winter day to work within rF2. When you set the date in AMS2 to winter months at a European track the track stays cold. I haven't tested it within rF2 yet, but as the tracks only have fixed dates you won't see a track with 0C in sunny conditions propably.
Well from what I see you can force the conditions to remain to 25C for the whole session. Therefore even in sunny conditions you shouldn't experience a great deal of temperature variation on the track. Whatever the initial conditions they should remain through the session provided the weather (sunny) and the air temps remain the same.
Will give a try to something more extreme, but your explanation that the track heats up rapidly to the same value in case of air temps that are and remain across so different across 2 hours of session isn't very convincing.
BTW in the process I watched a bit of a 24H at Nords from a German community (can't recall the name) and their tires on the Porsche GT3 seemed to follow the same pattern I had: floating around the 90C even in full night as much as during the day and I specifically watched for this detail across the stream. They finished 3rd out of 40 cars from typical VLN classes by the way.
It may be down to what they specified for the server but even if track temp did not change for whatever reason/limitation of the "Real Track" system, even air temps changes from day to night should induce a somewhat visible change.
 
IMHO AMS2 has surpassed rFactor 2 in graphics, physics, and default FFB. Reiza give me the impression that they are willing to extract the full potential out of the Madness Engine for Automobilista 2 (Reiza's Godfather 2?), i.e. consistant updates that usually result in improvements (and they still aren't done yet).

Let's get hyped for 1.4! ;)
 
Well from what I see you can force the conditions to remain to 25C for the whole session. Therefore even in sunny conditions you shouldn't experience a great deal of temperature variation on the track. Whatever the initial conditions they should remain through the session provided the weather (sunny) and the air temps remain the same.
Will give a try to something more extreme, but your explanation that the track heats up rapidly to the same value in case of air temps that are and remain across so different across 2 hours of session isn't very convincing.
BTW in the process I watched a bit of a 24H at Nords from a German community (can't recall the name) and their tires on the Porsche GT3 seemed to follow the same pattern I had: floating around the 90C even in full night as much as during the day and I specifically watched for this detail across the stream. They finished 3rd out of 40 cars from typical VLN classes by the way.
It may be down to what they specified for the server but even if track temp did not change for whatever reason/limitation of the "Real Track" system, even air temps changes from day to night should induce a somewhat visible change.
90 degree are normal surface temps for a racing slick in normal racing conditions. Once again, those are surface temps and not core temps. So if you work the tyre hard enough it's no issue to get that temp especialy on a twisty track like Nords, even at night when it's a bit colder. I bet at Doettinger Hoehe the tryres will cool down quite a bit though. The key is, that the track temps develop according to the sun angle, cars driving over it and other variables. I am sure with Live Track in AMS2 it works very similar. Maybe the track heats up a bit too fast right now in rF2, but there is a clear difference between sunny aka hot conditions and overcast aka cold conditions. Everything in between will offer nuances but nothing extreme obviously. And for me it doesn't make sense to force a session to have static conditions. That's the whole point of the update for me, to have a track with a living ambience that develops and where no two laps are the same. All you do is set cloud coverage, session time and initial ambient temp. The rest is dynamic.
 
Premium
Thanks for the additional level of detail regarding track surface & tire grip variables in AMS2.

Also, AMS2 seems to be taking the simulation of team & driver performance across various tracks and seasons to a whole new level (Google doc courtesy of oez & Coanda over at the Reiza forums here):

 
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