Automobilista 2 | Game Changing Updates, Including Spa-Francorchamps 2022


Today is a very important day for Automobilista 2 with its most significant update so far set to be a game changer in all sorts of ways, and also the surprise addition of Spa-Francorchamps just in time for this weekend's Formula One Grand Prix

With all of this coinciding with the current Steam sale which ends on Monday, if you've not tried AMS2 in a while, now is surely the time to grab the update and see just how far this sims development has come!

The Reiza forums have been ablaze with anticipation last night and today, with the announcement of what's touted to be the biggest game changing update yet for Automobilista 2, being released today!

Update V1.4 brings the long awaited oval circuits and rules to the sim with the addition of full course yellows and several oval tracks!

Advanced Mechanical Damage Modeling​

It also expands on another recently introduced feature, AMDM (Advanced Mechanical Damage Modeling). There are more ways than one for a race car to fail, and with AMDM (previously covering clutch and gearbox damage modelling), engine damage is also more thoroughly simulated.

Running an engine too hot may not only wear it faster but also risk a sudden failure - these can range from oil or coolant leaks to misfires to an outright blow-up in a plume of white or black smoke depending on whether it was the result of an oil or coolant leak.

You (or your AI opponent) may even get tipped into a spin by the crankshaft locking up upon seizing!

Tire Updates​

Tire physics have been fully revised to bring much more of a connected feel to the road and thermal tire properties have also been revised to more realistically and accurately simulate its their behaviour within and beyond their optimum operating temperatures!

New Vehicles​

Several new cars have been added to existing classes such as the Mercedes AMG GT4, the 6th car to be added to the GT4 field. Ginetta G55 GT3 added to the new GT Open class, where it will share the grid with the Ultima GTR, and also a slick-shod 1965 Mini Cooper is the new competitor in Copa Classic, while the fictional Vulkan Truck will join the Copa Truck grid!

(On that last note from the looks of recent promotional videos we will also be getting proper black diesel smoke from the trucks which should look great in replays!)

New Area Packages​

With the game now supporting alternative configurations of the same cars to be used in different types of tracks, we have also been able to add various low aero packages for cars from F-Classic and up to the F-Ultimate Gen2 - this not only allows the cars to have more appropriate-looking wing configurations in tracks like Monza or the Old Hockenheim, but also offers a more suitable default setup for these types of tracks for player and AI cars. Like the oval configurations, these will be automatically selected by the game for the appropriate tracks in all game modes.

Yes VR = Yes Buy?!​

Adjustable mirrors have been a much asked for feature by VR users for quite some time now and in true Reiza style they have listened to their fanbase and these are now implemented within the sim!

Balance of Performance​

New BOP revisions should be very welcomed to fans of such classes as the GT3's and GT4's. Also a fixed a bug in restrictor code which caused naturally aspirated and turbocharged cars to be too wide apart in performance in some classes, which along with barometric pressure dependent turbo pressure downscaling in heavily BoPed classes like GT3 & GT4, has resulted in BoP being retained in high altitude tracks, so turbo-powered cars no longer having substantial advantages in tracks like Kyalami or Ibarra.

Multiclass Grids​

More customization of multiclass grids is now available with players being able to choose the exact amount of cars from each different class they wish to have on track with them!

More To Come​

There's more to come in the future as well with the news that the Racin' USA packs will be expanded to a part 4 further down the line!

This is without doubt one hell of an update! You can read through the full list of update and content notes below and find the entire changelog on the next page of this article.

Do you think AMS2's physics have now come into maturity, and do you think we finally have a well rounded sim for both off and online oval racing?

Let us know your thoughts and experiences with the new features, content and improvement in the comments below.
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Tarmac Terrorist
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Comments

The game is indeed better than ever. Up to 680 hours and you may know I have not lavished praise on it at all and people got upset with that (I spent most of my time pulling my hair out and being frustrated lol and long periods where I did not even play it properly/test or at all), but a spade I know is a spade - but I dont mind driving around a little bit in it; but now.....now this is good for many cars. Maybe they asked J lenno how the gt f1 Mclaren was or something! but its good. Pretty good on brands hatch and oulton but now all tracks for more and more cars has become good.

This patch is best u update the ffb.

style 1
Using - 74, 10 lfb, fx 30(or much less than 50 if too vibraty not all like that i.e vibrating motorbike handles for 5 hours ah no thanks and a car u will note is not having it wheel attached to the engine!!!!) and dampener 47 -- its taken me several hours to land on that but for a belt if you think you will be hard pressed to beat that think again lol

2 Alternately: 76/5-9/15/9 gave good results... with the resolution availble you may like that, its more direct but also I am moving to direct drive now this and rf2 and ac sure, finally got their game up levelled, so whatever ffb u use make sure its not floppy or vibraty because the game wont drive the same without good ffb dialed in

3 The one I use 75, 10 lfb, 30 fx, 21 dampener

this patch almost demands u get closer to that or to lower as much as u can
 
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Automobilista 2 has been updated to V1.4.1.2 - this is a complementary update to the latest release to correct some issues & add further improvements.


IMPORTANT NOTES:
  • Time Trial boards are back on and fully reset - tomorrow the first TTotW combos will be announced!
  • With F-USA oval physics now properly sorted after some fumbling over the weekend, users should take special not of the weight jacker - designed specifically for oval tracks, the weight jacker raises the ride height of the right rear increasing the load on the front left wheel by approximately 90lb from setting 0 through 5. Raising the jacker induces oversteer properties both aerodynamically and mechanically allowing for better cornering, especially noticeable the tighter the turn. Lowering the weight jacker optimizes the aero profile for better straight line speed. This can be adjusted both in-car as well as from the setup screen.
  • Option for helmet livery customization is not fully ready yet but will be added shortly.

V1.4.1.2 CHANGELOG
GENERAL

  • Time Trial / TTotW: Fixed top places of ttotw boards not displaying ranks; Fixed downforce variants being directly selectable in TTotW events; Fixed wrong identical vehicle leaderboard being displayed for low downforce circuits in all TT modes
  • Full Course Yellow: Fixed an exploit where leader could not obey the speed limit under FCY; Fixed a bug where an AI that retired into the pits could trigger FCY; Fixed bug/exploit where a player with a requested pit from before a FCY or with a drive through from before a FCY would be able to do illegal overtakes during the FCY; Increased the thresholds of when a oval race is considered long enough to use pit closed rules during FCY to 30 minutes or 120km; Increased the minimum speed of the leader during FCY (prevents issue where the leader goes too slow and everyone ends up being allowed to be overtaken)

UI & HUD
  • Fixed championship aggression setting not using new standard levels
  • Fixed country flags showing leaderboard class headers on pre race screen

PHYSICS
  • F-USA Gen1-3: Further oval physics development correcting critical issues in aero and tires especially on SS/SW configurations; Fixed engine output not being consistent in all cars between them variants;; Refined damping, gearing, ride heights, and default wing settings (requires setup reset in oval variants)
  • Minor tread ajustments to Kart Rental, Caterhams (all but Academy), Old Stock, Street tires
  • F-Ultimate Gen2: Further undertray aero adjustments
  • F-Retro Gen2: Fixed tire errors causing cars in class not be running with its updated carcass & tread; minor differential & tire pressure adjustments
  • AMDM: Added M1 Procar to the list of classes featuring AMDM
  • Revised aero drag exponent from runnning high rake in all formulas
  • Improved engine cooling slightly for GT Open, DPI & P1
  • F-Ultimate (both gens): Added unlimited ERS deployment in Time Trial
  • Superkart: Minor aero & track width / wheelbase adjustments

AI
  • Addressed a fuel calculation issue that could lead to AI pitting on lap 1 at ovals
  • Added initial version of FCY AI pit strategy
  • F-USA (all gens): Added automatic radiator AI adjustments in road variants
  • Corrected varous kart AI issues
  • Temporarily disabled extra AI tire compounds for the series that had them for further development
  • Oval AI calibration pass for F-USA Gen1-3

TRACKS
  • Daytona Road course switched to low downforce variants

VEHICLES
  • F-Classic Gen 3 Model 1: Fixed LOD pivots that was causing some mesh misalignment
  • Formula Trainer Advanced: corrected front suspension asymmetry
  • Mitsubishi Lancer RS: Fixed livery override to include rear wing and windows
  • Mclaren F1 GTR: Adjusted Light glow texture; Adjusted headlight uv map; Adjusted the light materials; Porsche 911 GT1: Adjusted the headlight materials; Adjusted tail light uv map
  • Chevette: Fixed reverse lights bug
 
- lotus 79 not a go to car for many but it should be tried since its great to drive

- group a dtm merc and the bmw are another many sims dont do them as smoothly. wow and they are robust; just wanna point out that at cadwell park looking at them go round and you see the suspension adjusting/squashing around a bend, looking at the AI cars after I came off, not sure many people realise that kind of movement of components goes on.

and a game changer was also i guess among others - f1 classic gen 3 car 3, and I took it to interlagos was exceptional racing the AI there in practice didn't race yet, but let me tell you I am making use of multiple weathers too, and the windy-dark weather is so atmospheric, and sparks fly up off the road lol wow
 
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lotus 79 not a go to car for many but it should be tried since its great to drive

group a dtm merc and the bmw are another many sims dont do them as smoothly. wow and they are robust; just wanna point out that at cadwell park looking at them go round and you see the suspension adjusting/squashing around a bend, looking at the AI cars after I came off, not sure many people realise that kind of movement of components goes on.
Until this very latest patch the Gen 2 Retros (including the Lotus) were still not too good, but for some reason it was because they wer'nt using the new tire physics. This very last patch has sorted that! Much better!
 
It's been explained more than once: the way data are created in ME is like a blockchain of instantaneous variations. This is deeply coded in the engine and is like a pillar of it. Reiza already said they would eventually look into changing that but with low priority since it is a big coding project.
This affects both replays (for which you can speed up anyway instead of jumping to a point) and savegame.
yes, watching a whole 4h endurance on a rewind to watch two last laps - that's just awesome
yeah, low priority, no doubt
 
Premium
Automobilista 2 has been updated to V1.4.1.2 - this is a complementary update to the latest release to correct some issues & add further improvements.


IMPORTANT NOTES:
  • Time Trial boards are back on and fully reset - tomorrow the first TTotW combos will be announced!
  • With F-USA oval physics now properly sorted after some fumbling over the weekend, users should take special not of the weight jacker - designed specifically for oval tracks, the weight jacker raises the ride height of the right rear increasing the load on the front left wheel by approximately 90lb from setting 0 through 5. Raising the jacker induces oversteer properties both aerodynamically and mechanically allowing for better cornering, especially noticeable the tighter the turn. Lowering the weight jacker optimizes the aero profile for better straight line speed. This can be adjusted both in-car as well as from the setup screen.
  • Option for helmet livery customization is not fully ready yet but will be added shortly.

V1.4.1.2 CHANGELOG
GENERAL

  • Time Trial / TTotW: Fixed top places of ttotw boards not displaying ranks; Fixed downforce variants being directly selectable in TTotW events; Fixed wrong identical vehicle leaderboard being displayed for low downforce circuits in all TT modes
  • Full Course Yellow: Fixed an exploit where leader could not obey the speed limit under FCY; Fixed a bug where an AI that retired into the pits could trigger FCY; Fixed bug/exploit where a player with a requested pit from before a FCY or with a drive through from before a FCY would be able to do illegal overtakes during the FCY; Increased the thresholds of when a oval race is considered long enough to use pit closed rules during FCY to 30 minutes or 120km; Increased the minimum speed of the leader during FCY (prevents issue where the leader goes too slow and everyone ends up being allowed to be overtaken)

UI & HUD
  • Fixed championship aggression setting not using new standard levels
  • Fixed country flags showing leaderboard class headers on pre race screen

PHYSICS
  • F-USA Gen1-3: Further oval physics development correcting critical issues in aero and tires especially on SS/SW configurations; Fixed engine output not being consistent in all cars between them variants;; Refined damping, gearing, ride heights, and default wing settings (requires setup reset in oval variants)
  • Minor tread ajustments to Kart Rental, Caterhams (all but Academy), Old Stock, Street tires
  • F-Ultimate Gen2: Further undertray aero adjustments
  • F-Retro Gen2: Fixed tire errors causing cars in class not be running with its updated carcass & tread; minor differential & tire pressure adjustments
  • AMDM: Added M1 Procar to the list of classes featuring AMDM
  • Revised aero drag exponent from runnning high rake in all formulas
  • Improved engine cooling slightly for GT Open, DPI & P1
  • F-Ultimate (both gens): Added unlimited ERS deployment in Time Trial
  • Superkart: Minor aero & track width / wheelbase adjustments

AI
  • Addressed a fuel calculation issue that could lead to AI pitting on lap 1 at ovals
  • Added initial version of FCY AI pit strategy
  • F-USA (all gens): Added automatic radiator AI adjustments in road variants
  • Corrected varous kart AI issues
  • Temporarily disabled extra AI tire compounds for the series that had them for further development
  • Oval AI calibration pass for F-USA Gen1-3

TRACKS
  • Daytona Road course switched to low downforce variants

VEHICLES
  • F-Classic Gen 3 Model 1: Fixed LOD pivots that was causing some mesh misalignment
  • Formula Trainer Advanced: corrected front suspension asymmetry
  • Mitsubishi Lancer RS: Fixed livery override to include rear wing and windows
  • Mclaren F1 GTR: Adjusted Light glow texture; Adjusted headlight uv map; Adjusted the light materials; Porsche 911 GT1: Adjusted the headlight materials; Adjusted tail light uv map
  • Chevette: Fixed reverse lights bug

Another virtually-instantaneous update from Reiza. Anyone who complains about Reiza's efforts and what they are aiming to achieve with AMS2 really just needs to shut up. Their level of commitment and work ethic is lapping the field.
 
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I hardly run on AMS2 but I like the sim. Yesterday after the updates, I went to test it and, in the CART 2000 in California in 3rd gear I didn't stop in a straight line, I couldn't take a turn, I had to turn the steering wheel a little on the curve and go around like a carousel.

I went to test the Sprint Race and I couldn't brake and make turns, even slowing down the car came out straight.

In other sims like rF2 or AC, with cold tires it's not that demanding, which one would be correct?
 
I hardly run on AMS2 but I like the sim. Yesterday after the updates, I went to test it and, in the CART 2000 in California in 3rd gear I didn't stop in a straight line, I couldn't take a turn, I had to turn the steering wheel a little on the curve and go around like a carousel.

I went to test the Sprint Race and I couldn't brake and make turns, even slowing down the car came out straight.

In other sims like rF2 or AC, with cold tires it's not that demanding, which one would be correct?
I dont want to be a dodgy dan or anything by suggesting things, I would say the carts can be tricky and may be there was a bug at that time. But it sounds like you were going too fast and the car was not setup fully for turning. The setups are legit but you can change them, and the car is as expected mostly, and its also possible you had the gain turned up too high... (GAIN has changed downward over the months)

Could you go to their website and try the custom file, I have recently set up ALL THREE settings for ffb.

Its for a belt but you will feel more of it perhaps. You should adjust your car mechanical setup though for carts on ovals. The older indy cars like all cars back then were more difficult to drive, so don't go full throttle and all the rest, you got to work the vehicle. They are pretty awesome, maybe not final versions but the ethos of the car is there.

Try stiffening arb, raising rear height up a little bit so no sparks if possible out the back, try lowering tire pressure and if you are using the weight, you would make the right hand tire on an oval less full of air than the left. Then if you want adjust rear wing, and see if you are using the low downforce version when that is implemented

note 1 Set file below was for default not default+ such is it has higher gain

2 the custom file is the fellows custom-yaw version file I found on their website (reiza) and its on the second last page currently named 1.4 fixes (with yaw) you will see it

3 I think the F1 McLaren there with the custom and even with my normal default plus, on that track wow and brands even, is exceptional, check it out and if it goes well, try the carts. The carts will probably be a lot harder to drive for you if you are not practiced yet but well worth it.

4 mclaren setup for brands and anywhere but goes so well at Kyalami, and the porche cup went well there in combination with custom, so far. Note that I have also with that setup increased power on diff page to 56 and coast to 51

5 note that for my belt drive I cannot make it any heavier because it will begin to clip in a bad way, any clipping there is in a good way/limited. Its the max amount of feel, weight and usability that I can eek out of it, and its satisfactory/good. I do not understand how people can think for example that fx should be at 45 or 50, 30 max, surely. The steering wheel is not attached to the exhaust vibration or the engine vibration its attached to the ground.

5a the maker of the game has told everyone it that damping is a necessary requirement, hence why it is up high in custom and medium in default+, and all 3 profiles are good in their own way, you can use any at any time.

6 And I dont normally say but the f1 Mclaren is exceptional at those 2 tracks, got to be one of the best cars in simming. I put cockpit on 80 iirc feild of view and helmet cam on 100 FOV without the helmet, and you can see the whole cockpit nicely. And its a car without traction control so its not going to be bogged down by AMS2's current TC implementation, which means you can enjoy it as a pinnacle of simming just now, not that TC is terrible in AMS2.

7 You could change the track rubbering to be heavier, it may be on green, thats the old default, you probably want light for practice or more, then progressing from then on. And I try to make the day or date a warm one. The track temp now affects grip more but also I like the variances within sessions and set random weather too on the day.

8 the main ffb I use is the default+ "great settings" such is I had to screen shot them in case I forgot lol

9 at least all the gt1s are briliant and its just as good to use the default setup on the f1 Mclaren, obviously normally the front arb is larger, depends but the cars steering is very direct gets away with it, its a bit unwieldly but I know it turns haha, all 3 of them.

10 default + i use 47-50 or close, damping game and control panel 0 damping. i drive with default+ and damping up
 

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Thank you for the tips.

I was just reading the comments and saw that there really was a bug in F-USA in the ovals, which was fixed by Reiza. I will test again tonight and apply your tips too.
 
Does any one know if the demo gets updated? I'm waiting for the career mode before purchasing as I still have wayyy to many racing games to go through, but I'd like to do a few laps here and there once in a while for some quick tests. I'm assuming the demo is a very old version?
 
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Does any one know if the demo gets updated? I'm waiting for the career mode before purchasing as I still have wayyy to many racing games to go through, but I'd like to do a few laps here and there once in a while for some quick tests. I'm assuming the demo is a very old version?
on steamdb it says demo was updated "last month", id recommend looking for a key from that big humble racing bundle, should be around 5-6$
 
Among other issues the cars had until the last patch was issued today. I would remind you that Fontana is a speedway and the setup and car behavior is highly asymmetric. So likely it won't stop at all in a straight line I would assume :D

True, however I think it's quite a shame the trend seems to be taking the motivation for the necessary garage work away from simmers. Like just to make it easier for newcomers. Is Reiza now too looking for this enticing profitable track for gamepad boys (if one shoud be harsh but honest)?
As European who only vaguely started followed oval racing from start 90ies, it was the greatest pleasure when first rF1 oval track mods appeared, doing garage work from scratch symmetrical non-oval setup and then fledgling asymmetrical setups for open wheelers and NASCARs. And not at least experiencing the different resonse on super speedways like Talladega over short ovals like North Wilkesboro and Thunder Valley to tricky tri-ovals like Nazareth, etc.

The satisfaction lies in the benefit of your own work - not that others have done it for you.
 
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Premium
True, however I think it's quite a shame the trend seems to be taking the motivation for the necessary garage work away from simmers. Like just to make it easier for newcomers. Is Reiza now too looking for this enticing profitable track for gamepad boys (if one shoud be harsh but honest)?
As European who only vaguely started followed oval racing from start 90ies, it was the greatest pleasure when first rF1 oval track mods appeared, doing garage work from scratch symmetrical non-oval setup and then fledgling asymmetrical setups for open wheelers and NASCARs. And not at least experiencing the different resonse on super speedways like Talladega over short ovals like North Wilkesboro and Thunder Valley to tricky tri-ovals like Nazareth, etc.

The satisfaction lies in the benefit of your own work - not that others have done it for you.
You need to remember that a lot of people who really enjoy sim racing have a limited amount of time. If you’ve only got a few hours at the weekend you probably want to spend it racing rather than in the garage. Having good quality baseline setups gives everyone an opportunity to appreciate the cars and people who really want to get into every setting still have the option to optimise to there own preferences.
 
You need to remember that a lot of people who really enjoy sim racing have a limited amount of time. If you’ve only got a few hours at the weekend you probably want to spend it racing rather than in the garage. Having good quality baseline setups gives everyone an opportunity to appreciate the cars and people who really want to get into every setting still have the option to optimise to there own preferences.
In these years, I have never had as little time in my life as now - however, my mantra has always been "I achieve what I achieve". If it only takes two laps on the track after garage work before I have to interrupt my pit entrance due to disturbances from the harsh real world, then my thoughs ends up in "at least I've had fun for a time" and appreciate what I achieved, rather than dissatisfied with what I didn't.

But it's probably also fun for others to jump straight into PC3 with all the details wrapped up well. It's just not my ballgame.

But apart from that, I probably can't escape the fact that earlier in my life I had more time to spend on simracing, with lots of garage work as the stimulating element, the extra good spice.

However, I acknowledge the premise.
Some only run sim racing for the sake of competition, and maybe even online with short time slots.

But let's be honest, that serving it all on a silver platter removes some details which have previously been stimulating for many - and which gave insight (if they were modeled correctly).

Last week, I heard from colleagues talking about a scientific study that we were all getting dumber because our vocabulary is becoming less varied because we don't have time to read thick books.
But we have time to watch Netflix, Youtube...and read and write here at RD :D
 
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Premium
If I'm driving expensive race cars at historic and exotic locations under race conditions there had better be a team of engineers and mechanics setting up and maintaining the car.

Aint got time for that. Im here to drive.
 
Premium
I am starting to think the FFB is made piss weak on purpose so that only direct drive wheels work. I have tried many times, but the wheel has no brake feedback. It's like driving using a soggy banana. Get the basics right. Ams1, by comparison, has a fantastic feeling FFB. I won't even try anymore I'm over it.
 
True, however I think it's quite a shame the trend seems to be taking the motivation for the necessary garage work away from simmers. Like just to make it easier for newcomers. Is Reiza now too looking for this enticing profitable track for gamepad boys (if one shoud be harsh but honest)?
As European who only vaguely started followed oval racing from start 90ies, it was the greatest pleasure when first rF1 oval track mods appeared, doing garage work from scratch symmetrical non-oval setup and then fledgling asymmetrical setups for open wheelers and NASCARs. And not at least experiencing the different resonse on super speedways like Talladega over short ovals like North Wilkesboro and Thunder Valley to tricky tri-ovals like Nazareth, etc.

The satisfaction lies in the benefit of your own work - not that others have done it for you.
I wouldn't say so. I mean a superspeedway version must have a Superspeedway compliant baseline setup. It surely leaves the users to make their own preferred settings but honestly I would find it odd if the car for ovals was delivered to users without a somewhat appropriate SS setup
 
I am starting to think the FFB is made piss weak on purpose so that only direct drive wheels work. I have tried many times, but the wheel has no brake feedback. It's like driving using a soggy banana. Get the basics right. Ams1, by comparison, has a fantastic feeling FFB. I won't even try anymore I'm over it.
Which cars are you talking about? Which wheel are you using? Settings?

There has been in the past few days an interesting conversation in Reiza's forum involving quite a number of users who previously were having wheelbase damping effects on and found the steering vague/floating and did not like FFB at all.
After they were told to remove it and use only in-game damping, that radically changed how they like/feel FFB and now they appear to be very happy.
Not sure if that could be your case too.
 
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Among other issues the cars had until the last patch was issued today. I would remind you that Fontana is a speedway and the setup and car behavior is highly asymmetric. So likely it won't stop at all in a straight line I would assume :D

I know what an oval is and how the car is set up, so I asked if it was a bug.

And it was really a problem, as they said, they corrected the problem in the fix and also the steering wheel configuration was in trouble, when correcting the drivability it returned to normal
 

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