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
If I can drive it, I'm Rocking it!!! Besides writing sim racing articles I am running my own YouTube channel called Tarmac Terrorist

Comments

Having gone down the route of trying a bunch of custom FFB profiles I think I just dont have a sensitive enough sense of touch to pick up on some of it.

When fundamental changes are made fine, yep, I can pick up on that but then I read some post about how version X now gives subtle extra nuances of tyre roll on the edge of grip over version Y half the time I sit there going I can’t tell the difference. I’m sure with some of these subtle changes part of it is placebo effect as people have been told its different.

Maybe FFB is a bit like fine wine and my palate isn’t sophisticated enough :)
forgot to mention this patch seems first one ppl should set control panel damping to 0 and only use game damping. some do it already but def should do it now just checked
 
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I've had most of the week to test and discover just how this update is panning out, I was gunna make a video but, there is just so much to cover I've decided it would be better to go live instead as its gunna take a while, that way any fantastic things that occur whilst testing can get picked up in the stream, also any bugs or problems that occur will be live so you can get an honest in the moment view of how things are going.

I'll be trying to cover what i've discovered and things that have been brought up in the forums, and you can join in!

Hope this Is useful and informative... Or at least entertaining, when you see how bad my driving really is with certain car track combo's whilst testing:whistle:. That and the fact I can't seem to control my hair today!o_O

AMS2 V1.4.1.2 Hopefully Useful, Informative User Review, After A Weeks Testing! LIVE!
 
It sounds like you have an Accuforce and a Simucube? If so, can you compare them for me?

I have the GS5 seat and gbelt with an Accuforce and enjoy the whole package with cloud tuning. But I have been thinking about a highet torque wheel like the Simucube 2 Pro for additional immersion and would love to hear your impression od more torque as 2ell as how a different wheel works when using the Gseat and belt.
I was using the Accuforce for over 5 years and it's a good wheel, but it's kind of worth to upgrade to an SC2 or VRS DFP because they are next level with far more self-aligning torque to feel the limit better and self correction on oversteers. But the AF felt better in BeamNG, DR2 and I was enjoying Raceroom more with it. Also the SC2 Pro was lacking some road noise that the AF does better, but it improved a lot with the July update and shockingly strong even if used to full AF-torque. The VRS is a bit more tame and less overwhelming compare to the SC2 Pro, but I do the same lap times and with both I'm faster and more consistent in AMS2 than with the AF.
 
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
There wasn't really much that they changed that would imply a steering/direction problem...
The aero issue was an excessive understeering and loss of downforce in slipstream.
Anyway glad it's gone whatever it was

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
 
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Quoting Renato:

AMS2 V1.4.1.3 is live now - another complementary update to the latest release to correct some issues & add further improvements.

V1.4.1.3 CHANGELOG
GENERAL

  • Downforce oval/downforce variants will now load the main custom AI driver xml file (prevents need to duplicate main xml per variant)
PHYSICS
  • Tire tread adjustments to Caterhams, F-Trainer, Superkart, GT Classics & Opala Old Stock
  • Further revisions to all wet weather tires & added option for cars that were missing it
  • Minor corrections to front & rear wing center of pressure in all formula cars
  • F-USA Gen1-3: Reduced draft & lift increment with radiator & brake setting for oval variants
  • Superkart: Further:wheel base / track width adjustments; Adjusted FFB for higher level of filtering
  • F-USA Gen1-3: Reduced draft & lift increment from radiator & brake setting for oval varriant; Adjusted short oval tire wear rate
  • Corvette C3.R: Adjusted front brake torque

AI
  • Fixed bug where the wrong AI could lead the full course yellow group if the leader has pitted during the full course yellow
  • Added new function to minimise chances of AI hitting outside walls in ovals
  • Further reduced AI rate of urgent lateral movement
  • AI calibration pass for Vintage TC1 & 2, F-Retro Gen2&3 Caterhams & F-Ultimate Gen2
  • Further corrections to AI behavior and performance in karting classes
  • Further adjustments to AI performance degradation with tire wear
  • Calibration pass for AI wet weather performance for all classes
  • Fixed Lancer Cup AI drivers missing driver names

AUDIO
  • Wall reflections: Reduced when close to wall, slightly less steep dropoff when moving away from walls. Fixed low volume and omnidirectional wall reflections after going back to main menu and loading next track/car combo
  • Changed priority one notch lower to mitigate loss of sound(s) for player / viewed car in cockpit for all cars

TRACKS
  • Spa 2022: Adjustments & fixes to wet weather properties
  • Track Cameras: Added VIR VR cams for all layouts.

VEHICLES
  • Ginetta G40 Cup/GT5: Added damaged and dangling parts; Revised collisions
  • F-Ultimate 2022: Fixed suspension animations in low downforce spec; Fixed livery overrides to include spec and fresnel maps
  • BMW M1: Corrected oil and water gauges
 
I just did the weekly time trial on the Red Bull Ring. I took the Ginetta G55 GT3 and set a top-100 time, but I was 4-wheel drifting into every corner and without doing anything the drift every time suddenly ended and I could continue. Seriously? Is this realistic behaviour?

Funny thing was, that the ghost in front of me (top-60) did exactly the same.
 
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I just did the weekly time trial on the Red Bull Ring. I took the Ginetta G55 GT3 and set a top-100 time, but I was 4-wheel drifting into every corner and without doing anything the drift every time suddenly ended and I could continue. Seriously? Is this realistic behaviour?

Funny thing was, that the ghost in front of me (top-60) did exactly the same.
Probably you are top 100 and not top 20 exactly because you are drifting the car. No there is no advantage in driving GT4s like rally cars.

 
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Ok, I finally had time to test the update. My choice was the oval content, choose daytona and a F-USA. First of all, I as using random grid position and the game was controlling my car untill green flag. But... I keep receiving disqualificantions because AI just cant drive at the right position in the grid... While screen shows I must be in 20th, for example, AI was driving my car in 17th. Man... what the hell, this is frustrating. Tried to get in a new race somtimes but looks like it is just random and happened with me in most of times. Ok, but I tried to go on even with this problema to see how is the driving experience. Suprise, surprise... I looked myself pushing AI cars tire by tire at +350km/h with almost no physics consequence, I kind of felt myself in a push battle like top gear or some other arcadish game when in comes to colision system. I was so frustrated with this combo that I just stop playing the game maybe in 30 minutes or so. Now, please, can someone tell me I forgot to clean some folder or something stupid and simple to solve as the reason what I just experienced? Because I will be really sad if I spent my one hour of playing in, maybe, a week with this Dayton + F-USA for nothing. I will be happier if you tell me I am so stupid becuse I forgot to turn on a magic ceckbox or something like this. If no, maybe it is a good time for the team to separate combos in "content we sugest" and "content under development". I don't know man... it's just I was so hyped with this 1.4.x and now I am disappointed. I will try to recover some energy to test another combo if I had time tomorrow. I hope I wasn't too rude with devs but it is what it is. Cheers.
 
Premium
On big updates like 1.4 i always delete the AMS2 folder in my Documents and reset all my stuff back up.
 
I just did the weekly time trial on the Red Bull Ring. I took the Ginetta G55 GT3 and set a top-100 time, but I was 4-wheel drifting into every corner and without doing anything the drift every time suddenly ended and I could continue. Seriously? Is this realistic behaviour?

Funny thing was, that the ghost in front of me (top-60) did exactly the same.
People who say this should look at onboards like this more:

 
People who say this should look at onboards like this more:

I don't get it. Where is the part where the car drifts with 4 wheels into the corner?

I just did another set of laps on the Red Bull Ring with the Ginetta G55 GT3 and the fastest Ginetta G55 (number 2 in the standings) as a ghost and he is also drifting into the corners. Apparently that is the fastest way to drive the fast but understeery Ginetta GT3.

Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.

Probably you are top 100 and not top 20 exactly because you are drifting the car. No there is no advantage in driving GT4s like rally cars.


Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.
 
I don't get it. Where is the part where the car drifts with 4 wheels into the corner?

I just did another set of laps on the Red Bull Ring with the Ginetta G55 GT3 and the fastest Ginetta G55 (number 2 in the standings) as a ghost and he is also drifting into the corners. Apparently that is the fastest way to drive the fast but understeery Ginetta GT3.

Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.



Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.
Then you are not paying atention.

And how do you know how its the fastest way to drive that particular car anyways?

If a car is understeery, then it stands to reason that you need to force the rear to rotate when you enter a corner, so you dont lose time, righ?
 
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Then you are not paying atention.

And how do you know how its the fastest way to drive that particular car anyways?

If a car is understeery, then it stands to reason that you need to force the rear to rotate when you enter a corner, so you dont lose time, righ?
Forcing the rear to rotate is understandable, but drifting and making the rear to step out into a corner is something different. I have never seen a Ginetta GT3 or any GT3 race in real life where a driver is consistently stepping the rear out to take a corner faster. Or are all the fastest Automobilista 2 Ginetta GT3 drivers doing it wrong? Because every Ginetta GT3 ghost that is faster than me including the fastest is doing the same.
 
Forcing the rear to rotate is understandable, but drifting and making the rear to step out into a corner is something different. I have never seen a Ginetta GT3 or any GT3 race in real life where a driver is consistently stepping the rear out to take a corner faster. Or are all the fastest Automobilista 2 Ginetta GT3 drivers doing it wrong? Because every Ginetta GT3 ghost that is faster than me including the fastest is doing the same.
Please provide a video of an onboard of a real Ginetta GT3 going for a quick lap, and then we can compare. Until then, we are only discussion your assumptions.
 
I don't get it. Where is the part where the car drifts with 4 wheels into the corner?

I just did another set of laps on the Red Bull Ring with the Ginetta G55 GT3 and the fastest Ginetta G55 (number 2 in the standings) as a ghost and he is also drifting into the corners. Apparently that is the fastest way to drive the fast but understeery Ginetta GT3.

Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.



Did you already set a top-100 time with the understeery Ginetta GT3 without sliding in the corner? Maybe I can learn from your lap.
I just spent half an hour and set a 33.9. The car is generally understeering but you can also set it to almost neutral. I watched the current P2 and some others and I did not see this drifting festival.
Some are more drifty than others but it's nothing completely crazy.
 
Had just a split time this weekend digging into the upgrades and my summary is that my 911RSR '74 is still as lovely drifty as it should be :inlove:

Ok, maybe some more words on topic later - room for plenty, only lacks time dropping them here.
 
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Forcing the rear to rotate is understandable, but drifting and making the rear to step out into a corner is something different. I have never seen a Ginetta GT3 or any GT3 race in real life where a driver is consistently stepping the rear out to take a corner faster. Or are all the fastest Automobilista 2 Ginetta GT3 drivers doing it wrong? Because every Ginetta GT3 ghost that is faster than me including the fastest is doing the same.
To quote BMW M4 GT4-driver Moritz Löhner when asked what's the difference between the real BMW and the one in iRacing: "No, it's different. In iRacing the M4 feels like it has not enough power. Like in real life, if you step on the gas, the car really slides a lot and you need to be very careful with the throttle to not spin the car or spin the tyres. And on iRacing you just full-throttle it and nothing happens. It feels like round about 100 hp missing in iRacing..."

Hotlap-competitions have no simulation-value and in real qualifying, modern slicks usually have two laps optimal grip within a limited time-frame. Front-engine rear-wheel-driven-cars are by design a bit slippy on the tail and certainly the drivers using it to rotate the car, just more moderate since drifting means the outcome is less predictable. If drifting wouldn't be a thing in Motorsport, the drivers wouldn't start with karting, which means power-drifting all the time.

When I see people in online qualifications doing this trick to gain some tenths, I know I beat them during the race because usually they f up within five laps. You might win a TT-leaderboard with this technique or a qualifying, once the peak of the grip is gone, you better start driving like in real onboards and the better you copy that, the faster and more consistant you get.
 
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