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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Comments

The cars I tried so far on version 1.4 -- MetalMoro, Caterham and Formula USA gen1 -- feel pretty much the same as they did before the upgrade.
Is there any car that feels especially good now that you can recommend?
 
The cars I tried so far on version 1.4 -- MetalMoro, Caterham and Formula USA gen1 -- feel pretty much the same as they did before the upgrade.
Is there any car that feels especially good now that you can recommend?
Usually there is no absolutely magical upgrade, same as there is never a magical day 1 patch that fixes all of a sudden all problems of a game. It will always be an iterative process. So if people liked AMS2 before 1.4 they will also like it after. Those who did not won't be magically turned all of a sudden.
 
D
Usually there is no absolutely magical upgrade, same as there is never a magical day 1 patch that fixes all of a sudden all problems of a game. It will always be an iterative process. So if people liked AMS2 before 1.4 they will also like it after. Those who did not won't be magically turned all of a sudden.
too-sad-so-cute.gif
 
Usually there is no absolutely magical upgrade, same as there is never a magical day 1 patch that fixes all of a sudden all problems of a game. It will always be an iterative process. So if people liked AMS2 before 1.4 they will also like it after. Those who did not won't be magically turned all of a sudden.
I bought AMS2 when it was still in pre-release status. There were a few significant upgrades during these 2 years, most notably on version 1.3 which was a major improvement on the physics front and turned AMS2 into a sim I really like.
After reading the release notes for 1.4 I was expecting something similar but I don't feel any major difference.
 
The cars I tried so far on version 1.4 -- MetalMoro, Caterham and Formula USA gen1 -- feel pretty much the same as they did before the upgrade.
Is there any car that feels especially good now that you can recommend?
Uhm, nope. :(

My relationship with AMS2 is pretty much always the same.
I would love to love it so much, but instead it just sits there, unused.
For me, the cars are too much alike.
I have tried a V10 Gen 1, a Catheram 300hp, a Ginetta GT3, an AMG GT4, a McLaren MP4/1C, a StockCar New Geracao, a SuperV8.
All of these have similar behaviors in accelerating Imola's slow corners (Heavy Rubber), with the usual pivot to the rear.
The countersteer (T300 Default+) is unintuitive because the FFB is "thick" and poorly defined.
So, I am sorry.
I would love to love it so much, but no.
I will wait.
 
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D
Huge updates means huge bugs. Hotfixes needed.

To limited custom-liveries isn t a good idea. Racing with the same 6 liveries per car (GT3) is next to the 1-custom-livery PCars has had - dumb!
 
The cars I tried so far on version 1.4 -- MetalMoro, Caterham and Formula USA gen1 -- feel pretty much the same as they did before the upgrade.
Is there any car that feels especially good now that you can recommend?
If you really don't feel any difference in the Caterham Academy or the F-USA, then your FFB is configured totally wrong and I doubt you'll feel any difference no matter how large.

The main thing that's changed in all cars is the tyre temperature build-up under cornering. Before, some high-powered cars would overheat their tyres under mild cornering to the point that the car would feel okay on corner entry but then become incredible skatey mid-corner and on the exit. The F-USA was one of those, and now it feels much grippier and predictable on corner exit (assuming you don't otherwise overdrive the car). This is a fundamental but pretty hard aspect to nail properly and even some sims widely praised for their amazingly realistic physics get it wrong in many cars.

If you want something completely new, try the Copa Trucks. Gone are the ballooning and overheating tyres. Mind you, they are still understeery behemoths that need careful throttle control, but they can now be danced around the track on throttle like they should be.
 
If you really don't feel any difference in the Caterham Academy or the F-USA, then your FFB is configured totally wrong and I doubt you'll feel any difference no matter how large. The main thing that's changed in all cars is the tyre temperature build-up under cornering. Before, some high-powered cars would overheat their tyres under mild cornering to the point that the car would feel okay on corner entry but then become incredible skatey mid-corner and on the exit. The F-USA was one of those, and now it feels much grippier and predictable on corner exit (assuming you don't otherwise overdrive the car). This is a fundamental but pretty hard aspect to nail properly and even some sims widely praised for their amazingly realistic physics get it wrong in many cars. If you want something completely new, try the Copa Trucks. Gone are the ballooning and overheating tyres. Mind you, they are still understeery behemoths that need careful throttle control, but they can now be danced around the track on throttle like they should be.
I had a similar issue before in AMS2 and it's just a big nogo that you have to fiddle with FFB settings to make cars handle properly. It allways reminds me of the shader caching in rF2 that leads to all kinds of issues whenever there are bigger graphic updates. Stuff like that shouldn't be allowed to happen.
 
Premium
Odd to read the comments about the force feedback.

Personally I was so damn impressed to be able to feel the connection between the car and the road, the behavior of the tires, and the weight of the car moving as I traveled through the corners, making it not only possible to feel a slip coming but to play along the edge, over the edge and to bring it back in line.

Quite freakin amazing what was now able to be done with the info being telegraphed through the FFB when combined with a bit of pedal input.
 
The only way AMS2 can get better is if by some miracle all cars/tracks from PC2 become compatible with AMS2
There is a lot of great content in pCars 2 that I would like to see in AMS2, but just making it compatible isn't the trick, because it would still sound and feel about identical to pCars 2. It's like using odd old mods in rF2 that doesn't get better because the game did years of dev-progress. There was a car in the early-WIP-phase of the beta that illustrated it and handles and feels very different after it got the Reiza-treatment. That's what I want to see in AMS2.

During the beta I was moaning (not only) about the McLaren F1 LT and Ultima GTR that didn't feel right, but they've fixed it and are now perfect examples what big step AMS2 took with this update. The F1 in AC almost feels like simcade in comparison and now I want the Yellowbird, Mustang, F40, LaFerrari, Huracan, KTM X-Bow and so many others to get the same treatment:inlove:

Some better car-sounds here and there would be great as well...
:)
 
Big update, like it. But I still have the bug in 125cc kart that the brakes overheat after 1 lap and then it barely brakes anymore. More people have this issue? Every update I check if it is fixed….
 
Big update, like it. But I still have the bug in 125cc kart that the brakes overheat after 1 lap and then it barely brakes anymore. More people have this issue? Every update I check if it is fixed….
Yes and also waiting since quite a while for a fix now. At least it's now the only 'car' I know that is broken and looks like an easy one to fix:whistling:
 
Just finished to download this huge free update.
First, thank you Reiza for all this work on improving this title.
Second, thank you for the free Spa new 2022 layout.
Reiza, you are an amazing developers, you go way beyond expectations. I use to think Kunos was where the bar was at for passion and work ethic in the simulator genre, but to me, you are now sharing the first spot with them.
An example to the other developers on how it should be done.
 
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Still no career mode. It's just a "pick a random car and random track and do a race" game like so many others.

We need a career mode where you start at the bottom and work your way up to faster cars and longer tracks / track variations. GT Legends did this perfectly. RFactor 1 is another great example (it's career mode, as well as it's whole credits and purchasing-car-upgrades-system is criminally under-rated and under-utilized in my opinion). This provides a challenge, a goal, and excitements and anticipation when you move to a new car / new track. It gives the player a way to explore the entire game in all it's glory.

A money / credits system isn't even necessary. Just allow the player to move onto the next series as long as they win the current one, or come in the top 2 or top 3 or something.

Have short championships consisting of, let's say, 2 - 8 races so that players are constantly driving different cars on different tracks. You can even set it up so that different cars must be used at different races for championships. There are lots of possibilities and ways to do it.

Assetto Corsa has a career mode too. It starts you in a slow car (street car FIAT 500 if I remember correctly) and has you progress to faster and faster cars.

Project Cars 1 and 2 also have career modes which, I think, do the same thing.

If it wasn't for career mode, I would have never purchased neither PC1 nor PC2 as I already have way too many "random hotlapping / racing" games.

The career modes offer a reason to immerse yourself in the game and explore it's entirety as you experience, learn, and appreciate each cars' and tracks' physics, graphics, sounds, layouts, etc.
 
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What's needed for simracing in 2024?

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