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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Had a go at Spa 2022 in the F1 ultimate. Had a really good time yesterday!!
same here.
went for the official events and it’s nice addition having a low downforce version.
(wish to see the flat spots not just feel them)

Otherwise, i went for the AMG GT4 a go and it’s not bad at all. haven’t tried it in any other sim so can’t compare.

Have been away from AMS2 for almost a year so not sure if 1.4 feels good or if things were decent before that.

Interested to read people’s opinion.

cheers.

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Premium
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.
It's one of those things where you have no idea what the overall demand is for certain features and with a limited amount of resource what should get focused on.

A bunch of people on the forums like road cars and free roam maps, some like drifting, career modes, online. I pretty much just like doing 20ish lap AI races and create my own championships.

Rather than Reiza make a single player game I'd rather they did something where people could create a Championship and then share it with other people. You'd get a bunch more variety in the long run and people could add new content as it arrives.
 
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.
Some GT3s like the McLaren are completely different as well in the way they behave thanks to the improved thermal model.
Generally heavier cars are going to enjoy that more but also quite many formulas.
 
The only way AMS2 can get better is if by some miracle all cars/tracks from PC2 become compatible with AMS2
I doubt compatibility is the problem here, licensing is expensive. They did get some (trackside) assets from SMS though and visuals are one of the things PC2 really did get right.
 
It's one of those things where you have no idea what the overall demand is for certain features and with a limited amount of resource what should get focused on.

A bunch of people on the forums like road cars and free roam maps, some like drifting, career modes, online. I pretty much just like doing 20ish lap AI races and create my own championships.

Rather than Reiza make a single player game I'd rather they did something where people could create a Championship and then share it with other people. You'd get a bunch more variety in the long run and people could add new content as it arrives.
According to Renato there is a "very elaborate career mode" on the roadmap for this year, postponed in the meantime or not.
 
I see most people praise the update and see it as a big improvement.
Nice to see.

But I saw the Caterham on a video looking like it has lost grip, suffering
oversteer and sliding quite a bit. Maybe this is a good thing...
 
Regarding AMS2 FFB; results rely on proper user application of Gain / LFB / Damping. Without it, ffb and resulting influence on user perception of car-handling, may not make much sense.

  • Per Car FFB strength: Can be assigned to keys / buttons / dials / and be applied on the fly.
  • LFB: DD-wheels need little to none whereas, low-end wheels may need quite a bit.
  • Damping: Dynamic in nature and car dependent when applied in-game ffb. 50% is a good starting point, even with DD-wheels. I use this setting to control wheel-response (Speed). Direct-drive servo Damping disabled (Some Friction used, though).
  • FX: Totally user preference, increase to provide more bumps and details.
  • Default FFB: Good fundamental ffb effects with minimal detail, natural understeer / oversteer response but, largely influenced by Damping.
  • Default+ FFB: Similar to Default but, provides some additional road effects (Variable by FX setting). Either default preset can work well for any ffb wheel brand but, achieving a proper balance between strength / LFB / Damping are essential for best results.
  • Custom FFB: Replace file (Docs \ AMS2 \ ffb_custom_settings) with user-made custom versions for different ffb characteristics. Many different versions can be found in the AMS2 forums, some offering benefits for specific wheel makes / types, or other unique or special ffb effects.
The custom-ffb option offers more possible effects than any other title, for those that like some extra detail. DD-wheels are generally, better able to covey such detail effectively. Things such as Engine-vibes / Shift-bump / Tire-scrub / Tire-tear / grip-loss detection / ramping of steer resistance prior to grip-loss, etc., and more. With some learning, trial and error, any ffb parameter can be tailored to user preference, probably even some you've never heard of. The options are many.
 
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.
Dude i feel much the same as you do
 
Premium
This isn’t a which is best question as all of this is subjective, but what Sim’s FFB do you prefer?

For me RF2, AMS 2 and AC although all a bit different I like.
Raceroom I think has some really good FFB but its lack of “Road Feel” lets it down.
ACC for me just feels terrible.

Its not difficult to try my settings as most of the time I run the recommended settings in Fanalab, and the recommended per games settings from the Fanatec forums. This is on a DD1, I don’t change much other than per car multiplier. AMS2 I use Default + and the Fanatec recommended although I tried a few custom FFBs in the past.

The other issue is where is the line in how a Sim “feels” between the FFB and the physics. I probably couldn’t give a good description of whether or not my dislike of ACCs FFB is 90% driven by the fact I don’t like the way it drives.
 
Today I had GTE 60 min with mandatory pitstop and no refueling. I decide pit little bit earlier because I had small accident with oponent car, so I decide to fix suspension. What surprise when I enter to pitlane and crewchief announced that my pit place is occupied. In pitlane was only 2 opponents cars. Strange, what is the reason of this?
 
Today I had GTE 60 min with mandatory pitstop and no refueling. I decide pit little bit earlier because I had small accident with oponent car, so I decide to fix suspension. What surprise when I enter to pitlane and crewchief announced that my pit place is occupied. In pitlane was only 2 opponents cars. Strange, what is the reason of this?
Not sure if it's a bug or just happens with more cars than pits, but should help to announce your pitstop before, either with the mappable button or the ICM.
 
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Regarding AMS2 FFB; results rely on proper user application of Gain / LFB / Damping. Without it, ffb and resulting influence on user perception of car-handling, may not make much sense.
If any one is judging vehicle behavior based on FFB then, to be honest, those people's opinions aren't worth anything. At least not to me personally. FFB can make me drive better, enjoy the experience better, be more immersed, but I've never felt in 20 years of sim racing that FFB has ever affected my judgement / perception of a game's (or car's) physics.

Games like RF1, GTR2, GTL, PC1 (and PC2 and AMS2 to possibly a lesser extent) can have humungous differences in FFB depending on all sorts of settings in-game as well as in text files. I've seen people say all sorts of negative things about the physics in those games and then all of a sudden do a complete flip and start praising the physics just because they found a bunch of FFB settings that completely changed the FFB to their liking. Well, not a line of code nor any values in any vehicle files were changed therefore the physics weren't changed yet now all of a sudden the physics went from terrible to awesome just because they found a way to make their wheel vibrate & move the way they like? If someone's opinion on physics can change so drastically just because the FFB changed then that, to me, is terrible judgment & perception.

The other issue is where is the line in how a Sim “feels” between the FFB and the physics. I probably couldn’t give a good description of whether or not my dislike of ACCs FFB is 90% driven by the fact I don’t like the way it drives.
At least you know you don't like how a particular game drives. I'd be more concerned if it was the opposite though, if you don't know if you like how a game drives or not because of the FFB. There are lots of people (as I mentioned above) who think they don't like how a game drives only to like it once they change FFB settings. Imagine those people never discovered those FFB settings and therefore never got to discover and enjoy such great experiences they would eventually have with that game.
 
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Quoting Renato:

A new hotfix just went live for AMS2 with build 2133 (no change in version number as exe remained the same).

Changelog for hotfixes since V1.4.1 release:

  • Spa-Francorchamps_2022: Fixed Bus Stop wall physics, various fixes to road and curbs, added updated curb extensions,, added tire stacks; LOD tweaks & minor optimization;
  • Fixed F-USA Gen3 crashing to desktop when loading short oval configuration
  • Corrected peak performance engine output figures for GT1 cars
  • F-USA Gen2: Fixed Lola T98 Short Oval LOD D, Revised pivot position in all LODs
  • F-USA Gen1-3: Variou correction accross all oval variants; Added minor amount of default positive camber for left side tires; Fixed Lola, Swift front wing & undertray CoP: Fixed Lola & Swift FFB discrepancies
  • F-Ultimate Gen 1: Fixed suspension animation causing wheels to sink through the ground
  • Tire tread adjustments for Opala Old Stock, Sprint Race, F-3, F-Trainer, Vintages Gen1&2, Mini Classic B, F-Vee, Uno and Fusca tires
  • General wet tire developmnt & fixed treaded / road & semislick tires being too slippery on a wet track
  • FFB: Minor increase of pneumatic trail for all cars & reduced parking force
  • Added missing wet compounds for Opala 86, Omega 99, GT Open class & F-Ultimate Gen2
  • F-Ultimate Gen2: Revised undertray aero
  • GT3 & GTE: Improved engine cooling very slightly
  • Fixed Mini Cooper 65 Classic B & Stock Omega defaulting to wrong tires
  • Karts: Further adjustments to brake heating rate
  • AI calibration pass for Old Stock, Vintage TC1, F-Trainer, Cat Academy, karts (all classes)
  • Minor adjustments to AI behavior in ovals


There are known issues with F-Retro handling (both gens), performance issues in some cars with AMDM, wet weather tires & wet AI performance calibration, as well as general AI struggling in ovals & with the faster karts - we are pushing to get these rectified in the coming days.
 
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Have you disabled "pit stop refuelling allowed" in the race-settings?
No because it was a 90 minutes race with accelerated fuel consumption and tyre wear. Pitstops were expected. But not that many. It's an old issue and one of the entries in the release notes suggested that it could be fixed
 
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If any one is judging vehicle behavior based on FFB then, to be honest, those people's opinions aren't worth anything. At least not to me personally. FFB can make me drive better, enjoy the experience better, be more immersed, but I've never felt in 20 years of sim racing that FFB has ever affected my judgement / perception of a game's (or car's) physics.

Games like RF1, GTR2, GTL, PC1 (and PC2 and AMS2 to possibly a lesser extent) can have humungous differences in FFB depending on all sorts of settings in-game as well as in text files. I've seen people say all sorts of negative things about the physics in those games and then all of a sudden do a complete flip and start praising the physics just because they found a bunch of FFB settings that completely changed the FFB to their liking. Well, not a line of code nor any values in any files were changed therefore the physics weren't changed yet now all of a sudden the physics went from terrible to awesome just because they found a way to make their wheel vibrate & move the way they like? I'm sorry but that's terrible judgment and perception if someone's opinion can change so drastically just because the FFB changed.


At least you know you don't like how a particular game drives. I'd be more concerned if it was the opposite though, if you don't know if you like how a game drives or not because of the FFB. There are lots of people (as I mentioned above) who think they don't like how a game drives only to like it once they change FFB settings. Imagine those people never discovered those FFB settings and therefore never got to discover and enjoy such great experiences they would eventually have with that game.
RaceNut is using a D-Box-system if I'm not mistaken and I'm using a 6 DOF GS-5 with G-Belt and 7 shakers to be clear, but we still need a decent FFB to be connected to the car. Different wheels can be quite different in FFB among the sims and AC for example is much better with a SimuCube or VRS than with an Accuforce, which feels better in BeamNG. The FFB is certainly telling me a lot about the underlying physics and more details usually means more stuff is simulated while in LFS I just feel some rubber-effects, but not enough from the suspension so the physics can't be as good as some people claim.

In rF2 there are tracks with no sufficient track-details and cars just feel floaty and bad even they feel great on other tracks. pCars 2 had similar issues and if the FFB is clipping, you might feel a lack of physics-details even it's just your wheel and settings. But FFB isn't all and if you don't use at least tactile-feedback, better in quadrophonic mode, you can't judge physics properly because your only feedback-source is in stereo while cars have usually four wheels on the tarmac speaking to the driver. So FFB must have it's limitation and can either pronounce more the front-axis or the rear, but not both. AMS2 is more pronounced to the rear which seems not in favour of some people here, while I don't like pure front-biased FFB like in iRacing and ACC.
 
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Try Copa Montana or the 99's Omega Stock Car @ Daytona Oval or Road. Feels just like the good old Nascar series.

What exactly do you mean by broken? Asking because I just ran a quick 20 lap race and a huge - and just nerve-racking to pass through to be honest - crash happened and it seemed to work just fine for me.
I had to slow down after the fcy came out. A few AI cars passed me under yellow. when I tried to take my place, it was considered an illegal overtake. So it apparently the system can't control properly the track position at the moment that the yellow comes out.

Shame because the AI behavior under green was ok-ish considering how rare it is to have good AI in ovals.
 

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What's needed for simracing in 2024?

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