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

Premium
Lol, are you implying that career modes must have things such as voiceovers, characters, supposed drama, cut-scenes, etc. If that's what people think I meant by career mode than they're misunderstanding big time. I HATE that stuff. All I meant by career mode is exactly what I wrote. Start in low tiered / slow cars and move your way up to faster cars and bigger tracks. That's it. No drama, characters, cut-scenes crap.

Yup, I never stated any thing contrary to what you wrote. I pretty-much agree with all you said.


Yes, different wheels, different FFB settings, tactile feedback, etc. can make you feel more things going on, can help you drive better due to feeling more, etc. But I've never in my life had my opinion of physics changed due to different FFB settings, different wheels, tactile, etc. I've played using the Logitch wheels, multiple Thrustmasters, multiple Fanatecs, Open Sim Wheel, SImucube 1, Accuforce, and Simucube 2 (current wheel. The cars' physics have never magically changed (and they won't) just because I upgraded from, let's say, a Thrustmaster T500RS to a Simucube 2. In some ways the FFB will be different, of course, because it's a different wheel but the car's physics don't magically change. Different wheels, different FFB settings, tactile, etc. can potentially help with laptimes, consistency, immersion, fun, etc. but the physics don't change.
Totally agree with all of these points; however, in my opinion, the driving experience in AMS2 does seems to be influenced, for better or worse, by one’s choice of FFB settings, at least compared with many other racing sims.

Exhibit A: The multitudinous thread about Default FFB settings at Reiza forums.

Exhibit B: The multitudinous thread about Custom FFB settings at Reiza forums.
 
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The game is indeed better than ever. Up to 660 hours and you may know I have not lavished praise on it at all but I dont mind driving around a little bit; but now.....but this is good. Maybe they asked J lenno how the gt f1 Mclaren was or something but its good.

Using ffb different now - 74, 8 lfb, fx 47 and dampener 47 -- its taken me several hours to land on that but for a belt I think you will be hard pressed to beat that - car control is very high and feel is good.
 
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Totally agree with all of these points; however, in my opinion, the driving experience in AMS2 does seems to be influenced, for better or worse, by one’s choice of FFB settings, at least compared with many other racing sims.

Exhibit A: The multitudinous thread about Default FFB settings at Reiza forums.

Exhibit B: The multitudinous thread about Custom FFB settings at Reiza forums.
I totally agree. I think it has to do with how FFB in the Project Cars / Madness engine works. There are so many variables to it. I love how you can customize it to get more/different feel. I'm a big fan of that philosophy instead of having no other option besides a pure steering rack feel FFB. It's actually the reason why I purchased an Accuforce as it also gives options to tinker with all that. It would be amazing if other FFB wheel manufacturers offered that.
 
I totally agree. I think it has to do with how FFB in the Project Cars / Madness engine works. There are so many variables to it. I love how you can customize it to get more/different feel. I'm a big fan of that philosophy instead of having no other option besides a pure steering rack feel FFB. It's actually the reason why I purchased an Accuforce as it also gives options to tinker with all that. It would be amazing if other FFB wheel manufacturers offered that.
One of the biggest problems with AMS2 was the custom ffb scene. If you use that custom file now you are just kidding yourself - because they are kidding themselves, the default+ is the best one to use I find.

ffb is over rated thats for sure, it should not be focussed on, however one of the failings of AMS2 has been the wrong-focus on ffb over time; of how it used to be worse. You just need it to indicate and then jump to the side to actually race, its an interactive product gaming so the actual action happens simply with the turn of the wheel and not the feel so much edit: so its best to turn down the ams2 ffb. right down.

I used to turn it all up, but gain in the 70s max, then 5-10, 15, 9 for dampening is a common setting for mid range ones. But I will say anyone who is playing AMS2 on a controller is definitely not doing it right, though controllers are cheap, I hope the direct drives continual to strive for value for money so to bring down the manufacturing which with the war etc don't know how that will go, not good since the demographics and economy everywhere except in USA, Australia less so, and maybe france and uk is going bad for a time.

so.... anyway if they go overboard thats bad but if they use a controller then they are fools, so just do not over do it, ffb is not the be all end all.

In AMS2 do yourself a favour and turn off traction control and abs in Rf2 for the senna GTR, then compare it to the GT McLaren F1 in AMS2, and its clear the modelling for that car in AMS2 was always solid but its perhaps the most improved car over time for modelling. Several other cars have benefited immensely from the new patches over a few months too.

Somewhere with a complex of turns and bends like at Oulton park. Brake hard, dive in, accelerate out of chicanes and the like. Thats ones of the better ways to check out the physics and the like. Balancing of the game aside (values etc and systems) its going well I would say.

So no one says its not true basically. Bolded are values : Brands Hatch 50/40 front arb is good. I use keyboard up and down and left/right to adjust, so the car itself is a great thing to use in game from a time of last super car without traction control etc. convenient

then i use brakes forward 55/56 (but u can do 50/50 if u wanna see) and diff 55 and 54, 110 pre load and watch it kick but use actual 56 power and 51 coast; with no traction control on purpose for the car u set it up like that a bit, game does general setup which is great reference; then camber front -3.1, should go good

anything between those, but the last thing to do is WAIT for warm tires! lol its a good car
 
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Premium
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 :)
 
Yesterday I drove a bit of AMS2. I enjoyed driving and setting up the Formula Ultimate Gen 2 around Montreal, something I liked driving with the original AMS.

Regarding the FFB I found that with some cars I need more dampening in the FFB because the FFB gets too noisy (T300). With other cars the same setting can be too numb. So car to car tweaking is still necessary, just like PC2, but to a lesser extent.

Then I figured I try some wacky races since they included some in the newest trailer.
  • I tried the Copa Trucks around WWT Oval with 107 Strength and Medium Aggressiveness (it used to be slider right?). That race I finished, but I felt like the AI had way more grip into the corners but at the same time I was faster and I felt they were too aggressive on entry due to the grip difference.
  • Then I switched to my beloved F3 cars on the same track/settings, and the whole grid had a huge pileup 3 laps into the race. AI that managed to get out drove into the pileup on the next lap. All in all it wasn't wacky in a good sense like I hoped.

AMS2 is improving, it's getting there. I hope for big AI updates that were teased in the latest Dev Update. That could make or break the whole thing. Like with rF2, AMS2 also needs a good offline experience due to the low online playerbase it has. I did not feel like this update was "game changing". Sure we have been getting lots of improvements, content (even free! yes it's possible, not everything has to be DLC). I hope we get more cars in existing classes, but mainly better AI, multiclass improvements, and then it will be in a good state in my opinion. There are enough offline hot lap sims on the market, it's time for an offline racing sim...
 
Quoting Renato:

V1.4.1.1 Hotfix has been deployed:
  • Fixed bug that could cause a disconnected player from triggering FCY in Multiplayer
  • F-USA Gen1-3: Corrected various aero errors from weekend builds & slightly revised tire tread for oval variants, minor aero & engine revisions for road variants
  • F-Retro Gen1: Adjusted tread & FFB
  • F-Vintage Gen1: Increased final ratio for M1
  • Removed extra AI compounds for F-Classic, F-Reiza & F-Ultimate
  • AMDM: Adjusted coolant, oil and turbo failure thresholds on all open wheelers with AMDM and also Group C
  • Slightly improved engine cooling on all engines & decreased dirty air effect on cooling for F-Vintage (both gens), F-Retro (all gens) F-Classic all gens), F-USA (all gens), F-V12, F-V10
  • Fixed missing F-Reiza & F-Ultimate gen2 wet compounds
  • AI calibration pass for F-Retro Gen1 & F-USA ovals
  • Spa 2022: Adjusted LT grip range for Fontana, Gateway & Daytona ovals
  • F-V10 Gen2: Corrected front suspension animation causing the front wheels to lift slightly when loaded
  • F-Usa Gen 3 Reynard 2KI: Fixed the low cockpit parts showing on cockpit view

There is currently an issue with Time Trial leaderboards so we have temporarily taken them down for maintenance - it should be back up fully reset soon (TTotW however remains operational).
 
Totally agree with all of these points; however, in my opinion, the driving experience in AMS2 does seems to be influenced, for better or worse, by one’s choice of FFB settings, at least compared with many other racing sims.

Exhibit A: The multitudinous thread about Default FFB settings at Reiza forums.

Exhibit B: The multitudinous thread about Custom FFB settings at Reiza forums.
All low-end wheel users are constantly looking for FFB settings that let them get more useful information from the limited resolution afforded by a maximum torque of 2 Nm in any sim that actually lets the user configure such things, c.f. the numerous threads about configuring Logitech wheels in AC.

The situation isn't much better for DD users either because often they generate weird or even dangerous forces because one of the dozen sliders in the Fanalab/Simucube profile is slightly wrong. Every single racing sim forum is filled with threads of people looking info on how to set these weird and unintuitive sliders.
 
Premium
I think a big problem with FFB in general is that it's completely subjective in the end. My settings, that worked perfectly well for me for close to a year could feel really bad for the next person, even on the same wheel, because they like their FFB noisier/stiffer/heavier/softer/smoother/whatever.

So IMO any conversation about FFB can only lead to somebody trying another's setting as a baseline that then needs to be adjusted according to everybody's own tastes and requirements, which can take a long time and much trial and error. Badly explained settings in-game and driver don't help this procedure much as well.
 
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Premium
Here is Aris Vasilakos‘ take from a post I saved where he shared his FFB settings for AC some years ago … although technological advancements have permitted additional sources of tactile and other enhanced feedback if you have a dedicated sim rig, VR, etc., his fundamental point regarding chasing the perfect FFB setting remains valid:

“!Most important setting!

I don't change FFB settings. Almost never.

Driving behind a monitor (or three, or a VR headset) is not reality. You WILL miss all the additional sensorial feedback from reality. G forces, vibrations, sounds... even smells... ALL GONE!

So all the above means that your brain has to create new muscle memory and find new sensorial feedback to cover those that are missing. The only feedbacks it has is the monitor/VR headset and your FFB from your steering wheel (plus some sound). Some people think that this is why FFB is so important and it is, but it is NOT the most important thing. The important thing is that your brain gets used to the new situation. It needs time and training to do so.

So here's my advice:


Find an FFB setting that is decent (not perfect, just decent!) and has subtle effects that do NOT cover everything up. If ANY FFB effect is too strong, you're doing it wrong.

So find a decent setting and then... STICK TO IT! For a long time. Prohibit yourself from changing ANYTHING at all.

If you drive a car and you don't like the FFB is not the issue. You are. Or the car is. Accept it and learn to drive around it.

DO NOT, I repeat, DO NOT CHANGE FFB settings!

Let your brain learn and create muscle memory. It will be hard at first, but the results will surprise you after a month or so.”
 
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Here is Aris Vasilakos‘ take from a post I saved where he shared his FFB settings for AC some years ago … although technological advancements have permitted additional sources of tactile and other enhanced feedback if you have a dedicated sim rig, VR, etc., his fundamental point regarding chasing the perfect FFB setting remains valid:

“!Most important setting!

I don't change FFB settings. Almost never.

Driving behind a monitor (or three, or a VR headset) is not reality. You WILL miss all the additional sensorial feedback from reality. G forces, vibrations, sounds... even smells... ALL GONE!

So all the above means that your brain has to create new muscle memory and find new sensorial feedback to cover those that are missing. The only feedbacks it has is the monitor/VR headset and your FFB from your steering wheel (plus some sound). Some people think that this is why FFB is so important and it is, but it is NOT the most important thing. The important thing is that your brain gets used to the new situation. It needs time and training to do so.

So here's my advice:


Find an FFB setting that is decent (not perfect, just decent!) and has subtle effects that do NOT cover everything up. If ANY FFB effect is too strong, you're doing it wrong.

So find a decent setting and then... STICK TO IT! For a long time. Prohibit yourself from changing ANYTHING at all.

If you drive a car and you don't like the FFB is not the issue. You are. Or the car is. Accept it and learn to drive around it.

DO NOT, I repeat, DO NOT CHANGE FFB settings!

Let your brain learn and create muscle memory. It will be hard at first, but the results will surprise you after a month or so.”
Different cars in RL give different feedback. Should we be limited to driving one car only?

I would argue that we should drive as many different cars as we can to improve our ability to adapt to different levels of feedback and situations. Honing one's skills also means improving our ability to adapt and recognize minute differences in various / variable feedback streams at one time.

I think that driving a wider range of sim-titles / cars / ffb steering systems / different ffb settings, will do more for improving skills than limiting to a narrow set.

It's certainly true that some of us go through a lengthy cycle in exploration of ffb settings but, eventually settle on preferences that really gel at some point. Then it's just a matter of getting the ffb as good as it can be in any given title but, quite efficiently.

I'm so glad that I've gone through that process knowing what I've learned makes my sim experience so much better. And the process was actually quite interesting and fun along the way, not scary and painful.

Still, different people want different things from Sim-racing. Competing at a high level requires specific skills vs maximizing one's immersion level or playing out dreams of driving exotic cars.
 
Premium
Different cars in RL give different feedback. Should we be limited to driving one car only?

I would argue that we should drive as many different cars as we can to improve our ability to adapt to different levels of feedback and situations. Honing one's skills also means improving our ability to adapt and recognize minute differences in various / variable feedback streams at one time.

I think that driving a wider range of sim-titles / cars / ffb steering systems / different ffb settings, will do more for improving skills than limiting to a narrow set.

It's certainly true that some of us go through a lengthy cycle in exploration of ffb settings but, eventually settle on preferences that really gel at some point. Then it's just a matter of getting the ffb as good as it can be in any given title but, quite efficiently.

I'm so glad that I've gone through that process knowing what I've learned makes my sim experience so much better. And the process was actually quite interesting and fun along the way, not scary and painful.

Still, different people want different things from Sim-racing. Competing at a high level requires specific skills vs maximizing one's immersion level or playing out dreams of driving exotic cars.
I'm not entirely sure what "skill set" you're cultivating ... in my experience, the only essential skill I ever needed to enjoy a racing sim was a sense of imagination. In all fairness to technological advancements, I found Grand Prix Legends in 1998 as "realistic" as I find AMS2 in 2022! By his own admission, Grand Prix 2 in 1996 was sufficiently advanced to help Jacques Villeneuve grab pole position at Spa!

But in any endeavor, a Senna-esque or Schumacher-esque ability to process vast arrays of multimodal stimuli and subsequently and systematically utilize that information to your benefit is a worthy trait to cultivate....
 
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I'm not entirely sure what "skill set" you're cultivating ... in my experience, the only essential skill I ever needed to enjoy a racing sim was a sense of imagination. In all fairness to technological advancements, I found Grand Prix Legends in 1998 as "realistic" as I find AMS2 in 2022! By his own admission, Grand Prix 2 in 1996 was sufficiently advanced to help Jacques Villeneuve grab pole position at Spa!

But in any endeavor, a Senna-esque or Schumacher-esque ability to process vast arrays of multimodal stimuli and subsequently and systematically utilize that information to your benefit is a worthy trait to cultivate....
Superior imagination, good for you. :)

I'm challenged enough just trying to get close to average levels.
I need all the help I can get.
Wait, . . . what were we talkin' about?
:D
 
Premium
Superior imagination, good for you. :)

I'm challenged enough just trying to get close to average levels.
I need all the help I can get.
Wait, . . . what were we talkin' about?
:D
:roflmao: Let's be honest: Any arguments in favor of my "superior imagination" are only thinly-disguised excuses for still driving a G25 in 2022.
 
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Moderator
Premium
Maybe getting a bit off track here gentlemen.
I enjoy philosophical discussions about sim racing and the different approaches people have, but maybe this isn't the place for it.
 
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.
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.
 

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