Automobilista 2 | Physics Updates and New Content in v1.3

Automobilista 2 November 2021 Update 01.jpg
A significant physics update for Automobilista 2 is coming this month, along with plenty of new content.

Reiza Studios has shared the second batch of news concerning what is coming to Automobilista 2 this month via a post on their official forums. Much of the post centred around their improvements to the driving physics and force feedback. Version 1.3 will allow Reiza to create much more elaborate and authentic driveline physics for the cars in the game. There is also going to be a new default FFB profile that is selectable from the settings menu. A bug found by Reiza has delayed the release of the update, but it is still expected to be public before the end of the month.

Content was another focus of the post, and the highlight of the upcoming content is part 2 of the Racin' USA DLC. Part 1 included GTE cars plus three American tracks, and part 2 will follow a similar format. Three distinct years of Indycar/Champcar will be added to the title as part of the Formula USA car class, plus three tracks. Cleveland and Watkins Glen are the first two confirmed tracks, and there is a third that Reiza is unable to share quite yet due to licensing.

The two Volkswagen cars that are currently available as part of a demo version of AMS2 will also be added to the main game this month.

Finally, another significant bit of news is that Reiza is rolling out the first iteration of a multiplayer ranking system. Players will begin to earn ratings that will help group them more evenly for online racing.

Hit the spoiler button below to read part 2 of the Automobilista 2 November Development Update (source).

Part 2 of our November Development Update has finally arrived with some fresh good news for Automobilista 2 in our final development sprint of 2021!

And what a run of weeks it has been so far - not only have we managed to hit some of the important developments we had planned for the month, we also managed to find and are in process of resolving some other significant issues along the way - in fact our plan had been to publish this article already with our first big game update of November, however spotting a rather sizeable physics issue just a few hours before the update was meant to be deployed has forced us back to the drawing board for a few more days - the new Automobilista V1.3 update is expected to arrive towards the end of this week.

On the plus side, V1.3 will now pack even further value to what is already a landmark update for AMS2 - so let´s get into some of what we have been working on these past few weeks!

AMS2 Demo With VW TSI Cup by Acelerados Now Available

Our collaboration with Volkswagen Brasil and the Acelerados Channel has come to fruition this past week with the release of the AMS2 Demo featuring the new VW TSI Cup, bringing the VW Polo & Virtus production cars to AMS2 - more details on this release here.

The delay on our new game update unfortunately has meant the addition of these cars to the main game have also been slightly held back - do look forward to their arrival later this week however with the release of V1.3!

The Big Physics Overhaul of AMS2 V1.3

As touched upon in Pt1 of the November Dev Update, physics & FFB are receiving a pretty substantial overhaul this month similarly to what happened earlier in the year in the V1.2 dev cycle, maximizing further knowledge of the Madness tire & driveline models we have gathered in recent months.

Beginning with the latest finding - the issue spotted just this weekend forcing the delay of the update is nothing more than a simple syntax error that resulted in some of the tire models in AMS2 using components that didn´t belong to them. This error - the type you hope not to spot years into the development of the sim - is nevertheless the type of thing that can happen when you are working on someone else´s technology, and part of a learning curve that sometimes can stretch longer than one would have preferred. The silver lining here of course is that spotting and correcting this error will lead to even further progress to what was already proving a very extensive revision of all tire models in AMS2, which combined with the driveline developments have already led to all cars driving substantially better than the current release to one degree or another.

On to the driveline developments: as with tires, we have been constantly learning more details about the complex driveline system in the Madness Engine - a physical model based on masses, friction coefficients, stiffnesses and pairings, which if not configured correctly for each car can easily result in various handling issues.

The first major development here is fine tuning clutch LSD disc friction coefficients to eliminate the infamous "sticky" behavior of the differential on some cars, which could lead to the car balance suddenly changing mid-corner; the differential operation is much smoother now, remaining closed when it should, and opening immediately and yet gradually based on your effective locking amount from preload, ramp angles and amount of clutches.

The second important improvement was made to the clutch engagement formula itself - thus far, preload setting in LSD diffs had far too much importance and ramp angles relatively very little. Reason for this laid in a bug in the underlying mathematical formula combining forces from these two setup factors. With that legacy bug corrected, it´s been possible and in fact necessary to update all default differential setups to more sensible ones.

One neat example is the Caterham clutch LSD that could now get inspiration from a real-life Titan LSD designed for Caterhams: a 30/90 ramp configuration with preload adjusted for each driver's needs. This maintains the Caterham's trademark throttle steer character, while users will remain able to fine tune preload to suit their lift-off behavior tastes.

Furthermore on the driveline topic, we have been literally "flexing the muscles" of the engine by introducing driveline elasticity - with multiple moving parts between the engine and driven wheels (each with its own finite stiffness) the forces applied on these parts can be immense, as gearboxes multiply engine torque - one can often hear these dynamics at play on real onboard videos as engine noise and transmission whine oscillating as the whole driveline acts like a giant spring under changing loads.

We have revised stiffnesses and driveshaft weights in multiple classes, and in multiple points in their drivelines. This creates an immersive and organic effect that fully depends on what is going on in the physical simulation. If you stomp on the throttle in 1st gear, you will hear revs jump up as the driveline tenses up. Lift suddenly, and the driveline releases its tension audibly. Driving over bumps the engine and transmission noises will oscillate smoother than before as the connection between tires, gearbox and engine isn’t as direct.

This isn’t purely for immersion purposes either, as a slight delay in response between driven wheels and engine can have subtle effects on handling - it means for example that tire slip and engine RPM aren’t the only buffers for sudden forces, which can also dampen some sharp jolts in bumpy braking zones.

In the video below comparing a lap with the Mercedes AMG GT3 around Nürburgring in V1.2.5.1 (left) vs the current AMS2 Beta (right) overlayed with wheel speed telemetry, you can see and hear the subtle but noticeable results of the developments described above:


All of these substantial physics developments along with some adjustments in setup options have also led to a big revision of default setups on all cars - so further good news is default setups being as reasonably well adjusted as they can possibly be as universal baselines for all tracks and controller types.

It does also mean however it will be critical to reset all your setups one more time upon deployment of the next update - failure to do could result in some very odd setups that will most definitely spoil the cars´ handling.

A small price to pay hopefully for what is all around a really big step in the AMS2 driving experience - while physics development remains always an ongoing process for anyone serious about simulation, in V1.3 the physics will have reached a level of maturity that we are confident represents our very best work in this area to date.

Force Feedback Developments in AMS2 V1.3

AMS2 V1.3 will also introduce developments in the game Force Feedback, with the addition of a new "Default+" profile, parallel to the existing "Default".

FFB can be a somewhat subjective matter - while generally steering FFB in-game should resemble certain traits from real world vehicles - self-centering steering wheel, resistance buildup with more steering angle & ramp up of forces with tire load - in race sims that is somewhat restrictive and often leaves us missing the actual feedback we get in our bodies on a real car through its lateral and longitudinal acceleration. Through FFB one hopes to convey some of that mixed in with the usual steering forces, and the way to do that is where things get subjective.

With the new "Default+" profile we have what we believe to be a good compromise, adding further useful information to what you get on the Default profile.

Aside from additional info provided in Default+ , we also did a lot of work on damping, which is inherent to any steering system and something we strongly advise to be used to some degree as it now doesn´t take anything away from the feedback, instead works in sync with the vehicle you drive - it depends not just on steering velocity, but vehicle velocity, lateral acceleration, tires slip, oversteer. All of that is taken into account on damping, so it is usable and helpful instead of simply providing viscous-like resistance to wheel turning.

While the Default+ is, given FFB´s subjectvity to taste the usage of custom FFB profiles will remain an option, with some interesting and popular work being developed by Karsten Hvidberg and company you may also want to check out.

We had in fact planned to add one of these profiles as a third default option in the game, however we found out that the memory load from FFB system is raised considerably by its presence if there is another profile present in the "custom" slot, leading to glitches.

We do encourage our users who may still be looking for something beyond what our default profiles are offering to give these a try checking out the Automobilista 2 Custom Force Feedback - Overview & Recommendations thread.

AI Development in AMS2 V1.3

AMS2 V1.3 will bring yet another big step for the AI, with an extensive calibration pass to not only match recent player physics development, but also solving several track and car specific performance discrepancies from the current release.

Driver personalities have been extended with some initial parameters defining an AI driver´s ability in managing tire wear, racing in wet weather & cooperating with blue flags.

Furthermore, V1.3 will introduce the option to mod AI driver names, livery assignments & personalities - you can read more about this new feature on this topic moved from the beta subforum for those looking to get an early understanding of how to go about it.

Multiplayer Rating System Hitting Public Beta in V1.3

Last but not least in our big list of V1.3 features is the introduction of the driver profile page alongside the long-awaited Multiplayer Rating System - albeit in Beta stage in this initial release.

The system is heavily based on the legacy system featured in Project Cars 2 with several adjustments - more details about it to be shared in a dedicated thread shortly before release.

We are also working with third party Multiplayer services to best integrate our system with theirs, which should hopefully see the arrival or organized scheduled races in AMS2 in the not-so distant future.

Furthermore, we have also been collecting some valuable feedback from the community for further Multiplayer development, some of which we are pushing to deliver as we progress through the public beta of the MRS - not everything will arrive in a matter of weeks, but we do hope to be fulfilling at least some common requests in the near future.

Racin´ USA Pt2 Arriving Soon!

As previously announced, the second part of the Racin´ USA Expansion Pack is due to be released shortly after V1.3 and before the end of this month.

This time, we will explore what many consider to be the golden years of American single seater racing, as Racin´ USA Pt2 will feature a number of Reynards, Swifts and Lola Indycars & Champ Cars from the 1990s, along with three iconic road courses.

The cars will make up what we will call the "Formula USA" class in the game, in three generations - Gen1 will feature models from the 1995 Indycar season (the last before the series infamously split), Gen2 will have models from the 1998 season when Alex Zanardi reigned supreme, with Gen3 featuring models from 2000 - the performance peak of the Champcar era, enabling historical feats such as Gil de Ferran´s closed course record average speed.

The 3 tracks to feature in the pack will be Watkins Glen (which even though was not raced by these cars during the 1990s, is still one the greatest road courses in the USA fully warranting its place on the pack); the unique Cleveland temporary road course, set on the Burke Lake Front Airport with a fast, flowing and very bumpy layout serving as stage for some memorable wheel-to-wheel battles; and the third one remaining under wraps for a few more days as we finalize some licensing requirements.

Racin´ USA Pt2 itself will be a slightly staggered release - the Gen2 cars along with Cleveland & Watkins Glen will be released at the end of this month, with the remaining models and the third track arriving just before our Christmas wrap-up; there will be further additions to this pack later on in 2022, as the arrival of Racin´ USA Pt3 will introduce oval tracks to Automobilista 2, which will see all Formula USA models in Pt2 receiving their oval spec variants.

While Pt3 of Racin´ USA will take a bit longer than originally planned into 2022, the delay will see more tracks being added to the package than originally planned - at no extra expense for those who already bought the full Racin´ USA Expansion Pack!

Price for Racin´ USA Pt2 will be the same as Pt1 in your local currency.

New Manufacturers Joining the Party!

We are happy to confirm we´re in the final stages of licensing arrangements with Nissan, which should see several models from the brand coming to Automobilista 2 if not already on v1.3, very soon after.

There are at least two more major manufacturer deals we are looking to wrap before the end of the year, all of which leading to various existing classes in the game being expanded with new competitors over the course of 2022 - watch this space!

This covers the main topics we had to bring you on this Dev Update, even if not quite all we have in store for the remainder of the year - we will cover these remaining goodies in our final Dev Update of the year early on December, by which time you will all hopefully already be enjoying AMS2 V1.3 & Racin´ USA Pt2!

Are you excited for this update? Let us know your thoughts in the comments below.

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About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Wouldn't make sense in a pack titled "Racin USA" even if CART ran there, would it?

Also doubt the third track will be Sebring since CART did not run there, but you never know. They did say it will be a road race track. Since licensing shouldn't be an issue for a street circuit, I imagine it will be one of the established circuits that was active during the '90s. Road America or Mid-Ohio fit the theme best, I believe, with Belle Isle being a third choice.

Definitely not Indy, because it doesn't sound like Reiza is ready to release oval stuff just yet due to flagging/pace car. Seems to me that they'd be talking up the capability if it was ready.
Its written in the pt2 blog,... oval tracks and stuff comes USA pt.3 ... Indycars will receive their superspeedway wings config in part 3 as well.
 
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Every developer says the same thing :) , but, is it really like that ? in many instance some stuff that may be improved if it requires a revision 1 by 1 of all the content it becomes a monster task.. regarding the enter and leave and general emptiness of servers i beg to differ, AC for example also doesn't have a system ( native one at least ) and yet you see countless servers full of people that not only stick around as stay there for several races over and over ... anyway , hope it changes , honestly.
Well, as far as "is it really like that", it's fine to be skeptical, I get it, but I'm not going to automatically assume they are lying to me.

Better just let the results speak for themselves.
 
Premium
As a former Clevelander, this is truly surprising. I've NEVER heard anyone wax poetically about Burke Airport but the idea of seeing my old "skyline" in-game is very exciting. I miss those 3 buildings...
Same here. I wasn't into motorsports as a kid, so I never went (went to the air show just about every year though). I'm looking forward to seeing if the Terminal Tower shows up from any of the angles.
 
Premium
New content or old recycled content from game to game?
Serious question - what difference does it make? Let's say that they just recycled Watkins Glen from PC2. Would that be so bad? I read variations of your comment/question a lot around AMS2 and I wonder why that's an issue?

Incidentally, Renato has explained how they create tracks even when they do start from PC2. There's enough work to do that it is effectively brand-new.
 
You buy the 2021-2022 DLC because of what they say is going to be included in 2021 and look forward to some new stuff for 2022. In reality we have got some minor gap filler cars for everyone, Spa still is not complete, USA became a trilogy and now they are due in 2022. The 2021-2022 is just a 2021 DLC taking money for delayed promises.
 
I agree with @Jason Chamberlain - I have to be honest that after a long hiatus I've been racing PC2 again and I tell you what its darn overlooked these days - its good, very good with the latest ffb files - dare I say it I'm prefering it to Assetto as its plug and play and go. But Reiza are right to re-do the PC2 tracks not because they're bad looking as tbh I think they look a bit better than they do in AMS2, but for the road meshes which In PC2 some of the tracks are flat and as smooth as the smoothest rolled out pancake. For that reason alone its worth doing and I can tell the difference with what Reiza have done with the PC2 tracks - and for that reason they're better versions.
 
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automobilista-2-005-jpg.519473

:confused: :confused:
sweet baby jesus @@

CART !??
I could only dream.
recently I said to someone here something like "main reason I'm still having original Automobilista on my HD
is cause that way I still can play my favorite combo - CART Extreme and Portland Vanport circuit" and then...
T H IS :confused:
wow, huge.

and yep... consider this post as my shy under the radar request for that circuit :giggle:

:D

oh god, so happy now. could kiss ya all !!! :inlove::inlove:

:p
 
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Let's not forget that a sure oval will be Daytona ;) It's pretty much already in the game :D
Daytona was released in beta of RUSA 1, before being pulled, as it was released by mistake, so not only more or less in the game. We know it exists as a discreet track too, for some time now.
 
You buy the 2021-2022 DLC because of what they say is going to be included in 2021 and look forward to some new stuff for 2022. In reality we have got some minor gap filler cars for everyone, Spa still is not complete, USA became a trilogy and now they are due in 2022. The 2021-2022 is just a 2021 DLC taking money for delayed promises.
Thanks, I had been wondering why I bought it.
 
Wouldn't make sense in a pack titled "Racin USA" even if CART ran there, would it?

Also doubt the third track will be Sebring since CART did not run there, but you never know. They did say it will be a road race track. Since licensing shouldn't be an issue for a street circuit, I imagine it will be one of the established circuits that was active during the '90s. Road America or Mid-Ohio fit the theme best, I believe, with Belle Isle being a third choice.

Definitely not Indy, because it doesn't sound like Reiza is ready to release oval stuff just yet due to flagging/pace car. Seems to me that they'd be talking up the capability if it was ready.
Yeah I got caught up in the whole CART part of that article. Surfers is definitely NOT in the USA!
 
I've clocked over 450 hours into the release version (let alone the 100+ hours in the beta) and I've yet to get bored or need any other sim, for offline racing. With the ranking system in place, I don't see myself investing much time into any other sim, for the foreseeable future. Thank you Reiza and keep up the great work!
 
All the stuff wrong some they just discovered in months , how many iterations ? with a lot using same cars already got endless updates

Yet on steam 95% are positive shows how much they care about these things as long as it looks shiny

You willing to forgive this old revised engine but not gmotor .... figures
 
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This is it guys, this is the update where Madness is finally a full-blown accurate simulator!

*Next update*

Okay, *this* is it, this is the update where-

:D
 
Really amazing news !

Thanks Reiza for improving this game further and further, AMS2 is my go-to sim, it doesn't get the attention yet that it deserves.

Let's hope that your new update also convinces guys like Jimmy B.(solely because he has many followers) that aren't convinced yet about AMS2; so that you will get more sales and we get more multiplayer drivers! For me AMS2 is the NR.1 sim ATM :D
 
Well, as far as "is it really like that", it's fine to be skeptical, I get it, but I'm not going to automatically assume they are lying to me.

Better just let the results speak for themselves.
Never have i said we are being lied by anyone, it became a common thing for the fans themselves to repeat the diff teams saying :) , yet cars are not just 3D Models, if you find a bug in Physics ..add one more team, if you find a bug in sound add another one, if the type of car involves some new multiplayer feature , involve another one. Etc etc etc. on a ideal world all of this would be completely separated but it isnt :) at least not completely . Anyway... lets cross fingers and hope for the best...
 
This is it guys, this is the update where Madness is finally a full-blown accurate simulator!

*Next update*

Okay, *this* is it, this is the update where-

:D
In facts with other sims like AC there is not even the hope anymore since it's long abandoned by their developers as is with its flaws... :D
 
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In facts with other sims like AC there is not even the hope anymore since it's long abandoned by their developers as is with its flaws... :D
Not even hope anymore? Haven't you been following the CSP development?

While I admit the engine and visual side of CSP is a bit chaotic as these kinds of things tend to be, the physics development is being pushed much further than devs of game products even care to or are able to go. AC is literally the absolute worst example you could bring up.
 
The changes so far in the beta I would say are bigger leaps in the handling than the last major update. I think it will have people realize this game has a lot of potential. This latest bug involving tires could help remove my final gripe with the handling and then going forward they only need to make minor adjustments to the physics.

I'm not going to say anything like "This update will revolutionize simracing" but I think you'd have to be pretty dense to not realize how realistic this game has become. Other sims that have diverse content were messes for a long time too but people have short memories. AC was a turd for years before it became what it is now. The tire model for the first 2 years was jeckyl and hyde (and the tire model not nearly as complex as RF2 or AMS2), many very basic features not existing, etc. Raceroom was awful for a long time too then finally they started making changes. iRacing is great but when you have real life, top level racing drivers saying it isn't realistic I mean that says a lot. Rfactor 2 hasn't corrected things that have been missing and wrong for almost a decade.

If you own AMS2 then wait for the update, go in with an open mind and decide for yourself. Don't go in with a loaded opinion. No sim is perfect but I think you'll walk away saying "That is pretty good"
 
3rd track... Hoping it's Road America!

A bit surprised that Watkins Glen is included, as it was not part of the CART schedule. I'm not complaining, it's a really great track and it will be fun to try it with historical F1 cars! I hope we get multiple layouts.

Speaking of historical layouts, where's the promised old Spa track?
They forget as update like for the atrocious shake effect on GTE replay, they released the DLC and then bye bye and good luck
 

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