Automobilista 2 | Racin' USA Pt3 Released & Changelog V1.4.3.3


Automobilista 2 keeps expanding on its already huge amount of content. After releasing the first 2 USA DLCs, this third part finalises the saga (for now).

Owners of either this new DLC or the season pass will be happy to realise that the following 3 tracks will be waiting for them after downloading the truly massive 3.7GB download.
The 3 tracks included in the DLC are
  • Indianapolis Motor Speedway
  • Auto Club Speedway
  • World Wide Technology Raceway (Gateway)
Included are not only the oval layouts but also the infield layouts for you to enjoy.

Another thing that was added with this update was a historic version of Spa-Francorchamps. If you own the Spa DLC then you now have access to the 1970 layout of this classic Belgian venue.

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But now let's look into the massive update and its changelog on the next page of this article.

What do you think about this update and DLC? Does it tickle your fancy? Is there anything you see that makes you excited? Let us know

V1.4.1.3 -> V1.4.3.0 CHANGELOG

CONTENT

  • Added Spa-Francorchamps 1970 (Part of Spa-Francorchamps DLC & packages that include it)
  • Added Short Oval & Speedway configurations for Opala 1986 Stock Car, Stock Car Omega, Copa Montana, Super V8
  • Added Low Downforce variants for all GT1 & Group C cars

GENERAL​

  • Fixed poor performance issues in Time Trial mode
  • Fixed vehicle name disappearing after toggling from class list mode on pre race leaderboard
  • Made mandatory stop available in timed races as a user option; Added separate counter for valid mandatory stops; Fixed time+1lap races allowing mandatory stops in last lap; Mandatory stops must now be completed as far as pit exit trigger to count as valid (effectively preventing valid mandatory stops in last lap of a timed race with no extra lap)
  • Fixed bug where sometimes the real weather from previous session would load in current session in championship mode & made default championship race distance scaling 100%
  • Fixed some users having ABS/TC/SC forcibly disabled in multiplayer lobbies that have the force realistic driving setting enabled
  • Adjusted logic to help prevent incorrectly switching to 'build/off' ERS mode when driving on wide but legal exit curbs in Qual/TT sessions and adjusted auto logic to always use Qual mode in TT
  • Addressed an issue that could lead to default red vehicle skins for users with very large custom FFB scripts
  • Vehicles no longer spawn with engine running in garage
  • Updated Logitech and Fanatec SDKs
  • Fixed default axis mapping for Logitech G29 & G923
  • Added Logitech G PRO Wheel preset
  • Added preset buttons for Fanatec Generic controller profile
  • Fixed Proximity Arrow Logic to correctly display nearest Opponents
  • FFB: Fixed for potential hard pull in FFB with new lock stops implementation; Removed lockstop code from them as this is now handled outside of scripts
  • FFB: Added new Functions for use in FFB script, adjusted Default & Default+ profiles to improve lockstops, (now acting outside of usable steering range) FFB SCRIPTS: Exposed rear wheels "slide" & "stretch" metric to ffb script; Changed "offtrack" collision metric to "crashing", added additional crash metric "spinning"; Added wheel vertical G's metric for all 4 wheels
  • Full Course Yellow: Made it easier to give back illegal overtakes to AI during full course yellow; Prevented a issue where more than one AI would overtake the player to regain position when only one AI should; Fixed some false positives and false negatives related to detection of offroad vehicles that you are allowed to overtake during full course yellow; Extended full course yellow HUD element to include name of driver to follow; Forced display of driver label for the driver a player should follow under full course yellow. Adjusted height of driver labels and their scaling when close to the camera; Allowed the leader to slow down more progressively during full course yellow; Increased the speed limit for the leader a few meters before the end of full course yellow; Added driver label for the car a player needs to follow under FCY; Fixed disconnected clients continuing to trigger double yellow and full course yellow events in some cases
  • Made vehicle adjustment messages visible in all HUD modes (seat adjustment/Brake bias setting etc)
  • Adjusted pitstop times for all series for more accurate pitstop losses: Reduced time car is hold when there is no service & for adjusting tire pressure; Reduced time crew takes to get to the car; Reduced chances of crew making a tire change error & time lost due to an error; reduced time it takes to fix front aero damage

UI & HUD​

  • Added Radar HUD Gadget (customized HUD layouts may need re-adjusting)
  • Fixed leaderboard container incorrectly sized.
  • Fixed missing localisation of cockpit config description
  • Added weight jacker to In-Car Menu
  • Fixed LIVETRACK PRESET option label not localised

PHYSICS​

  • Further physics developments for F-Trainers (both), F-Vee, Opala (all), Caterham (all)
  • Extensive revisions to Karts´ tire & chassis (all models)
  • Minor tire tread adjustments to Copa Classic FL, F-Classic Gen2 Soft compound
  • Minor thermodynamics fine-tuning to various tires
  • AMDM: Add random-only fuel leak with physics integration; Enabled AMDM for GT1 class
  • Revised suspension damage and wheel stress-induced loose wheel failure
  • Decreased RPM based engine wear slightly for F-V10 (both gens) & F-Reiza
  • Revised clutch wear rate on Omega and C3R clutches; Revised temperature ceiling on all carbon clutches (GT1/GTE/GT3, Super V8, most high end open wheelers and prototypes)
  • Revised engine heating and cooling for all Caterhams, karts & superkart
  • Copa Truck: Added function to cut 1st gear as per real trucks (1st gear is no longer available now rather than just being same as 2nd)
  • F-V10 Gen1: Revised aero; Stiffened 3rd spring front dampers; Reduced FFB pneumatic trail
  • F-V10 Gen2: Minor aero revisions; Stiffened 3rd spring front dampers; Reduced FFB pneumatic trail
  • F-Retro Gen1: Adjusted rear wing base downforce; Minor tire tread adjustment
  • F-Retro Gen2: Adjusted rear wing base downforce
  • F-Vintage (all models): Minor aero revisions: Raised default final gear for Cosworth-powered cars; decreased engine high RPM wear
  • Cateham 620R: corrected rear damper rates asymetry
  • McLaren 720S GT3: corrected rear toe default setting
  • Porsche GTE: Corrected fuel tank size

AI​

  • Improved AI simulated times when sessions are skipped to much more accurate times (currently for the following class/vehicles (non oval variants): ARC, Caterham 620R, Caterham, Academy, Caterham Superlight, Caterham Supersport, Copa Montana, Copa Trucks, DPi, Formula 3, Formula Classic Gen1-3, Formula Reiza, Formula Retro Gen1-3, Formula Ultimate 2019, Formula Ultimate 2022, Formula USA Gen1-3, Formula V10 Gen1-2, Formula V12, Formula Vintage Gen1-2, G55 Supercup,Group A DTM, Group C, GT Open, GT1, GT3, GT4, GT5, GTE, M1 Procar, Mini JCW, Oldstock Race, P1-P4, Porsche Cup, SprintRace, Super V8
  • AI now actively pursues draft of other cars and is more appropriately affected by turbulence from the car ahead
  • Reduced likelihood of AI deciding to do more stints than needed on races with accelerated fuel consumption
  • Fixed an issue where the AI would pit for fuel very near the end of a timed race needlessly
  • Fixed case where the AI could run out of fuel if the pit box was occupied
  • Added a small amount of per-vehicle variation to the AI starting fuel in oval races
  • Changed behaviour of AI in P/Q sessions to make weather related tyre pit stops immediately instead of delaying until the end of their current stint
  • Fixed a bug where AI could enter into hotlap instead of outlap behaviour immediately after leaving the pits in P/Q
  • Fixed an issue that caused the AI to make a 45 degrees movement on standing starts on some combos
  • Fixed AI not making decision to pit soon enough in mandatory stop races on circuits where pit entry starts before last sector
  • Fixed AI sliding sideways on banked roads while sitting on grid before race start, which would lead to AI taking drive through penalties for false start
  • F-Vintage: Adjusted behavior for safer & more consistent driving
  • Made AI more willing to overtake another AI that is trying to retire
  • AI calibration pass for Caterhams, F-V10 Gen1, F-V10 Gen2, Copa Classic FL, Copa Truck
  • Monza 1991: Rework AI lnes & performance

AUDIO​

  • Added engine blown sound effect
  • Fixed missing internal audio for AI on Lotus 23 and Corvette C8R. Metalmoro MRX P4
  • Small adjustment to wall reflection delay.
  • Fixed a bug where reflected engine sound would not be altered by Player engine volume slider.

TRACKS​

  • Adjusted bumpines of razor, flat & grooved curbs for all tracks
  • Spa-Francorchamps 2022: Fixed missing dynamic physics (source of bug causing cars not have visual damage); Minor changes to static vehicle placement; Adjusted amplitude of exit curb at Paul Frere
  • Fontana: Fixed AI crashing into tire bundles (apex barrier) during rolling start and/or formation lap
  • Kansai: Corrected garage door numbers
  • Granja Viana: 2022 layout adjustments, optimization art pass, wet track mapping fixes
  • Interlagos Kart: Re profile uneven surface at layout junctions in physical mesh; Fixed pit mechanic clipping garage door frame; Minor graphical adjustments
  • Londrina Kart: Corrected curb physics and sound for slotted curb type; Fixed an abnormal bump in a curb end; Adjusted garage depth; Rebuilt tire wall collision; Added missing kart racecon building collision
  • Ortona: Fixed pit garage tents hidden in some sessions; Smoothed some abnormal terrain; Minor graphical adjustments; Changed cone type layout
  • Velopark: Fixed 3rd sector trigger location causing pitstop in-lap not to count
  • Silverstone Natl: Smoothed an abnormal bump in the pit exit road
  • Adelaide: Removed armco barrier at T8 exit
  • Buenos Aires: Fixed collision at the outside concrete wall along the start finish straight
  • Monza 1991: Fix a camera clipping terrain and increase the near clip plane range
  • Silverstone 1975: Fixed flickering in pit lane camera(s)
  • Spa-Francorchamps 2022:
  • Nurburgring: Adjusted corner bollard location
  • Cascavel: Add track cut cheat block to pit lane entrance
  • Track Cameras : Added Donington GP and National VR cameras; Added Kyalami Historic VR cameras

VEHICLES​

  • Copa Truck (All Models): Added Damage models and damaged dangling parts; Revised collisions; Fixed rear tyre animation skin
  • Corvette C8R: Fixed livery override material for fresnel and spec maps
  • Mitsubishi Lancer R & RS: Corrected window textures added for livery overrides
  • F-Vintage Gen1: Added Damaged and dangling parts; Revised collision
  • F-Vintage Gen2: Added Damaged and dangling parts; Revised collision
  • F-Retro Gen1 (All Models): Added Damaged and dangling parts; Revised collisions
  • F-Retro Gen2 (all models): Added Damaged and dangling parts; Revised collisions
  • F-Retro Gen3 (all models): Added Damaged and dangling parts; Revised collisions
  • F Vee (both): Added Damaged and dangling parts; Revised collision
  • Ultima GTR: Fixed water gauge issue
  • F-Ultimate 2022: Fixed the DRS wing animation on the low downforce variatiant
  • Lotus 49C: Fixed the AO on the front left wheel in the cockpit view
  • Mini Cooper 1965 Classic B: Entry added for livery overrides
  • McLaren F1 GTR: Fixed raindrops wiping bug
  • Porsche GT1 98: Adjusted gear lever animation
  • User Livery Overrides: Added 3 new metallic materials
  • Copa Montana: Fixed cockpit mirror issue
  • BMW M1 Procar: Fixed gauges glow
  • Mercedes CLK: Fixed incorrect mapping in rightside mirror; Corrected glass material correction
  • Brabham BT44: Added rear light
  • Kart Shifter: Corrected engine model
  • Adjusted driver LODs to avoid driver parts popping off at relatively short distances

RC build 2189​

  • Added Spa 1970 Layout without Malmedy Chicane
  • Fixed bugs causing Low Downforce variants of GT1 & Group C to crash
  • Fixed incorrect order of Combined/Separated Fanatec DD profiles; Added Logitech G PRO, G923 profiles; Added Generic Direct Drive profile
  • Super V8: adjusted oval tire tread
  • Corvette C3: Revised torque curve for slightly less torque at same peak power
  • F-Vintage (both gens): Reduced AI tire rolling resistance for more balanced top speeds vs player
  • F-Trainer Basic: AI calibration pass
  • F-Classic Gen3: Adjusted AI tire wear rate
  • Implemented new logic to make the AI lift off the throttle on curves due to dirty air. This logic helps preventing the AI from running in insane packs in ovaltracks for example
  • Increased the tendency for the AI to follow the lane of the car ahead when it is trying to draft
  • Fixed one case where the AI wouldnt make a mandatory pits resulting in DQ
  • Spa 1970: Various art updates; Added more buildings; LOD adjustments tobrake marker signs

V1.4.3.1 CHANGELOG​

CONTENT​

  • Added Corvette GTP to Group C class

GENERAL​

  • Disabled blue flags during full course yellows and withdrawn existing blue flags for drivers that enter the pitlane or complete the race
  • Fixed tin tops oval variant configurations being loaded at low downforce tracks
  • Fixed Racin´ USA Pt3 tracks no longer being available

UI & HUD​

  • Added HUD Radar Zoom option (Gameplay > Display)

AI​

  • Improved safety of AI overtaking of lapped cars on ovals
  • Super V8: Fixed AI erractic performance

TRACKS​

  • Spa 1970: Various art updates; Updated trackside cameras

VEHICLES​

  • F-Classic Gen1 (Both models): Added Damaged and dangling parts; Revised collisions; Adjusted the driver legs position of Model 2

V1.4.3.2 CHANGELOG​

GENERAL​

  • Added suport for user helmet livery customization (WIP, only for F-USA Gen1 atm)
  • Fixed bug causing AI duplicating the player livery when using custom liveries
  • FFB: Narrowed lockstop range

UI & HUD​

  • Fixed missing class colours for various Oval/Low Downforce variants

PHYSICS​

  • Corvette GTP: Various tire, chassis & aero revisions
  • Corrected aero setup for all Group C & GT1 low downforce variants
  • F-Vintage: Corrected V12 models mass to be 15kg heavier than V8 counterparts; Adjusted default gear ratio for V8 models
  • Mini JCW UK: Adjusted wet tire compound thermodynamics
  • Group C: Minor tire tread adjustment

AI​

  • Prevented excessive AI weaving in oval tracks
  • Reduced AI downforce bias for IMS & further reduced AI downforce bias for Daytona for higher straight speeds
  • Further reduced AI Grip for IMS
  • Bumped downshift rev threshold for AI to downshift sooner coming down the rev band on all oval variants
  • F-USA (all gens): Improved AI suspension rates for better behavior & performance

TRACKS​

  • Spa 1970: Further art updates; Added seasonal foliage

VEHICLES​

  • Corvette GTP: Add gauges glow texture
  • Copa Montana: Fixed shadow glitch
  • F-Classic Gen2 (All models): Added Damaged and dangling parts; Revised collisions; Fixed the rain light; Adjusted the light glow texture

V1.4.3.3 CHANGELOG​

CONTENT​

  • Added Indianapolis Motor Speedway (part of Racin´ USA Pt3 DLC & packages that include it)

GENERAL​

  • FFB: Fixed potentially denormalised value in FFB script low pass filter; Added missing specialized values for Low Downforce & Oval variants
  • Shared Memory: Added FCY state

UI & HUD​

  • Fixed Spanish strings on pit strategy edit page

PHYSICS​

  • Minor aero & tire adjustments to F-USA Gen1-3 Speedway configurations (all models) Slightly increased tread grip, halved wear rate; adjusted aero balance & default setup to be a more suitable middle ground for Auto Club, Daytona & IMS (setup reset in SW configurations recommended)
  • Disabled onboard roll bar adjustment for cars that shouldn´t have it
  • Minor tire tread adjustments to Group C soft & Super V8 hard compounds
  • Minor body aero adjustments to GT1 / Group C LD variants, Porsche RSR 1974 & Corvette C3-R
  • Fixed minor inconsistencies between regular & LD variants of F-V12, F-V10 Gen1 & Gen2, F-Reiza, F-Ultimate Gen1 & Gen2
  • F-Vintage (both gens): Adjusted default gear ratios for V8 models
  • Fixed missing damage section from F-USA Gen 2 Swift 009C road course variant

AI​

  • Adjusted AI suspension rates for Mclaren 720S GT3, Porsche RSR 1974, Corvette C3-R, Mclaren 570S, BMW M4 GT4, for improved AI performance within class
  • Adjusted AI oval tires all tintops & F-USA SW / SO
  • F-Ulltimate (both gens): Adjusted AI throttle applicaton rate to try prevent excessive wheelspin
  • Further AI performance calibration running slicks on a wet track

TRACKS​

  • Curvelo: Fixed missing tire wall collisions on the layout junction
  • Auto Club: Added animated marshals and crowds for both layouts.
  • Spa Francorchamps 1970: Fixed missing spring grass in low track detail; Reworked csm walls. Removed all the hard corners in csm fence; Added road sign collisions; Add some small back yard (roaming) to sector 3 house; Adjusted trackside cameras
  • Spa Francorchamps 2022: Fixed missing spring grass in low track detail

VEHICLES​

  • F-Retro Gen3: Fixed front left tire texture glitch; Fixed calipers not appearing in cockpit view
  • Added custom helmet livery support for F-Ultimate G1/G2, F-Reiza, F-V10 G1/G2, F-V12, F-Classic G1-3, MCR2000, F3, F-Trainer, Camaro GT4R Opala 79/86 (support for other series to come soon
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Ugh, nothing which really excites me track wise. I had my fingers crossed for other favorites of mine. I am sure I will appreciate the other updates and fixes.
 
The feel between the car and track is there... It's just a shame the rest isn't...

AI has been improved, but still spends too long thinking about a move or lapping AI in the same class... Mixed class has been improved but only at well tuned tracks...

MP was completely forgotten about...

New content is cool, historic Spa and the new Vette GTP are a lot of fun... Indy has never looked better...

But once you add other cars to the mix it's tricky to enjoy... Get the right car/track combination for the AI and you can have some fun... Get the wrong combo and you'll be left with opponents that don't drive the track and the differences between AI physics and player physics are far too obvious to enjoy...

If you want to drive against others in the same state as you, you are ok as long as you all have good pings... One bad ping and the whole thing is a pot luck scenario with drivers experiencing completely different experiences... IE. A lead car can think they are lapping a slower car cleanly because they ran wide only to hear that driver scream over VOIP because they got punted off track and had to retire... The lead car had no damage or even a mention of a hit from crew chief...

The on track experience between car and driver is that good that it keeps me coming back... But after each MP session I wonder why...
 
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D
The feel between the car and track is there... It's just a shame the rest isn't...

AI has been improved, but still spends too long thinking about a move or lapping AI in the same class... Mixed class has been improved but only at well tuned tracks...

MP was completely forgotten about...

New content is cool, historic Spa and the new Vette GTP are a lot of fun... Indy has never looked better...

But once you add other cars to the mix it's tricky to enjoy... Get the right car/track combination for the AI and you can have some fun... Get the wrong combo and you'll be left with opponents that don't drive the track and the differences between AI physics and player physics are far too obvious to enjoy...

If you want to drive against others in the same state as you, you are ok as long as you all have good pings... One bad ping and the whole thing is a pot luck scenario with drivers experiencing completely different experiences... IE. A lead car can think they are lapping a slower car cleanly because they ran wide only to hear that driver scream over VOIP because they got punted off track and had to retire... The lead car had no damage or even a mention of a hit from crew chief...

The on track experience between car and driver is that good that it keeps me coming back... But after each MP session I wonder why...

Same here, and I won't reinstall the game to try this update. I gave up. Like in other sims is happening, core of the game needs a lot of work, but probably some studios are too tiny to accomplish the mission in time. I'm very dissapointed with Reiza and I won't support them in the same way next time. I was expecting an almost complete game with content to come, not new content before some core improvements like MP or just such a career mode or something that encourages you to drive it more than hotlapping or casual racing with your friends, pity. LFM could make the difference for ams2 if multiplayer was ready.
 
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The feel between the car and track is there... It's just a shame the rest isn't...

AI has been improved, but still spends too long thinking about a move or lapping AI in the same class... Mixed class has been improved but only at well tuned tracks...

MP was completely forgotten about...

New content is cool, historic Spa and the new Vette GTP are a lot of fun... Indy has never looked better...

But once you add other cars to the mix it's tricky to enjoy... Get the right car/track combination for the AI and you can have some fun... Get the wrong combo and you'll be left with opponents that don't drive the track and the differences between AI physics and player physics are far too obvious to enjoy...

If you want to drive against others in the same state as you, you are ok as long as you all have good pings... One bad ping and the whole thing is a pot luck scenario with drivers experiencing completely different experiences... IE. A lead car can think they are lapping a slower car cleanly because they ran wide only to hear that driver scream over VOIP because they got punted off track and had to retire... The lead car had no damage or even a mention of a hit from crew chief...

The on track experience between car and driver is that good that it keeps me coming back... But after each MP session I wonder why...
Agreed.
There's a lot to like about AMS2, but also a lot I just can't get on with.

The AI are just odd, and exhibit some very unnatural behaviour (and they have got better).

The cockpit camera is still a shaky, bouncy vomit inducing bizarre experience - and I have tried multiple options and never found anything that resembles anything like rF2, R3E, iRacing or ACC.

Just can't play it in it's current form, which is a shame.
 
The cockpit camera is still a shaky, bouncy vomit inducing bizarre experience - and I have tried multiple options and never found anything that resembles anything like rF2, R3E, iRacing or ACC.
It's enough to change the settings of the camera from legacy OFF to Legacy ON and adjust the sliders down to less than 30. You can have exactly the same camera behavior as RF2 or ACC if you want and on top you can adjust the helmet behavior. From a camera fixed over the horizon to one fully fixed on the car and everything in between.
This is since a couple of years now. Looks like your comment is slightly outdated...
 
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Just try the Group C and the GTE, there is a great connection between tho's Car's and yourself.

Like if you are in a cart you gone be Fanatic :)
 
Agreed.
There's a lot to like about AMS2, but also a lot I just can't get on with.

The AI are just odd, and exhibit some very unnatural behaviour (and they have got better).

The cockpit camera is still a shaky, bouncy vomit inducing bizarre experience - and I have tried multiple options and never found anything that resembles anything like rF2, R3E, iRacing or ACC.

Just can't play it in it's current form, which is a shame.
I agree, for all the reasons you mentioned, ive found myself playing less.
To add, ive been experiencing a lack of tire detail feedback which is just making the ffb feel odd and off putting in alot of cars, ive posted the issue and tried several possible solutions to no avail.
The detail use to be great, so not sure if its a bug or not.
Ill check the new update later and see if its improved.
 
What I really want to see is a major AI upgrade before they continue to work on new content.
They fixed the physics and I believe that they are able to fix the AI. That the AI is now searching for the draft should be not that high on the priority list in my opinion. (It only led to more crashes in my experience)
They are still faster out of the corners than the player and are not to be trusted. They often crashing into my car ending my race. They try to overtake in every part of the track even where it should be impossible. Some group C races look more like a rally stage because the go offroad so many times.
I had (and still have) high hopes for the game. I pumped much money into the sim because of high expectations for the AI but right now its worse than many other sims. Its a shame that in 2022 developers haven't figured out how to program an AI that is enjoyable to race against.
Every update im getting more pessimistic that this mess can be fixed.
 
Premium
Do people actually uninstall if they aren’t getting on with a sim? Storage is considerably cheaper these days so I still keep unused games like ACC installed so I can at least give them a bit of a go after each update. I suppose if you have very fast Broadband it‘s less of an issue.
 
What I really want to see is a major AI upgrade before they continue to work on new content.
They fixed the physics and I believe that they are able to fix the AI. That the AI is now searching for the draft should be not that high on the priority list in my opinion. (It only led to more crashes in my experience)
They are still faster out of the corners than the player and are not to be trusted. They often crashing into my car ending my race. They try to overtake in every part of the track even where it should be impossible. Some group C races look more like a rally stage because the go offroad so many times.
I had (and still have) high hopes for the game. I pumped much money into the sim because of high expectations for the AI but right now its worse than many other sims. Its a shame that in 2022 developers haven't figured out how to program an AI that is enjoyable to race against.
Every update im getting more pessimistic that this mess can be fixed.

I doubt that many players are better than the AI so why make things even more complex?

It's still a video game for fun and that's a shame lol
 
I doubt that many players are better than the AI so why make things even more complex?

It's still a video game for fun and that's a shame lol
Its not a matter of being better. Its more a matter of the AI behaving more naturally despite how fast they are.
Its simply not realistic that they go into a corner very slow and accelerate like rockets out of it. You also dont want an AI thats overtaking everywhere.
 
It's enough to change the settings of the camera from legacy OFF to Legacy ON and adjust the sliders down to less than 30. You can have exactly the same camera behavior as RF2 or ACC if you want and on top you can adjust the helmet behavior. From a camera fixed over the horizon to one fully fixed on the car and everything in between.
This is since a couple of years now. Looks like your comment is slightly outdated...
Nope.

Done all that very recently thank you.
It is still a disconnected bouncy experience.

Thanks anyway!
 
Same here, and I won't reinstall the game to try this update. I gave up. Like in other sims is happening, core of the game needs a lot of work, but probably some studios are too tiny to accomplish the mission in time. I'm very dissapointed with Reiza and I won't support them in the same way next time. I was expecting an almost complete game with content to come, not new content before some core improvements like MP or just such a career mode or something that encourages you to drive it more than hotlapping or casual racing with your friends, pity. LFM could make the difference for ams2 if multiplayer was ready.
Oh God. Please no career mode before other elements get fixed. You could make a custom championship if you really want to go for the points but thos will be not that enjoyable because many track/car combos simply dont work that great right now.
 
I wonder when people say the AI needs to be fixed because it acts weird, how is that different from the way humans race online ? This is said about every racing game.

Sim racers want realism, but not realism. If you had realism, your engine would blow unexpectedly, your shifting would go ga ga, tires would flat when you least needed them too, electrical gremlins would get you just as you thought you were about the win your first race, the pit crew wouldn't have the tires ready, you would race every track no matter how much you sucked at certain ones.

Knowing that the only problem is maybe AI might slow down or speed up or turn into you is not a problem.
 
Premium
I agree the AI still needs work but getting it “right” especially when you need to vary the strength to account for the player and varying driving styles it is a big challenge.

If everyone drove the same way making AI work would be an easier task. You see videos of people complaining about the AI in all the sims and then you get a dozen different opinions as to whether the the player was doing something “realistic” in that situation anyway. You also see what would be considered bad AI behaviour between real players in multiplayer lobbies.

I still have more fun AI races in AMS 2 than I have bad ones where the AI is impacting on my enjoyment similar to what I have in RF2. I still want it to be better but in the mean time still alot of fun to be had.
 
I wonder when people say the AI needs to be fixed because it acts weird, how is that different from the way humans race online ? This is said about every racing game.

Sim racers want realism, but not realism. If you had realism, your engine would blow unexpectedly, your shifting would go ga ga, tires would flat when you least needed them too, electrical gremlins would get you just as you thought you were about the win your first race, the pit crew wouldn't have the tires ready, you would race every track no matter how much you sucked at certain ones.

Knowing that the only problem is maybe AI might slow down or speed up or turn into you is not a problem.
It's the unnatural movements for me.
Jerking quickly left then right, going on the grass with no reduction in speed - that sort of thing.

The fact they crash or make mistakes is fine :)
 
It's a shame that many people really want to like AMS2 for the good things that it has, but cannot get to truly like it because of its shortcomings. I have had much better luck with AI than most people it seems the few times I've tried, but maybe I have a 6th sense for it lol.

Multiplayer has more issues, and not having admin tools is one of the most infuriating ones. I also laid blame to the lack of tolerance to pings, given that I could race at other sims in servers located in US (200 ms ping average from here) but not in AMS2. This seems to have been solved since my ISP changed my connection to a higher quality one with symmetrical bandwidth, traffic priority and other blah blahs. With a good bunch of people, I had lots of fun the last two weekends racing cars as different as the BMW 2002 Ti on one, and the McLaren MP4/12 on the other.

At the moment, this game seems to work at its best when racing at a good league that hosts uncomplicated events.
 
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Premium
I'm hoping they fix the MP next. If they do, then next year LFM *might* revisit adding it to their roster, which would be a game changer.
 

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Are you buying car setups?

  • Yes

  • No


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