Automobilista 2 | Stunning New Features in Release Candidate Build

AMS2 Spa.jpg
A brand new build of Automobilista 2 is on the way which is set to bring many improvements, fixes, new content and features with it. One of these features is quite possibly unique and never seen in a sim before!

Reiza studios published their October development update over the weekend and there is a lot of good news. Along with a new build there is also set to be an exciting run of historic content in the upcoming months!

Tracks

Spa his.jpg

New content to look forward to will be the long awaited Historic 1970's Spa in not one but two layouts (with and without the Malmedy chicane added in 1970)!
This track has been built from scratch and the team even went out to Belgium to collect LIDAR data of the layout that's still largely used as public roads to this day, as a result it is by far the most accurate recreation of this legendary track!

Taking the opportunity for an update to another long-awaited project, the track team is also hard at work on Nürburgring 1971 which they expect to add to the Nürburgring DLC pack before the end of the year - this is another hugely demanding project that's coming together slowly but surely, and ultimately to a ground-breaking result.

AMS2 Indy.jpg

Also Reiza are in the process of finalising a deal for the Indianapolis Motor Speedway, which we hope will join Auto Club and WTT already for an all-oval Part3 release!

Cars

Brum.jpg

On the car front, we have the arrival of the first GTP car - this Corvette was developed by GM in partnership with Lola to compete in the IMSA series in the late 1980s. The real car was fitted with a variety of different engines, from turbocharged V6s to massive 10L V8s at the end of its life cycle - for the game Reiza have decided to stick with the 366ci 6.0L normally aspirated V8 outputting over 800 HP, making this car sound as fast as it looks!

Also Reiza states:
"In more DLC news, users have been enquiring about the release schedule of the items remaining to fulfill the 2020-2022 Season Pass, so you may expect an updated schedule and more info on each item very soon"

These include the Brazilian Grand Prix Legends, Street Supercars and Adrenaline packs.
This does suggest there are more cars on the way and even Extreme Motorsports tracks to come!

Licence Issues, Mystery Track & Low Downforce

Low.jpg

Following Licence issues over the Formula USA 2022 announced back in August, it seems this car may now not make it into the sim as Reiza stated in the Dev update:

"We are finally soon to wrap the package for Racin´ USA Pt3 - the last you heard of it was after we were contacted by IndyCar following the announcement of the Formula USA 2022 in the August Dev Update. While we still hope to get something worked out in the future, unfortunately the licence for the car is not looking to be resolved any time soon, so we have decided to roll Pt3 out without it. We will continue pursuing some arrangement for it to feature in future packs"

However on a more positive front they have included in the new build the addition of low downforce variants for Group C & GT1 cars, featuring the aero configuration they ran at Monza, Hockenheim and another track they are looking to add to the game in 2023.
When it comes to low downforce tracks, its pretty clear from the chatter on the forums over at Reiza that most players are hoping this mystery will be Le Mans, which has been asked for on many occasions. Would you like to see Le Mans make it into the sim?

You can try it now!

If you don't want to wait to try some of the improvements, new features and Historic Spa coming in the new build by opting into the Release Candidate (Beta) build that was released on Sunday. To opt in there are instructions on the Reiza forums and also in the video below!

Ground-breaking, unique new feature!

Buried within the patch notes of the new R.C build among the huge list of general fixes and features for all areas of the sim, is possibly the most important feature to enter the sim yet, as I for one can't think of another sim that can yet do this! Can you prove me wrong?
In the section under AI you will find this line:

"AI now actively pursues draft of other cars and is more appropriately affected by turbulence from the car ahead"

This to me is absolutely incredible and is extremely important when it comes to oval racing (which the game now features quite a lot of), but also on faster road course's as well!

I've put together a little video below which shows you this in action on both an oval and road course. The first time I witnessed this I have to say I was amazed to see this sort of interaction between the A.I. and player car! It doesn't stop there either as the A.I will now draft each other, and coupled with an extensive list of other A.I. improvements Reiza have really raised the bar!

If you do opt into the R.C build please remember its a beta and there may be the odd problem (like the 1970's Spa loading screen image not showing up) which Reiza are currently working on. If you do find any problems it would be wonderful of you to report it on the forums there as thats exactly what this R.C build is for, and you'd be helping make a better sim for all of us!

V1.4.3.0 Changelog

CONTENT
  • Added Spa-Francorchamps 1970 to Spa-Francorchamps DLC
  • 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 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 TRD garage depth Rebuild 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 now live:
    • 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
About author
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
Sad to hear about the indycar. Does anyone know if it’s an issue of Indycar not being happy about it or Indycar wanting to license it out?
 
I wasn't expecting much of this layout... wow! Amazing track, a great and dangerous feeling in VR.

You realize very quickly racing in that era was ridiculously dangerous.

Unfortunately, i don't think this is the track for open lobbies
 
Premium
With descriptions like....
- One of these features is quite possibly unique and never seen in a sim before!
- historic content in the upcoming months!
- This track has been built from scratch.
- by far the most accurate recreation of this legendary track!
...amongst others

...holy moly, exciting times ahead:inlove:....Reiza never cease to amaze:thumbsup:

Great post Paul:thumbsup:
 
Last edited:
With descriptions like....
- One of these features is quite possibly unique and never seen in a sim before!
- historic content in the upcoming months!
- This track has been built from scratch.
- by far the most accurate recreation of this legendary track!
...amongst others

...holy moly, exciting times ahead:inlove:....Reiza never cease to amaze:thumbsup:

Great post Paul:thumbsup:
Ah well yes but this line here "One of these features is quite possibly unique and never seen in a sim before". The reason I said "possibly" and later on "Prove me wrong" is because I could'nt be certain about this, but i've just not seen it before. Now apparently the F1 sims do this?

But the rest of it like "This track has been built from scratch.
- by far the most accurate recreation of this legendary track!"

This is directly quoting Reiza, and it is a damned impressive version of it indeed!
 
Last edited:
Amazing update once again! Reiza always delivers. Looking forward to the final release. The AI improvements are impressive too.

Still wondering what happened with the Nissan's(GT1?) and the Aston Martin(GT3?), maybe we'll see them soon too. Great to read that the old Nordschleife is also announced.

I hope that Reiza manage to fix the bugs/qol issues like the wrong rendered sparks from the F1 cars in VR (the left VR glass renders a different spark then the right glass, looks really akward). The bugs regarding many track-items(especially in distance) in tracks like in Long Beach for example that causes a lot of flickering which is especially visible in high res(it's the most visible in this track, but some track items in other tracks are also bugged, almost every track has a few track items that are "flickering") and that Reiza will optimize the shadows so that it causes less aliasing/a shadow system that blurs the corners and has more options to tweak them is highly preferred/more accurate with real worse shadows and will give less aliasing. And of course the multiplayer improvements, everything that helps the MP is more then welcome.
 
"AI now actively pursues draft of other cars and is more appropriately affected by turbulence from the car ahead"

I asked the following question on the Reiza forms but got no response.

Has Reiza sorted the the AI bug that was causing AI to struggle when trying to pass other AI?
If not, this new feature is a bit pointless at this point in regards to taking advantage of drafting.

Multi class, watching faster AI classes riding the bumper of a slower class was painful.
 
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What's needed for simracing in 2024?

  • More games, period

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