Automobilista 2 To Debut Active Suspension, Proper Wet Line

Automobilista-2-November-Dev-Update-F-Hitech-Gen-2-Interlagos-1991.jpg
After a long delay, the Automobilista 2 November Dev Update is here. Developer Reiza Studios has been hard at work to deliver a first in sim racing for v1.5.3 – and much more.

Image credit: Reiza Studios

Originally planned to release much earlier, including an October launch for another in-game update, the Automobilista 2 Dev Update suffered a few setbacks. The latest deep-dive by Reiza Founder and Lead Developer Renato Simioni explains that the upcoming update will actually be the result of two dev cycles, as opposed to just one like originally planned. New challenges kept appearing, and “we would not have a new public release until we felt everything was as good as we could possibly make it“.

The AI calibration work for the enormous amount of car and track combinations Simioni already mentioned in our pre-v1.5 interview took significant time as well. This should make fiddling with the AI difficulty setting on a per-track basis a thing of the past, as the the computer-controlled opposition should perform much more in line with the player. AI pit stop strategies have also been adjusted for them to race in a much more realistic way.

Automobilista 2 November Dev Update: Physics & Audio​

The result is noticeable in the physics, for instance. What v1.5 had started in the tire model overhaul should now be finished after ironing out carcass issues. For the amount of cars in AMS2, this took quite some time. Additionally, smaller physics refinements took place.

A given sim car may have millimeter accurate suspension geometries, 1:1 aero map and engine torque curve perfectly matching dynamometer figures, if the tires are not gripping and letting go as they should, the experience just won’t be captured.
Renato Simioni, Founder & Lead Developer of Reiza Studios

One area that received lots of attention in particular are the wet weather physics. Already somewhat implemented before, grip on the dry racing line in the wet will now be significantly reduced, forcing racers to adapt a different line. Simioni proudly states that “the end result from these developments is wet weather driving like nothing ever seen before – incredibly fun, very challenging, occasionally scary but (provided you are on the right tires and with a reasonable setup) seldom frustrating.”


Meanwhile, as the video above shows, Reiza has reworked some external sounds. The Brazilian studio has more examples available on their YouTube channel. The cars shown feature more authentic sounds when passing by – and while likely not a super important element for many sim racers, “it was important for us to capture that in AMS2“, Simioni writes.

Automobilista-2-November-Dev-Update-F-Hitech-Gen-1.jpg

The 1992 McLaren MP4/7A will debut in AMS2. Image credit: Reiza Studios

Automobilista 2 November Dev Update: New F-Hitech​

The most striking addition in the Automobilista 2 November Dev Update, however, has to be the new F-Hitech class that comes in two Gens. They portray the 1992 and 1993 Formula One seasons – but not just in the looks department. Instead, Reiza has gone for something no other sim has released thus far: active suspension.

1993 is regarded as the peak of technology in F1. Cars had ABS, Traction Control, Launch Control, automatic gearboxes, but above all, active suspension revolutionized the concept of car setups. Constantly measuring and adjusting the ride height to any given part of a racing track made the cars much less sensitive to bumps and potential changes in aerodynamics as a result.


To go with the new Gens, the 1992 McLaren MP4/7A and the 1993 McLaren MP4/8 are introduced. The latter is already featured in rFactor 2 as official content and does feature some of the technical gizmos, but no working active suspension. In AMS2‘s version, even a primitive version of DRS is implemented: Drivers can lower the rear of the car on straights to stall the air flow over the rear wing somewhat, giving their cars more top speed.

The two McLarens will get support, too. Gen 1 sees four additional models with different engine layouts and amounts of electronic aids. In Gen 2, three further models are available, representing the peak of the era.

Automobilista-2-November-Dev-Update-Montreal-1991.jpg

A 1991 version of Montreal forms part of the Historical Track Pack Pt.2. Image credit: Reiza Studios

Historical Track Pack Pt. 2​

Alongside 2022’s Brazilian Racing Legends Pt. 1 DLC, the first Historical Track Pack made its debut in AMS2. Now, its follow-up adds four more layouts of the past for tracks that are already in the sim. Interlagos will feature 1991 and 1993 versions, representative of Ayrton Senna’s two wins at the circuit. Montreal will appear in its 1991 guise, with new kerbs and a tightened final chicane compared to the 1988 version already present. And Catalunya receives a 1991 makeover that includes the high-speed version of Campsa used until 1994.

The pack yet again increases the number of period-correct tracks for many of the seasons present in AMS2. Once the update is out, we will be sure to update our Automobilista 2 F1 Season Guide accordingly!

Automobilista 2 November Dev Update: More Small Improvements​

In addition to these big changes, many smaller improvements are part of the Automobilista 2 November Dev Update. These include drivers’ helmets and overalls now being matched to their car designs instead of being random (and head movement finally working more realistically). A new shader fixes issues that had previously plagued sparks as well. To read all the details, check out Simioni’s original post in the Reiza forums. v1.5.3 does not have a confirmed release date yet.

Finally, the community also got a teaser of the incoming Le Mans circuit. The track should still launch in this year. Simioni’s outlook: “With this update AMS2 should be in a great place for its 2023 grand finale at some point in December.” Meanwhile, check out our guide to custom championships in AMS2 to make the wait time a bit more interesting!

Automobilista-2-November-Dev-Update-Le-Mans-Teaser.jpg

AMS2 is likely going to Le Mans very soon. Image credit: Reiza Studios

What do you think of the Automobilista 2 November Dev Update? Let us know what you are most looking forward to on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

It's been a few months since I last fired up AMS2, looking forward to the testing the update.

A neat new feature, tho a feature I'll rarely use on another piece of f1 content that will get lost in the sea of f1 content I rarely touch already in-game.

Hopefully some work has gone into the custom championship..ex proper multi class scoring?
That would go great with the AI and wet weather improvements and give me a reason to play the game more.

That and some more RX tracks and adrenaline pack pt 2 :)

"My" biggest gripe with the title is, I have all this in-game content but only 20% of it interests me...but of that 20%, it's bits and pieces or the game has short comings ex. Poor MP, ai, missing features.

I hope in my lifetime, I finally get to experience the full potential of this engine and title lol
 
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'AMS2 has such potential' is something I have said several times. The only think we need right now is a proper online feature. Just look how RF2 has been transformed. I would love to see this on LFM. Please make it happen.
plans are already in the works for 2024 ........ he wrote
complete GUI overhaul
some updates on the rendering engine
a content management system
a more robust Multiplayer dedicated server tool

So maybe we'll see something appearing at the horizon next year
 
'AMS2 has such potential' is something I have said several times. The only think we need right now is a proper online feature.
I've been saying that since PC1 10 + yrs ago :)
Sadly, I think it needs more than just a proper online mode.
Looking at the current servers and content, the majority are running modern GTs, which content/class wise lack to other titles.

An improved single player mode or career mode would be great too and an overall polish :)
 
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Before adding new physics "features" like active suspension, I was hoping they would have improved the game's core tyre model and overall core physics engine.

There is still tons of completely un-natural behaviour with the cars even in their "rain dancing" video which is supposed to be showcasing their physics. Same issue going back to PC2, PC1, and RF1, F1C99-02, SCGT, etc. When the oversteer finishes, the car barely rotates back to it's initial direction of travel, instead the car drives off in a new direction when the slide finishes. It's such a "janky" and "digital" behaviour - not to mention it looks terrible from a purely visual POV too because it makes it look like there was no oversteer in the first place because the oversteer just sort of "dies away" rather than the rear of the car sliding back to it's initial position. Not only that, but whenever the slide finishes increasing it's slip-angle, the slide tends to suddenly snap-finish out of nowhere rather than the slip-angle decreasing back to 0 in a controllable, natural, organic matter. For a much better example of correct behaviour, notice how vehicles' oversteer increases the slip-angle, stops the slip-angle from increasing further, and decreases the slip-angle back to 0 in Live for Speed, Netkar Pro and (depending on car) Assetto Corsa. These games' naturalness in this area (especially LFS & NKP) is "light years" ahead.

Thousands if not millions of lines of code gone into this physics engine (including tyre model) in the year 2023 yet there's still all sorts of completely janky & digital physics traits that never seem to be addressed (probably because they require CORE physics/tyre engine changes rather than just "surface physics" changes ie. "vehicle content" updates which is what 90% of the so-called physics updates of AMS2 have sadly been).

On top of all that, there's an insane flaw where any car (at least the random ones I tested) will spin - more like a half-spin while getting "magically" sucked into the inside of the track (as if the front tyres gained 1000% grip and the driver applied 2000 degrees of steering lock). To do this, just turn the steering wheel a small amount while holding a bit of brake. This happens at pathetically low speeds like in the 50 - 100 Km/hr area. I would NEVER allow my game to be released even as a private BETA with a ridiculous physics issue like this, let alone in an official public release, let alone years later after supposedly tons of "physics updates".

Such huge, GLARINGLY OBVIOUS physics issues are noticeable within 1 minute of playing the game - 1 single minute - yet the Reiza devs work and breath the game 5 days a week, 8 hours a day, for multiple years...That to me tells me they're incompetent either because A) they don't notice such glaringly obvious physics issues that take LITERALLY 1 minute to notice or B) they are aware but they don't know how to address them at their core (ie. via the core physics engine rather than trying to "hide" or "band-aid" things via "vehicle content updates"). Either way, "A" or "B", shows incompetency.
 
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why bother with active suspension when the overall physics just suck compared to Assetto and iRacing? the 'game' just doesnt feel like a 'sim'. I will commend the makers of the game for trying to be a sim, they are putting the hard yards in, but it just always falls short. AMS2 is actually superb if your only option is AMS2, and it is good to have many options for racing in games/sims. id choose it over Forza
Well, that is because more and more people actually try AMS2 and find your statement completely false.
 
I have to say that I’ve found AMS2 really bad physics wise since its launch and never really bothered with it too much.
But having revisited it recently I have to give reiza massive credit for the work they have done with the madness engine. It’s really quite remarkable how much they have improved the physics and ffb in this title and I would say it’s now as good as anything else out there and this new build looks like it will only improve it further.

My fear for Reiza though, is that they may have missed the boat with a lot of sim racers trying it early and then just moving on, never to return.
I also think AMS2 could do with dropping a competitive multiplayer or deep career mode to bring people back to the sim like rf2 has done because at the minute there isn’t really a strong reason to spend a lot of time in the sim, which is a shame because the incredible work reiza have done should be experienced by as many sim racers as possible!
Forget about good MP experience in AMS2. Either its at the bottom of their preference list or its so ****ed in Madness that Reiza is not able to fix it. Substantial things like syncing the race start for all race participants or same track conditions (like track puddles in same place and size for all) are probably not going to happen any time soon.
 
Premium
Looking forward to AI competiveness tweaks.

I'm desperate for some offline racing that I can reliably one-shot qualifying and get a competitive field that provides hard, close racing.

It takes far too long to figure out AI difficulty levels.
 
I've been saying that since PC1 10 + yrs ago :)
Sadly, I think it needs more than just a proper online mode.
Looking at the current servers and content, the majority are running modern GTs, which content/class wise lack to other titles.

An improved single player mode or career mode would be great too and an overall polish :)
right, but we have 2023 and PC1 was released in 2015.
So maximum 8 years ;)
 
For a much better example of correct behaviour, notice how vehicles' oversteer increases the slip-angle, stops the slip-angle from increasing further, and decreases the slip-angle back to 0 in Live for Speed, Netkar Pro and (depending on car) Assetto Corsa.
LOL...
Since you know better than anybody else what is correct and how to do it, when will we see you being lead developer of something?
 
Oh wait.. Let's see...
iRacing is at what? 7-8-9th tire model? Means everything has been wrong for what almost 20 years?
RF2 has recently dropped the n-th tire model too (for some cars only cause the others are missing in action). So I guess that means handling of the bEStesT sIM EVah has been wrong for all these years, right? And for some cars still is since they were not updated, right?
Let's see ACC: oh right they just dropped an updated which went the opposite direction of what they made their mob believe for 5 years. Tires don't have an optimal pressure good for all cars and all situations and are not as peaky as they depicted for years. Maybe one day they will discover also that front tires don't become grippier the harder you brake on them
And what about RR: they just released a new tire model. So scratch everything you have seen for the past years. It was all wrong.

The only blind people are the pathetic simracers who want to decide themselves who can sit at the table of the "real simulators" and who cannot, most of the times having no engineering grade knowledge of vehicle dynamics. They are always invariably wrong
I must apologize because it seems i was not able to express my point properly. Judging from the way you replied you took my post for something that i did not intend.
What i meant to say with the post you quoted from me was that its ridiculous how fanboys of a game always speak of their game as a 100% perfect game when in fact it never really is (hence why i quoted the dev post).
 
Reiza has passion, I'll give them that. Being able to hop into so many generations of open wheel/formula cars and drive them on historic track layouts matching their era is awesome. Add in the real livery and driver name mods from RD and it's an experience that's hard not to appreciate. They keep dumping a lot of time and effort into improving the tire model, handling, engine and suspension characteristics which is awesome. Many devs would have already cut and run on to the next project by now.

The screeching over realism can be left to those who enjoy it, though it is comical to see people use AC as a benchmark when it's very far off the mark in many categories that make for a realistic feeling car. Yet both titles do certain things very well and end up leaving the player with a believable enough sensation and predictable car performance. I have yet to drive any piece of software that matches the characteristics of real rubber being pushed hard on real asphalt...iRacing, Rf2, race room, AMS2, AC, ACC...they're all approximations and all very fun to push hard in, yet they all fall short of absolute realism in their own categories, making concessions in one area or another in the name of playability and fun.
 
Premium
Before adding new physics "features" like active suspension, I was hoping they would have improved the game's core tyre model and overall core physics engine.

There is still tons of completely un-natural behaviour with the cars even in their "rain dancing" video which is supposed to be showcasing their physics. Same issue going back to PC2, PC1, and RF1, F1C99-02, SCGT, etc. When the oversteer finishes, the car barely rotates back to it's initial direction of travel, instead the car drives off in a new direction when the slide finishes. It's such a "janky" and "digital" behaviour - not to mention it looks terrible from a purely visual POV too because it makes it look like there was no oversteer in the first place because the oversteer just sort of "dies away" rather than the rear of the car sliding back to it's initial position. Not only that, but whenever the slide finishes increasing it's slip-angle, the slide tends to suddenly snap-finish out of nowhere rather than the slip-angle decreasing back to 0 in a controllable, natural, organic matter. For a much better example of correct behaviour, notice how vehicles' oversteer increases the slip-angle, stops the slip-angle from increasing further, and decreases the slip-angle back to 0 in Live for Speed, Netkar Pro and (depending on car) Assetto Corsa. These games' naturalness in this area (especially LFS & NKP) is "light years" ahead.

Thousands if not millions of lines of code gone into this physics engine (including tyre model) in the year 2023 yet there's still all sorts of completely janky & digital physics traits that never seem to be addressed (probably because they require CORE physics/tyre engine changes rather than just "surface physics" changes ie. "vehicle content" updates which is what 90% of the so-called physics updates of AMS2 have sadly been).

On top of all that, there's an insane flaw where any car (at least the random ones I tested) will spin - more like a half-spin while getting "magically" sucked into the inside of the track (as if the front tyres gained 1000% grip and the driver applied 2000 degrees of steering lock). To do this, just turn the steering wheel a small amount while holding a bit of brake. This happens at pathetically low speeds like in the 50 - 100 Km/hr area. I would NEVER allow my game to be released even as a private BETA with a ridiculous physics issue like this, let alone in an official public release, let alone years later after supposedly tons of "physics updates".

Such huge, GLARINGLY OBVIOUS physics issues are noticeable within 1 minute of playing the game - 1 single minute - yet the Reiza devs work and breath the game 5 days a week, 8 hours a day, for multiple years...That to me tells me they're incompetent either because A) they don't notice such glaringly obvious physics issues that take LITERALLY 1 minute to notice or B) they are aware but they don't know how to address them at their core (ie. via the core physics engine rather than trying to "hide" or "band-aid" things via "vehicle content updates"). Either way, "A" or "B", shows incompetency.
Long story… check your FFB settings
 
So I've fallen out of the dev cycle of AMS 2 completely, when they say grand finale in December this year are they saying after that they won't be developing it anymore?
No. They will keep on developping.

Based on yesterday's update from Renato, it seems like the "grand finale in December" means that the upcoming formula cars will be the last new models in that category for a while, as they are set to work on endurance racing content for 2024, including the Circuit de La Sarthe.

I was hoping they would eventually release F1 cars from 1981-1982 eventually, because these seasons are overlooked in simracing, but I doubt it will happen.
 
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