Automobilista 2 Update: New Content, Features and Fixes

Formula Inter is the latest Brazilian car to feature in the sim.jpg
Not long after explaining why the game's most recent update was delayed, Automobilista 2 developers Reiza have released update 1.4.6.1 featuring new content and plenty of game improvements.

Image credit: Reiza Studios

No more than a few days ago, we mentioned a recent newsletter update Reiza posted talking about upcoming updates to Automobilista 2 and reasons for delays in development. The main issue causing delays to the game's next release was the content scheduled to go live with v1.4.6.1.

The latest update for Automobilista 2 dropped last night though and brings plenty of improvements. From exciting content, including a free to all players addition, and many game improvements and new features, here's everything to know about the new AMS 2 drop.

New car and track in AMS 2​

Bathurst is one of those infamous tracks that every race fan knows and recognises. But Reiza has given the track some AMS 2 time machine magic recreating the venue as it was back in 1983. Fewer barriers, closer trees and a time before the Conrod straight was broken up by The Chase. This new track completes the Historic Track DLC alongside 1988 variants of Cascais and Jerez.

Unlike the historic version of Bathurst, the second piece of content included in this most recent update is free to everyone with the base game. The Formula Inter is a lightweight, entry level open wheeler raced primarily in Brazil.

As we mentioned in our previous post concerning Automobilista 2, a historic version of the Nurburging is also in the works. However, with plans to recreate the Sudschleife as well as the Nordschleife in its 1971 guise, progress seems to be slower than expected. The newsletter released a few days ago stated that, although meant to launch with the new update, a release towards the end of March is more likely.

Bug fixes, features and more​

Along with the pair of content drops, Reiza also released a fairly sizeable update to its game. It Mostly features bug fixes and minor game improvements such as changes to the way the AI work out race strategy and traction control adjustments on several cars. However, there are a few interesting additions that should enhance the game's immersion further.

Automobilista 2 gets new update.jpg


Among these changes is the ability to alter the pit speed limit for custom championships. Not all real-world series run a 50kph pit speed like the GT World Challenge for example. Being able to alter this gives players' custom championships a new thing to think about when it comes to driving through the pits.

The game also now features cockpit lights for a variety of cars. Endurance-focused cars like the Cadillac DPi, McLaren 720S GT3 and BMW M4 GT4 will provide much more night-time immersion thanks to this small yet noticeable change.

What is your favourite part of the new Automobilista 2 update? Let us know in the comments below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Folks a little clarification - physics work is a team effort and Renato is still the lead developer of physics department at Reiza Studios. There is nothing that goes into final release without his go and the philosophy that is pursued.

Unless you have any insight on the organization of the team i kindly ask you to just stop pretending you know anything about the roles within the Studio because you don't.

If you are unsatisfied with the results you may just move on instead of becoming repetitive and making up stories (or assuming this and that about one of the developers). Work will continue and who knows, how things develop over time :)

Cheers!
Thats not what you and others said in the Reiza forums.
So unless you now want to deny Steelcast27 has done physics work since almost a year now, something YOU and him actually confirmed on the forum of Reiza, i kindly ask you to stop saying i am "pretending" to know things, and assume others.

And i didnt "make up" stories. I replied to a user. I think you should stop pretending you are in the Reiza forums, you are not an admin here.

As how things develop over time, we shall see, i didnt mention anything more on the Reiza forum, because Renato personally said he was overseeing changes in the physics. But as things stand now, don't be surprised if some people are unhappy.
 
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Thats not what you and others said in the Reiza forums.
So unless you now want to deny Steelcast27 has done physics work since almost a year now, something YOU and him actually confirmed on the forum of Reiza, i kindly ask you to stop saying i am "pretending" to know things, and assume others.
You stated that somebody "took over" physics work which has never been mentioned towards you at any point.
 
You stated that somebody "took over" physics work which has never been mentioned towards you at any point.
So basically you are splitting hairs about the semantics i used, but not denying his involvement.

If i had wrote "took over A physics dev role", i don't think it changes much to the end result. I never denied that Renato had the final word, or that he was not overseeing things, or that Steelcast27 was the sole physics guy...
 
It's a known bug, if an only if you start a race whose first weather slot is "Light rain". You can sort of mitigate it by setting the track to damp or wet so AI starts with wet tyres.
This is a good work around for single races or custom championships but doesn't work in the any of the pre selected championships as the weather is not adjustable as it's scripted and set to random weather.
 
So basically you are splitting hairs about the semantics i used, but not denying his involvement.

If i had wrote "took over A physics dev role", i don't think it changes much to the end result. I never denied that Renato had the final word, or that he was not overseeing things, or that Steelcast27 was the sole physics guy...
I agree. They had a good thing going, but once SteelCast27 took over the physics role, the cars went into the total opposite direction. But i opened a rather controvertial thread in the Reiza forums where everybody chimed in about that. So rather than going off topic here, i guess there is the place.

Jeez, I dont know, it bloody well looks like that is exactly what you said.

Splitting hairs much?
 
Premium
On a positive note, DanielKart released some new custom ffb files today!!
His files have really improved the feedback for me over the base ffb.
I'd second this statement. DanielKart's custom FFB files have saved this game from being uninstalled again. His latest file is amazing, it's almost like if I was driving a different sim! And I am someone who have never felt 'at home' in AMS2 so far.
 
Premium
I'd second this statement. DanielKart's custom FFB files have saved this game from being uninstalled again. His latest file is amazing, it's almost like if I was driving a different sim! And I am someone who have never felt 'at home' in AMS2 so far.
This is part of the root issue with subjective opinions on how cars drive across sims.

It’s not like everyone is using the same controller and configurations so without context it doesn’t clarify a great deal.

Get your FFB settings wrong and RF2 can feel similar to Project Cars and different wheels have different characteristics. My DD1 feels completely different to my old T300RS which being belt driven can give you that hint of PC2 in AMS2, but it can do that in other sims as well. On my DD1 with mostly default and recommended settings at each layer AMS2 feels more like RF2.

On each game you’ve got the hardware, the hardware level driver and config, the game level FFB settings between you and the car handling model.

If you have an issue with the handling you need to describe it within the context of how it’s occurring otherwise it doesn’t really help anyone improve things.
 
I'd second this statement. DanielKart's custom FFB files have saved this game from being uninstalled again. His latest file is amazing, it's almost like if I was driving a different sim! And I am someone who have never felt 'at home' in AMS2 so far.
Yes, the improvements he has added for better front end feel and turn in bite is a real step up from the base ffb.
I no longer have to guess with vague detail what the car is doing and if it has grip throughout a corner.

Thrustmaster TX using the 3-5nm file.


Some cornering issues some are experiencing, could be linked to the following which was explained by a Reiza staff member.

This is the response he gave me....


What you are describing here I suspect is linked to the scrub balancing and in particular front scrub that took place after v1.4.

For more in depth info please search the beta testing forum with my name attached and you will find a handful of posts on this topic and other recent FFB developments..

"In the latest round of beta updates the primary focus was frontal scrub/slip resistance balancing for all classes mentioned above. There were some inconsistencies of how a class of vehicles would communicate this Fx vibration & resistance bleed off. Just about every corner at Spa will produce this to some degree and it's how much or how little resistance there is when the front tyre starts to scrub/slip throughout the corner.. For example a couple of vehicles would instantly loose majority FFB resistance as soon as there was minimal front scrub/slip resulting in applying too much steer angle and a loss of feeling for what the font end is doing."

"I can confirm this on a couple of classics I have driven tonight as the front & rear scrub/slip resistance needs some fine tuning. I've already started to dial this in locally for Gen1. That said I am not into providing instant and dramatic resistance bleed off to over communicate scrub/slip which can then lead to some over steer angle inputs. It should be a nice progression and just enough to tell you whats happening whilst maintaining a feel for what the front end is doing rather than a feeling as if you instantly are driving on ice with minimal scrub/slip. How this all gets communicated on various gear is not always clear although at least all cars within class will be uniform which was not always the case as previously in GT3/4 we had some cars at the opposite end of the spectrum."
 
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Awesome update. I hope that the next update fixes the metal sparks in VR.
Which metal sparks?
Yesterday I raced 3 1hr races in VR, the new Formula Inter MG-15 class @ Cascavel, in every kind of weather conditions.
And though it was mostly observation races on how my Quest 2 would do on the long run with just Virtual Desktop and power plug attacjed meanwhile, I found very high performance together with my Sapphire Nitro+ RX 6800 XT Special Edition and no real flaws

Could you explain for the dummy here what you more specifically refer to?
 
BTW, has AMS2 lost momentum?
This is not the first time I've read postings about "excitement in simmer audience about new releases "but few in fact race AMS2".

Myself racing AMS2 and regard is as my prime 'modern sim' (though I race much, much older sims far more).
 
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Some people here seems to be unable to dial their FFB in right.If it aint feel like RF2 the physics must be wrong.Custom files are not needed if you accept that Reizas FFB is unique and that is good.
Edit: But the latest Danielkart custom FFB file convinces me.
:)
 
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What AMS 2 needs most is attracting more players to play this game, rather than this "people keep praising while very few people play" situation...
Yes but you have to ask yourself why are very few playing AMS 2 ? is it because of the constant missed releases dates, the poor multiplayer, the car physics, the A.I (driving on the grass down the straight, banging into walls at bathurst not being affected by puddles on the track or slipstream no dirty air effect , way to slow in the corners but rocket down the Straight etc.)
the default FFB, the poor performance at night or in the rain. No profile for TGT -II wheel users. After every update I hear the words "Awesome update" "game changer" etc. I fire it up and don`t see any difference still the same old problems and go back to playing something else. Just my opinion.
 
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Which metal sparks?
Yesterday I raced 3 1hr races in VR, the new Formula Inter MG-15 class @ Cascavel, in every kind of weather conditions.
And though it was mostly observation races on how my Quest 2 would do on the long run with just Virtual Desktop and power plug attacjed meanwhile, I found very high performance together with my Sapphire Nitro+ RX 6800 XT Special Edition and no real flaws

Could you explain for the dummy here what you more specifically refer to?
The Formula Classic cars (and most other Formula cars) got metal sparks when they drive over something bumpy.

On the VR HMD these sparks get rendered in the wrong positions: 2 different position for the SAME sparks. So the exact same metal sparks get rendered on a different location per eye(one is ~correct location, the other is a few meters away from the car ! ).

So this is really distracting, for that reason I don't like to drive Formula cars (especially not full grid on a bumpy track).
 
Some people here seems to be unable to dial their FFB in right.If it aint feel like RF2 the physics must be wrong.Custom files are not needed if you accept that Reizas FFB is unique and that is good.
Edit: But the latest Danielkart custom FFB file convinces me.
:)
Custom files are needed if the physics are not properly transmitted to the FFB. Not getting the feeling you expect from a game doesn't mean the physics are wrong, there is too many existing hardware to get all right with one FFB. And giving all means to players to adjust the FFB accordong to their own taste doesn't work at all : prooves are Pcars2 going backward by simplifying the FFB from Pcars1 and Raceroom having done the same ; users just get confused and I'm sure many make the things worse and think the physics of the game are just bad. This is what happened to Pcars2. A great modder just reworked the FFB and managed to get some physics parts of the game communicating to the FFB, although they were comoletely ignored by the default FFB. It came.late unfortunately, but I advise anyone to relainch Pcars2 with his mod :


So there is nothing to accept, physics and FFB are 2 different things,.

I like AMS2 but in some situations something in the FFB is wrong, an aspect it shares with Pcars2, a small fast, but not heavy, turn back of the wheel, with a rebound feeling, several times if my grip isn't strong. It doesn't feel right, although it is a small detail, and this effect was more obvious in Pcars2, and this mod I've mentionned just got rid of it. The cars are the same, the new FFB just brought them to life (the turbo lag, which was almost off before, is just kicking with this mod).

I will try this FFB mod for AMS2 then.

EDIT : it seem you edited your comment just after I read it and click on Reply. Glad you have been convinced, I must install it then!
 
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Premium
Custom FFB files, yes i use them too. But i think that's where everything went wrong. Because Reiza allowed these custom FFB files from the early release of AMS 2, they never had proper feedback from the community to improve ther own default FFB. People with wrong FFB settings started to complain about physiscs, People with custom files started to complain about FFB etc. It is impossible to improve something when everybody is using different files/settings.

To be short: i think the custom FFB files are a good thing but not when a sim is still in a developing state.

I still love AMS 2, i play it a lot but i asume things could have been much better.
 
Custom FFB files, yes i use them too. But i think that's where everything went wrong. Because Reiza allowed these custom FFB files from the early release of AMS 2, they never had proper feedback from the community to improve ther own default FFB. People with wrong FFB settings started to complain about physiscs, People with custom files started to complain about FFB etc. It is impossible to improve something when everybody is using different files/settings.

To be short: i think the custom FFB files are a good thing but not when a sim is still in a developing state.

I still love AMS 2, i play it a lot but i asume things could have been much better.
I disagree. There was never going to be an "Ultimate Default ffb" version. The real issue with the Default ffb is that it has to work for different people across a wide range of hardware where the experience is vastly different. In reality, the game ffb needs to work for the majority of wheel users.

Edit: removed most of my blah blah blah. ;)
 
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Staff
Premium
There's probably never going to be agreement on what constitutes good ffb since it's such a personal thing.
So before this goes any further why not discuss it in the actual ffb download threads rather than derail this one.
 

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