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!
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Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

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

Splitting hairs much?
Jeez i don't know, i guess you know better than me what i meant right? And even if so, what difference does that make again? The cars got worse after that, thats all that matters. And this update still doesn't address any of the issues mentioned.
 
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.
I agree. The truth is there are 1,000,000 different FFBs in AMS2 because of the custom files and hardware and everyone that in the end writes about FFB is talking about a different thing from the other.
Even in RF2 by modding files you can change FFB to feel as you want and everyone actually drives on a different FFB for the same reasons.
There is no objectivity and there can never be any into what constitutes a good FFB because everyone has different expectations.
To add to this, there are also habits that are inherited by previous sims that right or wrong to real life become THE TRUTH. Typical in this respect is the off-the-roof centerline FBB strength that certain sims managed to as universal truth to users who now seem to be gurus of gyroscopic effect (knowing nothing about it).
 
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Bottom line, I had high expectations for AMS2, 2/3 years go by and we are still talking about custom ffb files,physics and the most hatefull multiplayer in the sim industry... as much as one wants to like it it has glaring flaws the faster the cars are.. even on slower cars i have a friend that is running in real life the caterhams , and since 2 of the tracks on the calendar are Estoril and Jerez wich are very well done in AMS2, i thought cool... you can practice on it.... is only comment was.. the car doesnt behave like any of these in the game, not even close. so he prefers to use shity mods on AC or rF2 to do the training.... :(

And lets not talk about the MP.... releasing a statement in all this time saying it might or not might be improved or developed again from scratch its kinda poor...

The comment i ear the most from people whenever i ask them to retry it again is, we have to drive in unnatural ways to make times in AMS2... its usually enter the turn understeer, mid to end turn when applying a bit of throtle oversteer like mad.... seems to me theres no middle ground on the engine. FFB on default+ seems ok to me...issue is on physics...
 
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Premium
I've been restricting myself to using Reiza's default FFB settings ever since they started providing specific settings on Sept 4, 2022 to coincide with the launch of V1.4. Granted, I am only using a Logitech G25; moreover, I am reasonable enough to accept there is only so much FFB fidelity that such a unit can provide. After trialing all three of Reiza's FFB files, I settled on the Default profile with the recommended in-game 100/60/50/0 settings for the G25. After that, I've never adjusted any settings related FFB and have been entirely satisfied with the results.

If there is a car in AMS2 that feels "off" when I drive it (like the Formula Trainers when V1.4 first launched; since corrected), I simply assume the problem lies with the sim--and not with my FFB settings--so I temporarily avoid those vehicles until Reiza addresses the issue. Reiza's recent efforts to normalize FFB output across vehicles with the V1.4.6.1 release, for example, has finally produced F-Ultimate driving experiences commensurate with other, well-sorted, vehicles in the sim, so those classes have now piqued my interest. Other, higher-end setups obviously have the potential to faithfully render a greater dynamic range of effects than my G25, but at the low end of the steering-wheel spectrum, AMS2 provides consistently predictable FFB that is as good or better than any sim out there.
 
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I haven't tried AMS2 in a while, don't have the space on ssd :( Have they done more work on physics? These historic maps look cool, maybe it's time to try them out?
Yes, it's pretty awesome except for the usual AI stupidity. I waited my whole life to try the BT52 and it's insanely good in VR with a 4090 delivering great visuals. No idea if this is how an early 80's F1 car drove, but it sure is fun as hell.
 
Kind of funny that I was once defending GamerMuscle's claims against AMS2 that lift-off-oversteer was missing and now 100% confirming it, but the physics have changed significantly towards it. When James was saying it, there were several open-diff cars like the Vee, F Vintage, Trainer, Mini Cooper proving him wrong with easily over-rotating off-throttle if not managing them accordingly. Now those same cars can't be over-rotated at all even if you try it. With the current physics I can't be exited about the upcoming 71 Nordschleife and can just hope, Reiza is back-throtteling on the physics. The rear is so planted and limitated to low degree of slip-angle, impossible to have fun with this title anymore and for example the F Vintage and F Trainer I once loved are pathetic boring nowadays because of the "new physics"!. But to be fair, IMO Reiza was probably watching ACC as a role-model, which has similar issues.
As I haven't driven these cars, except the Formulas vintage, I couldn't express my disagreement, because on other cars this oversteer by throttle play worked prefectly fine.
So I've just made a few laps which all the cars you mentionned on Interlagos, a track were uplifting is mandatory to be able to throw the cars in the slow high able turns and to avoid huge understeer un the long fast turns, and I must say this was absolutely false and dishonnest information.

Thanks to you I've discovered the Formula Vee and the Formula Training, which are tremendously fun to drive and rely a lot on this technique, as you can efficiently throw them with a slide by up lifting and bring them in a perfect position, if well executed, in the corner. So it works perfectly.

The same with the other cars, except the Formula Vintage Gen1 which default setup (both of them, V8 and V12) is atrociously understeery because of the 2 high differential. Just lower it and the car will behave fine. I don't think Reiza intended to recreate cars from 1967 F1, the year with the most difficult F1s. So it is easier and less prone to slide while upshifting, in current sims (I did do that today to compare immediatly), it is closer to the 70s non winged F1 from RSS in Assetto Corsa. And probably closer to the 66 cars modded for GP Legends, but I haven't been playing this game for many years, so I can't be sure (what is sure is that they were much easier to drive than the 1968 cars).

So, there is no issue there about thevup lifting. I drove also the Puma GTB (copa classic FL), a perfect car to test this technique, the Chevrolet Corvette GTP (group C), and the cars rotates perfectly on uplifting.

I agree on the fact the F Vintage Gen1 should have their default setupd updated, as well as the generic Reiza's F Vintage Gen2 (the Brabham and Lotus default setups are good) which suffers a bit of understeering too (not on the level of the Gen1s).

I doubt you have launched the game recently or even have the game. Anyway, tjanks for suggesting these cars, they are really fun, and indeed perfect to have fun practicing this technique!
 
D
Well it s hard to describe but REIZA is the most unprofessionell company I ve ever seen in my older life. Not able to solve the main bugs (lost drivers, killing fps at night and/or rain) also they announce content that will be drop at a certain time like cars (Aston Martin) and tracks (Le Mans) but I assume it all will never see the light of our PCs.

What about this car seen in DEV announcements loud and colorfull?
11.png

22.png
 
As I haven't driven these cars, except the Formulas vintage, I couldn't express my disagreement, because on other cars this oversteer by throttle play worked prefectly fine.
So I've just made a few laps which all the cars you mentionned on Interlagos, a track were uplifting is mandatory to be able to throw the cars in the slow high able turns and to avoid huge understeer un the long fast turns, and I must say this was absolutely false and dishonnest information.

Thanks to you I've discovered the Formula Vee and the Formula Training, which are tremendously fun to drive and rely a lot on this technique, as you can efficiently throw them with a slide by up lifting and bring them in a perfect position, if well executed, in the corner. So it works perfectly.

The same with the other cars, except the Formula Vintage Gen1 which default setup (both of them, V8 and V12) is atrociously understeery because of the 2 high differential. Just lower it and the car will behave fine. I don't think Reiza intended to recreate cars from 1967 F1, the year with the most difficult F1s. So it is easier and less prone to slide while upshifting, in current sims (I did do that today to compare immediatly), it is closer to the 70s non winged F1 from RSS in Assetto Corsa. And probably closer to the 66 cars modded for GP Legends, but I haven't been playing this game for many years, so I can't be sure (what is sure is that they were much easier to drive than the 1968 cars).

So, there is no issue there about thevup lifting. I drove also the Puma GTB (copa classic FL), a perfect car to test this technique, the Chevrolet Corvette GTP (group C), and the cars rotates perfectly on uplifting.

I agree on the fact the F Vintage Gen1 should have their default setupd updated, as well as the generic Reiza's F Vintage Gen2 (the Brabham and Lotus default setups are good) which suffers a bit of understeering too (not on the level of the Gen1s).

I doubt you have launched the game recently or even have the game. Anyway, tjanks for suggesting these cars, they are really fun, and indeed perfect to have fun practicing this technique!
The problem is not that you can or can not "unstuck" the rear. The problem is the degrees of how hard you need to try to do it, and how fast it goes around.

The game and that F vintage in particular as it is now, Its basically going backwards physics wise. Even in Pcars2, with proper vintage tires, cars could be controlled on the throttle, and even had wheelspin that you had to take into account.
All that is gone now since these latest physics updates, replaced, like Leynad said, by a hugely stuck and slip angle tight rear, that only has two modes, either forcing the car to understeer, or snapping out of line like if someone kicked the car sideways.

But again, all this was discussed in length in the Reiza forums.
 
I also have this feeling in AMS2 that I either understeer heavily or oversteer heavily. I haven't driven any car to the limit IRL but in all other sims it feels different and I am able to adapt to the situation and approach the limit of grip. In AMS2 I feel like I have to get the car into the oversteer state as soon in the corner as possible so I can go quicker, because if I don't, I just keep understeering. And I don't particularly like this feeling, nor do I think it's entirely realistic. It's either terrible base setups, the driving model is wrong, or everything apart of AMS2 is wrong.
 
The problem is not that you can or can not "unstuck" the rear. The problem is the degrees of how hard you need to try to do it, and how fast it goes around.

The game and that F vintage in particular as it is now, Its basically going backwards physics wise. Even in Pcars2, with proper vintage tires, cars could be controlled on the throttle, and even had wheelspin that you had to take into account.
All that is gone now since these latest physics updates, replaced, like Leynad said, by a hugely stuck and slip angle tight rear, that only has two modes, either forcing the car to understeer, or snapping out of line like if someone kicked the car sideways.

But again, all this was discussed in length in the Reiza forums.
Except the F Vintage Gen1, which I agree should go on a slide more easily, and even should go on a slide because it seem it can't do it currenly, the others cars can be controlled with slight inputs on the throttle as in other sims. You lift up, oversteer, start to slide, catch the car no to lose time and control and, make your turn. So I wonder what I miss there.
 
I also have this feeling in AMS2 that I either understeer heavily or oversteer heavily. I haven't driven any car to the limit IRL but in all other sims it feels different and I am able to adapt to the situation and approach the limit of grip. In AMS2 I feel like I have to get the car into the oversteer state as soon in the corner as possible so I can go quicker, because if I don't, I just keep understeering. And I don't particularly like this feeling, nor do I think it's entirely realistic. It's either terrible base setups, the driving model is wrong, or everything apart of AMS2 is wrong.
I start to understand the point. I've experienced this with a GT1 today
 
The problem with the understeer/oversteer I find is the lack of front end feel and resistance on turn in and mid turn with a few classes of cars. A Reiza staff member explains it in my post a few pages back.


They have confirmed they are working to balance them better.

DanielKart latest files have enhanced the front end feel and turn in bite for me and I can feel what the cars and tires are doing throughout the entire turn.....much better than what I could get out of the base ffb.

DD wheels being much stronger and detailed might improve on the lack of turning details....but Daniels file is a night and day difference for lower end wheels IMO
Which proves the physics and base setups are fairly good....it's the base ffb that isn't optimized.

For reference I've been running the 2017 Stock car in a championship and the car feels fantastic with the custom file....a tad understeery out of the box but easily fixed with a few tweaks to the front ARB.
 
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The problem with the understeer/oversteer and lack of front end feel on turn in has been confirmed by a Reiza staff member which I posted a few pages back.

Several classes have to too little scrub/slip effect which results in a icey lack of feel.
They have confirmed they are working to balance them better.

DanielKart latest files have enhanced the front end feel and turn in bite and you can feel what the cars and tires are doing throughout the entire turn.....much better than what the base ffb can offer.

DD wheels being much stronger and detailed might improve on the lack of turning details....but Daniels file is a night and day difference for lower end wheels.
Which proves the physics and base setups are fairly good....it's the base ffb that isn't optimized.

For reference I've been running the 2017 Stock car in a championship and the car feels fantastic with the custom file....a tad understeery out of the box but easily fixed with a few tweaks to the front ARB.
i';ve tried loads of custom files, none of them are very good in my opinion, the in game default is better,
 
The problem with the understeer/oversteer and lack of front end feel on turn in has been confirmed by a Reiza staff member which I posted a few pages back.

Several classes have to too little scrub/slip effect since update v1.40 which results in a icey lack of feel.
They have confirmed they are working to balance them better.

DanielKart latest files have enhanced the front end feel and turn in bite and you can feel what the cars and tires are doing throughout the entire turn.....much better than what the base ffb can offer.

DD wheels being much stronger and detailed might improve on the lack of turning details....but Daniels file is a night and day difference for lower end wheels.
Which proves the physics and base setups are fairly good....it's the base ffb that isn't optimized.

For reference I've been running the 2017 Stock car in a championship and the car feels fantastic with the custom file....a tad understeery out of the box but easily fixed with a few tweaks to the front ARB.
The problem with understeer/oversteer is in the sim from the very beginning from my experience. That aspect I feel changed very little if at all.
 
i';ve tried loads of custom files, none of them are very good in my opinion, the in game default is better,
What ever works for you ;)

All I am saying is the file shows the difference in turn in detail for the classes not optimized.

And if it helps someone struggling with game, than I have contributed to increasing the player counts lol
 
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The problem with understeer/oversteer is in the sim from the very beginning from my experience. That aspect I feel changed very little if at all.
I agree, and one of the reasons I was complaining and constantly tweaking things and it drove me nuts.
I couldn't figure out if it was the physics, my ffb settings or the cars setup?

There was a small window when v1.3 launched with a few cars that had the physics updated and I felt they were heading in the right direction....than v1.4 launched and I felt it went backwards with many classes and I got the under/oversteer effect and lack of tire detail again.
 
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The problem with the understeer/oversteer and lack of front end feel on turn in has been confirmed by a Reiza staff member which I posted a few pages back.

Several classes have to too little scrub/slip effect since update v1.40 which results in a icey lack of feel.
They have confirmed they are working to balance them better.

DanielKart latest files have enhanced the front end feel and turn in bite and you can feel what the cars and tires are doing throughout the entire turn.....much better than what the base ffb can offer.

DD wheels being much stronger and detailed might improve on the lack of turning details....but Daniels file is a night and day difference for lower end wheels.
Which proves the physics and base setups are fairly good....it's the base ffb that isn't optimized.

For reference I've been running the 2017 Stock car in a championship and the car feels fantastic with the custom file....a tad understeery out of the box but easily fixed with a few tweaks to the front ARB.
The best thing I've ever felt in a simulation, unbelievable these customs from Danielkart
 

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