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

Premium
Pretty sure I've seen a professional racing driver claim that the braking in iRacing is more realistic than in ACC, while another professional racing driver claims that it's more realistic in ACC.
Drug test both of em....
 
  1. Once the meetings starts, the lead developer asks, " Who here has actually driven a race car on a certified race track, in anger and has proof of such?
  2. Anyone who has, gets to stay with the devs and are used as UAT (User Acceptance Testers)
  3. Everyone else has to STFU. Forever.
Hopefully a few of the devs are allowed to stay.
I mean to be able to recieve the feedback. :whistling:
 
I have driven many laps on all current simulators with my trusty and very torquey 3.9nm thrustmaster T300, while sitting on a sporty looking red office chair... I have touched the outside of a race car and been to a handful of races as a spectator. I can definitely tell which one is superior:

Mario Kart.
 
Can Reiza please add a physical pace car/safety car to the game? Its so easy to get a penalty for speeding under caution when you are in the lead and a FCY comes out.

I think it is planned to add a safety car to the FCY feature.
 
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 did state that I had experienced this in a GT1 car, the Nissan R390, but I have made further testing today, it is again a bad default setup. The Porsche GT1 handles much better, I needed to do some work with the Nissan to get something just drivable : adjusting the preload, shortening the gears ratios which were too high causing lots of understeer (basically, the first gear covered the 2 first gears of the Porsche). With that, a lot of the understeer was gone, and the oversteer became progressive and manageable. A few other tweaks, because the car is still a bit oversteery and the car is much more enjoyable. It is true that the RSS version for AC is much more enjoyable on default setup (most probably the Pcars 2 version too).

Some cars have the back suspensions a bit too hard making the oversteer too agressive. As an example, the Group C Corvette just has stronger suspensions on the back wheels than the front wheels. On a RWD it's an immediate oversteer killing machine.

EDIT : do not do that for the Group C cars, Wolftree gave me a crucial piece of advice just below. We shouldn't do this adjustment with this old high downforce cars, we have to make adjustments another way. Really interesting and crucial piece of information!
 
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Some cars have the back suspensions a bit too hard making the oversteer too agressive. As an example, the Group C Corvette just has stronger suspensions on the back wheels than the front wheels. On a RWD it's an immediate oversteer killing machine.
This is fairly typical on older high-downforce cars to prevent the rear from squatting or bottoming out before third springs were invented. Adjust the balance with ARBs, not spring rates.
 
This is fairly typical on older high-downforce cars to prevent the rear from squatting or bottoming out before third springs were invented. Adjust the balance with ARBs, not spring rates.
Really interesting, I didn't know that. I generally make adjustments primarly on ARBs, but this time, seeing this high rear springs I thought it was better to adjust them. Bad idea on these cars then. Good to learn something, thanks for the tip!
 
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Really interesting, I didn't know that. I generally make adjustments primarly on ARBs, but this time, seeing this high rear springs I thought it was better to adjust them. Bad idea on these cars then. Good to learn something, thanks for the tip!
Well not really, what you should do is actually raise the rear ride height and have the rear softer than the front. Then you have the best of both worlds, a compliant rear, and enough ground clearance for the rear to get lower at speed.
 
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Well not really, what you should do is actually raise the rear ride height and have the rear softer than the front. Then you have the best of both worlds, a compliant rear, and enough ground clearance for the rear to get lower at speed.
Yes, another solution, as soon as I have understand the point. But rising the rear height cause more oversteer I'd rather tweak the roll bars before.
 
Tell you why that is unrealistic. Let's go to the real thing. All the car manufacturers get together and create an offshoot company to develop car engines, transmissions, and suspensions. They then go off into their little corners and add their own creature comforts, body styles, colors, brakes and so forth. They would do this so all of the consumers have the " same feel".

You have better chance of sandpapering a tigers ass in a telephone booth, than trying to get consensus on the core of a product by different groups who then all use that same technology.

I never said all sims or all games which is what you are espousing.

You miss the point it would be a base engine physics and graphics engine.
Tools developed from ground up.
Studios involved would then tweak however they saw fit.
Then you could at least start to question why X felt better then Z.
Of course you can't do that if they all use different engines.

Each country should have gone off and built there own space stations and colliders instead of collaboration.
 
Premium
Someone should have a business model where they buy a highly regarded sim engine and just reskin it for each different series, They could do Nascar, Indycar, BTCC, WEC.

Just think of the possibilities, If the engine is solid, People will love what comes next....
 
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Yes, another solution, as soon as I have understand the point. But rising the rear height cause more oversteer I'd rather tweak the roll bars before.
The default setups on AMS2 usually have 3 problems:

Too much diff locking
Too little rear camber
Spring rates not appropiate for weight distribution

So usually, what I do is the following for basically every RWD car in game:

Reduce preload by 25%
Increase rear camber until it's half the default value on the front end
Check the weight distribution on the car selection screen and change the springs so their stiffness roughly matches that bias


You will obtain a baseline that is driveable, balanced and fun, and you can begin your tweaking from there.
 
I can't understand, it's easy to get oversteer in AMS2 and lose control. What is your point? I can understand Empty box's opinion about how the Indycars ovals handle in ovals, too gripy. But with you it's a neverending loop, between those who are ok and those who are are not. It just seems capricious and a question of taste
You must have very little throttle-control to spin in AMS2 these days and certainly only on the throttle and even the power-oversteers nowadays are just a fraction of what they used to be. If you brake too late and 'oversteer' the wheel for compensation, it will understeer always from my testings even in cars that used to punish you for that during the majority of my 2k hours in AMS2, but all gone. AMS2 used to be even one of the most tricky (former) sims getting it right and I'm disappointed they completely switch to easy peasy braking physics. Kind of glad that more people liking AMS2, but my former favorite cars are just a shadow of the past regarding physics and feel just boring driving them now. It doesn't require my full attention anymore like it used to, rather half of it and even AC feels better in comparison now again. Tyre-dynamics are watered down to a fraction of what they used to be as well and reminds me of what happened pCars 2 during the updates. And fun-fact: I was complaining that in the Reiza forum already and not one of the stuff-members responded that usually are quite protective regarding 'wrong physics'-claims.
 
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You must have very little throttle-control to spin in AMS2 these days and certainly only on the throttle and even the power-oversteers nowadays are just a fraction of what they used to be. If you brake too late and 'oversteer' the wheel for compensation, it will understeer always from my testings even in cars that used to punish you for that during the majority of my 2k hours in AMS2, but all gone. AMS2 used to be even one of the most tricky (former) sims getting it right and I'm disappointed they completely switch to easy peasy braking physics. Kind of glad that more people liking AMS2, but my former favorite cars are just a shadow of the past regarding physics and feel just boring driving them now. It doesn't require my full attention anymore like it used to, rather half of it and even AC feels better in comparison now again. Tyre-dynamics are watered down to a fraction of what they used to be as well and reminds me of what happened pCars 2 during the updates. And fun-fact: I was complaining that in the Reiza forum already and not one of the usual stuff-members responded that usually are quite protective regarding 'wrong physics'-claims.
At least with Group C cars and under the guidelines I mentioned above for setups, it's not the case on my end. But it's just one scenario.
 
At least with Group C cars and under the guidelines I mentioned above for setups, it's not the case on my end. But it's just one scenario.
Group C is one of the classes that used to be much better as well on release, but just try the MAK-Corp Group C cars in rF2 for comparison because clearly better nowadays. Yesterday I was driving this EVE F1 1968 in rF2 that supposed to be the Vintage Gen 1 in AMS2, but differences like night and day towards rF2 today while the AMS2-version was once awesome as well. The Retro Gen 1 cars used to be better as well in AMS2, but now the F1975 Mod is by far ahead without changes...
 
Group C is one of the classes that used to be much better as well on release, but just try the MAK-Corp Group C cars in rF2 for comparison because clearly better nowadays. Yesterday I was driving this EVE F1 1968 in rF2 that supposed to be the Vintage Gen 1 in AMS2, but differences like night and day towards rF2 today while the AMS2-version was once awesome as well. The Retro Gen 1 cars used to be better as well in AMS2, but now the F1975 Mod is by far ahead without changes...
Drove the MAK's Group C mod more than anything on rF2, and the last update of it, which dates 4 years now according to the Steam Workshop, was done based on my feedback to correct clutch slip problems when H-Shifting, which was the best way possible to cover the big hole that game has with a lack of gearbox's physics models. But when I went past that, those cars were still off in several performance and handling aspects, and the physics guys in charge were not willing to keep on developing them or accepting critiques.

I can make the cars on AMS2 rotate and get loose at turn in as much as I want, for then balancing them back, sending a bit of weight transfer rearwards by applying just enough throttle, and then power out as normal on a balanced state with slip across all 4 corners of the car. I drove Group C class on every update since they got released because I love those cars and love the history of them, and have never ever noticed a change for the worse.

Which goes to show how subjective things can be :D
 
Drove the MAK's Group C mod more than anything on rF2, and the last update of it, which dates 4 years now according to the Steam Workshop, was done based on my feedback to correct clutch slip problems when H-Shifting, which was the best way possible to cover the big hole that game has with a lack of gearbox's physics models. But when I went past that, those cars were still off in several performance and handling aspects, and the physics guys in charge were not willing to keep on developing them or accepting critiques.

I can make the cars on AMS2 rotate and get loose at turn in as much as I want, for then balancing them back, sending a bit of weight transfer rearwards by applying just enough throttle, and then power out as normal on a balanced state with slip across all 4 corners of the car. I drove Group C class on every update since they got released because I love those cars and love the history of them, and have never ever noticed a change for the worse.

Which goes to show how subjective things can be :D
Looks like the good old physics coming back:). Just tested the new released beta-update from today and with the Vintage and Retro Gen 1 the difference is like night & day compare to the current official version with the stuck rear axis. I've also tested the Porsche GT1 and Group C and Corvette C3 R so far and it's not like night & day, but significant enough. This atrocious "GT7"-understeer in the current official build is hopefully history soon. Thank you Reiza:thumbsup:
 
It seems the mid-2000s debate around harder is more realistic, when GTR2 went out, all over again. These are racing cars not suicide friendly machines, especially the endurance cars wis high downforce. This simple idea had been finally accepted, but after years the debate comes again, interesting...
 
It seems the mid-2000s debate around harder is more realistic, when GTR2 went out, all over again. These are racing cars not suicide friendly machines, especially the endurance cars wis high downforce. This simple idea had been finally accepted, but after years the debate comes again, interesting...
Again this BS. Unrealistic high grip and what seems the complete absence of lift-off oversteer in the current build might make it easier for bad drivers or gamepad players, but for experienced drivers it's easier and far more enjoyable if cars are nimble and do what you ask them to. And no, it's not realistic what's official now and feels like stability control on max similar to GT7. And with this notorious understeer you will always loose against people that do some setup and driving shenanigans for better rotation.
 

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