Automobilista 2 V1.2.3.0 Update Released on Steam

Automobilista 2 August Update 01.jpg
Reiza Studios has updated Automoblista 2 to version 1.2.3.0, and added two new cars, improved Real Weather features and another round of fixes and improvements.

Automobilista 2’s August 2021 update is now live on Steam. In typical fashion, developer Reiza Studios has offered new, free content plus several other improvements and fixes to the racing sim.

The new content this month is a classic American muscle car in two flavours. The Chevrolet Corvette C3 has been added to both the Vintage Touring Car class as well as to the GT Classics Class in the "R" Spec to compete with the recently added Porsche RSR. The Corvette C3 was teased last month but was offered only to AMS2 beta users before this build.

Another significant improvement that has been added in this build is the addition of accurate environment temperatures in the Real Weather system. The Real Weather system in AMS2 allows users to select accurate current weather for track locations, and even historically accurate weather when past dates are chosen.

On the physics front, many of the cars have been given a tire tread adjustment to go with the potentially significant changes to the clutch inertia and tire tread fixes.

Automobilista 2 August Update 03.jpg


V1.2.3.0 CHANGELOG

CONTENT
  • Added Corvette C3 to Vintage Touring Car Class
  • Added Corvette C3 "R" Spec to GT Classics Class
GENERAL
  • Added Damage Scale option
  • Added option to allow/disable pit stop refuelling
  • Added time +1 lap option for race sessions
  • Real Weather now uses real environment temperatures for all tracks (including historical data)
  • Added weather data between original feature release on June 4th through today to historical database of all locations
UI&HUD
  • Lobby Page session details: Fixed incorrect value for mandatory stop; Removed duplicate track cut entry; Fixed rolling start label; Added formation lap info
  • Fixed Lobby driver list scrollbar
  • Fixed Start button still being available when a championship is complete
  • Update various vehicle class colours
  • Corrected track details for Azure
  • Fixed missing track map for Interlagos Stock Car variant
  • Fixed Start button still being available when a championship is complete
  • Further restricted setup options showing redundant adjustable settings in fixed configurations
PHYSICS
  • Fixed bug in intake manifold pressure model causing poor throttle response in several cars
  • Minor tire tread adjustments to all GT classes, Stock Cars,, P2, P3, F-3, F-Trainer, Procar, Group A, Group C, Porsche RSR, F-Vintage, F-Vee, Opala 79, Old Stock, Lotus 23, Street Cars
  • Revised clutch inertia values for all cars
  • Porsche RSR 1974: Tire carcass & tread model adjustments; slightly adjusted CoG height & inertia; Minor default setup adjustments; Fixed wet tires overperformance
  • Fixed redundant 1 bumpstop level adjustment on setup screens for several cars that don´t have that setting
  • F-Vintage: Added extra final drive ratios to both V8 models as well as Lotus 49C, Brabham BT26
AI
  • Altered AI selection logic to selected fastest drivers first when fixed drivers are unavailable or exhausted.
  • Fixed excessive clutch inertia causing AI slow starts & gear shifts for Procar, Group A & Porsche RSR
  • General wet weather callibration pass for all cars
  • BMW M1 Procar, Group A, Porsche RSR AI callibration
  • Improved line and AI performance at Interlagos, Montreal & Santa Cruz
AUDIO
  • Added diversified curb, grasscrete, astroturf sound effects according to material type & profiles (all cars)
  • Added dirt pickup sound effect (all cars)
  • Corrected various curb material sounds for Granja Viana, Ortona, Long Beach, Silverstone 1975, Silverstone 2001, Spa-Francorchamps, Kyalami, Imola, Kansai & Montreal
  • Adjusted audio pan compensation for curbs and added support for more types to road noise sound
  • Mercedes 190E DTM: Fixed no engine sound when looking back in chase cam view
TRACKS
  • Minor adjustment to visual Livetrack groove
  • Hockenheim: Fixed minor object popping issues
  • Salvador: Fortified some gaps in the walls; Added more tree trunks to open areas; switched on collisions for stactic vehicles
  • Silverstone: Added a missing curb on old Abbey-Bridge road; Fixed a minor selection set error
  • Silverstone 2001: Reduced road noise on GP layout; Minor art & optimization pass
  • Brasilia Outer: Fixed minor clipping issues
  • Granja Viana: Improved track cut limits; Minor art & optimization pass
  • Silverstone 1975: Minor art & optimization pass; Fixed pit wall collision
  • Long Beach: Fix broken transform on some fence speakers; Adjusted pitlane cheat block
  • Interlagos: Minor art & optimization pass
  • Cadwell Park: Minor art & optimization pass
  • Adelaide Historic: Added pitlane cones; Replace triggers with new boxes; Minor art & optimization pass; Slightly reduced road noise
  • Spa Francorchamps 2020: Minor art & optimization pass;
  • Kyalami 2020: Minor art & optimization pass
  • Imola 2021: Minor art & optimization pass
  • Montreal 2021: Minor performance & art pass; Fixed strange collisions at T14 exit.
  • Added VR cams for Brasilia Outer and Curvelo B
  • Fixed missing pitbox marker in race session for Daytona and Long Beach
  • Santa Cruz: Add cones to mark pit ent/exit
  • Kyalami Historic: Revised physical terrain material types; Minor performance pass
  • Minor fixes & adjustments to trackside cameras of Kyalami, Azure, Cascais
VEHICLES
  • Metalmoro MRX (all variants): Added driver animations; Detached the cockpit gear shifter. Adjusted the cockpit view to match the new driver position.
  • F-Trainer: Add rear chassis parts and rear suspension for cockpit view
  • Stock Corolla 20/21: Fixed LOD C glitch
  • Various minor art improvements to Vintage GT helmet & suits
Automobilista 2 August Update 02.jpg


Be sure to share your thoughts on the new build below in the comments, and stay tuned to RaceDepartment for our interview with Renato Simioni of Reiza Studios coming very soon.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

I'm pretty happy with the update. Most of the cars from dpi on down feel better now regarding cornering (odd locking behavior) and are completely believable. The openwheel cars still feel arcadey.
Great job by Reiza and hope the momentum continues.
 
No i never ever sugested that, at least never seriously, so i dont know what you are talking about.

I would have moved on, but you and your buddy keep talking about me for some reason.

I honestly think they are out of their depth with so many cars, and so many to dos. I wonder how much people they have at Reiza, and if its just Renato working with physics, but he seems to be out of his depth too, with these constant patches and corrections, that more often than not break other cars. I think he should hire someone for this, and focus on the core game itself. I am sure there are people besides Niels available ( and no, i am not just talking about myself). At this rate they will erode all the good will they had with the community so far.

Just to back up that you are NOT joking.

Mind you, i have no axe to grind with Reiza. AMS1 is by far my most played sim, and still is, and i mod for it constantly. But i feel this type of development shouldn't be defended. I honestly think Reiza are understaffed. And they sure need a hand in crushing bugs, or physics development. Now if they can't afford it, thats another story...
 



Just to back up that you are NOT joking.
Well, he is not terribly wrong in that the workload of AMS2 is too much for one physics guy at a time. When cars are developed without good hardpoints for most of the stuff, these kind of changes will happen as they mature and become more solved. More cars generally means more time spent getting models acceptable instead of accurate which might be quite underwhelming to the customers.

More people on staff for car model development wouldn't necessarily be good in the long run though, eventually one of them must almost completely cease their work and just function as a data-gatherer and it will cause conflict unless this relationship is well understood. In a professional setting it can become troublesome if it appears that one person is doing all of the work yet they are being paid equally.

A way to prevent catastrophe is to split up the work in segments of cars that have *nothing* to do with eachother. One person doing only Ferrari and another only Nissan is still a bit risky, but doable. It's somewhat more doable if one does only roadcars and another only prototypes. That's my experience at least. No matter how brilliant and skilled the people involved are, they won't agree enough to have things proceed completely smoothly unless work is segmented up entirely. This is also IMO slower than just having a hierarchical relationship where one person does final implementation and the other(s) do(es) more in-depth data gathering and testing, but it might be less troublesome socially.

It is probably not a good idea to start hiring physics staff for car model dev from among modders to be frank. Most have developed only a few car models and none to actual completion and would crumble and fold under actual development pressure in a scenario where schedules are compressed to 1/10 of the usual.

An additional pair of hands who somewhat knows vehicle design to search for data speeds up things immensely though. They can take some mental workload off the lead so the efficiency raises exponentially instead of linearly.
 



Just to back up that you are NOT joking.
So tell me again, where in all that, did i say that i am offering my services to Reiza?

I stand by all i said. They are understaffed. They lost their star physics guy. When i mention "i am not just talking about myself" its precisely to point out that i am NOT talking about myself, because there are OTHER FREE guys that would ACCEPT. Seems you have trouble with reading. But good job hunting down those posts from months ago, perfect example of off topic and of trolling other users.

I never saw or touched the SETA or the Madness engine. Nobody talking in this thread ever did. So reading it is a complete waste of time.

Oh, and guess what, you are STILL talking about me...
 
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Tires from the 70's are bad, who would have guessed. AMS2 probably also has too much longitudinal load curve slope, that's what it looks like at least.

Either way I wouldn't expect much from roadcars before 2000. They only really started putting crazy tires on them in the turn of the century. Although even my NSX with the crazy tires Honda put on it in the 90's is "on ice" to most users, even if it pulls north of 0.95g.
The C3 came out of the factory in 1967, after that I can't talk too much about it, I'm not home this month and I can't test drive the car on AMS2. Strongly!
 
I bought AMS2 a week ago, mostly for VR.

Damn thing bounces down the road like its on a pogo-stick, I found it very odd and haven't fired it up since.
Either you want to harm AMS2, like the Terrible War of anti-playstation and anti-Xbox!
Either You don't know how to adjust your equipment at all.
Either you don't know how to drive at all!
Come on, it's a joke, I hope you're laughing a bit too! ;-)
 
AC is like Mrs. Merkel, the end of a non-vision era. Let her go, let it go …. All those tries to polish AC reminds me on GTR1. They all have had there good times
I find her top Madame Merkel, I envy the Germans for having had such a courageous and humane woman as their leader.

Seen from the outside we say that Germany has become a beacon for democracy, we will see the rest with its successors.

I didn't want to talk politics, you started it. Normally here we talk about car simulation!
 
Holy ****, I just had a look at the cost of the DLC.

Wish I had done that before I bought the game, No wonder the user base is so small.
I do not understand why you continue to be interested in AMS2 since you find that the cars "bounce on the road", you prove there that you are really looking at XXXXXXXX (too rude for the site!;)
Seriously, we're not on a standard video game site.
 
That's still a single track, and pricing here is $14.

You being butthurt doesn't make me dishonest chap.
No, just a guy who spends his time talking bad about a simulation that he can't seem to use without "bouncing off the track", hahahah!
 
D
Reiza stands for love :inlove: The love they pour in every little car, feature, physics and what not.
 
Well, what do you expect him to say as a businessman, the contrary? :rolleyes:

Yeah he has to say that ... dug up his quote from the Reiza forum which I was referencing for version 1.2.1.4

AMS2 is more realistic than AMS1 in most measureable ways, and since I was lead physics developer in both my opinion should count for something too
:p


Still has plenty of room for improvement tho, and I understand specially hardcore sim racers tend to prefer the sharper / less forgiving responses of AMS1 tires and other sims and why they do, but that doesn´t make it closer to right.

https://forum.reizastudios.com/thre...eta-v1-2-1-4-now-up.17858/page-55#post-139053 (link for beta testers only)
 
Yeah he has to say that ... dug up his quote from the Reiza forum which I was referencing for version 1.2.1.4



https://forum.reizastudios.com/thre...eta-v1-2-1-4-now-up.17858/page-55#post-139053 (link for beta testers only)
I don't think he is lying, although you do want to give a good impression of your product.

My interpretation is something like this:

I believe the Magic Formula style tire model interactions in gMotor (AMS1) for some over the limit and near the limit transient stuff is not quite as nice as in say AC or perhaps SETA (AMS2). gMotor sims typically have a quite punishing peak subjectively. This is hard to quantify though because transient stuff is difficult to even measure. So it is very well possible that the SETA model is more accurate in some transient stuff.

It can however be 100% a parameter thing, but I would expect the head physics guy to have a good idea of how both of the models work so I kind of want to rule it out.

I would be inclined to say however that in gMotor 2.55 at least, you can definitely get a good steady state behavior going if you put in good parameters. I'm not trying to say it's bad or anything. I started on it and my legacy is there but some people think I'm a gMotor hater which is a bit funny. I would still probably use it over SETA if I had the choice, but Reiza made theirs.

I don't agree with their decision and I think AMS1 should be able to be an overall better sim tire model wise, but they're the devs, not me.
 
D
I find her top Madame Merkel, I envy the Germans for having had such a courageous and humane woman as their leader.

Seen from the outside we say that Germany has become a beacon for democracy, we will see the rest with its successors.

I didn't want to talk politics, you started it. Normally here we talk about car simulation!
nice to hear u love Germany and the intelligent grand Madame. But the party she belongs supports the rich and establish folks. She also increases the diff between rich and poor!
 
OK so in general absolutely positive about things happening with AMS2 for the last year.

That said (and some may hear it as I'm salty, which I'm not, it's just my humble POV/personal experiences), newer sims whether it's AMS2, rF2, PC2, R3E, they all lack to cover the full span of modern racecars to classic and street legal cars without getting too much spread in quality speaking strictly sim-wise.
My impression is that older sims like AC, rF1 and GTR2 do this much better with overall much higher buttom level, with even first shot mods hitting bulls eye.

Now I just spend a couple of hours with AMS2's official bid for a classic Corvette C3 simulation. Causing way too much mingling with setup before I was satisfied.
THEN I jumped directly to GTR2 and Verde's excellent classic Corvette Meeting Mod (v. 1.2), and WHAT a relief! This seven year old mod on a 15 year old platform do it MUCH better than AMS2's official try on a classic Corvette.

Still I enjoy AMS2, but mostly on newer race cars, just as I enjoy ACC, rF2, iRacing and so on.
But as a life long admirer of classic race cars, and as long the newer sims have so many hit-and-miss experiences of the classic car rendations, I can easily state, that I'll race in GTR2, AC, rF1, the SimBin family and older Raiza sims and even GPL for many, many years to come.
 
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So tell me again, where in all that, did i say that i am offering my services to Reiza?

I stand by all i said. They are understaffed. They lost their star physics guy. When i mention "i am not just talking about myself" its precisely to point out that i am NOT talking about myself, because there are OTHER FREE guys that would ACCEPT. Seems you have trouble with reading. But good job hunting down those posts from months ago, perfect example of off topic and of trolling other users.

I never saw or touched the SETA or the Madness engine. Nobody talking in this thread ever did. So reading it is a complete waste of time.

Oh, and guess what, you are STILL talking about me...
lol i can read perfectly well, when somebody says 'I'm not 'just' talking about myself in context of Reiza taking on more staff' it means something very different to 'I'm not talking about myself'.
I think he should hire someone for this, and focus on the core game itself. I am sure there are people besides Niels available ( and no, i am not just talking about myself).
It means you 'are' talking about your self as well as others, you can replace the word 'just' with 'only'.
So it means you have listed yourself as a potential saviour of Renato.
But good job hunting down those posts from months ago, perfect example of off topic and of trolling other users.
And there you go again with your hypocrisy complaining about my post while all you contributed was to moan about somebodies posts. You insisted that we shouldn't talk about physics but then its ok for you to discuss Renato's ability to do his job with physics. My posts are on topic to your original post as they highlight that your own posts include just as much guesswork & speculation than anyone else. But you still want to put yourself on a pedestal when you are no less YouTube comments than the rest of us.
 
lol i can read perfectly well, when somebody says 'I'm not 'just' talking about myself in context of Reiza taking on more staff' it means something very different to 'I'm not talking about myself'.
I think he should hire someone for this, and focus on the core game itself. I am sure there are people besides Niels available ( and no, i am not just talking about myself).
It means you 'are' talking about your self as well as others, you can replace the word 'just' with 'only'.
So it means you have listed yourself as a potential saviour of Renato.

And there you go again with your hypocrisy complaining about my post while all you contributed was to moan about somebodies posts. You insisted that we shouldn't talk about physics but then its ok for you to discuss Renato's ability to do his job with physics. My posts are on topic to your original post as they highlight that your own posts include just as much guesswork & speculation than anyone else. But you still want to put yourself on a pedestal when you are no less YouTube comments than the rest of us.


So now you know better than myself what i meant. :rolleyes:

Funny.

No i am not the savior of Renato, i am not qualified enough, and i do well enough in the professional side of my life to be tempted by that. Also, unlike others here, i know when not to talk and not to dip my foot into what i don't know. But then again, maybe he is doing just fine, and that seems to bother the likes of you.

As for derailing the thread, i made one post. Didnt single out anybody. You are on a crusade against me, as you have been against others. Maybe because you are a massive AC1 fanboy that doesn't lose an oportunity to bash other games? Your post history speaks for yourself.

And i i will reiterate. If there was moderation here, like there was just a few months ago, more than half of the posts of this thread would have been deemed off topic. Including obviously my replies to you, as it should be. When i open a thread like this i want to hear people talk about their experiencies with the update. Not ramblings of fanboys trying to get one up for their favorite game, and bash the topic one without enough knowledge to even do so in an informed way.

Now go back to the hole where you came from please, i had enough wasting my time with the likes of you.
 
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So now you know better than myself what i meant. :rolleyes:

Funny.

No i am not the savior of Renato, i am not qualified enough, and i do well enough in the professional side of my life to be tempted by that. Also, unlike others here, i know when not to talk and not to dip my foot into what i don't know. But then again, maybe he is doing just fine, and that seems to bother the likes of you.

As for derailing the thread, i made one post. Didnt single out anybody. You are on a crusade against me, as you have been against others. Maybe because you are a massive AC1 fanboy that doesn't lose an oportunity to bash other games? Your post history speaks for yourself.

And i i will reiterate. If there was moderation here, like there was just a few months ago, more than half of the posts of this thread would have been deemed off topic. Including obviously my replies to you, as it should be. When i open a thread like this i want to hear people talk about their experiencies with the update. Not ramblings of fanboys trying to get one up for their favorite game, and bash the topic one without enough knowledge to even do so in an informed way.

Now go back to the hole where you came from please, i had enough wasting my time with the likes of you.
Are you sure that you replied to the person you think you are replying to? I haven't seen this guy talk about AC1 nor is there too much in his post history, although I did; are you talking about me?

It's generally a good idea to at least confirm who you are ad hominem:ing before you do it...
 
Premium
No, just a guy who spends his time talking bad about a simulation that he can't seem to use without "bouncing off the track", hahahah

My apologies if your not an adult, or if English isn't your native language but your posts directed at me are a little bit odd.

Perhaps if you want to reply you should read them a little slower, ask yourself what your intent to reply is motivated by, and then perhaps engage in conversation.
 
Delevelopment update:


006 (2).jpg

Greetings everyone!

Glad to be back to bring you a new Development Update following a short hiatus last month as we took some time to catch our breath. We are already into September which means this Dev Update itself has run a bit late as we had to wait a bit for greenlight on some upcoming bits, so we are taking the opportunity to change things around a bit and name the Update with the upcoming month rather than the one that just ended
:)


With that house-keeping out of the way, let´s get into what is important - here is an overview of what we have been working in recent weeks and what we have coming up next.

Latest Progress

As of the latest build, Real Weather now also include local environment temperatures - gone is the old overly generic built-in lookup tables, in is accurate for any location in the game, currently and for any date going back to January 1st 1979. The game now also packs the data from days between the original feature release in June to now. Next steps include improving the interaction between ambient temperature and solar heat with track temperatures, and add real humidity and wind data.
003 (4).jpg


The latest update also addressed a Physics error we´d made figuring out the intake manifold pressure model from SMS which led throttle response most noticeable on some of the older cars - small mistake with big consequences but properly sorted now.

Various new options have been added, such as damage scaling, enabling / disabling refueling during pitstops and whether to run an extra lap in timed races once the clock has run out.

The Championship Editor is now largely out of Beta state and working well, even if we still have plans to further develop with some additional options and features.

On the Content front, a race version the Corvette C3 has joined the party as a sparring partner to the Porsche RSR, with the regular road car adding some muscle to the vintage class, demonstrating the grid all classes have potential to expand with some fresh contenders as we progress. More to come here!

Coming Up Next
010 (1).jpg

For our late September update we have another exciting classic car arriving in the form of the BMW 2002 Turbo - another boost to the Vintage Touring Car class.

On the AI front, the extended developments to AI personalities hinted at in the last dev update haven´t quite made it in time for our latest release but it should hopefully make it in time for the September update; we are also working on improving their blue flag behavior which should add good value to multiclass racing against the AI.

We are also working on several UI updates, including a revamped leaderboard screen in-session, an early mockup preview of which can be seen below - more info to be added here, including a column for current tire selection.
image_2021_08_31T17_42_19_979Z.jpg


Monza on the Way!
ss202330.jpg

With motorsports temples such as Hockenheim, Silverstone, Nürburgring and Spa-Francorchamps already represented in our Premium Track Pack, the fifth track could only be one: the Autodromo Nazionale di Monza, host of the Italian GP since the very first world championship in 1950 with the sole exception of 1980, and one of the only four venues from that first season still part of the F1 calendar - all of which now to feature in AMS2!

The historic value of Monza goes well beyond F1, as a regular staple on the calendar of the most prestigious international racing series through the decades. The modern track remains an unique high-speed challenge to this day, with the long straights being broken up by tight chicanes putting a premium on horsepower, braking precision and traction.
ss202251.jpg


Like the previous premium tracks, the Monza DLC will feature the modern version of the circuit along with a few of historical variants representing this classic venue through the decades - the dauntingly fast 1971 layout (the last one before the introduction of chicanes), as well as the one combining with the old oval and its insane banking - which even though hasn´t been raced in anger for decades now remains mostly intact to this day as a testament to the bravery of drivers from yesteryear.
ss202453.jpg


The Monza DLC will also feature the 1991 layout with the original high speed Lesmos offering almost no run-off area before their 1994 sanitization, as well as the double Retiffilo and faster Della Roggia chicanes from pre-2000 reform along with their challenging high curbs.

All versions of Monza from this pack are expected to arrive by the end of September, with the modern version possibly (but not surely) seeing a slightly earlier release at the Italian GP weekend.

While the Monza DLC release will fulfill the original five planned premium track releases, the pack will still be expanded with a sixth bonus track, with early 70s historical variants of Spa and Nürburgring also still to be added to their respective packs - all of these however now on the schedule for 2022.

Long Straights call for Great Power

Historical tracks belong to historical cars, and with Monza coming up this seemed good timing to expand our F-Retro line-up into a third generation to offer something with long legs to stretch over those long straights - luckily, we have another set of officially licensed, historical GP cars from the turbo era coming up with the right stuff for the job - can you tell what they are from these early 3D previews?
010 (2).jpg


Further Down the Line

Looking a bit further into the future for some foresight into two eagerly anticipated developments - the Racin´ USA Pt2 DLC is currently in the works and expected for a late November release (some news on what you may expect content-wise in our next dev update).

Our Multiplayer Rating System is also finally coming up the pipeline and expect for an end-of-year release along with some other Multiplayer developments, with a public Beta possibly arriving with that same update - all in all November should be a big month for AMS2, with some other substantial improvements due to be concluded within that same timeframe.

We still have plenty incoming before that however, including an exciting AMS2-based project we are producing alongside the Brazilian branch of one the biggest car manufacturers in the world - that however is a topic for next dev update!

That wraps the news for this cycle - see you all again next month!
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