Automobilista 2 | v1.3.7.1 Released to Steam

Automobilista 2 May 2022 Update Released.jpg
A new update for Automobilista 2 has been released to Steam, bringing more cars forward to the latest tire model and driveline physics.

AMS2's monthly updates tend to be either content-rich or physics-focused, and the May, 2022 update is the latter. The significant improvements to the feel of vehicles in the sim that have been achieved through driveline elasticity and tire carcass refinements are being applied to more cars with each update.

This month's update notably focuses on various formula cars in the title. F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, and F-Ultimate cars have all been improved, meaning that roughly 60 years of Formula 1 inspired vehicles can be better enjoyed.

For those who have struggled to find appropriate levels of AI performance or consistent behavior, updates have also been applied to single player racing that should address issues faced when driving the formula cars, Super V8, GT3 or 2019 Stock Cars.

While this update won't dominate headlines, it is a nice step forward for a lot of the content overdue for improvements in this racing sim. Let us know your thoughts on this update or anything else Automobilista 2 related in the comments below.

V1.3.7.0 CHANGELOG

GENERAL
  • Fixed issue that could lead to vehicle being stuck in pits when Manual Pitstops option was set to NO
  • Fixed incorrect +1 lap duration string on session overview in first session of an event
  • Fixed TT ghost submission failing for vehicles with 8 gears
  • Fixed pit strategy repair option not correctly updating in ICM when changing/saving strategies in session
  • Added engine vibration depending on engine layout and firing order output to FFB wheels
UI & HUD
  • Added Static Personal Best element to Time Trial screen
  • Fixed stray text on championship End of Weekend leaderboard
  • Fixed missing localization of camera g-force effect options
  • Fixed lobby detail page join button inaccessible by controllers
  • Adjusted number of gears for Copa Uno B for the vehicle selection info
  • Updated Puma P052 & Super V8 vehicle selection info as per latest physics updates
PHYSICS
  • Extensive tire, suspension & aero revisions for F-Classic (all gens), F-V12, F-V10 G1 & Mclaren MP4/12, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup (setup reset recommended)
  • Revised flexible axles, driveline elasticity for F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates
  • Added flexible axles to Opalas and Puma GTB Camaro SS and Group C
  • Revised driveline elasticity and inertia for Camaro SS, Group A, 2002 Turbo, Omega Stock, Group C F-Trainer, Caterhams, ARC Camaro, P3, P4, F3, Sprint Race, Puma P052
  • Revised driveline inertia for Corvette C3, C3R, Omega Stock, F-Vee, Copa Classics, Copa Uno, Copa Fusca, Hot Cars, 60s Mini, Street Cars, Group A, 2002 Turbo, RSR 74, M1 Procar, Opalas
  • Added engine torque effect on chassis and live rear axle (if car has one)
  • Added new "FiringDistance" override (intended mostly for flatplane crankshaft V8's - directly overrides calculated firing pulse distances)
  • Fixed differential reaction to torque orientation on some driveline layouts
  • Super V8: Further revisions following 3D model scale correction: corrected wheelbase & track width; adjusted front splitter pitch sensitivity; corrected engine orientation; adjusted weight distribution, caster range & default setting (setup reset recommended)
  • Group A: Increased clutch torque capacity slightly, increased cooling rate slightly, better resistance to wear before torque capacity degradation starts
  • Cadillac DPi: Minor tire tread adjustment
  • F-Ultimate (both gens): Slightly reduced undertray downforce
  • Uno (both models) corrected engine orientation
  • Caterham (all models) Revised engine inertia, heating, cooling, fuel consumption f
  • ARC Camaro: Added clutch damage
  • Ginetta G40 (both models) Revised engine inertia and compression
  • Puma P052: Revised turbo & engine base power delivery and fuel consumption; Adjusted engine inertia; Revised open diff
  • Ginetta G55 (both models): Fixed error with front toe, changed default setting to -0.2 (setup reset recommended)
AI
  • AI calibration pass for Cadillac DPi, F-V12, F-V10 (both gens), F-Reiza, F-Ultimates, Super V8, Porsche GT3 Cup, GT5 & G40 Cup
  • Kansai GP: Fix AI cutting the pit exit line when pit out
  • Daytona: AI corner speed tweaks
TRACKS
  • Daytona: Corrected pit cam excessive shaking
VEHICLES
  • Super V8: Revised 3D model to correct dimension errors (see Physics log)
  • Caterhams (all models): Added damage/dangling parts; Added vibrating cockpit bits; FFixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision
  • Chevette: Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), diffuse alpha channel and material; Revised collision
  • Passat (all models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision.
  • Uno (both models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), added normal map and adjusted the material; Fixed LodA mirrors; Revised collision
  • Revised functionality of analogue gauges for Opalas (all models), Lotus 49C, F-Retro Gen3 (both models) & Mclaren MP4/1C
  • Mercedes AMG GT3: 5 liveries updated to include sponsors
  • Porsche Cup: Added 2 new liveries
  • Ginetta G40 Cup: Fixed car red material issue

V1.3.7.1 CHANGELOG

UI & HUD
  • Fixed wrong initial active tab in Single Player session overview
PHYSICS
  • Further tire revisions to F-Classic G1 & G2, F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G2 Hard, Group C, Super V8 soft & hard
  • F-USA (all gens) fully revised, added Hard compound to F-USA Gen1(setup reset recommended for revision setup changes to take effect)
  • Revised ride height ranges & default settings for all GTEs, GT3s, F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza (setup reset recommended for changes to take effect)
  • Revised front wing height sensitivity for F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza
  • Adjusted diffuser baseline downforce from F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised front wing dirty air sensitivity for F-Classics, F-V12. F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised FWD open differential for Passats, Gols, Unos and Mini 1965
  • Fixed F-Retro tire carcass being incorrectly linked to updated F-Classics
  • Fixed F-V12 & F-V10 missing tire names
  • Ginetta G40 (both models): Adjused geared differential coast bias; Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)
  • Puma P052: Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)
AI
  • AI calibration pass to F-USA (all gens), F-Classic (all gens), F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G1 & G2, Super V8, GT3 & Stock Car 2019
  • Generally reduced AI performance when running slicks on a wet track to better match player´s performance
TRACKS
  • Silverstone 1991: Fixed hole in the terrain mesh
VEHICLES
  • Copa Montana: Added Damage models; Restored Wipers and cockpit animations
  • Opala (all models): Added Damage/Dangling parts; Fixed some lod issues; Revised collions
  • Puma GTE: Added damage/dangling parts; Fixed the reverse lights (wasn't working before); Adjusted lights diffuse texture, glow texture, UV Map and adjusted the material; Revised collision
  • Puma GTB: Added damage models; Fixed cockpit hood skin
  • BMW 2002: Full grid livery update
  • Corvette C3:Full grid livery update+ 3 new liveries
Let us know your thoughts on this update in the comments or on Twitter @RaceDepartment!
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

Maybe it's just me but the GTE and GT3 cars behavior under heavy braking or close to lock up still feels weird. It has a tendency to bring the back end around and this seems to be a AM2 problem since released although it has gotten better, it's still no where as nature and controllable as R3E, AC, ACC and RF2
I had this problem from the beginning. Choose a straight. Brake in a straight line. And you spin. I didn't understand why. Cars with ABS. And strange FFB. It has tainted my opinion of AMS2 from the beginning.

Ever-changing FFB also didn't help.

So I never learned their driving model and FFB.

From time to time I still try it. When released, F-USA seemed the best driving experience to me so far in AMS2. Yesterday when Mike posted his video, I tried F V10 and this one seem OK to me. I had no strange spins I couldn't understand why it happened. Because there is a difference if you know you caused the spin and if you spin and don't know why. I would rather have half the content but on the level of F-USA and F V10.

Audio is also on the bad side in most cars.
 
Reiza should remove that demo immediately. It's the worst car in the game and doesn't represent the game at all. The demo costs Reiza a lot of sale for sure.. Reiza is great at making racesims but not at marketing, that's 100% clear.
100% agreed. I tried the demo earlier this year (back in January maybe? I don't recall exactly.) If not for a couple of friends basically begging me to ignore the demo and buy the game anyway, I would have walked away and never looked back.

Whatever they did with that demo, it is NOT representative of how the full game will feel. It's hard to directly compare the two since Steam won't let you have both installed at the same time. But I feel like even the cars that they give you in the demo feel better in the full game. (And this was back only a short time after the demo had been released, so theoretically one would expect them to feel the same). I don't know if the demo has received any of the physics changes that Reiza have implemented since, but they are not doing themselves any favors if it's still the same as when I played it months ago.

If it's not representative of what you can expect the full game to feel like, then what is the point of having it available at all? They're actively hurting sales by keeping it available in its current state.
 
I had this problem from the beginning. Choose a straight. Brake in a straight line. And you spin. I didn't understand why. Cars with ABS. And strange FFB. It has tainted my opinion of AMS2 from the beginning.

Ever-changing FFB also didn't help.

So I never learned their driving model and FFB.

From time to time I still try it. When released, F-USA seemed the best driving experience to me so far in AMS2. Yesterday when Mike posted his video, I tried F V10 and this one seem OK to me. I had no strange spins I couldn't understand why it happened. Because there is a difference if you know you caused the spin and if you spin and don't know why. I would rather have half the content but on the level of F-USA and F V10.

Audio is also on the bad side in most cars.
I had friends having this issue and helped them curing it by paying more attention to downshifting more slowly and reducing engine braking by increasing the value for that setting in the 3rd tab of the garage.
In some cases also softening the rear rebound dampers and generally rear suspensions and ARB help.
There is no car where I can't find a reasonable balance of those elements that allow me to really attack the brakes
 
The problem I always found with AMS2 is that Renatos consistent need to "tinker" with the physics & tyres as he learnt the code (which is well within reason) made the cars good one patch then odd the next, then good again then worse then next, then very decent then OK the next...ad infinitum.

Now granted I have not driven AMS2 in anger for quite a few months bar a rekindling the other week, but still I see Renato learning more about the code (going by the change logs) and applying his wizard skills - which again is very welcome - but it does IMO need to get to a point whereby things are left alone in a "balanced" state for a long period, to give us time to master the cars before yet another physics update comes along and changes things...but perhaps that will only come when Reiza are "finished" with AMS2 and move onto the next project so to speak.

I have no doubt that even without proper recent usage that the Physics/Tyres etc are in a better state now than when I last properly drove, I get that from reading the general consensus around the social media/forums, so I need to get back behind the wheel and give this great Sim another bash.
 
I just really like the vintage stuff that brings me to Ams 2...as far as I'm concerned they are the best to focus on this too. for gt3,s and serious driving I stick to Rfactor 2 or even Ams, nothing comes close. but the vintage fun factor is great with me looking forward to Spa and Nurburgring 1970 I will continue to support them with their dedication well deserved
 
Premium
well, replays are saved again before playing, and still no replay navigation
and the devs ... well, i guess it's the way their were raised :-D
I really miss the not being able to navigate the player... It's a lack that I suppose comes from pcars2. It seems simple, but I suppose it is not so simple. Otherwise I guess they would have changed it by now.
 
I really miss the not being able to navigate the player... It's a lack that I suppose comes from pcars2. It seems simple, but I suppose it is not so simple. Otherwise I guess they would have changed it by now.
Unfortunately it is coming from the way ME is coded/encrypted where everything (including track conditions for instance) is sequential and linked to the previous link of the chain (time-wise). This means jumping from one place to the next in a replay is not easy to implement and requires deep coding alterations.
 
Unfortunately it is coming from the way ME is coded/encrypted where everything (including track conditions for instance) is sequential and linked to the previous link of the chain (time-wise). This means jumping from one place to the next in a replay is not easy to implement and requires deep coding alterations.
Perhaps this is where some of my frustration stems. So many times updates take place but then mysteriously old "fixed" bugs and issues reappear. I feel bad for the Reiza folks for having to deal with that but as a customer it hasn't been enjoyable either.
I lost count how many times the Porsche Cup went from good to bad to good.
 
Perhaps this is where some of my frustration stems. So many times updates take place but then mysteriously old "fixed" bugs and issues reappear. I feel bad for the Reiza folks for having to deal with that but as a customer it hasn't been enjoyable either.
I lost count how many times the Porsche Cup went from good to bad to good.
Yeah the learning curve for Reiza is pretty steep and sometimes they have to make steps backward in order to ultimately make a leap forward later.
Luckily I'm not a PCup racer, but GT1s, DPis and modern formulas are getting pretty darn good for me. Like really addictive :D
 
disagree with that... AMS2 AI is really good, they don't push me out of the track like rF2 or AC and don't ram into my car. There are things to improve of course but for now I can say that AMS2 AI is one of the best in racing games
I'm seriously starting to wonder if all AMS2 players are using the same version of the sim...some say the the new handling is very good , other say it's not good (me included). It's like as big as 50/50 split. About the AI, I frequently get a crash fest at turn 1 of Imola even with the so praised Formula v10 gen 2, also the ai in AMS2 are too fast or too slow , it's unbalanced. I had ramming in AC but AC has content manager so you can setup independent AI agressivity sweet spot depending of the car/track combo using quick drive presets, after that I rarely get Ai ramming. As for ACC ramming are rare after the recent updates, ramming often happen when driver is too slow or don't drive the correct line.
 
Staff
Premium
I'm seriously starting to wonder if all AMS2 players are using the same version of the sim.
I suspect it's down to time. There are so many combinations and testing all of them in every sim in an objective way is very time consuming. The AI and cars in AMS2 work well for me with the content I tend to regularly use (e.g. GT1 at Brands - they are bit slow into druids and stirlings though). This most probably skews my overall perception of the game in a positive way
 
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I'm seriously starting to wonder if all AMS2 players are using the same version of the sim...some say the the new handling is very good , other say it's not good (me included). It's like as big as 50/50 split. About the AI, I frequently get a crash fest at turn 1 of Imola even with the so praised Formula v10 gen 2, also the ai in AMS2 are too fast or too slow , it's unbalanced. I had ramming in AC but AC has content manager so you can setup independent AI agressivity sweet spot depending of the car/track combo using quick drive presets, after that I rarely get Ai ramming. As for ACC ramming are rare after the recent updates, ramming often happen when driver is too slow or don't drive the correct line.
I dont think so, as every update setups needs to be resetted or the cars still use the old physics. I think its worth telling everyone to wipe the setups from the documents file every update to be safe.

I think most people dont even touch the setups but the default automatically saves, so people end up driving on the old physics.

Also ffb settings do matter, and people with DDs setting everything except gain to nought are missing out on detail (FX is physics-driven and not canned)
 
I dont think so, as every update setups needs to be resetted or the cars still use the old physics. I think its worth telling everyone to wipe the setups from the documents file every update to be safe.

I think most people dont even touch the setups but the default automatically saves, so people end up driving on the old physics.

Also ffb settings do matter, and people with DDs setting everything except gain to nought are missing out on detail (FX is physics-driven and not canned)
Thanks for this info. I hate the idea of not having the new physics and from the feedback it looks like there are a lot of sim racers who are updating AMS2 and expecting it to just work, which if you're not savvy is understandable! Regarding AI being too fast or too slow, there is the added issue of if you are personally very quick or slow on a particular track - different for everyone. Must be tough to balance.
 
I dont think so, as every update setups needs to be resetted or the cars still use the old physics. I think its worth telling everyone to wipe the setups from the documents file every update to be safe.

I think most people dont even touch the setups but the default automatically saves, so people end up driving on the old physics.

Also ffb settings do matter, and people with DDs setting everything except gain to nought are missing out on detail (FX is physics-driven and not canned)
Let say we consider this workflow normal, the sim should add an option in-game to allow it to wipe the setups itself after each update...anyway it should not require setup reset after every single update that's not normal. AMS2 give so mush ways to player to be lost and have hard time . Also it's confusing because I remember at a time that they said that setup rest was no longer needed
 
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Let say we consider this workflow normal, the sim should add an option in-game to allow it to wipe the setups itself after each update...anyway it should not require setup reset after every single update that's not normal. AMS2 give so mush ways to player to be lost and have hard time . Also it's confusing because I remember at a time that they said that setup rest was no longer needed
I think its an unavoidable consequence of the way the physics are in ams2. Reiza did say that they update the sim frequently because they are serious about physics, and that this means they will constantly work on it rather than resting on laurels. This is preferable to consistent (but inferior) physics.
 
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I had friends having this issue and helped them curing it by paying more attention to downshifting more slowly and reducing engine braking by increasing the value for that setting in the 3rd tab of the garage.
In some cases also softening the rear rebound dampers and generally rear suspensions and ARB help.
There is no car where I can't find a reasonable balance of those elements that allow me to really attack the brakes

I wish it was in a state where you don't have to tinker with the setup. Choose the car, track, and drive. When I found some setups for a couple of cars in a youtube video description, I tried them. The cars were so different, it was like I was driving a different car. So I totally believe you can make them drivable and predictable with setup.

But this is a deep problem I have with AMS2. Even some other settings like camera settings. I don't remember which car, but if you choose Helmet or Cockpit cam, it was in the middle of the seat, so you didn't see anything if you didn't pressed "forward" for seating position.

These "minor" bugs. If they happened just from time to time, it would be OK. But there are so many of these minor bugs everywhere, that for me personally, I just couldn't have a smooth good experience with the sim.

Regarding AI. Rolling start, and before you can take control, AI would pass and be out of position and when the game handed me control, I already got a penalty. Restart. And second time this usually didn't happen. But it happened almost every time, on almost every track, when Formula Gen2 was released.
 

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