Automobilista 2 Version 1.3 Goes Live

Automobilista 2 v13 01.jpg
Automobilista 2 has been updated to version 1.3, which includes improvements to the driveline physics, a new force feedback profile, and some new content.

Reiza Studios has released version 1.3.0.0 of Automobilista 2, and has given players improvements to the differential physics, new force feedback profile, multiplayer ratings, some new content, and lots more.

On the content front, the highly-anticipated part 2 of the Racin' USA DLC was not launched along with the 1.3 update, but Reiza did throw in some new free cars, plus a laser-scanned version of Azure (Monaco). The two cars added are the Volkswagen cars used for the Volkswagen Brasil and Acelerados sponsored eSports series. The track update is an overhaul of Azure, which removed the old version which had been ported from Project CARS 2 and replaced it with a laser-scanned version.

The new differential physics aimed to bring more realism to the cars' behaviour in AMS2, and put to rest a lingering criticism of the driving experience in the title. This has been coupled with a new FFB profile, "Default+", which of course is designed to help players feel more of the road and how the car is behaving.

Another major step forward for AMS2 was the implementation of a multiplayer rating system. This is still in development, but players can now start to build a rating based on clean, fast driving.

The changelog is listed below. Be sure to let us know your thoughts on the updates in the comments below once you've had a chance to try version 1.3 of Automobilista 2.

Automobilista 2 v13 02.jpg


CHANGELOG

CONTENT
  • Added Volkswagen Polo & Virtus to TSI Cup class
  • Added updated Azure 2021 (replacing old Azure)
GENERAL
  • Added support for customizing AI driver names & personalities (See Information for Customizing AI drivers in AMS2 V1.3 for details)
  • Minor revisions to shadow cascading parameters, slightly improving shadow quality especially for HIGH and lower settings
UI & HUD
  • Added driver profile statistics page
  • Added minimum rating information to server browser
  • Lobby Page: Condensed mutually exclusive icons to one field; Switched to short vehicle names; Added player rank information.
  • Extended player interaction pop-up to include remote player profile information; Added Steam profile link and friend request button.
  • Added Full variant tachometer (default option for new profiles)
  • Reordered vehicles by names/numbers in the vehicle selection screen
  • Revised & corrected all UI vehicle information, addressing several innacuracies
  • Updated label of Exit to Main Menu button on multiplayer session results screen
  • Fixed session overview and pre-event menu alignment
  • Fixed race session settings being incorrectly displayed on test day session overview
FFB
  • Added DEFAULT+ profile
  • Exposed FFB gain per vehicle to FFB script files.
  • Adjusted base gyro/damping FFB calculations
  • Reduced FFB parking force multiplier to minimise rattling when standing still
PHYSICS
  • Extensive revisions to all tires & driveline models, with several corrections & improvements; the driveline updates include addition of elasticity moelling & fixing a bug clutch LSD preload calculation
  • Revised ABS & Traction Control slip ranges & scaling
  • Adjusted camber & toe step increments (now all camber & toe adjustments are +/- 0.1 degrees in cars that weren´t already set to that standard
  • Revised default setups of all cars to a more suitable baseline
  • Revised body drag coefficients of Sprint Race, Caterhams (all models) Caterhams, F-Classics, BMW M6 & M8
  • Revised Ginetta G55 setup & aero distribution
  • R-Retro Gen1: Moved diffuser center of pressure slightly forward
  • Sprint Race: Slightly reduced brake torque, increased body drag coefficient, minor CoG height adjustment
  • F-Vee: Reduced baseline steering lock by 1.5 deg
  • Adjusted Super V8 FFB smoothing, wheel rates, raised default tire pressure
  • Revised drag coefficients for
  • GT3: Revised baseline rear downforce for all models for more accurate aero balance
  • Ginetta G55: Revised default setup & aero distribution; Slightly reduced brake torque & default bias
  • Sprint Race: Minor CoG height, diffuser adjustments Slightly reduced brake torque & adjusted default brake bias
  • BMW M4: Minor default setup adjustments & aero revision, slightly reduced pneumatic trail
  • Corvette C3: Revised driveline & suspension geometry
  • Montana: Minor aero revisions
  • Porsche Cup: Minor rear wing & default setup revisions
  • Porsche Cayman GT4: Corrected error switching damper rates to non-existent fast dampers
  • Revised BMW M6 / M8 body drag coefficent (contributes to BoP)
AI
  • General AI calibration for all cars (further fine-tuning still in order)
  • Bathurst: Revised AI performance
  • Adjusted AI Grip multipliers for Kansai, Oulton, Nurburgring, Donington, Santa Cruz, Spa 1993 to minimise gaps to player performance based on spreadsheet results
  • Adjusted AI corner cut scale to reduce corner cutting by the AI
  • Adjusted F1 AI field spread
  • Adjusted GT AI brake distance offset
AUDIO
  • Updated tires´ road rolling sounds (slightly "drier" with less "windy" artifacts in it.
  • Updated samples for external camera instead of filtered sample for dry / wet road sounds.
  • Revised AJR Nissan V6 engine
  • Porsche GT3-R: Fixed issue where transmission became inaudible off throttle
  • Porsche Cup: Corrected surface sounds
  • Mclaren 720S: Fixed missing traction control sound
  • Adjusted traction control sounds
TRACKS
  • Virginia: Several graphical and physical corrections; Minor AI tweaks (North pit layouts); Adjusted brake marker positioning
  • VeloCitta: Further track adjustments according to latest reference material
  • Bathurst: Fixed hotel railing transparency in fog conditions.
  • Kyalami Historic: Fixed red building zfight, Crowds LODs, some minor static object LOD pops; minor Z-Fight in treeline
  • Campo Grande, Ibarra, Imola, Imola 1972, Imola 1988, Imola 2001: 3d crowd LOD fixes
  • Goiania: Minor LOD fixes
  • Monza 1991: Fix hole in grass at Della Roggia Chicane
VEHICLES
  • Mercedes E190 DTM: Fixed windscreen issue
  • Caterhams: Fixed right front cockpit tire spinning the wrong way
  • Copa Montana: Fixed sticker LOD issue
  • Chevette: Textures updates & fixed light issue
  • Puma GTB: Fixed cockpit external mirror flickering
  • Porsche 911 RSR: Corrected cockpit camera position
  • Corvette C3: Corrected cockpit camera position
  • F-Classic G3M1: Fixed RPM display bar
  • Passat HC: Fixed bonnet camera position
  • Sprintrace: Corrected RPM lights
  • Kart Shifter: Corrected RPM lights
  • Corrected look back camera for: ARC Camaro, F-Classics (all models), F-Retro V12, Lotus72E, Metalmoro MRX P4, McLaren F1 LM
  • BMW M6 GT3: Fixed display lap time issue
  • F-Trainer Advenced: Fixed cockpit dashboard issue
What are your impressions of this update? Let us know on Twitter at @RaceDepartment or in the comments section under this article.
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 purposefully used 10k words. Shorter. You want him/me to drive AMS 2? lol! More? Enough is enough. edit at least until patch 1.8 probably. The cars still float, there is the strange grip situation in a lot of them, and sliding all over the road - hint: it just looks like grip and the ffb is a lot of noise compared to Rfactor2.

If you want me to drive that, then as I scientifically explained above in the other post, you better start saying RF2 about 46 times more.

You better start saying for example the cars do not feel like cars Ginetta g60 in Rfactor 2. On the steam workshop probably a s693 car. It feels like an actual car with major ffb that feels like the forces and it moves like a car, it turns and loses grip and grabs the road like a car, it brakes like a car as the front wheels load up more, even as you try turning - yes I have a car where I can practice this junks pal..... My car is a road car but it is capable of taking a turn that flows at 70 clicks then braking hard and turning before planting it out. Thats how rf2 is more like. There is a gigantic gulf between that at the nordscheife and anything in ams2. I do not get why people think the game is the second coming of jesus. Its not.

You either do not drive, or you simply are lying through your teeth.
 
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