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

Crashing into a wall is not recommended in AMS 2, my old man wrists are already arthritic, getting them ripped off won't help them.
 
It'll work fine on just about every FFB wheel. There is no need, whatsoever, to adjust the relative magnitude of physical forces away from realistic on any wheel. You can argue if some lower-end wheels need postprocessing or if some higher-end wheels need damping; very likely yes. But it's not the scope of my argument.

Not really, you can put in whatever SAT you want with Cphys and gyro was reworked recently to be physically accurate. It's a pretty good benchmark for what "accurate forces" feel like. Vanilla has objectively wrong SAT and gyro isn't even a proper physical force so it's not a good comparison point if you're trying to figure out what a reasonable implementation feels like.
Yeah.... makes you wonder how it became a big title. But the branding now is very much trying to associate itself with racing sims. Like fanatec does with wheels. This is the conversation YOU wanted to have so may be you are working on a new ffb, good luck then. But ultimately it helps me see the fact ams2 should not change their ffb, just keep working on default+.

At this point, you may well have a point but just 3 things.

1 if its such a grand idea in total (and addressing its practical reasoning following), they would have done it; if it seriously could just be implemented they would. But they don't. May be they should, but they are not. The kunos guys probably made an error or whatever one wants to glean, it doesn't matter - the cars went straight then they turned. That was 2016. The new gyro exists, I do not give it a lot of thought beyond the initial explainer I obtained in order to enter in the numbers or tick the box in content manager. (edit: in fact I think most newer mods require the new gyro and I am absolutely glad the new gyro exists)

2 How it arrives at results is not as important as the result itself. Which is why I don't care how it happens I have to deal with my end, and I am not paid to devise these systems, kunos did what they did and lots of technical minded people such as yourself and everyone else on the forums puts in their 2 cents - its all BUULLLLLL DUUUUUSTTT.... It will never be perfect for all people. They say x, y, z, it doesn't matter... they just use the end result. The ffb is a function of the imperfect physics... you do one side of the equation then you must do the other, but both can be 'jigged' to get a pretty solid result. No one likes every FFB, note the new ACC ffb - some don't like it. You will never win.

But indeed at least if its 'accurate' and physically so, lol who can argue with that??

3 Well I have been using flipping ffb for ages and ages, we do not need schooling on it so much - it /feels/ a certain way, that is enough.

I think you will find chucking the baby out with the bath water and all that - legacyis why they do not make such drastic wholesale changes.

There would be reasons and unintended consequences. I think race room's new ffb was in the works for over a year. AC will never change it up much now.

Time, money, motivation to do it. The system is what it is. May be AMS2 does not need to change it up much. A lot of people say it feels so good; whatever errors there are may have to be worked around.
 
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Yeah.... makes you wonder how it became a big title. But the branding now is very much trying to associate itself with racing sims. Like fanatec does with wheels. This is the conversation YOU wanted to have so may be you are working on a new ffb, good luck then. But ultimately it helps me see the fact ams2 should not change their ffb, just keep working on default+.

At this point, you may well have a point but just 3 things.

1 if its such a grand idea in total (and addressing its practical reasoning following), they would have done it; if it seriously could just be implemented they would. But they don't. May be they should, but they are not. The kunos guys probably made an error or whatever one wants to glean, it doesn't matter - the cars went straight then they turned. That was 2016. The new gyro exists, I do not give it a lot of thought beyond the initial explainer I obtained in order to enter in the numbers or tick the box in content manager. (edit: in fact I think most newer mods require the new gyro and I am absolutely glad the new gyro exists)

2 How it arrives at results is not as important as the result itself. Which is why I don't care how it happens I have to deal with my end, and I am not paid to devise these systems, kunos did what they did and lots of technical minded people such as yourself and everyone else on the forums puts in their 2 cents - its all BUULLLLLL DUUUUUSTTT.... It will never be perfect for all people. They say x, y, z, it doesn't matter... they just use the end result. The ffb is a function of the imperfect physics... you do one side of the equation then you must do the other, but both can be 'jigged' to get a pretty solid result. No one likes every FFB, note the new ACC ffb - some don't like it. You will never win.

But indeed at least if its 'accurate' and physically so, lol who can argue with that??

3 Well I have been using flipping ffb for ages and ages, we do not need schooling on it so much - it /feels/ a certain way, that is enough.

I think you will find chucking the baby out with the bath water and all that - legacyis why they do not make such drastic wholesale changes.

There would be reasons and unintended consequences. I think race room's new ffb was in the works for over a year. AC will never change it up much now.

Time, money, motivation to do it. The system is what it is. May be AMS2 does not need to change it up much. A lot of people say it feels so good; whatever errors there are may have to be worked around.
The reason it wasn't considered a terrible issue is because nobody else (A bit hyperbole, I haven't tried every sim) was doing fully physics based FFB back then *to begin with* so from the get-go it's already better than anything else. The only comparable thing was RealFeel IIRC.

The reason stuff like that happens is because consumer sims are not devved by staff who have the faculties to produce a very accurate simulation and models for it and the customers don't expect an accurate sim to begin with. Consumer sims are barely even becoming somewhat decent recently I suppose in part because it's taken this long for the people making models to get enough data to make conclusions from.

Hell, it seems like ACC still has the sucky old rolling resistance gain formula that they could just rewrite in a few minutes to be based on lateral force and not just slips and all they've done is change the parameter lower like I suggest in my guide. It's not like the standard is super high for this stuff.

That's understandable because most sim devs right now are effectively modders without the qualifications to even be expected to produce truly accurate models. It is pure chance that Cphys is devved by an actual academically trained engineer who has worked in race engineering and is using the software right now for race engineering. It's definitely not the norm though from what I can understand although I do not know who exactly Reiza hired to do the car models and engine development for AMS2 so I could be wrong in their case.

Anyway, my view on FFB is just a sim car model mod developer's view, from the goal of trying to attain as close correlation to input - output as IRL. Step 1 is to make sure the physical forces are correct and the output is reasonable. Step 2 would be to produce some new firmware to actually be able to make realistic FFB, but I digress.
 
A bit off topic, but has anyone else noticed the dlc file uploaded 3 days ago. Its filename is Spa Francorchamp...
It's searchable in steamdb. Possibly the historic circuit we're waiting for?
 
Premium
as is in any other sim.
Not every other sim models FFB when crashing to this extent. I don't think AC/ACC do for example.

A bit off topic, but has anyone else noticed the dlc file uploaded 3 days ago. Its filename is Spa Francorchamp...
It's searchable in steamdb. Possibly the historic circuit we're waiting for?
Oh, intriguing.
 
AMS2 is so good since the update 1.3 that you forget about all other sims. Nothing comes even close in VR, I'm really suprised that so many sim racers are still playing old sims like AC, RR, RF2 when you can drive in AMS2 in a whole another level, especially when you use VR. It's simply better on almost every front imo. Only the audio is still better in ACC imo and iRacings server-system is still better but the game itself is outdated compared to AMS2, and ACC is boring as hell with only GT3 and terrible VR support.

Both new tracks and the CART cars are AMAZING. But why isn't this on the Racedepartment homepage yet? It's already released for 7 hours..

but, Reiza please fix the left mirror of the new Formula USA Gen2 class Reiza :) (it's not moving in VR) and WHY ON EARTH can we not join in the last 2 minutes of qualy / practice at MP? This is so irritating for everyone!
 
I do concur with the view about 1.3 and after the latest racin usa release and patch, the tyre adjustment/curve thing, wow, the v10 for example is superb basically. There is a level of depth now the resolved issues out the way, reveal.

AC is an abandoned title, I do agree with the person who said other titles melt away. I do not run in VR and its not like there is no reason to play something like AC, but in all honesty you know you are limited these days to the top 10 mods and top 10-20/30 tracks, so to speak. And AMS2 does make a great case to be run as regularly.

There is more substance and 'grip' in a physicalised sense than in AC, for starters and you can see its simply more sophisticated.

Its not Kunos or Reiza's fault, they basically abandoned the title and now are making number 2. There is ilja but his monumental efforts go a long way of course, but AMS2 with SETA/madness engine/ and Reiza who tinker and tinker, and the guy s/cast who does the setups, and the other guy who located the deep bug, well thats the benefit of active development. It could all be going to E.A and the engine-owner in terms of benefit, but I do not know. AMS2 is definitely shaping up. The lapping and racing is more satisfying. There is something to be said of the holistic, high presentation-level commitment, congruent and uniform style of car and physics as such, the art style of the track and indeed the world-scale versus track and car scale. May be it is not now perfect but it has become a step up. You can't work on something like this [platform] for 2 or 3 years and not have it be a step up. So, well done I say. As long as they maintain that high standard and production values they will keep gaining recognition.

A couple things I think could be better such as the menu system or the cartehams having 5 different sections when they could be in one, so I just adjust the hierarchy view (for example I put it on a dfferent order; though the more cars there are the more the original layout makes sense) when selecting cars but I have become used to it, and now there is more info, we still do not know rough year but I guess that is not helpful/pertinent to all models. We do guess accurately enough. Not really heaps to dislike. Downforce and spring rates now do as they say on the tin, the diff does, so the brain is none the wiser at the moment as to any friction of change to the surface level view beyond the other things people mention but one does not worry about when just driving for satisfaction. I.e does it matter 100% of the time if gravity=10.0001 meter a second or 10.045 for example, its noticeable but does it matter 100% in a game, it gets ironed out in time.

edited: may be one reason to display that is the gt3 bmw, at brands hatch its not too dissimilar to the ACC one in the very latest update post 1.3 additional minor update that did the tire tread. Yes of course it feels different and is not a carbon copy nor would I hold that game ACC up to be the mirror of exact reality, but the AMS2 one is largely the same machine you can definitely tell that. The caveat being I set ffb now to default +across the board and for the BMW though its at iirc 75 gain, I turn down the per-car gain to 87% iirc thus it feels quite nice. 66 20 27 0 is usually what I was doing. Its not too bad at 75 50 50 0 (but may be you like 50 dampener), the former is just a weaker version of it; to which in order to avoid clipping I might turn up to 105% may be; it needs a slightly harder edge, but the sensation of it being soft at edges and hard in the center when going faster is present so that is good; should be able to turn on that hard edge I think, and you can, so its come a long way.

If you do use the equivalent of a tx or t-pc thrustmaster, you may have to accept some clipping in order to get the overall feel up to snuff back that is fine (mine is 105%), its not too bad at brands hatch to go over. YMMV. But its good. I would also consider some dampener even if belt but I do not usually use it. For gt3 it feels good at 50 preliminarily, may or may not be ideal but some is probably needed. Further laps revealed going down to 15-25 (15-20 moreso) was a good sweet spot, keeping it loose as its a belt, but not clunky like it can be at 0 (for the BMW).

So the above at 25 dampener 66 gain etc, seems to work as can induce slide at second hill from start line down and to the left, and the ffb and wheel help up nice. I am not sure about open wheelers but assume 25 is what mine is meant to be, as a relatively new wheel. You may have to read that all - but indeed the car and wheel moves or rolls around as if it was a rack and pinion type deal, and moves over the road (steering wheel rolling) so I think that is a win :). Yes not anywhere near a dd perhaps of course with fine fidelity but definitely in the ball park of what is a good thing and a good amount of anti-balancing/wheel aligning torque in the other direction. So I think for here the 15 for gt3 anyway was the dampener to go with to keep the rack speed up and to not lose too much effect, or if the belt heats up, I guess too much dampener would have a bad effect, 15 is fine and crisp and heavy enough. Then I dropped 1 for over clipping even with gt1....to 65 gain 20lfb, 27fx, 15 damp, and its feeling very good even with the normally super sharp gt1 Mclaren.

Yeah its amazing now, this sim is officially off the charts. And I map traction control to insert delete in the center area of the keyboard, don't be afraid to turn that down on things like the rsr porsche gte
 
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I like how people conveniently just ignore that Cphys has had arguably more physics development done to it in 2 years than most sims have during their whole release lifespan. Although I suppose it's difficult to understand it if it's something that's currently kind of "only theoretical" to most people.

I drove AMS2 on the new update and I still don't get what the fuss is about the feel or FFB. Maybe I just need to get a DD rig to understand, and although I know why it is how it is because I know what kind of magnitudes from dynamic effects you can expect and what kind of clamping devs typically have to do in order to not make things volatile, but I'll just leave it there.

If I'm completely ignorant I suppose I can be educated by the enlightened AMS2 crowd. I think a lot of it might just be simply model-specific; AMS2 fans enjoy the way the models are made in AMS2 compared to other sims. Like the longitudinal stiffness of many tires is probably way too low (Peak slipratio too high) but if it lines up with what people think is right and DynAmiC then they'll like it more.
 
I like how people conveniently just ignore that Cphys has had arguably more physics development done to it in 2 years than most sims have during their whole release lifespan. Although I suppose it's difficult to understand it if it's something that's currently kind of "only theoretical" to most people.

I drove AMS2 on the new update and I still don't get what the fuss is about the feel or FFB. Maybe I just need to get a DD rig to understand, and although I know why it is how it is because I know what kind of magnitudes from dynamic effects you can expect and what kind of clamping devs typically have to do in order to not make things volatile, but I'll just leave it there.

If I'm completely ignorant I suppose I can be educated by the enlightened AMS2 crowd. I think a lot of it might just be simply model-specific; AMS2 fans enjoy the way the models are made in AMS2 compared to other sims. Like the longitudinal stiffness of many tires is probably way too low (Peak slipratio too high) but if it lines up with what people think is right and DynAmiC then they'll like it more.
We probably won't be looking at exactly the same thing due to our changing of it. I change brake balance on the fly a fair bit once I know the track, I map it to the knob on the steering wheel. Other mappings: what I can suggest is you may benefit from changing traction control like I explain above about mapping keys to them, gt3s are meant to run with some, but occasionally you will find an 8 is implausible and 4 feels much better, and on the gte rsr at watkins where you know you have a good perch of the road, I turn it off, yeah 0 traction control as I don't see the point haha, that could change but its nice to have it mapped to insert for up and delete makes it go down. I have where applicable front and rear sway bar on keayboad bottom right hand side. DRS is mapped to wheel and battery/boost is mapped, turbo I do not map but should. And then a key to abs strength, then adjusting engine rev strength like on a motorbike the engine braking is sometimes severe you can tune it out. If you do that it may behave more to your like, I know for example, the setups are not perfect and you may even wish to lower springs back or front at some point, but if you turn down traction control it may behave with less 'push or shove', depending. Or you may prefer to lower rear wing, or increase it 1 or 2....before last patch I actually changed one open wheeler by 5-10 rear and front, its fixed now but just so you know.

May be someone else would need to provide the finer details and I am not an expert on FFB overly much or its history. Its not that I think its ultra real or anything you got to appreciate we are sitting still, so any life reiza can breathe into it is a good thing. It should or would only ever be indicative. A proper true real life dynamic would be fantastic and I would never advocate otherwise but as a simple computer game, you will note how millions enjoy forza horizon, and only thousands AC/ACC/AMS2.

For a literal computer game it is what it is. I hope they all keep pushing the bar, but its not fully flawed or anything. Its all iteration, and thankfully the bar is being pushed in some manner.

My whole 'wow I am impressed' comes from the point of view of to be real there's only 5-10 cars in AC I actually want to drive post 2021 and they are mostly RSS and the williams f1 mod thing and a few others like small open wheelers (you'd know the good ones atom and a couple others I really like), whereas in AMS2 there's more like 20. With tracks I have a top 20 in AC including knutstorp or road atlanta and sebring and others, its not like AMS2 is a one stop shop.

I used to be critical of the title and I still am in places, people didn't like it, so please do not think this is me being a sycophant or being endearing, I am the same dirt bag, but I also call it being real.

Its likely some form of ffb will emerge out of the latest round of updates to AC, ACC and raceroom, ams2, they will iterate and they may need some engineering nous to make that happen, anything which is more life like is the go I think. I have no doubt even on a DD the steering in these games is obtuse compared to even my car which is no slouch but certainly no gt3.

I think too that some of the ffb is 'on purpose' like high ratio of grip, and that. At some point with the equipment we use compromises need to be made I think, in terms of grip and ease of use, and in the spirit of finishing a lap or finishing a race, or online racing, I think they make choice compromises and angles of attacking the problem of ffb.

Without reducing too much to analogy as it will lose meaning in the explanation I think of sword fighting in Kingdom Come Deliverance, nothing like the real thing but in game-terms it gives the feel of strategy and critical impact of choice and life/death and it was devised by an actual fencer.

But even then we have to appreciate that AC and rf2, there's versions of those used to train drivers, its not all bad.
 
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What I can suggest is you may benefit from changing traction control like I explain above about mapping keys to them. And then a key to abs strength, then adjusting engine strength.

May be someone else would need to provide the finer details and I am not an expert on FFB overly much or its history. Its not that I think its ultra real or anything you got to appreciate we are sitting still, so any life reiza can breathe into it is a good thing. It should or would only ever be indicative. A proper true real life dynamic would be fantastic and I would never advocate otherwise but as a simple computer game, you will note how millions enjoy forza horizon, and only thousands AC/ACC/AMS2.

For a literal computer game it is what it is. I hope they all keep pushing the bar, but its not fully flawed or anything. Its all iteration, and thankfully the bar is being pushed in some manner.

My whole 'wow I am impressed' comes from the point of view of to be real there's only 5-10 cars in AC I actually want to drive post 2021 and they are mostly RSS and the williams f1 mod thing and a few others like small open wheelers (you'd know the good ones atom and a couple others I really like), whereas in AMS2 there's more like 20. With tracks I have a top 20 in AC including knutstorp or road atlanta and sebring and others, its not like AMS2 is a one stop shop.

I used to be critical of the title and I still am in places, people didn't like it, so please do not think this is me being a sycophant or being endearing, I am the same dirt bag, but I also call it being real.

Its likely some form of ffb will emerge out of the latest round of updates to AC, ACC and raceroom, ams2, they will iterate and they may need some engineering nous to make that happen, anything which is more life like is the go I think. I have no doubt even on a DD the steering in these games is obtuse compared to even my car which is no slouch but certainly no gt3.

I think too that some of the ffb is 'on purpose' like high ratio of grip, and that. At some point with the equipment we use compromises need to be made I think, in terms of grip and ease of use, and in the spirit of finishing a lap or finishing a race, or online racing, I think they make choice compromises and angles of attacking the problem of ffb.

Without reducing too much to analogy as it will lose meaning in the explanation I think of sword fighting in Kingdom Come Deliverance, nothing like the real thing but in game-terms it gives the feel of strategy and critical impact of choice and life/death and it was devised by an actual fencer.

But even then we have to appreciate that AC and rf2, there's versions of those used to train drivers, its not all bad.
Well you at least confirmed it's mostly, or completely perhaps, model specific and not sim specfic. I guess my view can be different simply because I drive/create cars that can actually be made accurate and not the semi/full fantasy cars like Formula cars are.

The thing I don't understand though is that a lot of feedback from players is backwards. Steering is *more* obtuse IRL than in any of these sims by a pretty big margin. In theory physical model should be closer to reality, with semi-empiric models just a bit more towards "direct" or "gamey" with easily read feedback due to less dynamic effects.

Yet the physical model people want a fully direct steering where you can feel every little dynamic change accurately, and if those dynamic changes obfuscate the steering feedback then they don't like it even if it's more accurate.

I mean it's not like this matters yet seeing as AMS2 doesn't even seem to have fully physical based FFB from what I can determine although someone more versed could advise on that. It seems like that one FFB plugin introduces physical based mechanical/pneumatic trail, but it's a bit crazy to think if it's not on by default.
 
Well you at least confirmed it's mostly, or completely perhaps, model specific and not sim specfic. I guess my view can be different simply because I drive/create cars that can actually be made accurate and not the semi/full fantasy cars like Formula cars are.

The thing I don't understand though is that a lot of feedback from players is backwards. Steering is *more* obtuse IRL than in any of these sims by a pretty big margin. In theory physical model should be closer to reality, with semi-empiric models just a bit more towards "direct" or "gamey" with easily read feedback due to less dynamic effects.

Yet the physical model people want a fully direct steering where you can feel every little dynamic change accurately, and if those dynamic changes obfuscate the steering feedback then they don't like it even if it's more accurate.

I mean it's not like this matters yet seeing as AMS2 doesn't even seem to have fully physical based FFB from what I can determine although someone more versed could advise on that. It seems like that one FFB plugin introduces physical based mechanical/pneumatic trail, but it's a bit crazy to think if it's not on by default.
Well there is such a thing as over analysis and we are entering that territory. This is how I put it into a crux inside my brain...i say "Rshaderacer - you're at a computer its all bulldust....the guy doing the stream for the computer game? He is a performer, the company making the computer game - they naturally want your money - the car in the game? Just pixels"

If you like it you will do it. Dont get caught up too much in the minutiae of life or computer games too much. It will lose its colour. :) Too often we think of the world in black and white and its ok no matter what is happening in our lives with family or friends, covid or the economy to just relax and smell the roses for a bit and keep that colour of variety.

I really think its more simple. If you reduce your traction control in the cars I am sure you will find it more to your liking. The game is ultimately a test bed, just like Assetto Corsa is largely, I don't hate Kunos for making a dodgy ffb or cars without real values - those people are only placing 'extra value' that does'nt exist onto AC...see? If you enjoy it then you will make it and like it, and you probably make cars for AC I am guessing - well how real are they? You would do it because you like it and thats all there ever needs to be.

edit: not to undermine your point of view - ur view is valid, and is warranted, but its ok to accommodate two viewpoints in game and what we do in sim racing, its all good. We should strive for realism I think but not let it bog us down overly much.
 
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I suppose it's just a casual vs hardcore approach thing. I'm not interested in escapism or using the sim to validate my fantasies about how cars do; or ought to behave.

Both views are fine, it's probably your money that you bought the product with anyway, but it's a bit silly when so many people claim to be "simulation" racers yet they vehemently fight against realism oriented viewpoints.
 
I suppose it's just a casual vs hardcore approach thing. I'm not interested in escapism or using the sim to validate my fantasies about how cars do; or ought to behave.

Both views are fine, it's probably your money that you bought the product with anyway, but it's a bit silly when so many people claim to be "simulation" racers yet they vehemently fight against realism oriented viewpoints.
edit: nah its not that at all. i think you have a real issue with the world at the moment, I get it, I was disappointed pre 1.3 but my issue was not with the world and I was remarkably consistent in my critisism, I was not contrary and gave credit where it was due. As much as a person would like to help you out I do not write the game or code nor even like quadratic equations overly much. I am not here trying to grasp at straws and wonder if I am hardcore versus casual - I do not define myself by this activity. U DO. That is ur issue and it puts you into two camps - that which you perceive is good enough for you and that which is not..

Ur a lost boy mate... ur prob younger meaning yourre more narcisistic especially on the internet like the world revolves around you, it doesnt

Take it to the devs. BECAUSE you define urself and your enjoyment through that really LIMITED prism, u have so much to learn, and I think we are done here.

dude, ur typing at a keyboard too to someone - me - who doesnt think very much of you.

And the only reason I am typing this message right now - because you don't deserve it and you're a hypocrit - someone asked you about some car u made and u said u pulled the number our your butt.... the only reason I am even writing this message now has nothing to do with you, and only about me and others.

Traction control in this GAME. can be 0-10 but also low medium high and off.
__
rather than sort out some issue you have with ffb in computer games - OH LORDY, the priorities in life lol!

rather than that, get it back to patch 1.3 please. I drive a motorbike around a track and I have a high powered rear wheel inline 4 liter car. I dont care what u think about driving and then putting it into an equation, its not the periodic table.. driving, go do it, dude, you won't need the words.

we may have a difference of opinion I do not know but its not worth discussing. I will block you then unblock you when this is all forgotten.

__

And so its clear there is a difference from driving under 100 clicks and over 200 I get that, but in this game, u may want to map traction control override key to eg end key to switch low med high off, and then del key and insert key for up and down 0-10. The cars will behave differently; u are more likely to find something in between to your liking and perception of grip for your driving style.

__

The picture is the difference when I switch it off in the v10, not sure if accurate time but after 4 laps it was feeling really good
 

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i think you have a real issue with the world. I am not here trying to grasp a straws and wonder if I am hardcore versus casual - I do not define myself by this activity. U DO. That is ur issue and it puts you into two camps - that which you perceive is good enough for you and that which is not..

Ur a lost boy mate... ur prob younger meaning yourre more narcisistic especially on the internet like the world revolves around you, it doesnt

Take it to the devs. BECAUSE you define urself and your enjoyment through that really LIMITED prism, u have so much to learn, and I think we are done here.

dude, ur typing at a keyboard too to someone - me - who doesnt think very much of you.

And the only reason I am typing this message right now - because you don't deserve it and you're a hypocrit - someone asked you about some car u made and u said u pulled the number our your butt.... the only reason I am even writing this message now has nothing to do with you, and only about me and others.

Traction control in this GAME. can be 0-10 but also low medium high and off.
__
rather than sort out some issue you have with ffb in computer games - OH LORDY, the priorities in life lol!

rather than that, get it back to patch 1.3 please. I drive a motorbike around a track and I have a high powered rear wheel inline 4 liter car. I dont care what u think about driving and then putting it into an equation, its not the periodic table.. driving, go do it, dude, you won't need the words.

we may have a difference of opinion I do not know but its not worth discussing. I will block you then unblock you when this is all forgotten.
"He doesn't enjoy the PC game product how I do, so he must be disturbed"
 
Here's my two cents:
- AMS2 is now the best VR sim experience. I can bump up most the graphics settings and it looks fantastic. Clear with great framerates and silky smooth. It's awesome in VR, even better than the mighty AC.
- I have to say, the FFB feels amazing to me, better than AC (I may well be wrong here, I'm no expert).
- The physics are definitely better than before. In my (again, not an expert) opinion the 'slip' doesn't feel as detailed as AC, it's more forgiving. I find AMS2 easier (I always have TC off). I don't know if this is less (or more?) realistic. AC 'slip' physics feels more advanced.
I don't think the sounds of AMS2 are great. ACC is the best here (but ACC is terrible in VR).
I had so much fun on AMS2 last night, I was surprised at how great it all feels now.
 
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What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


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