Automobilista 2 Version V1.3.8.1 Released


The latest monthly update for Reiza Studios popular title Automobilista 2 has been released.

Following on from a successful Release Candidate update early last week, the latest content, physics upgrades and quality of life fixes were officially rolled out on Friday 1st July. We take a look at some of the highlights of this release below.

The Argentinean Pack

The main highlight amongst the considerable raft of changes in the latest release is undoubtedly the Argentinean Pack. This track pack is free for all owners of the base game and contains a mixture of tracks previously released by Reiza Studios alongside a completely new track.

The first circuit returning to the fold is Buenos Aires. In fact, there is a grand total of 6 layouts available comprising of a technical infield and ultrafast straights. Each one offering a great driving experience and some fun racing opportunities.

Another returnee is the Cordoba circuit, except this time, we have two additional layouts. These were added with the official release on Friday. The flowing layouts are great for some of the older stock cars which slide through the corners.

The other circuit to be added is Termas de Rio Hondo. With its wide, sweeping layout, this track has hosted MotoGP and WTCC events in its recent history. It is ideal for everything from GTs to single seaters and features some great overtaking opportunities.

BMW M1 Procar Automobilista 2.jpg


Physics updates

As has been the case in the last few updates, the team at Reiza studios have been hard at work in producing some updated physics for some of the car classes currently featured in-game.

For this latest update, the improved physics have been rolled out for the Group A touring cars, BMW M1 Procar, Sprint Race, Mini JCW and F3 single seaters and many more. Each of these new cars are now feeling even better to drive than before with improved handling and road feel.

There are also other physics updates to tyre and drivetrain models for a variety of cars along with other tweaks to further raise the handling bar as the title seeks to fully utilise the potential of the Madness engine.

Let us know your thoughts on this update in the comments below and to read the full change log check out the next page of this article.
About author
Phil Rose
A passionate sim racer with over 20 years of virtual and real world motorsport experience, I am the owner and lead content creator at Sim Racing Bible as well as a writer here at RaceDepartment. I love all forms of motorsport, especially historic motorsport, but when it comes to sim racing, I will drive anything!

Comments

Custom ffb files can be great when you run a wheel and nothing else so you can cram all the effects through your wheel. But when you run transducers and motion in combination with a wheel, you really want only the steering rack forces to be felt through your wheel, and have your transducers set for tire scrub/lock and engine vibrations, while the motion simulates bumps, rolls and sway. Having a wheel full of artificial noise on top of that is just too much so I prefer the default settings.
Same here. Very much prefer the default FFB.
 
Custom ffb files can be great when you run a wheel and nothing else so you can cram all the effects through your wheel. But when you run transducers and motion in combination with a wheel, you really want only the steering rack forces to be felt through your wheel, and have your transducers set for tire scrub/lock and engine vibrations, while the motion simulates bumps, rolls and sway. Having a wheel full of artificial noise on top of that is just too much so I prefer the default settings.
For me it's the complete opposite. rFuktor 5.1 has very subtle grip information conducive to good driving with minimal rattling or other effects, whereas Default has a completely overactive rear where you are constantly fighting the FFB to avoid spinning. Default+ is just rattle-city. But to each their own.
 
Custom ffb files can be great when you run a wheel and nothing else so you can cram all the effects through your wheel. But when you run transducers and motion in combination with a wheel, you really want only the steering rack forces to be felt through your wheel, and have your transducers set for tire scrub/lock and engine vibrations, while the motion simulates bumps, rolls and sway. Having a wheel full of artificial noise on top of that is just too much so I prefer the default settings.
The issue I have is that no matter how I configure the sliders, LFB, damping etc ... My wheel see-saws. A real car doesn't do that so for me it feels awful and unrealistic.
 
Premium
If you’re having issues with FFB or wheel settings it’s always worth putting in specific information on what wheel it is etc otherwise it’s difficult for people to help or provide feedback.

Me sayings its great on a DD1 with the Fanatec suggested settings and Default + isn't going to help a Simucube or Thrustmaster user. There’s probably people here who have had and fixed similar problems so give a bit more detail and you might get lucky with some suggested fixes (no guarantees though, it might all be crap )
 
For me it's the complete opposite. rFuktor 5.1 has very subtle grip information conducive to good driving with minimal rattling or other effects, whereas Default has a completely overactive rear where you are constantly fighting the FFB to avoid spinning. Default+ is just rattle-city. But to each their own.
For me on a SC2 default+ is for some reason much more subtle than the custom files, which felt too artificial for my taste. Was the same on my DD2. And for the spinning tires what helped for me was lowering the throttle and braking sensitivity curves in the Heusinkveld software tool.
 
Guys is it possible to switch off the tires slip sound?
edit: also Halo and steering wheel?
 
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Nice update!

The new tracks are fun and the updated cars feel better.
Hopefully, update 4.1 will address the long standing audio issues in the BMW gt3/other vehicles..clicking and popping, along with the overheating brakes/bugs with the go karts.
 
Great job Reiza. Drive GTE and GT3, for the most part looks like the issue of tail coming around under thershold braking is mostly gone. Same goes for GT4 as well.

Just need downshift protection in the next update.
 
Great job Reiza. Drive GTE and GT3, for the most part looks like the issue of tail coming around under thershold braking is mostly gone. Same goes for GT4 as well.

Just need downshift protection in the next update.
Downshift protection is already there in AMS2 since long time. This is not RF2 :D
 
Really? I was driving the M8 and was able to spin out from over downshifting. Is this in the option?
It's in the game since forever.. Downshift protection prevents you from locking the rears because of hitting the limiter. That does not equal to prevent you from spinning when you pile up rearward brake bias with aggressive downshifting and you use so much longitudinal grip (without locking) that your lateral grip is insufficient for the speed you are driving at. Those are two different things.
 
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Actually I'm an ACC fanboy, but I've to admit AMS2 is a great sim and a lot of fun. Reizas support is amazing. So many improvements makes the sim better and better. After a while I've tried a random GTE multiplayer race yesterday at Spa and the experience was great. The FFB on my DD1 feels very predictable. Keep it up Reiza. Great job and thx for the free content!
 

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