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

Same here. It runs great in VR, unlike that other recent update release.

Yep, that 1.8dlssvrsomethingdisaster...

Just want to add that AMS2 runs great but it's a fault of Reiza to make the tracks heavier/more demanding on hardware with each new trackupdate: Monaco is now the most demanding track, before that Longbeach then Monza, then Spa, then Daytona.

All other tracks run ~10% better then these tracks and Monaco runs ~15% worse then all other tracks besides the mentioned one's.

Because of this Monaco release, I have to tune down my VR resolution by 15% down. It would be nice if the new tracks get balanced with the old tracks, so a bit less graphical detail on the new tracks would be nice, so that we could enjoy the same resolution for ALL tracks. Now Monaco uses ~100% of the GPU while other tracks don't come further then 85%.
 
The VWs are pretty crap - not the quality that Reiza put in them but rather the hamsters under the hood, terrible consumer grade brakes, and what feels like driving on budget tires. The interior work in VR is spectacular. Did some online races with them and they were a blast. No tuning and fairly well matched racing.
Welcome to the Brazilian car market, son. To buy this cr4p Polo TSI for Brazilians is kind of equivalent to a German buying a 911.

Acelerados and VW are hyping this car because there is nothing too much better in sportive models being build in the country... and, yet, a lot of people buy it because of status (yes... can you believe?).
 
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Welcome to the Brazilian car market, son. To buy this cr4p Polo TSI for Brazilians is kind of equivalent to a German buying a 911.

Acelerados and VW are hyping this car because there is nothing too much better in sportive models being build in the country... and, yet, a lot of people buy it because of status (yes... can you believe?).
Yeah, like Tom Jobin used to say "Brazil is not for beginners", lol
 
A nice improve, anyway.
Pity for the Super V8 in Adelaide. (my ambient test)
V8 is a car with "troubles" in AMS2. It's so... light and it seems "smaller" and "plastic-ish".
If you mean the 3D model, I agree with you. Not just Super V8, most cars in AMS2 seem like lod 2 in other titles. I hope Reiza will addressed this problem later.
 
If you mean the 3D model, I agree with you. Not just Super V8, most cars in AMS2 seem like lod 2 in other titles. I hope Reiza will addressed this problem later.
No, I mean the physics behaviour (limited to my NO-knowledge of a Super V8 car driving).
It appears to me like a little electric toy car.
 
No, I mean the physics behaviour (limited to my NO-knowledge of a Super V8 car driving).
It appears to me like a little electric toy car.

Are you expecting a big old understeery american muscle, only because it is a v8?

As to my knowledge these cars really are very nimble and easy to play with.
 
I have enjoyed AMS2 before, a few cars like GT1, Porsche cup was really good but I felt that some cars like vintage F1 cars and BMW procar was just very weird during midcorner, either they had grip and lost it for no reason or the loss of grip would sudden be grippy. Just really wonky behavior.

Well looks like the "sticky diff" was just the exact thing that solved this, it feels like other game now. All the cars Ive tried now are amazing. They feel just like you imagine them would, you can really dance it out of corners.

To anyone who didnt like AMS2 before, you should really try it now.

AMS 2 and AC is a lovely combo for me.
 
Premium
I was really getting into AMS2, but this update really sealed the deal. The FFB is exactly what I am looking for, I don't feel like I am fighting the sim to stay in control of the car, and I feel like I can actually focus on pushing the car to limit and dial in a proper setup. The only thing missing now is a bit more content and better multiplayer implementation which both seem to be coming down the pipeline.
 
8700k, 1080ti, gpu usage sits well below 70% with everything maxxed, AA on medium. Stutters like no other game I play, especially in turns, when the image moves sideways more. They know about it from many players (official forum), including plenty with latest gen specs, but they just ignore it. They keep adding stuff and improving it but the core experience feels like GP2. It's the very last time I pay full price (+ 2022 seasons pass) for a product before it's actually released. Not that v1.3 says anything performance wise.
 
Premium
I am really enjoying this update. I think there's still some variation across cars but I spent an enjoyable evening racing the P4 class around Oulton Park. I had to increase the AI difficulty as I was able to push, feeling the limit, and got much faster laptimes.

Any news on bringing this into Simracing.gp?
 
8700k, 1080ti, gpu usage sits well below 70% with everything maxxed, AA on medium. Stutters like no other game I play, especially in turns, when the image moves sideways more. They know about it from many players (official forum), including plenty with latest gen specs, but they just ignore it. They keep adding stuff and improving it but the core experience feels like GP2. It's the very last time I pay full price (+ 2022 seasons pass) for a product before it's actually released. Not that v1.3 says anything performance wise.
For me AMS2 is actually one of the smoothest games, with very consistent frametimes. (running mid-end hardware) However, yesterday I tried borderless-window mode instead of exclusive fullscreen (to run a radar-overlay), and that did turn the game into a stuttery mess, even though it was not very obvious from the framerate/frametime graphs of MSI Afterburner.
Switch back to exclusing fullscreen fixed that... Maybe that helps, if you are not already using fullscreen?
 
if you did not like AMS2 physics before, it is now a good time to try it again.
Aside from the driveline model, what's actually been changed/updated in the physics? All the changes I see under "physics" don't seem to actually be fundamental physics changes (ie. changes to the core physics engine, core tyre model, core weather model, etc.) but rather just changing values for aspects of cars (car X has more front downforce, car Y has a lower COG, etc. etc).

Most, if not all, simracing developers have started to classify content updates as "physics updates". Seems a little deceiving. If I'm a modder for, let's say, rFactor 1 and I come up with a version 2.0 update of a previous car I released, I haven't changed any physics, I've just updated the "design" or "attributes" of the car. Same with tires: If I'm a modder and I come out with a version 2.0 of a tire for one of my cars, that's not a "tyre model update", that's just me designing (or updating) a new tire - and that is not a tyre model update nor a physics update but simply a new/updated tire (the game is capable of millions and millions of different tyres but runs on one single tyre model/engine).

Unless there are actual changes and/or additions made to the core-coding of the core physics engine, core tyre model, etc. then it's not a "physics update" but rather a "content update". I hope devs start separating the two because they're two completely different things.
 
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