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 have enjoyed AMS2 before, a few cars like GT1, Porsche cup was really good but I felt that some cars like vintage F1

AMS 2 and AC is a lovely combo for me.
AC is out of time since AMS2 1.301 (in German: "aus der Zeit gefallen"). AC+CSP+SOL is so, so buggy, has unBOP'ed mods, lots of CTD, is a fps burner and has a lot of dumbs in all the forums incl. the KUNOS guys, looking from above to their customers. Hope REIZA won t copy that at all.
 
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).

It's more than that. Read this for more details (paragraph "The Big Physics Overhaul of AMS2 V1.3"):

 
Premium
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.
For most people what they describe here as physics changes are what people expect, i.e anything that changes the handling model will get described as a Physics update. If you put in ”content update” new aero model for car x they’d probably expect to see a new spoiler on it .

It’s just a label on some patch notes at the end of the day, most people are just looking through them to see whether they‘ve addressed whatever issues they have at the top of there own wish list.
 
It's more than that. Read this for more details (paragraph "The Big Physics Overhaul of AMS2 V1.3"):

Thanks. I just read that, yes, it seems there have been some actual fundamental core-physics changes rather than just adjusting editable values of cars. I see the mathematical formula regarding differentials or whatever, along with other aspects of core driveline modelling so that's awesome!

I still wished they didn't refer to all the content updates to the tyres as "tyre model" updates as there is only 1, single tyre model that drives the game (like just about any game). If the core tyre-model coding has not been updated then no "tyre model" updates have occurred.

For most people what they describe here as physics changes are what people expect, i.e anything that changes the handling model will get described as a Physics update.
Yes but moving the downforce pressure on a car x inches, changing the weight, editing the wheelbase, changing it's tires, etc. etc. are not changes to the handling model. The handling & overall car-behavior will change because that car is simply a different car - no different from literally selecting and driving a completely different car in the game (probably not that drastic though but same concept). That's just updated content, it's not a new "handling model" unless of course there are fundamental changes to the handling model which means core physics-engine and/or core tyre-model updates.
It’s just a label on some patch notes at the end of the day, most people are just looking through them to see whether they‘ve addressed whatever issues they have at the top of there own wish list.
I know, and I know I'm being a bit picky or maybe too critical or whatever but, honestly, it kind of does matter because some people may be looking for core tyre-model and/or core physics-engine changes. For example, I've driven probably 500 - 1000 different cars, tires, etc. in rFactor 1. They obviously all have different attributes which equate to different characteristics but, at the end of the day, from a truck to an F1 car, from a terribly created car to an amazingly created car, you can always sense you're driving an rFactor 1 car (which obviously makes sense because they all run on the same tyre model and same physics engine). Same with Assetto Corsa, Live For Speed, iRacing, Need For Speed, Burnout Arcade Racer, Mario Kart, real life, etc.
 
Last edited:
Premium
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.
Have you got prerendered frames set? If not it might be worth setting it to something like 3. If you‘ve got a Gsync or freesync monitor turn off vsync in game if its on and set it to on in nvidia control panel. I also set the Display to 3840x2160 144hz in game but limit the framerate to 90 on the Nvidia control panel.

I’m not sure if its a bug with Nvidia’s performance overlay but in AMS2 GPU usage can sit at 90+% but the GPU won’t be running anywhere near flat out, my 3080 tops out at 1980mhz but in AMS2 it would quite often sit there at 800mhz or something but with 90% + utilisation. The changes I’ve made above seem to keep the GPU running at its correct clock speed and with more normal utilisation figures at least as far as the Nvidia overlay is concerned.
 
Last edited:
Thanks. I just read that, yes, it seems there have been some actual fundamental core-physics changes rather than just adjusting editable values of cars. I see the mathematical formula regarding differentials or whatever, along with other aspects of core driveline modelling so that's awesome!

I still wished they didn't refer to all the content updates to the tyres as "tyre model" updates as there is only 1, single tyre model that drives the game (like just about any game). If the core tyre-model coding has not been updated then no "tyre model" updates have occurred.


Yes but moving the downforce pressure on a car x inches, changing the weight, editing the wheelbase, changing it's tires, etc. etc. are not changes to the handling model. The handling & overall car-behavior will change because that car is simply a different car - no different from literally selecting and driving a completely different car in the game (probably not that drastic though but same concept). That's just updated content, it's not a new "handling model" unless of course there are fundamental changes to the handling model which means core physics-engine and/or core tyre-model updates.

I know, and I know I'm being a bit picky or maybe too critical or whatever but, honestly, it kind of does matter because some people may be looking for core tyre-model and/or core physics-engine changes. For example, I've driven probably 500 - 1000 different cars, tires, etc. in rFactor 1. They obviously all have different attributes which equate to different characteristics but, at the end of the day, from a truck to an F1 car, from a terribly created car to an amazingly created car, you can always sense you're driving an rFactor 1 car (which obviously makes sense because they all run on the same tyre model and same physics engine). Same with Assetto Corsa, Live For Speed, iRacing, Need For Speed, Burnout Arcade Racer, Mario Kart, real life, etc.
To be fair, every individual car has 'the model' which is the result of the parameters. It's a correct way to refer to it, but a bit confusing to the public.
 
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.

I have a 8700K and a 1080Ti and it does not that at all. Using fullscreen exclusive, framerate capped at monitor refresh rate - 1 (thus 59 on my 60Hz 4K G-Sync monitor) with RTSS (the best framerate limited IMHO), V-Sync OFF in-game, V-Sync ON in the NVIDIA Control Panel for the AMS2 profile. With that, frametime is buttery smooth.
 
Premium
Thanks. I just read that, yes, it seems there have been some actual fundamental core-physics changes rather than just adjusting editable values of cars. I see the mathematical formula regarding differentials or whatever, along with other aspects of core driveline modelling so that's awesome!

I still wished they didn't refer to all the content updates to the tyres as "tyre model" updates as there is only 1, single tyre model that drives the game (like just about any game). If the core tyre-model coding has not been updated then no "tyre model" updates have occurred.


Yes but moving the downforce pressure on a car x inches, changing the weight, editing the wheelbase, changing it's tires, etc. etc. are not changes to the handling model. The handling & overall car-behavior will change because that car is simply a different car - no different from literally selecting and driving a completely different car in the game (probably not that drastic though but same concept). That's just updated content, it's not a new "handling model" unless of course there are fundamental changes to the handling model which means core physics-engine and/or core tyre-model updates.

I know, and I know I'm being a bit picky or maybe too critical or whatever but, honestly, it kind of does matter because some people may be looking for core tyre-model and/or core physics-engine changes. For example, I've driven probably 500 - 1000 different cars, tires, etc. in rFactor 1. They obviously all have different attributes which equate to different characteristics but, at the end of the day, from a truck to an F1 car, from a terribly created car to an amazingly created car, you can always sense you're driving an rFactor 1 car (which obviously makes sense because they all run on the same tyre model and same physics engine). Same with Assetto Corsa, Live For Speed, iRacing, Need For Speed, Burnout Arcade Racer, Mario Kart, real life, etc.
As you say probably of far more significance to you modders than it is to us mere mortals :)
 
Thanks. I just read that, yes, it seems there have been some actual fundamental core-physics changes rather than just adjusting editable values of cars. I see the mathematical formula regarding differentials or whatever, along with other aspects of core driveline modelling so that's awesome!

There's even more details there:


 
Last edited:
Have you got prerendered frames set? If not it might be worth setting it to something like 3. If you‘ve got a Gsync or freesync monitor turn off vsync in game if its on and set it to on in nvidia control panel. I also set the Display to 3840x2160 144hz in game but limit the framerate to 90 on the Nvidia control panel.

I’m not sure if its a bug with Nvidia’s performance overlay but in AMS2 GPU usage can sit at 90+% but the GPU won’t be running anywhere near flat out, my 3080 tops out at 1980mhz but in AMS2 it would quite often sit there at 800mhz or something but with 90% + utilisation. The changes I’ve made above seem to keep the GPU running at its correct clock speed and with more normal utilisation figures at least as far as the Nvidia overlay is concerned.

I've manually upped my monitor's refresh rate, but AMS2 is one of the few games that doesn't see custom refresh rates today. No gsync/freesync, never use vsync in sims, framerate is limited to my monitor's refresh rate, gpu usage 50-70%, low latency mode (nvidia) is on ultra (which probably means 1 prerendered frames). I'll try to increase that to see what gives. Thanks for the tip!

If your gpu's speed doesn't go full in gaming, set Power Management Mode to "prefer max performance":

1638211143121.png
 
I have a 8700K and a 1080Ti and it does not that at all. Using fullscreen exclusive, framerate capped at monitor refresh rate - 1 (thus 59 on my 60Hz 4K G-Sync monitor) with RTSS (the best framerate limited IMHO), V-Sync OFF in-game, V-Sync ON in the NVIDIA Control Panel for the AMS2 profile. With that, frametime is buttery smooth.
I always use RTSS to cap framerate, it's the best. How do you set fullscreen exclusive mode in Steam? Adding "-window-mode exclusive -screen-fullscreen", or some other command line? Thanks for the tips!
 
Last edited:
Some noticeable improvements on some cars, but the GT3's still feel weird to me.

I did a 30 minute race against the AI with the BMW GT3 and the car still has that weird thing were no matter how fast you get into a corner you just have to keep your foot on the gas and keep turning the wheel and no understeer will happen... and if it does then you just need to turn the wheel more. It's very unnatural, feels overly glued to the road and it drives like a FWD car. Drove most of the race with TC at 0 and it was the same.

Also, after 30 minutes of abusing the tires driving this way I would have expected the tires to start wearing pretty badly, specially considering it's a soft compound, but there was no noticeable difference in how the tires felt during the entire race, and yes, I had tire degradation enabled. The tire temperatures barely changed during the race.

On a positive side I can now use lift of oversteer to help the car turn, which wasn't happening before.

I still haven't driven a lot of cars since I usually tend to gravitate towards GT3's, hence the not so positive comment, but I'm sure there are many other cars that have improved a lot. The Brasil Stock Cars, for example, have always been great, and now they're even better.
 
Last edited:
Premium
I've manually upped my monitor's refresh rate, but AMS2 is one of the few games that doesn't see custom refresh rates today. No gsync/freesync, never use vsync in sims, framerate is limited to my monitor's refresh rate, gpu usage 50-70%, low latency mode (nvidia) is on ultra (which probably means 1 prerendered frames). I'll try to increase that to see what gives. Thanks for the tip!

If your gpu's speed doesn't go full in gaming, set Power Management Mode to "prefer max performance":

View attachment 521197

Cheers, for some reason I'd overridden the Global setting for AMS2. Still not going to the max speed but staying more stable around 1900mhz. Nice one.
 
Last edited:
Premium
Some noticeable improvements on some cars, but the GT3's still feel weird to me.

I did a 30 minute race against the AI with the BMW GT3 and the car still has that weird thing were no matter how fast you get into a corner you just have to keep your foot on the gas and keep turning the wheel and no understeer will happen... and if it does then you just need to turn the wheel more. It's very unnatural, feels overly glued to the road and it drives like a FWD car. Drove most of the race with TC at 0 and it was the same.

Also, after 30 minutes of abusing the tires driving this way I would have expected the tires to start wearing pretty badly, specially considering it's a soft compound, but there was no noticeable difference in how the tires felt during the entire race, and yes, I had tire degradation enabled. The tire temperatures barely changed during the race.

On a positive side I can now use lift of oversteer to help the car turn, which wasn't happening before.

I still haven't driven a lot of cars since I usually tend to gravitate towards GT3's, hence the not so positive comment, but I'm sure there are many other cars that have improved a lot. The Brasil Stock Cars, for example, have always been great, and now they're even better.
Have you tried the GTEs? I much prefer GTEs in general (mainly through RF2) but in AMS2 it's a completely different experience to the GT3s.

And yep, drive a bunch of the other stuff some good fun to be had in the other classes.
 
Last edited:
Cheers, for some reason I'd overridden the Global setting for AMS2. Still not going to the max speed but staying more stable around 1900mhz. Nice one.

Now if you want to go the extra mile, it will take some time, but by fiddling with the speed/voltage curve in MSI Afterburner (Ctrl-F) I gained about 50 free mhz out of my card and lowered the voltage by 0.15 (which I think is huge), while keeping it perfectly stable and artifact free. And about 3-5 degrees cooler at max clocks/usage with the stock air cooler.
 
Premium
Now if you want to go the extra mile, it will take some time, but by fiddling with the speed/voltage curve in MSI Afterburner (Ctrl-F) I gained about 50 free mhz out of my card and lowered the voltage by 0.15 (which I think is huge), while keeping it perfectly stable and artifact free. And about 3-5 degrees cooler at max clocks/usage with the stock air cooler.
Maybe if I get a bit bored over the winter I'll take a look, when I returned to PC gaming I promised myself to spend more time playing and less time tinkering :thumbsup:
 
Some noticeable improvements on some cars, but the GT3's still feel weird to me.

I did a 30 minute race against the AI with the BMW GT3 and the car still has that weird thing were no matter how fast you get into a corner you just have to keep your foot on the gas and keep turning the wheel and no understeer will happen... and if it does then you just need to turn the wheel more. It's very unnatural, feels overly glued to the road and it drives like a FWD car. Drove most of the race with TC at 0 and it was the same.

Also, after 30 minutes of abusing the tires driving this way I would have expected the tires to start wearing pretty badly, specially considering it's a soft compound, but there was no noticeable difference in how the tires felt during the entire race, and yes, I had tire degradation enabled. The tire temperatures barely changed during the race.

On a positive side I can now use lift of oversteer to help the car turn, which wasn't happening before.

I still haven't driven a lot of cars since I usually tend to gravitate towards GT3's, hence the not so positive comment, but I'm sure there are many other cars that have improved a lot. The Brasil Stock Cars, for example, have always been great, and now they're even better.

Yes, sadly the GT3s have always been the weakest spot in AMS2 and I can’t understand why. Stock cars are magnificent with similar power and weight so it shouldn’t be so difficult to make them decent…
 
Last edited:
Some noticeable improvements on some cars, but the GT3's still feel weird to me.

I did a 30 minute race against the AI with the BMW GT3 and the car still has that weird thing were no matter how fast you get into a corner you just have to keep your foot on the gas and keep turning the wheel and no understeer will happen... and if it does then you just need to turn the wheel more. It's very unnatural, feels overly glued to the road and it drives like a FWD car. Drove most of the race with TC at 0 and it was the same.

Also, after 30 minutes of abusing the tires driving this way I would have expected the tires to start wearing pretty badly, specially considering it's a soft compound, but there was no noticeable difference in how the tires felt during the entire race, and yes, I had tire degradation enabled. The tire temperatures barely changed during the race.

On a positive side I can now use lift of oversteer to help the car turn, which wasn't happening before.

I still haven't driven a lot of cars since I usually tend to gravitate towards GT3's, hence the not so positive comment, but I'm sure there are many other cars that have improved a lot. The Brasil Stock Cars, for example, have always been great, and now they're even better.
If you'd like to understeer on power, soften the rear springs and arb, and stiffen the front arb.

And the turn in when coming off throttle is called throttle steer, not LOOS. GM has popularized this term, but LOOS requires traction loss due to sudden weight transfers and is quite dangerous on the edge. Throttle steer, does not require traction loss and its a result of the coast ramp phase causing less understeer than it should have.
 

Latest News

Article information

Author
Mike Smith
Article read time
4 min read
Views
32,405
Comments
202
Last update

Online or Offline racing?

  • 100% online racing

    Votes: 75 7.2%
  • 75% online 25% offline

    Votes: 111 10.7%
  • 50% online 50% offline

    Votes: 151 14.5%
  • 25% online 75% offline

    Votes: 287 27.5%
  • 100% offline racing

    Votes: 414 39.7%
  • Something else, explain in comment

    Votes: 4 0.4%
Back
Top