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

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…
To be really honest, i think it's not worth playing gt3 in Sims other than ACC. They just won't be as good. I enjoy the other content more in AMS2 like the stock cars and the gt1
 
To be really honest, i think it's not worth playing gt3 in Sims other than ACC. They just won't be as good. I enjoy the other content more in AMS2 like the stock cars and the gt1
Is that your opinion before or after ACC gave cars more empirical edge of grip feel?
 
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.
Until that causes high-speed oversteer due to aero and low speed oversteer due to hitting the rear packer. Well, assuming they're simulated right.

It's not useful to talk about typically American dudebro semantics and argue about which is right when they're all wrong. It's a per-case basis what happens for any given input but the terms change all the time.

Typically you'll see the understeer coefficient lessen somewhat on throttle lift in steady state cornering but it's not particularly true for all cars, or even most production vehicles.

EDIT:

What does "more empirical edge of grip feel" mean? SAT doesn't correlate or align with lateral force by the way. You can't really feel it in powersteering racks either so it'll probably feel most realistic to just turn it off entirely in these kind of cars.
 
Last edited:
Great update but GTE not solved by It, could be useful for Racing Usa pt.1 some fixes like BOP and rare shaking on replays. Forcefeedback is better and better on every update, i bought Spa DLC too and wow!! in love with 1993 versión, great job Reiza congratulations, every update feels better than the old one

I got the refund 'Automobilista 2 - Racin´ USA' a long time ago, what is the issue still present in the GTEs?
 
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!
You can change between windowed/borderless/exclusive-fullscreen in-game in the performance options.
 
You can change between windowed/borderless/exclusive-fullscreen in-game in the performance options.

There's no exclusive, just simple fullscreen. Always set that way. What seems to have done the trick last night is increasing the pre-rendered frames number. Thanks!
 
I got the refund 'Automobilista 2 - Racin´ USA' a long time ago, what is the issue still present in the GTEs?
If you watch online races or replays GTE's is shaking from left to right all the time, no-real movement is rare and i think it's happen on karting too, apart Bmw is powerful more than the others GTE, and Porsche is the less powered so if you play online no one like to drive the 911, i think Reiza released and forget to update this DLC, so for now maybe i'll buy DLC tracks
 
GM is Bri'ish.
Oh, the YouTuber. I thought he meant General Motors but it makes a bit more sense now.

These terms are all stupid anyway. At least lift-off oversteer can't be used for multiple scenarios. I remember when "throttle steer" meant the right pedal application, not the left. :rolleyes:
 
What's the GTE issue?
Rare movement from left to right constantly, if you watch online races or replays you can see It, and it's not real and feels like a bug need to be fixed, this bug is there from the release and never fixed, i think it was on karting too, so Reiza needs to fix It, at least i'll buy next DLC until they repair and fixed It. Another problem is BOP, the M8 is superlative from the C8 and 911, and nothing to do if you don't choose It, the worst part is for the 911 great sound but less powered and less grip than all the others GTE
 
To be really honest, i think it's not worth playing gt3 in Sims other than ACC. They just won't be as good. I enjoy the other content more in AMS2 like the stock cars and the gt1
Don't forget the 2002 is the most funny car and really enjoy driving this classic, here Reiza put all the love and It feels great physics and maybe the BEST ffb, and Fusca is another one make me laugh on every corner, impressive physics and really enjoy oversteer in tracks like Kyalami or Redbull Ring, sometimes fast is not fun and slow doesn't means boring, that's why i love this sim.
 
Premium
Rare movement from left to right constantly, if you watch online races or replays you can see It, and it's not real and feels like a bug need to be fixed, this bug is there from the release and never fixed, i think it was on karting too, so Reiza needs to fix It, at least i'll buy next DLC until they repair and fixed It. Another problem is BOP, the M8 is superlative from the C8 and 911, and nothing to do if you don't choose It, the worst part is for the 911 great sound but less powered and less grip than all the others GTE
Ah OK I don’t race online so wouldn’t have been aware.

Racing against AI at 100% I’ve not seen either of these particular issues, AI performance now seems a lot more balanced over the course of a lap and in general AI racecraft seems to be improved again in the latest patch. Still needs work on the AI front but definitely getting better.
 
Honestly irregardless of model accuracy, I think PS cars just won't feel as nice as manual rack cars in sims that don't have PS. They're not designed with SAT and whatever in mind.

I never liked GT3s even in AC, but the first time one of them clicked is when I tried an accurate model with EPS simulation. Although due to the lack of "tire feel" I think most users wouldn't enjoy it even if it's more realistic and makes more sense for the car design.
 
Premium
Although due to the lack of "tire feel" I think most users wouldn't enjoy it even if it's more realistic and makes more sense for the car design.
Tire feel is somewhat important if you lean heavily on FFB for info on what the car is doing (like me for example). The wheel is the only tactile connection to the virtual car because the seat of the pants feel is missing.

On the other hand, the new TSI Cup VWs in AMS2 both have very light steering but the FFB still tells you enough to make them very controllable. No idea if that's a result of the car's suspension geometry or if they modelled PS.
 
Tire feel is somewhat important if you lean heavily on FFB for info on what the car is doing (like me for example). The wheel is the only tactile connection to the virtual car because the seat of the pants feel is missing.

On the other hand, the new TSI Cup VWs in AMS2 both have very light steering but the FFB still tells you enough to make them very controllable. No idea if that's a result of the car's suspension geometry or if they modelled PS.
Sims have a gain setting anyway so you can't determine anything from the wheel weight.

If you steer in and the steering gets lighter when you're approaching peak slip, then the car doesn't have PS sim. You can feel some large bumps through PS but you won't have any tire feel near limit.

The SAT stuff gets clamped out effectively, because the PS system is clamping to 8Nm for example but the SAT is making the tire torque go from 15 to 13Nm. You will feel the linear region of slip because it's building up towards the clamp torque.

You should *not* drive with FFB at all apart from what direction the car wants to steer. SAT is not truthful and it is always lying to you about the tire forces. In these more physical based tire models especially you can have quite dynamic SAT for the exact same lateral force from the tire so it doesn't tell you anything at all.
 
Honestly irregardless of model accuracy, I think PS cars just won't feel as nice as manual rack cars in sims that don't have PS. They're not designed with SAT and whatever in mind.

I never liked GT3s even in AC, but the first time one of them clicked is when I tried an accurate model with EPS simulation. Although due to the lack of "tire feel" I think most users wouldn't enjoy it even if it's more realistic and makes more sense for the car design.
Try ACC on GT3 and GT4 has no rivals
 
Ah OK I don’t race online so wouldn’t have been aware.

Racing against AI at 100% I’ve not seen either of these particular issues, AI performance now seems a lot more balanced over the course of a lap and in general AI racecraft seems to be improved again in the latest patch. Still needs work on the AI front but definitely getting better.
Take a look at replay, It happens in GTE, single or multiplayer don't mind, but it's not real
 
Finally I can get on with being positive. This is THE title now. A to A+ a lot and the rest B-B+, some just need work, but overall its everything you would hope for from an advanced engine.

What a time in sim racing they must have seen this coming, race room update, ACC update and AC updates, now AMS 2 belongs in the pile.

I personally use default 66 20 27 and 0 for ffb. I am really impressed.
 
Last edited:

Latest News

Article information

Author
Mike Smith
Article read time
4 min read
Views
32,412
Comments
202
Last update

Online or Offline racing?

  • 100% online racing

    Votes: 87 7.4%
  • 75% online 25% offline

    Votes: 123 10.5%
  • 50% online 50% offline

    Votes: 170 14.5%
  • 25% online 75% offline

    Votes: 329 28.0%
  • 100% offline racing

    Votes: 460 39.2%
  • Something else, explain in comment

    Votes: 4 0.3%
Back
Top