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

Bouncing happens IRL as well even to an extend of getting eye strains on bumpy tracks like Sebring, but it's also a good indicator for a better or worse suspension-setup. Unlike other titles you can not just feel but see the difference of a setup. And the cars that don't have the setup-options are probably some pain in the a.. for real as well when driving over bumpy tracks.
That might well be the case but doesn’t detract from limitation of not being able to adjust how this is visually represented in the game whilst using head tracking devices…..
 
Premium
There is your hover machine mate at 4:10
I hope they'll be able to fix this some day. This bug was already in PC2 and ruins immersion massively. Doesn't happen directly after a crash anymore, but tire replacements after crashes still do that.

 
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DPI sure is good, along with many others. Its like having a new sim all of a sudden. Its good now old 70s Hockenheim, and gen 2 car 3 for example, great going in a race.

Just wondering: just did gt3 bmw at curvelo long and got best laptime early, ai may beat it later, it seemed ok to drive but not as nuanced as others, is gt3 really that bad even if bmw is probably the best of the bunch? It seems they will crack it eventually in gt3 a bit to become at least serviceable. After all the gt1s and gte's are fairly much good even if they will get more work.

metalmorrorw turbo fastest one for some reason chose that one, oulton park good race.

And, jerez, gen 3 model 3, its a v8 f1, yes this is good and fast paced and good race.
Maybe not just now but in future some sims are going to be in for a run I would think. RSS f1 mod AC is like a gold standard but this is such a good foundation and its all contained in game. Wonder if it can reach greater heights. Surely its just tweaks from here. The RSS mods are much better/floaty(er) than old AC rigidity. Or flaky Rf2 turning, as good as that game is. One of the best tracks/cars in AC is road atlanta with rss mod 2017/19/20 etc, or the sedans.

For satisfaction and racing 'pedigree' as such on the screen, AMS2 would have to be near 'it' the goldilocks zone in terms of fluidity and feel maybe its within reach for that. Be that Jerez with gen 3 car 3 v8 f1 or Ecuador with GT1 Mercedes. Yeah its also a mile away right now, for example 'gold standard' of simming also means rss f1 mod: manoeuvrability, wheel/LCD in game with licence, the KERS battery/recovery system, physics/tables for braking and suspension (in ac), and handling,... apples and oranges yes but also the crux of it as far as AMS2 is concerned is there taking shape on the screen and its just as fluid and even solid feeling a lot of those cars to finally, after 2 games and x years be in the top echelons of simming. Not the best, I am not saying that, but past the mark for 'cool'.
 
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When serious arguments are all expended there is always a visual bug that comes to help ;)
right.
Though its a feature that lowers immersion it has nothing to do with physics or FFB.
Its just a wrong distance parameter of the visual settings.
IRL it would be a hoovercraft, in simracing its just a visual bug.
People forget that only IRL is what you see is what you get.
With the right physics in the sim the visual represetation could be a lego brick, a helicopter or a scify vehicle, it would allways feel the same
 
it was funny. but you seemed to have taken it personally. more humility needed. 1.3 only been out 2 days :p

the best thing about the game is now the setups, good work on that, its nice just having to apply rear wing as it should be to a lot of the cars most of the time or occasionally camber down, or minor diff adjustment - its easy to keep track of. I am sure that will change slightly as things go forward may be a dampener or something as even more and more fine characteristics are eked out but I do see how this is a great new start. May it continue.

-- look some people take it personally, so some maths.... there are probably up to 50 people may be involved in the project, big guess, and until now max 300 playing at once. So ANY ONE commenting on it, has a 30% chance to be on the team. inc steel cast 27, and may be even the car guy I dont know, but a lot of close to the bone reactions out of this title. Already bought it so cant say keep up the good work, it has no effect, lol, so just relax out there.

__

Truth is there are bugs which is funny but just human. I used gen 3 f1 model 3, set rear wing up 1 point at kensai, its going well, many f1s go fine there now with minor adjustments may be thanks to the new setup guy.

ffb is default usually but 66 22 28 0 dampener for a belt. i use other cars there too but those settings make it go well, turning is crisp and it feels good.

the only thing with the physics is the cars can get floppy sometimes mid turn or loose, and its very temporary, but its a day/night thing as to the driving quality from the other week. comparing to formula hybrid in AC mods, so this is a high bar indeed.

I agree with the video about things being 70%, and I do think the game is consistent which is a welcome thing, its a pleasant simulation and game to spend time in. May be its not ac modded sol levels with csp and the ffb tweaks in that program but its really good. AC ffb is heavily car dependant. AMS2 is doing well.

With those settings I am doing mid to high but usually mid 1:46-7/8s in the gen 3 model 3, so the game may well indeed be too easy but its not easy come second lap to maintain the high speeds, but I have become good at suzuka/kensai in various titles: as they are literally THE SAME model track across AC/ACC and probably AMS2. Hehe thats brilliant.

Well done AMS2; got to hand it to Kunos though and their modder, none of that stuff existed in 2016, then mods like hybrid f1, sebring track, road america, road atlanta, the ottowa track (fantasy), all the good ones and more, incl the base game, port newark from forza does not count since the AI get stuck each time lol, dont want to cast shade on either side, so it has been a moving target and finally may be ams2 is seeing some light. I was able to take a very flighty v12 round kensai the other day so its doing something right to remain controllable, it was heart pounding and took some concentration, a decent time, didn't come off. Only possible, mind, that I had it on auto gears and I also dropped down a gear in the hectic spots when I would not otherwise; solid simming it seemed. It would be how on-edge most people would drive it. That was good. But where steelcast says nothing glides or hovers, mate, take it for a spin, it DOES glide...very cool but it glides. Meaning if you unseat the v12 it will slip and glide around as it no longer bites the ground.

But also may be I could turn up the gain. Some people may not do that or it may not be effective in fact it is also still a bit slippy, and is not one of the more grip-feeling ones; probably by design to be a point of difference may be. edit the default+ profile with a few more gain did improve it where it was slippery round the edges, its a flighty one though, good drive. with then 69 gain and default+ was able to do a comfortable 1.50.7 at kansai. The v12 is still a hair raiser though.

We can;t forget too the errors in physics and drivability and setup inherent in AC too and that all the solid mods use look up tables for suspension and braking, csp, and also new calculations of their own. So I hope AMS2 is aiming for something which is above the water mark and it would seem so, rudimentary/barebones much of it is just now, its probably in there somewhere.

edit 2: a slightly complicated process on the AC RSS 1990s f1 mod, and it can drive somewhat like the v12 in AMS2, obviously its grip feel, though yes we all know the setups in AC normally are nonsensical this mod is slightly different and more fine-grained but where it does shine is in the intermittent grip that AMS2 currently lacks. Only at the edge of movement does the ams2 grip come on strong/ffb versus grip at least. But I say this not to say it was not good to drive (or the otrher rss or the dallara f309/6 mod) but there is more work to be done; and that consistency at some point in the models they do will probably pay off. The rubber feel in AC RSS mods is second to none, so to the throttle and response, even the braking is good, the ffb feel in AC would be no where without CSP and content manager plus the new tweaks including the new gyro, but I am saying the braking and driving in AMS2 is definitely 'there'. It just depends on which way the breeze is swinging at the moment doesn't it. The game is emerging; it may be they have switched to a per-car basis more and more I do not know.
 
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AC FFB is car dependent because it's just rack-end forces. My impression of AMS2 is that even with the supposedly physics-based FFB implementation included some time ago, you still need to tweak sliders individually per-car and it's like there is no SAT component.

The ideal would be to not offer any kind of sliders apart from gain and min-force so that you'll always have a decent experience IMO. The car behavior has common issues that I suppose are in other sim engines too (Maybe hence why nobody notices them apparently...) but it doesn't help that the default FFB is not ideal. Casual users equate FFB to tire behavior even if there is no correlation.
 
AC FFB is car dependent because it's just rack-end forces. My impression of AMS2 is that even with the supposedly physics-based FFB implementation included some time ago, you still need to tweak sliders individually per-car and it's like there is no SAT component.

The ideal would be to not offer any kind of sliders apart from gain and min-force so that you'll always have a decent experience IMO. The car behavior has common issues that I suppose are in other sim engines too (Maybe hence why nobody notices them apparently...) but it doesn't help that the default FFB is not ideal. Casual users equate FFB to tire behavior even if there is no correlation.
edited since reply. The gen 2 V10 one needs to take off 10 downforce front and back to make it more proper. Its a shame that car could become one of the better ffb examples.


So to go over it, some you know some I am adding for context, the situation...

Well I am not talking specifically about either only the holistic sense; your impression is not far wrong, its a bit of both seemingly and also the track surface.

yes they say that as much in the manager and I expect only to have rack forces in AC.... the revelation about AC back in 2016 was its physics could stand on their own two feet. At least in the media. The best car that is not a f1 KERS hybrid would have to be the 2000 v10 from rss in terms of ac to my mind.

With AMS2 while its not comparable I find in the ffb is simply far better in terms of moulding it. AC you can also apply gamma but lately no one does that I know of, its all just the rack and physics/gyro and a progressive build upon turns, which is easily adjusted in the car setup.

If they can do that for us then it would cancel out so much guesswork I suppose!

If I remember they may even be doing a per car ffb pass or implementation, if anyone could remember, then indeed what you have said would make a lot of sense they were headed in such a direction if not that exact thing

What you just said is also why in race room they got rid of a lot of the canned effects and moved to AC CSP/mod manager way of progressively building up based on physics.

_

Means if AMS2 play it right they could advance the ffb. The truth is about AC is not the be all end all with ffb or physics it just builds up the best and you control the cars the best in it. The Madness engine ffb is better ultimately as its more flexible but either way should rely on the physics... i think the new defaults are some of the best. They need to stiffen up the ffb a fraction. Under the limit and over the limit or on the limit in AMS2 is decent. I do not think people want the AC-rock-like ffb however all over the ffb. But it needs to be present some times of the time in those moments. Going in a straight line is missing with rock-like ffb at times.

As for race room, its like AC but easy mode, and its less nuanced but still feels 'complete'. AMS2 is probably a short step from that down. It is the most flat of the three but the driving is definitely better. But all good. However ams2 f1 are better than raceroom.
 
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ok that is a good thought. The best car that is not a hybrid would have to be the 2000 v10 from rss in terms of ac to my mind.

With AMS2, while its not comparable, I find in the ffb is simply far better in terms of moulding it.

If they can do that for us then it would cancel out so much guesswork I suppose!
I guess my point is it shouldn't be adjustable. There is only one correct setting for any given tire force combination; and everything else is entirely wrong. It's very easy to solve the correct FFB output based on what the sim is outputting. If the output's wrong, adjust your model.

You just want min-force for low-end wheel users and gain because not everyone has a wheel that can or even wants to run it at real force magnitude.
 
I guess my point is it shouldn't be adjustable. There is only one correct setting for any given tire force combination; and everything else is entirely wrong. It's very easy to solve the correct FFB output based on what the sim is outputting. If the output's wrong, adjust your model.

You just want min-force for low-end wheel users and gain because not everyone has a wheel that can or even wants to run it at real force magnitude.
I would say you are right I think its just compressing it all into each and every wheel.

I think as an interim step they should really be telling people like they do in race room settings, i.e "only set this to 50" for example.

It is also clear with the v10 gen 2 the ffb in AMS2 is just a placeholder at the moment, its keeping things in bounds and seems most suited to a couple of the f1s and a few sedans like gt1's. I think once it gets its second or third pass soon it will be better, right now, its just mushy for most cars, but I bet a few cars got a proper pass, metal morrow, ginetta p1 springs to mind, its not anywhere near finished.

Infact between the incomplete physics (yes though improved) and the incomplete ffb its hard to tell, but the patch is a really good one. There's probably more just that I have a selective memory at the moment.

The rack/torque realignment is really good now. Things did improve, but its not all done. Whereas in AC its 'done', so is why the comparison apples and oranges though it may be.
 
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I would say you are right I think its just compressing it all into each and every wheel.

The rack/torque realignment is really good now. Things did improve, but its not all done. Whereas in AC its 'done', so is why the comparison apples and oranges though it may be.
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.
 
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Staff
Premium
The game still stutters like it's a beta. Simply unplayable. Great update!
I had stutters then realised after some fault finding that vsync was turned on by default in game but wasn't working properly. Turned that off and it's butter smooth now. Have you tried changing a few settings?
 
Staff
Premium
Loving it so far. I tried AMS2 6 months or so ago and didn't like it. Feels great now and I'm not sure what settings the people that are complaining about the AI use but I'm enjoying racing them. This is the only sim I need to check my mirrors and defend. Having gone off ACC a bit since they updated it I've been having a blast on AMS2.
 
I had stutters then realised after some fault finding that vsync was turned on by default in game but wasn't working properly. Turned that off and it's butter smooth now. Have you tried changing a few settings?

Yes, on my side it was the pre-rendered frames being set to 1. Amazing that no one from Reiza hinted this might be a culprit for really bad stuttering; someone here on RD pointed me to that. If increased to 4, game is much more fluid, still stutters a bit, but as soon as I turn vsync on, it's pretty smooth. Don't like the extra input lag it brings, but at least it's playable and enjoyable now.
 

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