Automobilista 2 Version 1.3.1 Now Live with Free Racin' USA DLC Weekend

Automobilista 2 Racin USA Part 2 01.jpg
Automobilista 2 has been updated to version 1.3.1.x, plus part 2 of the Racin' USA DLC has been released and offered for free until December 6th for owners of the game.

Reiza Studios has released another update and subsequent hotfix for Automobilista 2, building on the major physics and force feedback updates that came in version 1.3 last week.

Along with the update, most of the second part of the Racin' USA DLC has been released. The first part of the DLC included GTE and DPi cars, plus the Laguna Seca, Long Beach and Daytona tracks. The second part currently includes six varieties of CART cars from the late 1990's, plus the Cleveland Burke and Watkins Glen tracks. Road America will be added to the DLC in time.

Reiza has made this a free weekend for the Racin' USA DLC, so owners of AMS2 who haven't purchased the DLC can try it out for free until December 6th.

The changelog for this update is listed here. We'll take a deeper look at the new content soon, but for now be sure to share your own thoughts on this update and the new cars and tracks in the comments below

2Automobilista 2 Racin USA Part 2 02.jpg


CONTENT
  • Added Cleveland Burke Lakefront airport circuit (part of the Racin´ USA Pt2 DLC pack)
  • Added Watkins Glen International (4 layouts) (part of the Racin´ USA Pt2 DLC pack)
  • Added Reynard 98i, Swift 009C, Lola T98 to Formula USA Gen2 class (part of the Racin´ USA Pt2 DLC pack)
GENERAL
  • Optimized FFB/custom script performance
  • Further revisions to shadow cascading parameters
  • Revised AI suspension rates to minimise some cars appearing to "jitter" in online races (as prediction netcode for human opponents in Multiplayer uses those same AI parameters)
  • Fixed selection issues in Custom AI grids feature
  • Further adjustments to shadow cascading parameters

UI & HUD
  • Added engine displacement, weight distribution, wheelbase specs to vehicle browser and loading screen
  • Added driver flag to pre/post session leaderboards
  • Fixed online rating regulations options being visible in single player.
  • Fixed stretched fuel icon on session overview screen
  • Fixed stretched flag textures on nationality selection screen
  • Fixed aspect ratio of loading screen vehicle render
  • Adjusted mouse activation zones on monitr screen
  • Updated credits list

PHYSICS & AI
  • Minor tire tread revisions to GTE, GT3, F-V10 G1, F-V10 G2, F-Reiza, Super V8
  • Revised rain tires for all classes; Increased slick dropoff in wet for GT cars
  • Further fine-tuning for ABS system
  • F-Trainer AI Calibration pass
  • Revised rain tires; Increased slick dropoff in wet for GT cars
  • Added wet & hard compounds for F-USA G2; medium & revised hard for F-ultimate
  • Adjusted helper spring rates for Porsches Cup, GT3-R & RSR GTE
  • Updated SuperV8 suspension (reducing sprung mass), revised splitter aero
  • Revised AI suspension parameters should minimise issues with AI potentially rolling or bouncing off high curbs on some tracks
HOTFIX
  • Added F-USA Gen2 to Formula vehicle filter: Fixed F-USA Gen2 being incorrectly sorted in non-English languages
  • Corrected engine specs for F-USA cars in vehicle info
  • Adjusted tire wear rates for F-USA, F-V10 Gen1 & F-Ultimate tires
  • Slightly reduced ideal opearing window for F-USA tires
  • Adjusted AI suspension rates for Cadillac DPi, F-Ultimate, P1, GTE, GT3, GT4 class cars to minimise issues when running over curbs
  • Updated F-USA onboard sounds
  • Watkins Glen: Reworked marshal huts, added tall watchtowers, updated trackside cameras
  • Added cockpit antenna vibration to Swift 009c
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

Before a physics tickrate argument begins, I'd just like to say that there is effectively no real massive gain going from 300 to 400 or even 600. Nor to 1000's either. The KS move from 300 to 400hz is very likely just so they can easier *downscale* some other aspects of the physics to run at lower hz to free up resources.

FWIW based on some 2ndhand accounts, you need upwards of 2000's to properly run top level racing rates without significant oscillation. Hence OEM sims run more in the mid thousands than high hundreds or low thousands like consumer sims do.

For something like a GT car and especially road and track cars, it makes really no difference if your engine runs 300hz double, triple, quadruple that. It just gets pretty bad allegedly if you go too low, like towards 100hz or lower.

Also, most consumer sim steering wheels cannot support high tickrates to begin with. I think most of the DD stuff peaks at 1000hz, so it's not like going from say 1000hz to 2000hz on that gear will give you that much more FFB tickrate, you'd need to invest in some more specialized sim gear to actually get more than just the filtering benefit.
As usual when factual things don't support the presumed/pre-judged superiority of AC/ACC physics... How about having a bunch of interfaces more to deal with and a much slower I/O interface with user hardware. Does that qualify as tangible difference for users? Maybe that disconnect between physics/graphics and input that some people feel in ACC could be down to that? :D
I'm sure Kunos just invested months of work and money to raise their physics tick to 400Hz just because they have nothing else to do and have money to throw out of the window. Because in fact they have no other new sims to develop right?
 
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As usual when factual things don't support the presumed/pre-judged superiority of AC/ACC physics... How about having a bunch of interfaces more to deal with and a much slower I/O interface with user hardware. Does that qualify as tangible difference for users? Maybe that disconnect between physics/graphics and input that some people feel in ACC could be down to that? :D
I am just giving some seconhand information I have acquired from looking at test results and talking to professionals.
 
I don't know what you're trying to achieve with your posts, but you should maybe consider that not everyone else is just guessing or parroting marketing texts.

For the record, one of the frequency-up tests was done with AC. I think it was 333hz -> 1200hz or something like that. Certainly didn't take months.
 
I don't know what you're trying to achieve with your posts, but you should maybe consider that not everyone else is just guessing or parroting marketing texts.

For the record, one of the frequency-up tests was done with AC. I think it was 333hz -> 1200hz or something like that. Certainly didn't take months.
Nothing to be achieved. Things are self explanatory...
 
I know we've just had some awsome content come out, but there's some that came out before V1.3.0.0 that has improved so massively after the last to major updates. The Corvette C3 for instance is a different car, have folks tried it, its just awsome! Was pretty much just wrong when it first came out, but now, It drives like a muscle car! V1.3.0.0 changed so much fundamentally about the sim, i know we've had another update since, but that one really did sort so much stuff out! This car reminds me of past great historic mods like Power & Glory for GTR2 & Historic GT & Touring Cars for the original ISI Rfactor
 
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I have been testing several cars, mainly open-wheelers. Classic Gen 2 & 3, and DTM cars felt lackluster tbh. OTOH, Cadillac DPi, Classic Gen 1, FV12 and FV10 Gen 1 & 2 were amazing, on par with the good things I felt from CART cars, but with their very distinctive car behaviours.

I'm taking more time to explore content for this title atm because I've got the feeling that the 1.3 update has finally made the breakthrough the game needed, and from now on things will be more stable. Of course that more improvements are needed, but I think that future updates will be more incremental and easier to track.
 
Is it just me or is the Watkins Glenn track of sub par quality ?

Especially the infield section has no trackside objects at all compared to other tracks.
From the new update :
"TRACKS
Cleveland: Enabled standing starts & moved rolling start position 300m back
Watkins Glen: Enabled standing starts & moved rolling start position 300m back; Added watchtowers; start gantry, warning light poles, worn maps mapping for tirewalls/tecpro barriers, garages scoretowers, more buildings and gantry structures, tweaked startlight gantry, added startlight; Reworked T1 curbs to minimise issues with AI; Adjusted track limits to not allow running wide into escape roads"
 
Automobilista v1.3.1.1 Now Live
Automobilista 2 update V1.3.1.1 is now live - this is another hotfix to complement the latest release with some further improvements & fixes.

As this update roll-out ran a bit late, the free period for Racin´ USA Pt1 & Pt2 was extended to suit, keeping them free to all AMS2 owners until this release - they are now available only for owners of either or both packages.

V1.3.1.1 CHANGELOG
GENERAL
  • Added Real Weather historical data for Cleveland & Watkins Glen
UI & HUD
  • Fixed instances where custom AI drivers would have the wrong nationailty
  • Fixed an issue where all AI would have incorrect nationality in session results screen
  • Fixed leaderboard not being enabled by default in cockpit view
  • Added tyre wear and temp info to damage widget (this can be disabled by selecting the minimal version
  • Equalised opacity across all tach/damage modes.
  • Corrected engine layout UI info for Camaro GT4R & Copa Classic FL Fusca

PHYSICS & AI
  • F-USA: Adjusted tire tread for both compounds; adjusted default gear ratios & added extra final drive options; increased aero drop-off with yaw; switched off downishft autoblip; adjusted pit stop rules & timing
  • Made AI vehicles uncollidable earlier on pit entry

TRACKS
  • Cleveland: Enabled standing starts & moved rolling start position 300m back
  • Watkins Glen: Enabled standing starts & moved rolling start position 300m back; Added watchtowers; start gantry, warning light poles, worn maps mapping for tirewalls/tecpro barriers, garages scoretowers, more buildings and gantry structures, tweaked startlight gantry, added startlight; Reworked T1 curbs to minimise issues with AI; Adjusted track limits to not allow running wide into escape roads
 
Is anyone experiencing or can explain why for the past several months the go-kart engines keep having terminal damage?
the karts are hella fun but after a couple of laps, I get told to take it easy on the engine.
I tested the 125cc shifter kart today monitoring damage....I completed 3 clean laps before I got the message and saw 1% of engine damage. I brought the kart to a complete stop and watched the engine damage grow 1% every 2 seconds until the engine blew up and the terminal engine damage appeared on the screen.

I've also experienced this issue in the rental and 125cc non-shifter.
 
Automobilista v1.3.1.1 Now Live
Automobilista 2 update V1.3.1.1 is now live - this is another hotfix to complement the latest release with some further improvements & fixes.

As this update roll-out ran a bit late, the free period for Racin´ USA Pt1 & Pt2 was extended to suit, keeping them free to all AMS2 owners until this release - they are now available only for owners of either or both packages.

V1.3.1.1 CHANGELOG
GENERAL
  • Added Real Weather historical data for Cleveland & Watkins Glen
UI & HUD
  • Fixed instances where custom AI drivers would have the wrong nationailty
  • Fixed an issue where all AI would have incorrect nationality in session results screen
  • Fixed leaderboard not being enabled by default in cockpit view
  • Added tyre wear and temp info to damage widget (this can be disabled by selecting the minimal version
  • Equalised opacity across all tach/damage modes.
  • Corrected engine layout UI info for Camaro GT4R & Copa Classic FL Fusca

PHYSICS & AI
  • F-USA: Adjusted tire tread for both compounds; adjusted default gear ratios & added extra final drive options; increased aero drop-off with yaw; switched off downishft autoblip; adjusted pit stop rules & timing
  • Made AI vehicles uncollidable earlier on pit entry

TRACKS
  • Cleveland: Enabled standing starts & moved rolling start position 300m back
  • Watkins Glen: Enabled standing starts & moved rolling start position 300m back; Added watchtowers; start gantry, warning light poles, worn maps mapping for tirewalls/tecpro barriers, garages scoretowers, more buildings and gantry structures, tweaked startlight gantry, added startlight; Reworked T1 curbs to minimise issues with AI; Adjusted track limits to not allow running wide into escape roads
Scoretowers at Glen didn't make it in this build (someone with Hoff on avatar went to sleep before fully checking if all the stuff was uploaded). Over the course of weekend the most of remaining details will be in, as well as some polish and bumping up the night light values a few ticks at Cleveland.
 
I would like to have CART scoring system to be implemented (as well as old F1 9-6-4-3-2-1) in championship mode.
 
AMS2 Has an exellent damage model, I love it, and the the 200% Damge scaling option is brilliant! The A.I. can also be very clever when avoiding an inccident, some of the best ive seen!
But there are some instances where cars react to crash'es in some odd ways. Also we still have the invisible wheel bug, where after a crash, you can return to garage, or even restart your session, but the wheels you lost in the crash are now physically back on the car, but not graphically representated.
In terms of their physical reaction to a crash. Iracing (which I don't own, but have seen plenty of) seems to handle that best, and has a great looking damage model! Rfactor 2 can be weird especially when a car flips over things can get pretty odd, a bit like AMS2, but unlike AMS2 it has'nt got such a good damage model. Of course the king of them all is BeamNG, but atm thats more of a driving sim than a racing sim. I noticed some of the behavior just today whilst testing the new F-USA cars at Watkins Glenn and added it to this video, and for balance have also used some footage of when the damage model and physics work really well. What do you folks think?
 
The A.I. can also be very clever when avoiding an inccident, some of the best ive seen!
Hmmm...I did a 2021 stock car at Gionna yesterday 25 ai 110% ai strength 100% aggression. I spun coming out of T5...the ai car stopped behind me roughly 10ft. It continued to ram me, back up and ram me...8 more ai joined the party...3 joined in ramming me, 5 just stopped behind the ramming party while 2 figured out to drive around me lol.
I've also noticed during a few of my ai races, alot of AI are cutting corners and have half the car on the grass....along with swerving and doing odd lateral movements on straights which were common in earlier builds and PC2.

Regarding damage it has improved, but I feel the damage model on the cars implemented in iracing are pretty damn good out of the current sims.
I don't recall every getting damage in AMS2 from hitting track debris?

Anyways, this update and title has made great improvements and l look forward to future builds ironing out more bugs :)

With each build it's slowly getting closer to what I hoped the Project cars series was gonna be.
 
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I did a few GT4 AI races at hockenhiem national yesterday and noticed several things that weren't as bad pre build.

AI strength 110
Aggression 100
AI 30
Hockenhiem national
I did a race in the sun and light rain.
Manual cool down lap enabled.
Graphics set to high
100+ fps at race start, 160-180fps throughout the race.

Now before I go into details, I will say the AI has improved over PC2 but a few PC2 familiar traits are still hanging around.

More prominent in the opening laps.
AI is terribly slow entering corners when group racing along with multiple cars cutting the inside corners by up to 2-3 car widths.

The next issue, I personally felt was an immersion killer.
When racing the AI I always felt like I had a protective bubbly 2ft around my car that magically pushed cars out of my way when I got near them.
Going down a straight the odd AI car would attempt the inside route but would never fully shut the door. The second I drew even with the inside rear bumper the ai would just magically and unrealistic, slide lateral and get out of my way.

I also noticed this similar behavior when the AI was fighting among each other on straights. Instead of fluidly moving from side to side, alot them would do this weird herky jerky lateral slide?
If they can get the AI to hold there line and do it smoothly, it would enhance the ai experience greatly.

while on the cool down lap entering the pitlane 1/2 the field piled up and crashed right before the cones at pitlane.
Also post race when the cars were stopping in there pit stalls there was a bunch of graphical glitches...cars flashing, disappearing, morphing through other cars...these grey lines kept flashing where the cars were supposed to be parked.

Lastly and very minor.
When I watched the race start replay I noticed a big white ball on half the windshield of ever car....I'm assuming it's a poorly rendered sun reflection?

Anyone else experiencing this?
Was there an ai file I should have deleted at some point?

On a side note....is there a way to enlarge the virtual rear view mirror size in the hud or file?

Cheers
David
 
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