Automobilista 2 Racin' USA Pt 2 Review.jpg
Even though CART cars of the late 1990s are very popular among motorsports fans and sim racers alike, the turbocharged rocketships have never been part of any modern simulation. The newest DLC pack of Reiza Studios for Automobilista 2, which is called “Racin’ USA Pt. 2” changes that – and it was only the beginning!

While the first part of Racin’ USA focused on the IMSA series, it is all about the country’s open-wheel history this time around. Three CART vehicles of the 1998 class – the Reynard 98i, the Swift 009 and the Lola T98/00 – are now available in AMS2 and make up the F-USA Gen 2 class. The cars come in four variations in the Reynard’s case, which differ in the engine configuration and offer the choice between Ford, Honda, Mercedes and Toyota to the player. The other two cars are powered by Ford, as they were in the real 1998 season. Only Goodyear as the second tire manufacturer is missing, all cars use Firestone rubber.

With this, Reiza follows in the footsteps of the almost legendary CART Fator (rFactor) and CART Extreme (Game Stock Car Extreme/Automobilista) mods, which are considered among the best ever created in sim racing. The developer has created a worthy successor to them – the CART cars feel extremely good to drive! It is immediately obvious that you are sitting in a single-seater with horsepower numbers far beyond the 800 mark, meaning a careful throttle foot is mandatory. The cars have a lot of downforce thanks to their big wings, but understeer considerably in slower corners at the same time. The right amount of throttle does get them to rotate though – the cars are the epitome of “slow in, fast out”.

Mastering these cars takes a lot of practice because of this, especially since their transmission uses a sequential stick that likes some blipping on downshifts. Pushing the new cars in AMS2 to the limit is an intense but rewarding experience, which the sound of the turbo V8 only adds to – as soon as other drivers were flying past me while I was sitting in the pits, I noticed goosebumps.

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Meanwhile, there are two new tracks that are part of the update as well: Watkins Glen is now on board, even though the cars never raced there, as well as the Burke Lakefront Airport course in Cleveland – which has never been recreated in a modern sim either. Its layout may be simple, but the width of the runways as well as their bumpiness make hitting the apexes correctly or powering out of corners without losing the rear end a true challenge. The Glen is relatively smooth compared to Cleveland, but is an instant classic in AMS2 that is incredibly fun in any sort of car as well.

In short: The CART cars are unbelievably fun. It is a great challenge to use all of their potential, which is sure to make sim racers sweat. Just like the cars were considered as very demanding in real motorsports – without ABS, traction control or even power steering.

With the release of the two tracks and the 98 cars, Reiza is not finished with the DLC pack, however: Cars from the 1995 season – the final year before the series split into CART and IRL – and 2000 are set to join the vehicle roster in December, while the third track of the pack has been revealed to be Road America – a legend in IndyCar and CART history. In addition to this, the cars are going to get their oval configurations added at a later date, too. This strongly hints at the addition of oval tracks and the racing discipline as a whole. Reiza knows how to make open wheel fans happy.

Have you given the new DLC a try yet? Let us know what you think about the cars and tracks in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Why most of sim-racers still don't play AMS2?
Unfortunately there are still a lot of people who think using the same engine as a older game (pc2) makes it essentially the same as that game, which is a odd way of thinking, kinda like saying ACC is the same as Fortnite, surely they must be, since they are using the same engine, at least according to their way of thinking lol
 
Unfortunately there are still a lot of people who think using the same engine as a older game (pc2) makes it essentially the same as that game, which is a odd way of thinking, kinda like saying ACC is the same as Fortnite, surely they must be, since they are using the same engine, at least according to their way of thinking lol
Can only imagine these folks brains going bluescreen when they discover that Madness Engine and isiMotor are basically the same engine lol
 
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 had been 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
 
And Watkins is authentic when it comes to track surface but is missing some obvious visual things around the track. The Toyota tower on the back straight, the empty billboard in the last corner that faces the main grandstand, and the bridge that crosses before start finish? Why such obvious omissions? I used all of those as some sort of signal when I raced there this summer. Also the look back button doesn't work in the CART cars.

Watkins Glen improved in 1.3.1.1:

"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"
 
Can only imagine these folks brains going bluescreen when they discover that Madness Engine and isiMotor are basically the same engine lol
How much between them is shared? The tire models should be entirely different in principle but I'm not surprised if they produce similar-ish results if SETA was built with similar assumptions.

Or do you mean gMotor ie: the renderer?
 
How much between them is shared? The tire models should be entirely different in principle but I'm not surprised if they produce similar-ish results if SETA was built with similar assumptions.

Or do you mean gMotor ie: the renderer?
The physics engine is almost 1:1, with ME having more options (a lot in tire department).
 
The physics engine is almost 1:1, with ME having more options (a lot in tire department).
You mean the physical solver is the same? Just because the solver is the same, if the implementations are entirely different it doesn't necessarily mean it is "the same".
 
Unfortunately there are still a lot of people who think using the same engine as a older game (pc2) makes it essentially the same as that game, which is a odd way of thinking, kinda like saying ACC is the same as Fortnite, surely they must be, since they are using the same engine, at least according to their way of thinking lol
I promise you and anyone else making this comparison. This doesn't make as much sense as you think it does.
 
Premium
For those that have been sim racing for a while, Indycar Racing (I and II) from Paypyrus also had the Burke Lakefront Airport circuit in Cleveland. Here's some info https://racesimcentral.net/indycar-racing/ and https://racesimcentral.net/indycar-racing-ii/
Still have my 2 copies of this sim and somehow I always ended up racing on the Burke Lakefront circuit. Great Memories and really good fun for that time. It is why I bought my first wheel. Glad they brought it back!
 
Premium
utah here, cannot agree more
Strange, I live in Utah also and have done extensive on line racing in leagues and just casually. You should be able to find plenty of on line competition in Simracing.GP As noted Sim Racing 604 is totally geared to the west coast although I'm not sure that they use Automobilista2. Good luck finding a group.
 
Premium
Is there a track limit issue with Long Beach at the end of the main straight? You can,t take the same line as the AI without getting a warning. You have to keep much more to the inside than the other cars.
 
Adjusted track limits to not allow running wide into escape roads"
Ironically, the SCCA marshals the weekend I was there said "if its paved, you can use it, 'long as you re-enter the track safely". Max Verstappen was not at that meeting...
 
Is there a track limit issue with Long Beach at the end of the main straight? You can,t take the same line as the AI without getting a warning. You have to keep much more to the inside than the other cars.
If you are on track you cannot cross the pit exit line and invade the pit exit lane
 

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