Automobilista 2 Update: New Content, Features and Fixes

Formula Inter is the latest Brazilian car to feature in the sim.jpg
Not long after explaining why the game's most recent update was delayed, Automobilista 2 developers Reiza have released update 1.4.6.1 featuring new content and plenty of game improvements.

Image credit: Reiza Studios

No more than a few days ago, we mentioned a recent newsletter update Reiza posted talking about upcoming updates to Automobilista 2 and reasons for delays in development. The main issue causing delays to the game's next release was the content scheduled to go live with v1.4.6.1.

The latest update for Automobilista 2 dropped last night though and brings plenty of improvements. From exciting content, including a free to all players addition, and many game improvements and new features, here's everything to know about the new AMS 2 drop.

New car and track in AMS 2​

Bathurst is one of those infamous tracks that every race fan knows and recognises. But Reiza has given the track some AMS 2 time machine magic recreating the venue as it was back in 1983. Fewer barriers, closer trees and a time before the Conrod straight was broken up by The Chase. This new track completes the Historic Track DLC alongside 1988 variants of Cascais and Jerez.

Unlike the historic version of Bathurst, the second piece of content included in this most recent update is free to everyone with the base game. The Formula Inter is a lightweight, entry level open wheeler raced primarily in Brazil.

As we mentioned in our previous post concerning Automobilista 2, a historic version of the Nurburging is also in the works. However, with plans to recreate the Sudschleife as well as the Nordschleife in its 1971 guise, progress seems to be slower than expected. The newsletter released a few days ago stated that, although meant to launch with the new update, a release towards the end of March is more likely.

Bug fixes, features and more​

Along with the pair of content drops, Reiza also released a fairly sizeable update to its game. It Mostly features bug fixes and minor game improvements such as changes to the way the AI work out race strategy and traction control adjustments on several cars. However, there are a few interesting additions that should enhance the game's immersion further.

Automobilista 2 gets new update.jpg


Among these changes is the ability to alter the pit speed limit for custom championships. Not all real-world series run a 50kph pit speed like the GT World Challenge for example. Being able to alter this gives players' custom championships a new thing to think about when it comes to driving through the pits.

The game also now features cockpit lights for a variety of cars. Endurance-focused cars like the Cadillac DPi, McLaren 720S GT3 and BMW M4 GT4 will provide much more night-time immersion thanks to this small yet noticeable change.

What is your favourite part of the new Automobilista 2 update? Let us know in the comments below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

The Formula Retro Gen 1 cars (F1 1974) for instance, they are one class where I can 100% agree with what Leynad states regarding understeer/stuck rear axis behavior. It's very tough to get the front end to point inside the corner, and missing the apex on entry is a very normal thing no matter how much you try. To make matters worse, when you finally get the car to rotate, the rear tyres kick in with a "self-stabilizing system" of sorts (which does not actually exist, but I'm trying to express in words how the driving feels) which simply makes them stick to the ground, eliminate any slip angle you may have created, and spits the front end back out again.

It feels like the carcass of the tyre is both very rigid and very elastic, but with the rubber providing high grip (all 3 things being quite contradictory IMO), meaning that it takes lots of effort to make it compress, slip and slide even a tiny bit, and if you are not doing malabaristics with your inputs, the tyre wants to put itself back to its neutral state instantly, with zero care about inertias.

I truly enjoy AMS2, but it's not like I don't recognize it has faults :)
 
Again this BS. Unrealistic high grip and what seems the complete absence of lift-off oversteer in the current build might make it easier for bad drivers or gamepad players, but for experienced drivers it's easier and far more enjoyable if cars are nimble and do what you ask them to. And no, it's not realistic what's official now and feels like stability control on max similar to GT7. And with this notorious understeer you will always loose against people that do some setup and driving shenanigans for better rotation.
Agressivity and contradiction, as I said, the 2000s debate all again. Point is : make your cars undrivable by tweaking setups (so you admit there is no physics issues, just setups which don't suit your taste, which is from the past, the debate has been closed almost 20 years ago), and stop your whining, just grow.
 
The Formula Retro Gen 1 cars (F1 1974) for instance, they are one class where I can 100% agree with what Leynad states regarding understeer/stuck rear axis behavior. It's very tough to get the front end to point inside the corner, and missing the apex on entry is a very normal thing no matter how much you try. To make matters worse, when you finally get the car to rotate, the rear tyres kick in with a "self-stabilizing system" of sorts (which does not actually exist, but I'm trying to express in words how the driving feels) which simply makes them stick to the ground, eliminate any slip angle you may have created, and spits the front end back out again.

It feels like the carcass of the tyre is both very rigid and very elastic, but with the rubber providing high grip (all 3 things being quite contradictory IMO), meaning that it takes lots of effort to make it compress, slip and slide even a tiny bit, and if you are not doing malabaristics with your inputs, the tyre wants to put itself back to its neutral state instantly, with zero care about inertias.

I truly enjoy AMS2, but it's not like I don't recognize it has faults :)
This is the primary driving/handling characteristic that needs to be addressed in my opinion. I can't understand how the people developing the game don't experience the same feeling. This behavior is a common trait among a lot of cars in the game. You won't notice it at say a very fast chicane, but on a fast, sharp turn the exact behavior you describe interferes with the car too much to not recognize. It is not about being harder or easier and I really wish the defensive people would understand that instead of thinking everyone is calling it a simcade.

What I end up feeling like is that the "play" in the car around heavy load situations (or around the limit or whatever you choose to call it) is unrealistically diminished and it is a constant state of that rear axel feeling like concrete on corner entry and then the front of the car is unstable on exit.

Again, it isn't about harder vs easier.
 
Agressivity and contradiction, as I said, the 2000s debate all again. Point is : make your cars undrivable by tweaking setups (so you admit there is no physics issues, just setups which don't suit your taste, which is from the past, the debate has been closed almost 20 years ago), and stop your whining, just grow.
Blabla. There is intentional and unwanted lift-off oversteer. Both belong together. If you lift off the throttle, the dynamic weight shifts to the front and in most cars the differential opens and allows far better rotation. That's the desired oversteer missing in the current build and doesn't really work in a kart, SuperV8 or Copa Truck because they use a spool. They only turn-in because of the weight shift and slower speed and atm it seems all cars in AMS2 behave similar to spool-diff-cars. I prefer slight understeer, but without lift-off oversteer I need to tweak the setup so the suspension is at least compensating a bit.

I'm curious why Reiza did this, because if they wanted more understeer by default, there are plenty of setup-options to archive that without changing the core-physics and many default-setups used to be too oversteering like the F3, that simply needed two clicks more rear aero.

And that's how unwanted lift-off oversteer looks like.

The more infamous lift-off oversteers happen after going too hot into Brünnchen aka YouTube-corner, but they happen probably as often in several highspeed corners just without spectators and cameras and they happen to people who think they've learned everything essential in (the wrong) video-games...
 
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So you are the only person on planet earth that was able to put aside his previous sim experience and bias and come to the conclusion AMS2 is superior and everyone that thinks it maybe isn't the most realistic are all basing it off older sims and are just stubborn and stuck in their ways.

M8 you're hilarious.
I'm just not judging a sim based on what another sim with its shortcoming does.
I actually judge the sim based on my knowledge of vehicle dynamics and what makes sense with respect to that and what doesn't. Not sure how many of those that state "sim xyz makes me feel like I am driving a real car" actually have any vehicle engineering certified knowledge to discuss about it. 95% of them don't know what behavior a rear engined 911 is meant to have in real life: almost all of them are expecting it to have a lot of turn in oversteer.
All they are doing is acting like "widows" of sim xyz who want to keep cloning a certain feeling without having the first clue if it is a correct feeling/behavior or not.
So actually they are hilarious.
As far as AMS2 being superior to everything else I never stated that: I actually have a long list of things that IMHO need improvement but there is a similarly long list of things that are just blatantly not remotely similar to real life vehicle dynamics for RF2 and ACC to name a couple of others.
It is instead a fact that Madness Engine has the biggest collection of advanced models under hood than any other engine. Equally complex is their tuning though and that has been one of the biggest reasons for SMS's PC2 failure.
 
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Take the F USA to Indianapolis oval and tell me that the car handles close to what you would expect and the rear should be that hooked up. It's comically bad. It's still a great sim (and my #2) but it needs work and going back to my previous post, the team is too small to fix all the game needs in the timeframes they set themselves.
FYI, since you talk a lot but you don't know much, Reiza already stated that Oval versions of F USA aren't what they would like them to be and will need deeper investigation which will require time.
Similar difficult children are a couple of Caterhams.
So using these cars repeatedly in forums as a proof that:
  1. Reiza chewed more than they can bite
  2. Reiza does not know what's a good car
  3. Steelcast27 doesn't know how to setup a car
  4. Madness Engine is doomed and can only be simcade
  5. There is no real tire simulation in Madness Engine (believe it or not someone stated this in Reiza's forum)
  6. Similar nonsense
Are just mute arguments.
AMS2 has plenty things to fix but the above types of statement are just silly nonsense from people without clue.
 
and it was like the end of the world in the comment section and Reiza forums.
Actually nothing happened. People just made him notice that Reiza requested in the update to cancel setup folder and, IIRC correctly (may be misremembering on this, could have been that he tested a car that Reiza already signalled as bugged, anyway there were two big obvious things being objected) made changes to FFB that required re-tuning it. He admittedly did none but just hurried a review in order to catch his share of views and got torched for it (and rightly so) and finally took personal offence that both Reiza and some viewers told him that was a sh..y job.
Guess what: as much as he is entitled to criticize Reiza's job, viewers and Reiza are entitled to criticize his sloppy attitude in preparing his review.
 
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FYI, since you talk a lot but you don't know much, Reiza already stated that Oval versions of F USA aren't what they would like them to be and will need deeper investigation which will require time.
Similar difficult children are a couple of Caterhams.
So using these cars repeatedly in forums as a proof that:
  1. Reiza chewed more than they can bite
  2. Reiza does not know what's a good car
  3. Steelcast27 doesn't know how to setup a car
  4. Madness Engine is doomed and can only be simcade
  5. There is no real tire simulation in Madness Engine (believe it or not someone stated this in Reiza's forum)
  6. Similar nonsense
Are just mute arguments.
AMS2 has plenty things to fix but the above types of statement are just silly nonsense from people without clue.
Your post history makes it quite clear where your bias lies so I go into this knowing which way your arrow is going to point. I have seen you bash Kunos (quite a bit actually) and take joy in pointing out some of the flaws of other sims as well, yet you never talk about AMS2 the same way. All sims have irregularities because none of them are real life but you don't need an advanced engineering degree to realize that AMS2 handles more like a real car than Project Cars 2 right?

Ovals were released in AUGUST of last year. So in nearly EIGHT months they can't fix a blatantly obvious handling flaw? They literally have never met one single deadline, take weeks to post changelogs so one could easily form an opinion that yeah, maybe they are in over their heads. Is that not reasonable? And picture someone who loved ovals that doesn't read the Reiza forum tryin the F USA tweaking the setup for hours... would it not be fair of that person to maybe think the physics of the game suck? That would be a perfectly reasonable conclusion. The better question is why on earth would Reiza release content that is so blatantly unfinished? It is a terrible tactical move given how badly the game was perceived when the differential was an issue and even THAT was originally denied that it existed for some time, especially when NO ONE was lining up to drive ovals in the first place. It's just a stupid and unecessary move. They were already over a year late with content so why not just wait? They bring a lot of the criticism on themselves honestly.

The Madness Engine both is and isn't the problem. It IS the problem because currently more than just the Caterham and F USA have odd behavior and you literally just said that Reiza have no idea how to fix the F USA issue which has been present for nearly eight months. Something is clearly off and not even the game maker knows what it is. Do I think it is because the Madness Engine is too basic to handle such things? Absolutely not. Do I think something in the coding is causing physics issues, despite the fact that maybe even all the math is correct? Yeah maybe. More complex engine doesn't mean better, but I do not believe the engine is uncapable of what any other sim is doing. I personally am frustrated by AMS2 because I come from AMS1. Not to start bashing other sims as well but iRacing is the most frustrating to me because they have the financial means to make robust changes but haven't even given mountains of feedback from several professional top tier pilots. AMS2 is frustrating because the team is clearly too small to do what they want even within timeframes THEY give, let alone what the community expects.
 
Actually nothing happened. People just made him notice that Reiza requested in the update to cancel setup folder and, IIRC correctly (may be misremembering on this, could have been that he tested a car that Reiza already signalled as bugged, anyway there were two big obvious things being objected) made changes to FFB that required re-tuning it. He admittedly did none but just hurried a review in order to catch his share of views and got torched for it (and rightly so) and finally took personal offence that both Reiza and some viewers told him that was a sh..y job.
Guess what: as much as he is entitled to criticize Reiza's job, viewers and Reiza are entitled to criticize his sloppy attitude in preparing his review.
I was quite active in that thread and I don't really remember such obvious clear flaws as part of the criticism. More like why doesn't he try all the cars and and make a video afterwards, which is... nah. I try a lot of AC mods (and I delete like most of them) and when something feels wonky I feel it after a single corner.

You are putting the blame mostly/fully on the content creator here. But if Reiza releases a bugged car (see comment above as well), doesn't Reiza do a "sh..y" job first and foremost? If some things need resetting, shouldn't it be part of the update? And we were out of Early Access by then...
 
AAAAAANNNND the Indycar mod was deleted from this website in less than 48 hours. I hope people find ways to get it, because it's awesome and better than several Reiza cars.
 
AAAAAANNNND the Indycar mod was deleted from this website in less than 48 hours. I hope people find ways to get it, because it's awesome and better than several Reiza cars.
Why was it removed?
 
Staff
Premium
AAAAAANNNND the Indycar mod was deleted from this website in less than 48 hours. I hope people find ways to get it, because it's awesome and better than several Reiza cars.

Why was it removed?

Apparently, a false claim that the 3D model was ripped out from PCARS3, which has been rebuked by one of the modders.

un ****** believable :alien:
It’s been reinstated pending further information.
Remember guys we want to protect genuine mod creators so reports are taken seriously, surely none of you would criticise that.
 
Premium
It’s been reinstated pending further information.
Remember guys we want to protect genuine mod creators so reports are taken seriously, surely none of you would criticise that.
Thank you RD for rendering judgment on the matter in such a timely manner.
 

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