Automobilista 2 Updated to Version 1.2.2.0

Automobilista 2 001.jpg
Reiza Studios today updated Automobilista 2 to version 1.2.2.0, and the sim has received new content and numerous bug fixes and improvements.

Automobilista 2’s busy update pace has slowed somewhat recently, with developer Reiza Studios opting for consistent monthly updates of late. For July 2021, Reiza has given brought us a classic and much-loved race car from the 1970’s, a new track, several new layouts to existing tracks, and some significant improvements to the title as detailed in the changelog below.

The new car is likely to steal the show here. The Porsche RSR 3.0 1974 has been added to the GT Classics Series in AMS2, and we have seen teaser images of a Corvette of the same vintage that should be added to the same category soon. The Porsche is a nearly five-decade old masterpiece of a vehicle, with its timeless Porsche design, aggressive engine note, and H-pattern shifting.

Reiza has carried over a track from Automobilista 1 in this update, adding the potentially punishing Salvador Street circuit to the title. Salvador is a tight and winding course, with high curbs through multiple turns and chicanes that threaten to launch you into a wall at any time.
Also on the track front, an alternate layout of Cascais has been added. Cascais, or

Estoril as it’s known to most of us, had previously included a tight and slow complex in AMS2, but the newly added layout skips by that complex with a sweeping right hander.

Other major additions include the ability to set up to six controller profiles, disabled collisions before the race start, onboard TC and ABS adjustment, and AI improvements for wet and dry weather.

The full list of changes is below. Let us know in the comments how you’re getting on with the content or any of the other updates.

V1.2.1.4->V1.2.2.0 Changelog​

Tracks​

  • Added Salvador Street Circuit
  • Added Cascais Alternate Layout
  • Added alternative Interlagos Stock Car / GP variants (latter features temporary grandstands from grand prix weekend)

Vehicles​

  • Added Porsche RSR 3.0 1974 to GT Classics Series

General​

  • Added support for 6 User control sets per profile. Slots can be renamed. (known issues: reset to defaults does not reset name, controller type (wheel/gamepad) is not retained with saved set)
  • Disabled collisions during formation laps and rolling starts
  • Fixed Championship editor saving incorrect dates for P/Q sessions
  • Added custom Steering Lock setting when user is running with a gamepad or digital controller for less sensitive steering than regular default steering lock

UI & HUD​

  • Added binding entries for on board TC/ABS adjustment (Assignments > Vehicle).
  • Fixed save/load notification not displaying when switching user control presets
  • Added ability to copy another user control preset to the currently active control set
  • Moved controls screen 'Reset to Defaults' button up to user preset section to reinforce it is profile specific.
  • Added the current user preset name to controls screen secondary tabs.
  • Corrected various track UI information errors
  • Fixed setup edit screen displaying adjustable dampers when they have none when unitless option is enabled
  • Disabled redundant aerodynamic settings in setup screen for various wingless vehicles
  • Fixed qualify session length not correctly displaying in championship overview for custom championships
  • Fixed incorrect help text on test day custom date input
  • Fixed French text appearing on German version of the Time Trial loading screen tip text
  • Fixed Engine Breaking label in Edit Setup screen
  • Fixed untranslated Live Track preset label on session settings screen
  • Added texts for Laguna Seca and Daytona Nascar Layout

Physics​

  • Revised tire treads for M1 Procar, Group A cars
  • Minor tire tread adjustments for Group C, Opalas, F-Vee, Lotus 23, Copa Classics, Mini, GT5, G40 Cup, F-3, F-Trainer, Omega Stock Car, Stock Car 2019, GT3, GT4, karts (all variants)
  • Fixed error causing new traction control model not to be used in all cars featuring the system except F-V10 Gen2 & Mclaren 720S
  • Adjusted baseline damper settings for F-Retro Gen1, F-Vee
  • Revised brake heating functions for GTs & classic tintops
  • Adjusted body drag coefficients for Group A, Procar & vintage touring cars
  • Revised inertia values for both Vintage touring cars
  • Revised differential ramp angles for Procar & Group A cars
  • Adjusted default front wheel camber for all karts
  • Revised diff settings for all GTs, Stock Cars
  • Corrected Mini 1965 gear ratios
  • Adjusted default toe settings for Ginetta G55, Mercedes GT3
  • Adjusted Omega diff preload
  • BMW M4 GT4: Stiffer rear suspension rates
  • Revised engine lifetime ranges for all cars
  • Cadillac DPi: Fixed bug causing pitstop CTD due to missing default compound option
  • Adjusted front & rear toe ranges for F-Classics, Group C (requires setup reset)
  • Minor default setup adjustments for both Group C cars (setup reset recommended)
  • Added throttle map for Porsche GT3-R
  • Minor manual H shift RPM tolerance adjustments for completing clutchless shifts
  • Slightly reduced grass & gravel bump amplitude
  • Minor revisions to grass, gravel, grasscrete friction coefficient

AI​

  • General AI callibration pass for dry & wet weather performance
  • Further reduced AI lateral rate in urgent moves
  • Fixed bug where fuel would be consumed by AI during accelerated time or during skip to end when the fuel consumption is set to OFF
  • Fixed some strategical decisions by AI not taking into account the fuel consumption setting when set to OFF
  • Curitiba: Smoothed fastline start/finish joint to prevent AI slowdown crossing it
  • Laguna Seca: Reset collision corridors at T11 (fix for AI pileups on rolling starts)
  • Bathurst: Minor AI Grip adjustment
  • Further increased AI performance in qualifying vs race
  • Taruma: Adjust pitlane exit speed
  • Interlagos Kart: Adjusted AI Grip for all layouts

Audio​

  • Surface sounds: lowered flat curbs volume, increased dirty debris off line occurence
  • BMW M1 Procar adjusted chase cam live-play sound

Tracks​

  • VIR: Added seasonal foliage; Optimized track cut mesh; Minor art & optimization pass; Fix broken shrubs
  • Montreal (Modern & Historic): Added seasonal foliage
  • Cascavel: Fixed terrain hole and gap in the barriers near the old pit
  • Laguna Seca: Fixed some object LOD popping
  • Oulton Park: Updated seasonal foliage textures
  • Cascais: Minor art & optimization pass
  • Spielberg GP: Add missing brake marker boards at T6
  • Hockenheimring: Enable playground for short layouts
  • Interlagos Kart1: Relax track limits at T7
  • Kansai: Minor LOD tweaks
  • Adjusted Interlagos, Nurburgring, Snetterton trackside camera glitches
  • Spielberg Historic: added VR cams
  • Cadwell Park: fixed invisible bits of road
  • Added working trackside cameras to all Speedland layouts

Vehicles​

  • Superkart / Kart Shifter: Added shifter & driver shifting animations
  • Stock Car Corolla 2021: Updated front bumper and hood model as per recent series facelift
  • Stock Car Cruze 2020: Fixed the cockpit bonnet and external damage clipping on the top
  • Minor adjustment to first shadow cascade radius from cockpit view
  • Switched Vintage Touring Car drivers to GT vintage models
  • Adjusted driver LOD levels to minimise driver parts from popping out while still in sight
  • F-Ultimate: Fixed inverted left mirror

Community​

For more discussions, questions and answers visit the Automobilista 2 forums
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

when first fired up the RSR i was like " man this car sucks. it just slides everywhere and has the worst lift off oversteer" When I finally "figured" it out, Wow what a great car. Turning in a bit early and use throttle to massage the rear around feels like sim driving bliss. I'm going to try to master this car around the Ring.
 
Great update, but I'm still yearning for some QOL additions; mp replays (ability to watch or save anytime, better tv camera angles etc) a better server browser, ranking system... Just some thoughts from me.
Yeah, MP has been long overdue for a comprehensive update. There's been timid improvements (such as being able to change track/laps from within the server... but not rules somehow?), but there's still a bunch of stuff missing. Pace and safety ranking systems are the most urgent update, but I'd also love to see:
  • server setting presets
  • host being able to kick players
  • ability to edit rules and server name once the server has started
  • full historical layouts (unless they got added today, some historical layouts are absent from MP)
  • Have bots fill the grid to a certain amount. The way it's currently set up, you have X bots and Y spots free for drivers, so you never know if you'll have 13 or 25 players on a server. It would be great to have the ability to set a grid size of Z, and have bots get kicked if real drivers join up.
 
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Great update, as usual from Reiza. The Salvador track is really fun.

Also, they added seasonal artwork for my home track in Montreal. I tried a few laps with the date set at January 15. No snow on the track, but it was like driving on ice! :D (And there was a little snow on the ground...)

They did mention, when they introduced seasonal foliage, that snow wasn't in the cards (yet).

It was in PC2, and I'd also love to see it in Montréal (just like the very classic layout, the initial one Gilles Villeneuve won on with the pits located right after the hairpin).
 
Yeah, MP has been long overdue for a comprehensive update. There's been timid improvements (such as being able to change track/laps from within the server... but not rules somehow?), but there's still a bunch of stuff missing. Pace and safety ranking systems are the most urgent update, but I'd also love to see:
  • server setting presets
  • host being able to kick players
  • ability to edit rules and server name once the server has started
  • full historical layouts (unless they got added today, some historical layouts are absent from MP)
  • Have bots fill the grid to a certain amount. The way it's currently set up, you have X bots and Y spots free for drivers, so you never know if you'll have 13 or 25 players on a server. It would be great to have the ability to set a grid size of Z, and have bots get kicked if real drivers join up.
100% agree. I had to suspend a series in AMS2 in my league mainly because of CTD problems from some drivers (myself included), but also the fact that the whole multiplayer experience was slapped together without much thought. Sad, because AMS2 could be a GREAT multiplayer sim.
 
Once again, a great update. Love the Porsche, although you need to hand on tight. To my surprise I also enjoyed the new track. Short, but looks great and lots of fun. Thank you Reiza!
 
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Why the need to disable collisions on pace laps and rolling starts? Driving skill can't be that bad online, can it?
 
They did mention, when they introduced seasonal foliage, that snow wasn't in the cards (yet).

It was in PC2, and I'd also love to see it in Montréal (just like the very classic layout, the initial one Gilles Villeneuve won on with the pits located right after the hairpin).
Yes, I remember reading that snow was not a possibility. To be honest, it would be funny but a bit pointless to drive a race car in the snow! :roflmao:

I went for a walk on the Gilles-Villeneuve track just last week, as a matter of fact. It was a little sad, because it's been 2 years now since the last race. The markings on the ground of the pitlane for the teams and drivers of the 2019 season are still there, a bit faded, of course, but it was weird to see Hulkenberg's and Kubica's names.

I'm really hoping there will be a race here in 2022...
 
About that custom steering lock, where is it? I'm assuming that when the gamepad preset is set, the UI automatically overrides the default setting so it has the new gamepad custom values. Am I wrong or missing something? I didn't see any visual change in the setup screen.
 
Yes, I remember reading that snow was not a possibility. To be honest, it would be funny but a bit pointless to drive a race car in the snow! :roflmao:

I went for a walk on the Gilles-Villeneuve track just last week, as a matter of fact. It was a little sad, because it's been 2 years now since the last race. The markings on the ground of the pitlane for the teams and drivers of the 2019 season are still there, a bit faded, of course, but it was weird to see Hulkenberg's and Kubica's names.

I'm really hoping there will be a race here in 2022...

Earlier this year, I went and tried to walk the (very) old pit straight. I was disappointed - there are patches of concrete here and there, and it's now partly covered in stands.

I wanted to create aversion of the old track for AC, but my CAD skills are... not good enough. I also wanted to do the Camillien-Houde hillclimb circuit (very similar to the cycling circuit), but gave up for the same CAD skill reason.

In any case, here is what Reiza had to say about snow:
One caveat is that at least for now we will not feature the option to race on snow, so some creative licensing is being taken ensure tracks in heavy snowy winter locations have been cleaned off before the session (snow may still be present in trackside foliage).
 
i had to reassign the pedals on my V2. it basically started from scratch for me
To answer my own question - I had to delete the Automobilista 2 folder and clear all my settings to get it to find my V3 pedals.

was kind of ok - made me revisit and tune all the other settings. This game looks immense - can run it on pretty much ultra settings and still get 60+ fps on my now pretty old 7700K GTX1080 system.
 
Porsche RSR 3.0 is awesome, a very welcome addition.
Salvador Street Circuit, why? It's so disappointingly short! I class these tracks as 'Why!?!' tracks. Is it just to repeatedly do the same couple of corners over and over? There's next to nothing to learn.
You see the word street and it conjures images of tight, twisty and frightening corners with a city scape as background. It should be brilliantly scary fun. This one isn't. Shame.

Love the Porsche though :)
Have you mastered Salvador already. It's a definite technical track.
 
Impossible to adjust the mirrors in VR, I love AMS2, but it is a big defect, which did not exist on PC2 where the graphics engine of the simulator originated. but what a pity that Reiza does not take a few moments to restore this forgetfulness. All other Vr setting parameters are the same as on PC2 in the interface.
 
About that custom steering lock, where is it? I'm assuming that when the gamepad preset is set, the UI automatically overrides the default setting so it has the new gamepad custom values. Am I wrong or missing something? I didn't see any visual change in the setup screen.
I can't find it either. But I think you can edit the lock much further than before? I could be wrong.
 
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Why is this article on the Automobilista update no longer included in the news? You have to click on a "Game" tab on the left of the main page to find it.
At 2 p.m. today, Sunday August 1, it did appear on the front page.
 
Why is this article on the Automobilista update no longer included in the news? You have to click on a "Game" tab on the left of the main page to find it.
At 2 p.m. today, Sunday August 1, it did appear on the front page.
Politics?
 
Earlier this year, I went and tried to walk the (very) old pit straight. I was disappointed - there are patches of concrete here and there, and it's now partly covered in stands.

I wanted to create aversion of the old track for AC, but my CAD skills are... not good enough. I also wanted to do the Camillien-Houde hillclimb circuit (very similar to the cycling circuit), but gave up for the same CAD skill reason.

In any case, here is what Reiza had to say about snow:
Oh boy, a track on Camilien-Houde! That would be like the old Montjuic track in Barcelona! :D

(For those who are not familiar with Montreal, the Camilien-Houde road is located on Mont-Royal, a rock hill - we call it "The Mountain" - located very close to the downtown area, just like Montjuic in Barcelona.)
 
Premium
when first fired up the RSR i was like " man this car sucks. it just slides everywhere and has the worst lift off oversteer" When I finally "figured" it out, Wow what a great car. Turning in a bit early and use throttle to massage the rear around feels like sim driving bliss. I'm going to try to master this car around the Ring.
Honest question, what did you figure out?

These old cars drive me crazy with the handling presented by sims. You're right it's so slidey. I'm sure these old cars on old tires were tough to handle but throwing out the backend with barely any throttle application? Sliding out the backend through a slow corner with just lift off oversteer?

I watched a few onboards on YouTube and they can get squirrely but not like this.

I've never understood old cars in sims. It's like the designers feel they need to exaggerate to differentiate from modern cars. Cars feel much more planted in real life than they do in sims especially at lower speeds.
 
Honest question, what did you figure out?

These old cars drive me crazy with the handling presented by sims. You're right it's so slidey. I'm sure these old cars on old tires were tough to handle but throwing out the backend with barely any throttle application? Sliding out the backend through a slow corner with just lift off oversteer?

I watched a few onboards on YouTube and they can get squirrely but not like this.

I've never understood old cars in sims. It's like the designers feel they need to exaggerate to differentiate from modern cars. Cars feel much more planted in real life than they do in sims especially at lower speeds.
So i think the main issue with these old cars is they rely more on "seat of the pants" feel than more modern cars. And thats the one thing us sim racers cant really get unless we have a crazy motion setup. I "figured" that the car drives more like a rally car in a sense than a modern track car. For me that means you are steering with the throttle more so than the actual steering wheel. thats where the seat of the pants feeling comes into play more. Sim wheels can only give wo much information on what the rear is doing. Maybe even tactile feedback would help here. Im no pro driver in the slightest. Im more of a mid pack driver so take my advice with a grain of salt haha. How I drive it now might not be the fastest but its definately fun.
 

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