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

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.
My biggest issue with this version of the RSR 3.0 is the understeer. Its like a lot of the other older cars in AM2 the understeer feels weird. The over steer is manageable but you have to over counter coming out of a corner some thing that i do not see in videos. So i can drive it breaking early & power slide around corners. I tried different setups but couldn't get this car to feel right. At times its fun but more some in a top gear kind of way.
Of course the car is known to understeer, engine in the boot but i feel it may be over done. I compared it to the AC version & the throttle management is easier & the over steer feels more natural.

This is a useful video for the rsr3.0
 
Premium
My biggest issue with this version of the RSR 3.0 is the understeer. Its like a lot of the other older cars in AM2 the understeer feels weird. The over steer is manageable but you have to over counter coming out of a corner some thing that i do not see in videos.[/MEDIA]

Yes, absolutely, I noticed this as well. I thought it was maybe inertia or damping at my wheel but I don't get experience on other cars. Glad to hear you say it feels like you need to over countersteer, as well.
 
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.

Completely agree. I don't see how it's possible to spin a car out going 30kph with zero throttle, yet that was happening to me constantly today.

I get that an older car won't have the same grip levels as a newer car, but the 74' RSR feels like I am driving on ice and breathing on the throttle or turning the wheel slightly causes the back end to come completely around.

I'll try it again tomorrow, but it was not enjoyable today.
 
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Won't recognize my CSL Elites. Recognizes wheel. Deleted the folder under Documents, went in to controls, clicked on reset, still won't recognize pedals.
Happened to me as well. Just reassign the pedals first (i.e go to input for throttle, press gas pedal, do same for brakes and clutch) and then calibrate
 
Premium
+1 on having to reassign all controls with the update

Hopefully Reiza is aware
 
+1 on having to reassign all controls with the update

Hopefully Reiza is aware
It was writen in the the Update Log from Renato,so you just did not read carefuly....

"The update also features another batch of fixes & improvements, including the option for users to create multiple controller profiles (please note this development may require reconfiguring your controller)"
 
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Premium
It was writen in the the Update Log from Renato,so you just did not read carefuly....

"The update also features another batch of fixes & improvements, including the option for users to create multiple controller profiles (please note this development may require reconfiguring your controller)"
I didn't read it at all. Should we expect average joe gamers to have to read release notes?

All it does is aggravate them and push them to other sims.
 
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Premium
'74 RSR is driving very very unstable , tailhappy in any kind of way stock.
A softer rear end will help: Spring Rate down 2 clicks to 5, slow bump and slow rebound too. Maybe a bit less inflated rear tyre AND the rear ARB from 9 to 7 or 6. This makes the car pretty controllable (but more understeery) to me, though I like the twitchiness of the stock setup. Iceracing:)

Cheers
Robin
 
Why the need to disable collisions on pace laps and rolling starts? Driving skill can't be that bad online, can it?
I agree. AMS2 is already being called a simcade and adding this gives the perception that the userbase is incapable of being respectable. At least give leagues the option to disable this, I mean come on?
What is the point of it anyway? If someone is going to crash or be a wrecker on formation laps, it seems impossible they won't be worse in the actual race.
 
I didn't read it at all. Should we expect average joe gamers to have to read release notes?

All it does is aggravate them and push them to other sims.
Would seem logical to me... If an update comes I bet it's almost necessary to read the instructions so that the average Joe doesn't bother the whole FB, RD, Reiza forum with not smart questions that are written in the same post. And may we would also get less people bitching on YT, FB etc about Reiza selling a broken game when it's just them no reading the instructions... Ever thought about this?
 
I agree. AMS2 is already being called a simcade and adding this gives the perception that the userbase is incapable of being respectable. At least give leagues the option to disable this, I mean come on?
What is the point of it anyway? If someone is going to crash or be a wrecker on formation laps, it seems impossible they won't be worse in the actual race.
Isn't ACC having collisions disabled as well? Why always setting different rules for different actors in the movie?
 
Premium
Would seem logical to me... If an update comes I bet it's almost necessary to read the instructions so that the average Joe doesn't bother the whole FB, RD, Reiza forum with not smart questions that are written in the same post. And may we would also get less people bitching on YT, FB etc about Reiza selling a broken game when it's just them no reading the instructions... Ever thought about this?
All I'm saying is that if the dev has a choice between breaking something and confusing the user and forcing them to redo substantial configuration or gracefully migrate forward - the right choice is always to put in the effort to gracefully migrate forward.

I learned that, myself, in software development, over many years.
 
Isn't ACC having collisions disabled as well? Why always setting different rules for different actors in the movie?
Show me where I have ever said it was ok that ACC did it? I get it dude, you scour the internet defending AMS2 and you don't like Kunos. You've made that clear in every single forum you post in.
FYI, Acc is not for me. It's not my cup of tea. I do recognize it as a quality sim, it just isn't for me. I care about AMS2 and I want it to be the best.
 
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Show me where I have ever said it was ok that ACC did it? I get it dude, you scour the internet defending AMS2 and you don't like Kunos. You've made that clear in every single forum you post in.
FYI, Acc is not for me. It's not my cup of tea. I do recognize it as a quality sim, it just isn't for me. I care about AMS2 and I want it to be the best.
What I really meant is not to discuss ACC is good or bad, it is just an example of what is a fairly common practice. No one screams about it in other contexts and it is generally reasonably accepted, so why complaining as if it was some sort of craziness?
Why taking things personally btw?
 
What I really meant is not to discuss ACC is good or bad, it is just an example of what is a fairly common practice. No one screams about it in other contexts and it is generally reasonably accepted, so why complaining as if it was some sort of craziness?
Why taking things personally btw?
Here is the thing though, I never once mentioned ACC and you brought it in to your reply to me trying to debate a point I never even made. It is like you are trying to lump me into the ACC fanboy crowd because I posted displeasure with AMS2. I didn't make it personal I was simply pointing out that you go to various message boards with a similar username and defend AMS2 pretty much to anyone who speaks ill of it and you also often put down ACC.
AMS2 does a lot of things really well and probably doesn't get enough credit for it and I don't agree it is Pcars 2.5, but the things that are wrong or off with it that are being mentioned are really offputting for the majority of people that have tried the game. I'm not a believer that the physics engine is limited or broken in AMS2, but I DO believe that many of the cars do not feel like I am driving a real car. There is odd behavior and a very disconnected feeling in many cars and there are a lot of people who share these notions. I do believe Reiza will correct the ship, but we are a full year out from full release and it still doesn't feel like a 1.0 game. Why are they spending time making cars ghost on formation laps when there are pages of complaints about other multiplayer issues? Some criticism is unfair, but a lot of it is warranted. I don't complain about ACC because I don't really play it and don't really care if it gets any better. I still have sky high expectations for AMS2 though.
 
From what I've known now, we have more "range", about 2 clicks of decrement and also from what I've experienced, the default values were tweaked. For cars that I've used to set to 16º, now I use 18º instead. So far, this was what I noticed.
 
I agree. AMS2 is already being called a simcade and adding this gives the perception that the userbase is incapable of being respectable. At least give leagues the option to disable this, I mean come on?
What is the point of it anyway? If someone is going to crash or be a wrecker on formation laps, it seems impossible they won't be worse in the actual race.
If collisions are disabled and somebody tries to wreck the whole field before T1 (or doesn't know what to do, stalls, etc.) and thus ruins half the field's race, they won't succeed. ACC is a good example, when there were collisions in formation lap (or formation "last corners of the lap") at the beginning, it was... not pleasant. Mostly due to cluelessness though IIRC.

Now if everybody takes it seriously as hardcore simracers should, and nobody wants to do anything naughty, you won't even notice collisions are disabled as there will be no car contact. Immersion saved.

Does it look good when cars ghost through each other? No. Do people racing mostly in front of single monitors have the same spatial awareness as one would have in real life enabling close formation driving? No. Is it a necessary QoL compromise? I would lean to mostly yes. Would I be happier if drivers were disciplined enough so it wasn't needed? Yes.

Nobody who calls AMS2 simcade will call it simcade because of this from now on.
 

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