How to Fix the “Floaty” Feeling in Automobilista 2

Tips to fix Automobilista 2 Floatiness.JPG
Automobilista 2 is a controversial title as some love it and others hate its supposedly “floaty” feeling. Here are some tips to eradicate the strange feeling so you too can enjoy the sim.

As we often mention, Automobilista 2 is a dream simulator for any budding motorsport historian. It features a wide variety of accurate Formula One season skinpacks from the past and countless historic recreations of circuits.

But for many, there is one thing that lowers the title’s stock; the feeling behind the wheel. Many claim that Automobilista 2 feels floaty at the rear end, making for vague force feedback and strange reactions to inputs. This is certainly something most players must overcome to enjoy the game. To help you out, here are some tricks that help us have fun behind the wheel of the title’s many cars.

Graphics Settings Tweaks​

There are many options and settings one can look at when struggling with the Automobilista 2 handling model. In fact, later on, we will discuss Force Feedback and Setup tips to eradicate this strange floaty feeling.

Legacy Head Movement can help your AMS2 experience.jpg


But the first tip we can offer is perhaps one of the simplest fixes imaginable. As standard, Automobilista 2 has some interesting first person camera dynamics. The game’s visual perspective moves in a strange way based on G-force and road inclination. But there is a hidden second camera mode that can make the game look, but also feel better.

By activating the Legacy Head Movement mode in the Camera settings, the camera will move in a far more natural way. This helps eradicate any sense of the car over-rotating, despite not feeling it in the wheel. After changing this, you should find that over-corrections, or even counter-steering with no slide angle will become less frequent.

AMS2 Force Feedback Fix​

Aside from the simple graphical tweak, one can also find a simple change in the Force Feedback settings in AMS2. In fact, the game has a collection of FFB profiles, each providing different feelings behind the wheel. More importantly, each profile emphasises on different elements of the driving experience.

Corvette C3R AMS 2.jpg


Throughout our testing, both before and after the most recent 1.5.3 update, we have found that the Default+ FFB profile in AMS2 provides the best feedback. It appears to be among the most responsive and gives the best detail of road texture. It also comes the closest to providing a tight feeling that gives a sense of understeer.

If one still struggles with the game’s Force Feedback despite running the Default+ profile, one might suggest reducing the wheel firmware Damping setting. This should make the wheel feel lighter, and less vague. In addition, we have an entire FFB guide for Automobilista 2 available here. It may focus on the Thrustmaster T300RS, but our testing sees good results on most wheel bases.

Fix Automobilista 2 Float With Setup​

Finally, and most prominent, are the improvements one can make to the standard Automobilista 2 setups. It seems the majority of the “floaty” feeling in AMS2 comes from the rear alignment and suspension. Make a wheel input and the rear of the car seems to carry too much momentum, causing strange direction change. The good news is that our setup tweaks seem to remedy the issue on most cars.


The first setup tweak you will want to do is add a little bit of Rear Toe-In. This keeps the rear end stable. Next, make sure the suspension helps the rear to follow what the front is doing. We have found that by reducing the Rear Rebound, the car gains a bit more rear rigidity.

Finally, some may find that the game’s front end feel impacts gameplay. With that in mind, we do tend to soften the Rear Springs to push balance away from understeer. However, this will require additional Rear Toe-In to counteract the rotation. There is no magic figure for either of these tweaks. But in general, a few clicks to each setting will make cars feel more rigid and less floaty.

What do you make of the Automobilista 2 “floaty” feeling? Let us know on Twitter @OverTake_gg or 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

You can polish a turd, but it will always be a turd. You can sell it to someone who doesn't know that it's a turd or believes that a polished turd is something more than just a turd. But it is just a turd.
IMO the "turds" that can't be polished are those complaining ad nauseum, don't like the game? then just move along and play the game you DO like FFS, not rocket science is it?
 
Unfortunately, Default+ is clipping for me at turns like Au Rouge in Spa or the first turn in Brands Hatch, or second turn in Watkins Glen.

So I came back to the old good rFuktor custom FFB file, which in general gives me very similar sense of feeling the tires and being connected to the road, while not clipping at all.

FFB strength is 100% in the wheelbase and 70% in the game.
 
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Premium
I hear about that floaty feeling but i have not experienced it on my side, i do play Iracing. ACC, Rfactor2 and AC.

It may be due to cheap hardware or the users themselves?
 
I hear about that floaty feeling but i have not experienced it on my side, i do play Iracing. ACC, Rfactor2 and AC.

It may be due to cheap hardware or the users themselves?
I know many users who enjoy this game a lot and don't have gear above a G29. IMO, it's just a subjective thing, and I will please ask for not getting elitist on this topic; we had this already with iRacing and the need to have a Direct Drive to appreciate its FFB, and it did not lead to anything good.
 
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D
I don't think you need to write a scientific paper about vehicle dynamics to spot if there are things working good or bad in certain titles. Sometimes it simply helps to observe what the car is doing, what FFB signals you get and how you and the car reacts to certain conditions. PC1 and even PC2 were perfect examples for racing games where some if not the vast majority of cars didn't behave like real cars at all. And don't allways try to argue against people describing wierd physics based on their perception of FFB. Especialy in titles where the FFB is derived from the physics.
I just bought the game last week and this is exactly the first word that came to my mind : floatyness. And I could not figure out how to dial this out until I tried formula cars. Let's be honest, Reiza engine seems to handle way better open wheeler than any other kind of cars. And at the of the day that's fine, other categories are usually done better elsewhere.
Have you ever reflected that when you sitting in GT cockpit the movement of the car is the kind of floatyness you fantasising. As you described at your own in open wheelers (open cockpit) you havent that feeling because there isn t a „cage“ around you which is wobbling. Think twice!
 
I think GPLaps is a fan and he sure isn't a "10 minutes racer" kind of guy.

Weren't you the guy that was praising the AMS2 Group C and GT1 to the hilt? In fact I think you even called them "absolutely fantastic" prior to 1.5 release. Prior to 1.5 you were even touting the madness engine as finally coming alive and how great it is and how wonderfully talented Reiza are to finally release all the potential of the madness engine.

Then 1.5 releases and here you are (and everywhere else) posting your vitriol. Can't take anything you say seriously, including your very thinly veiled generic insults at anyone who might not agree with you tbh.

AMS2 has its issues as does pretty much every other "Sim/Not A SIM!".

I keep hearing about a "Sim Racing Community" but thats a bit of a myth, its more a group of "Sim Racing Tribes" without so much of the community.

I can admit when I'm wrong... And I was wrong before 1.5 when I believed Reiza had a handle on the SETA as it gave me a great feel and it was going to get better, not worse... Now I think that the SETA is not fit for a sim racing game as it's too hard for developers to tune... I really thought Reiza had a handle on it and trusted their previous work...

I've seen enough of the videos to know the tuber you mention aren't that serious... They don't really care that the AI is on different physics... They aren't there for a competition they're there for fun and clicks...

The lack of a "Fair competition" element isn't a problem for them because it's not really a competition... It's an entertainment video...

I wholeheartedly agree on the lack of a "community"... Everyone is far too tribal about the whole thing... I know I used to consider myself AMS2 only because I wanted to believe the second half of 2023 was going to have me never pick up rF2 again... Instead I've had far more fun in the other titles without the headaches...

They all have their problems, but only one has Madness engine bugs... Reiza haven't finished replacing all the broken garbage SMS left in there which stuck out like dogs balls to me with the extra grip since 1.5...

In 2023 I shouldn't feel spoiled by rFactor 1 but the Madness experience is just eye candy that leaves me wanting for physics features that were around over a decade ago... The ability to trust the physics is golden in other titles... Whilst in the Madness I'm constantly questioning my set up after I leave the pits or if the other competitors have the same weather as I do...

Reiza might get there, but the tribe of AMS2 fanboys is far too optimisitic about this title right now... There's a lot to do to bring it up to rF1s standards, let alone AMS1s...

So I am just supposed to "believe" that physics are just wrong without any proof then?

The tyre physics are wrong because you can't turn tyre wear completely off on track in real life, tyres in real life have rolling resistance and most importantly you can't get out of an understeer crash by turning the wheel more... All things are possible on the SETA...
 
With no word did I say that I judge the physics of a title simply by the FFB. Messing with FFB settings has nothing to do with this point. Most of the time people spend hours and hours tweaking FFB to their liking completely forgetting what they actually want to achieve. The whole purpose of FFB is being informative and giving as much information as possible without clipping. Thatswhy I don't like to talk about FFB and justify products with subpar FFB simply by calling it a subjective thing, because that's not really the purpose of FFB. The whole problem starts when the FFB is derived from the physics and if those are not good. That's the beauty of rF2 for example where you can instantly notice problems with the physics of certain cars, when the FFB is giving the wrong signals.

Mind you I run a very simple Logitech DFGT and it doesn't take a degree in physics for me to spot if a car in a certain sim is doing wierd things. And this isn't just about FFB but a combination of different factores, with the visual cues being the most obvious one. The Polo in AMS2 is a perfect example for this because it's a beefier version of a car that I drive on a daily base. This car doesn't drive like the actual car at all. And that's not because my FFB is messed up - wich I run on default seetings in all sims for obvious reasons - but because the car is simply awefull. Sometimes you don't have to investigate every line in a phyiscs file to notice if something is right or wrong. Simple as that.

I agree with a lot of what you've said in this thread...

Far too many praise a sims physics because they like what they feel in the FFB... That's largely a placebo and in some cases it's used to cover up flaws...

Having looked into the physics files of AMS2 anyone who thinks Reiza doesn't make mistakes on physics entries is just naive... The Group C Nissan and Corvette GTP were both released with upside down undertrays and that was only rectified for 1.5... Anyone who tried a set up on those cars and the other 2 from that class would of noticed something was really wrong... And the Sauber C9 is a weird mistmatch of the 88 and 89 models with an engine from 88 and the weight of the 89 making it slower than any C9 from the era...

Sure it didn't matter that much to me before 1.5 when I had hope for fixes to the issues with the tyres, but now that the extra grip took away the fun things like that just stick out far too much to me...
 
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I can admit when I'm wrong... And I was wrong before 1.5 when I believed Reiza had a handle on the SETA as it gave me a great feel and it was going to get better, not worse... Now I think that the SETA is not fit for a sim racing game as it's too hard for developers to tune... I really thought Reiza had a handle on it and trusted their previous work...

....

The tyre physics are wrong because you can't turn tyre wear completely off on track in real life, tyres in real life have rolling resistance and most importantly you can't get out of an understeer crash by turning the wheel more... All things are possible on the SETA...

Just wanted to say, thanks for taking the time to post a reasonable and thought out response.

Actually appreciate it and do see where you are coming from.

Cheers
 
Have you ever reflected that when you sitting in GT cockpit the movement of the car is the kind of floatyness you fantasising. As you described at your own in open wheelers (open cockpit) you havent that feeling because there isn t a „cage“ around you which is wobbling. Think twice!
Could be, but in all honestly it is the only Sim that gives me such exagerated feeling. It could be several things, including camera settings (but that would then also affect open wheeler). Having done some more testing, that floatyness is felt mostly on mordern cars. It is as if something is wrong with the dampers simulation, which is way more complex for modern cars than older ones.

Again fine by me anyhow, as I will most likely use AMS2 only for historic content. For the rest other sims are filling the bill better.
 
D
Could be, but in all honestly it is the only Sim that gives me such exagerated feeling. It could be several things, including camera settings (but that would then also affect open wheeler). Having done some more testing, that floatyness is felt mostly on mordern cars. It is as if something is wrong with the dampers simulation, which is way more complex for modern cars than older ones.

Again fine by me anyhow, as I will most likely use AMS2 only for historic content. For the rest other sims are filling the bill better.
… honestly, it s the only sim giving THAT feeling of speed and THAT overall immersion going fast, very fast.
 
It is exactly that "floaty" feeling that always bothered me on AMS2 vintage F1 cars compared to the AC. Good point, I will examine it closely.

What they're doing with the 90's F1 cars is just amazing as I'm a big fan of that era. Hats off to Reiza for that... big respect. Bought all the latest DLC's but yeah... AC F1 cars road feel is still superior (to me).
 
The tyre physics are wrong because you can't turn tyre wear completely off on track in real life, tyres in real life have rolling resistance and most importantly you can't get out of an understeer crash by turning the wheel more... All things are possible on the SETA...
This is hilarious. There you go, now we have proof. Internet guy said it.
If you think there is no tire wear, that's the proof you haven't played the game. Every title has the option to turn it off, for whatever reason, so I don't even know what you're on about.
Rolling resistance... once again, stuff you don't even know. Did you measure it? Or is it your feeling? I'm pretty darn sure the game has it modelled. Just to let you understand, the rolling resistance coefficient for tires is so small, that even if you model it as a function of speed squared, it looks like a constant value.
"Understeer crash", highly technical terminology here. Maybe you were underdriving the car? Who knows. Happened to me plenty of times to have understeer. But your confirmation bias is so strong that you probably went "see? see?" when this occured to you. If a car could turn as much as the steering commands, that wouldn't even be understeer. You claim that a car in this game has understeer but you can get out of it by turning the steering more, which by definition isn't understeer. It is clear that you're not steering enough. Just by basic logic.
All I see here is cognitive biases...
 
Premium
Part of the problem is Racedepartment/Overtake will quite happily throw fuel on the fire and publish articles that they know will get a bunch of interactions.

ACC was dreadful until it's recent major update but Kunos/ACC didn't do that many significant updates and people just don't seem to give a toss about ACC so it doesn't appear much.

The "old" stuff people have a very "viewed through rose tinted glasses" vision of and because the publishers aren't making updates there's not really much to argue about.
 
Part of the problem is Racedepartment/Overtake will quite happily throw fuel on the fire and publish articles that they know will get a bunch of interactions.

ACC was dreadful until it's recent major update but Kunos/ACC didn't do that many significant updates and people just don't seem to give a toss about ACC so it doesn't appear much.

The "old" stuff people have a very "viewed through rose tinted glasses" vision of and because the publishers aren't making updates there's not really much to argue about.
Yes, this article was definitely kicking the hornets nest.

But these days I'll take it since it can lead to interesting discussion. And if not then at least the sunk-cost fallacy meltdowns are amusing. Better than the endless posts of "babby's first sim rig" over at r/simracing, at any rate.
 
This is hilarious. There you go, now we have proof. Internet guy said it.
If you think there is no tire wear, that's the proof you haven't played the game. Every title has the option to turn it off, for whatever reason, so I don't even know what you're on about.
Rolling resistance... once again, stuff you don't even know. Did you measure it? Or is it your feeling? I'm pretty darn sure the game has it modelled. Just to let you understand, the rolling resistance coefficient for tires is so small, that even if you model it as a function of speed squared, it looks like a constant value.
"Understeer crash", highly technical terminology here. Maybe you were underdriving the car? Who knows. Happened to me plenty of times to have understeer. But your confirmation bias is so strong that you probably went "see? see?" when this occured to you. If a car could turn as much as the steering commands, that wouldn't even be understeer. You claim that a car in this game has understeer but you can get out of it by turning the steering more, which by definition isn't understeer. It is clear that you're not steering enough. Just by basic logic.
All I see here is cognitive biases...

There was no tyre wear on many tyres post 1.5... Most of the wet ones...

You can turn the tyre wear off on track...

I use various tyre wear indicators...

All of the ones that tell you your tyres wear in the pits when you are stationary...

It's also not consistent against the AI or online or test day...

Your post is about as ridiculous as saying that the Green light goes out online at the same time in AMS2 online... It doesn't...
 

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