Modern and Classic Monza Released for Automobilista 2 in Latest Update

Automobilista 2 Monza 00.jpg
Classic and modern layouts of Monza have been released by Reiza Studios as the latest DLC for Automobilista 2 along with a game update.

While the addition of Monza to a sim isn’t usually news, Reiza Studios has found a way to make the release exciting. Included with the modern version of Monza we see in nearly every sim on the market are two vintage editions of the Italian track. Both the 1971 and the 1991 vintages of the track are included.

The 1971 version includes multiple layouts, and fans of the classic Monza version in Assetto Corsa will be familiar with this very long, very fast track. The included oval is flat out in nearly any car you’d be likely to drive in this sim, and the adjoining circuit is also likely to find the top speed of your car.

The 1991 version complements the Formula Classic cars in AMS2 perfectly. Though the 1991 version has far more in common with the current Monza circuit than it does with the 1971 version, there are still enough differences to challenge those who might be bored with the ever-popular sim racing track.

Automobilista 2 Monza 01.jpg


In typical fashion, Reiza also included several improvements and fixes to the sim. Here is the official changelog:

V1.2.3.1 -> V1.2.4.1 CHANGELOG

CONTENT
  • Added Monza featuring Modern GP, Junior, 1971 GP, 1971 Junior, 1971 10Km, 1971 10Km without chicane, 1991 GP layouts (all part of the Monza DLC Package)


GENERAL
  • Implemented Real Weather API for 5 days in the past and 4 days in the future from today
  • Improved status messages related to real/historic weather availability
  • Fixed real historic weather for circuits that lay in half-hourly timezones
  • Real Weather now uses real/forecast data for wind speeds.
  • Added Real Weather databases for Monza and Salvador
  • Updated recent historic weather data for all other locations
  • Fixed error in Curitiba Real Weather that was causing weather data to not be found by the game
  • Fixed valid weather API response failing to parse in some cases
  • Fixed a case where a weather API call wouldn't be made when it should
  • Fixed Championship Editor not persisting mandatory stop setting correctly


UI & HUD
  • Reorganized and refreshed session overview and pre-event leaderboards to increase number of rows and allow grouping by class.
  • All in-game environment information (time/temp etc) is now updated live on all screens.
  • Added event session information, current vehicle setup, and current pit strategy to session overview and pre-event screens.
  • Fixed lobby page starting in wrong state
  • Fixed Per Vehicle FFB input on setup screen not capturing mouse movement
  • Fixed pedal bar overlap on telemetry HUD
  • Adjusted loading screens to show real weather icon when appropriate[


PHYSICS
  • Further minor tire tread adjustments for GT3, GTE, StockV8, F-Ultimate F-Reiza, F-V12, F-Classic, DPi & P1 cars
  • StockV8 2019: Minor aero revision
  • F-Ultimate: Added custom track ERS maps optimizing boost for straights in all GP layouts
  • Corrected extreme weather tire tread for F-Reiza & F-Ultimate
  • Ultima GTR Race: Revised default setup
  • Adjusted parked FFB forces for several cars to reduce rattling while standing still
  • Increased default steering lock setting for several cars with high steering rotation


AI
  • Improved AI overtaking logic
  • Improved AI behaviour when behind a slower car in Practice/Qualifying sessions.
  • Adjusted AI lateral movements for smoother / more natural reactions
  • Decreased AI performance in 70-100% Strength range
  • Improved AI blue flag behaviour
  • Adjusted AI brake power & grip
  • Various adjustments to AI overtaking parameters
  • AI corner & straightline callibration passes
  • Adjusted AI wet launch performance for GTs & F-Ultimate
  • Taruma: Adjusted AI line to keep AI from leaving the track at T7 entry
  • Fixed duplicated F-Ultimate driver (Patrice Daigneau)
  • Minor GT Classics AI adjustment


AUDIO
  • Updated grass roll sample
  • Fixed issue where skidding on grass at high speed could trigger tarmac skidding sounds
  • F_Ultimate: Fixed missing exhaust sound for local reverb
  • Opala (all variants): Fixed missing startup sounds.
  • Passat HC: fixed low RPM sound mixing
  • F-Retro: Adjusted startup sound
  • F-Classic G2M1: Improved sound loops, fixed missing startup sound
  • Montana: fixed missing startup sound
  • Fixed recently introduced issue with interior engine sound on late 70's DFV engined formulas & polished some loops
  • Porsche RSR '74: polished all engine loops
  • Sauber C9 Increased backfire off throttle, polished some loops
  • BMW M1 Procar: Polished all engine loops


TRACKS
  • Montreal: Minor LOD adjustments
  • Various 3D crowd LOD adjustments
  • Hockenheim 1988 GP/Short: Moved rolling start location


VEHICLES
  • F-Vintage (all models): Detached the cockpit gear shift; Adjusted the driver feet position on cockpit view; Adjusted hand animations during gear changes
  • Mini JCW UK: Detached cockpit gear shifter; Adjusted hand animations during gear changes
  • Iveco Truck: Added driver animations; Fixed cockpit camera; Detached cockpit gear shifter; Fixed driver outfit assignment.
  • ARC Camaro: Added dirt/damage texture; Added dangling damaged parts; Changed the driver model; Detached the gear shifter on the cockpit; Adjusted the driver shifting animation; Revised collision models; Changed wiper position and Changed the bonnet model to allow the bonnet to be detached when damaged; Added the inner bonnet bits on cockpit view; Merged the boot with the rear wing; Adjusted the cockpit view to match the driver model position; Changed the cockpit interior to make room for the driver legs; fixed driver LODs; Fixed cockpit rear view camera
  • Metalmoro AJR: Fixed missing gear indicator in LCD display
  • Stock Cruze & Corolla 2021: Added livery overrides
  • Porsche RSR 74: Fixed cockpit steering wheel´s pivot position
  • F309: Fixed RPM lights
  • MetalMoro AJR: New display layout; Fixed car thumbnails
  • BMW M8 GTE: Corrected rpm lights
  • Ginneta G40 GT5/CUP: Add gauges glow
  • Corvette C3: Added gauges lights

Automobilista 2 Monza 05.jpg


Have you tried the new build of Automobilista 2? Let us know your thoughts on the feeling of driving on any of the new Monza layouts.
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

Premium
I believe ACC is only using the GFX engine of UE4.
Assetto Corsa Competizione was developed on Unreal Engine 4, created by Epic games, allowing an extremely focused, complex and detailed simulation to be created. The Unreal engine allows the physics simulation of the tyres and aerodynamics to be hyper-focused providing an almost unprecedented realism in the driving experience and feel of GT racing cars. In addition to this, the graphics that Unreal Engine 4 can provide are class-leading and give Assetto Corsa Competizione a photo-realistic appearance.
 
Premium
Love the new tracks, they look great in VR, although I don't think my brain can cope with the banking, I end up involuntarily tilting my head right over to one side. Its a total blast.

I also hope they don't fix these perceived 'bad physics', as I will no longer have the perfect excuse for why I can't drive any of the Formula Retro Gen 1 cars very well. There's nothing better than exclaiming "Blimin' rubbish physics, why can't you fix anything Reiza" whilst drifting sideways through Parabolica, stamping on the brakes like I'm mashing wine grapes and doing 4x the speed I should be doing.

Great stuff!
 
It is true... Just start Project Cars 2 and see for yourself. Oh right, you're not a Project Cars player... you're above that... you're into "automobilista". :roflmao:
Renato has stated that the tracks are 100% reiza developed. That means mesh, tarmac, rumble strips, curbs and ffb feel. The only thing carried over from Pc2 are some trackside objects. Enjoy your nap.
 
Yeah - it's why when somebody on here says the Codies F1 series has crap physics I tend to laugh and think....

View attachment 507242
The job of a race engineer is to evaluate the performance of a race car through data. So because they have never driven the car, they must know nothing.

Without going to extremes, it is pretty clear that any F1 commercial simulation is a lost cause. The things are simply too darn complex to be represented within the computational limits of an home desktop computer.

But what worries me in these games are some other, more trivial things. For example the slow speed rotation "kick" that players can perform by aggressively downshifting into the lowest gears. I have my reasonable doubts about an annual release game with very little to no improvements over the years which people insist on calling "simulation". What isn't a simulator nowadays? It has become a buzzword.
 
Just had a lot of fun driving around the many versions of Monza in various F1 cars. I’ve realised that (even when I steal other people’s setups!) I’m useless compared to the fastest aliens, but who cares? It is so immersive and fun in VR.

Thank you Reiza, I’m sure things will keep getting better and better
 
Staff
Premium
Just curious, but does anyone know if this Is this included in the premium track pack?

EDIT: Just realised it was in the description for Monza. I was only looking at the pack details to begin with
 
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Premium
Only had time for a quick go but definitely some improvements on the AI. Daytona Road Course in the GTEs no longer getting murdered into turn 1 or the bus stop. Got passed into both by AI but decent passes no running off track to pass and AI was backing out rather than just sending it. Hopefully similar improvements elsewhere.
 
Small test with the 720s GT3 at current Monza and I cannot brake at the same places I do on ACC, the car just won't stop.

Track looks pretty good, just lacking some run off areas(green stuff) at some places like exit of lesmo 1 and 2.
 
Premium
Small test with the 720s GT3 at current Monza and I cannot brake at the same places I do on ACC, the car just won't stop.

Track looks pretty good, just lacking some run off areas(green stuff) at some places like exit of lesmo 1 and 2.
I tend to run the GTEs rather than the GT3s but what is the brake force set at? A lot of them are 90% by default which is too low for me I always up it to 95ish.
 
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I used to play AC and ACC mainly, but lately I have almost exclusively used AMS2. It is getting better and better and especially for the immersion of driving in VR such a fun all around, good graphics performance, beautiful racetracks and scenery with love for the details, and the cars with their driving physics, graphics and sound are gorgeous. Monza is no exception, fantastic DLC.
 
I used to play AC and ACC mainly, but lately I have almost exclusively used AMS2. It is getting better and better and especially for the immersion of driving in VR such a fun all around, good graphics performance, beautiful racetracks and scenery with love for the details, and the cars with their driving physics, graphics and sound are gorgeous. Monza is no exception, fantastic DLC.
Yup, same... I love RF2 the most, and have spent the most hours in AC, but am playing AMS2 a lot lately!
 
My thought is, that you are doing too much on the quantity and not so much on quality.
1 thing is still missing, and one thing only: The physics of proper raining conditions. When this will come on at least ACC level, I surely will going to buy this game.
Without having bought the game because it is not up to ACC rainy physics standards, how could you make an assesment on the software title? Do you have a research source in which you make such decisions upon their review? Please let me know where such a resource is located so I too can make such non-purchase evaluations. Thanks in advance.
 
Without having bought the game because it is not up to ACC rainy physics standards, how could you make an assesment on the software title? Do you have a research source in which you make such decisions upon their review? Please let me know where such a resource is located so I too can make such non-purchase evaluations. Thanks in advance.
Friend of mine owns it.
 
WHEN TF they will release a tool for some offline championship that could even match that of AMS or AC???
They totally miss the point...and continue to do so ignoring modding community
The offline championship works okay? What are you struggling with?
 
Small test with the 720s GT3 at current Monza and I cannot brake at the same places I do on ACC, the car just won't stop.

Track looks pretty good, just lacking some run off areas(green stuff) at some places like exit of lesmo 1 and 2.
maybe there is too much grip in ACC ;)

lack of run off areas compared to real life ore just to ACC?
 
Those who don't study history are doomed to repeat it. Modern tracks seem to be full of chicanes to slow cars down or they're concrete canyons with 90-degree turns.
Studying history and stuck in history are 2 different things. The tracks now reflect the changes in the cars. That is why they don't race on the banking at Monza. Let it go, those tracks had their day. Everyone talks about the good old days. What good old days? I was here, where were that at ?
 

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What's needed for simracing in 2024?

  • More games, period

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