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

There are professional racing drivers who have spoken positively of AMS2, for example Stock Car Brasil driver Gabriel Casagrande, but because it's in Portuguese it doesn't get widely disseminated.

Also no one was attacking ACC, just the usual ACC fans showing up with their comparison comments like in every long-form AMS2 thread. We get it, you really like ACC. Good for you. Now let people enjoy AMS2 if they want to.

And AMS2 being "bouncy" with "sliding physics" or "poor sound/FFB" is entirely your own opinion, I certainly don't suffer from these problems. Out of all the sims I play regularly, the two closest in handling feel right now are... AMS2 and rF2. R3E and AC are different mainly because of the tyre model and how it leads to a more muted FFB feel, but the same car will still feel similar across all these sims provided that it's not some hack job mod. The general driving approach is pretty much the same in all of them, I don't really need to think too much about adjusting to any particular one and can just jump in and go. That tells me they are all more or less "correct" (yet still far away from driving a real race car), and these endless sim-wars are just squabbling over opinions and feelings, not facts.
There are professional drivers that have spoken positively abour Forza etc. It depends of the context. Anyway for an official stock car brazil game it should do more noise than that. The AC stock cars mods are even more used for lagues....Why so shy? This should be natural. If something is groundbreaking , people should not hesitate to raise their voices. It's a natural phenomena. Back to Gt3 ,If in every thread AMS2 fans are mentioning ACC , why wouldn't AMS2 prove its value in the simplest way? Gt3 professional drivers recognition? Like ACC for GT3, RRRE for WTCR, DTM, RF2 for FE etc etc. Personnally I like every sim, and I enjoy AMS2 but with only few cars mostly open wheels , I'm just trying to warn us to not celebrate too early. You say you don't have the bouncing and sliding issues, for example I've tested the Mc Laren Gt3 on Kyalami yesterday , it was a sliding party, didn't have such problem at all. Other people say they have it you not. It means that the sim is not consistent accross all devices which is a worst situation. It's causing this endless sim-war which is mainly AMS2 related. The other sim can cohabitate pretty smoothly.
 
Premium
I don’t get the point in comparing any of them, they are all just an interpretation of what it’s like to drive these cars.

Most peoples perfect “Sim” would probably have elements of a bunch of them. I like RF2, Raceroom and AMS2 but all of them have problems in different areas. I don’t really get on with ACC but who cares, doesn’t stop the people who like it from enjoying it.
 
Did you understand what I'm talking about? The green stuff is still there in your picture as well.

Also, why are the lap times in AMS2 so damn fast compared to other games? Without even trying I did 45.4 with the 720s, what the hell? The top time is 44.0! It's the same for Spa, I don't know what's going on with this game.
i did. What you don't get is how to interpret it the right way.
In my example you can see, that on the left side there is gravel and not tarmac. And the dirt is growing slowly over the green part. In your example we see a fresh cleaned lane and the photo is very smooth , so it looks like tarmac. But thats wrong.
All Reiza did, was attaching a bit more gravel over the green. So not wrong, just a bit more used.
Seems the track crew was a bit lazy or there was a general strike , as often in Italy, and nobody cared to clean this part of the track :roflmao:
 
the BMW still needs more work before it can be released. Sorry that monza isnt your cup of tea (and theres nothing wrong with that) but just try to be patient, good things come to those who wait ;)
I read it could be a paid dlc when someone wrote "optional update" is true? And when will be released "Petrobras de Marcas "? i really love that old cars when i played that free game from Reiza, with cars like Ford Focus, Chevy Cruze, Lancer, Megane and Honda
 
The ACC verse and chorus again and again...

I'm a simple man, i've never been in any race car...so I need some external opinions to consolidate my own opinion. So for those who use to say ACC physic is bad mostly AMS2 fans , i would like them to share here some real race drivers feedbacks or reviews gt3 or gt4 or any other class that is giving realism credits to AMS2 gt3 or any other cars . I say that because ACC has lot of non sponsored real driver "realism" praises here and there and they started to do it around 1 year after the sim release. AMS2 is now 1.5 years old , I see no such praise yet. In general all sim got their realism validation AC,RF2,RRRE ....AMS2 is the only one that didn't get any....if there was any, i'm pretty sure that AMS2 fans would flood the Internet with it...

What I see is that AMS2 fans have tendency to compare Kunos with Reiza and hope that AMS2 will have similar fate as ACC. Reiza is very talented and succesful but It's like comparing gold to bronze like everything else in real life. Both studios started small but Kunos guys are "genetically" more experienced, definitively more skilled in term of art (3d, sound,graphic deisgn,etc), marketing like copywriting and content pricing (do not forget that the ACC release system was very innovative), licensing and big car brands relations, communication, community management and the most important one , programming as unlike Reiza which is a genius for "modding" other's engines and assets in the same class as Ilja Jusopov who is modding AC (both are struggling on improving more fundamental aspects of the engine for example physic?) , those Kunos guys are at an another level, they are technology provider and use to create themself their own innovative game engine. It's natural talent (few update but working and refined product) vs talent but mainly hard work (lot of updates to get a basically working product)

ACC has already found it's path to glory in a way even if you talk about it negatively, in some way it 's converted to an advertisement for it because it has got the magic thing that make people buy it. Instead of attacking ACC, AMS2 guys should focus on helping Reiza to improve AMS2 in a way where it gets some more universal recognition as a full sim. I don't mean an extreme 100% recognition but just fullfiling the basic standard requirements , something above 60% may be. The rest is up to Reiza. Those constant forum,youtube..clashes are a barometer for this need of universal recognition.

In 2021 The only logic way for sim racers that don't have access to most of the real versions of the cars to leverage sim titles is to compare sim between them. Hoping that each studio has made a fair amount of research during the content creation process. So if with the same car/track combo, AMS2 is the only one that has a bouncy and sliding physic or poor sound or poor ffb etc... it may have a problem. It's simple as that.
I am not sure if your analogy with ACC being on it's path to glory really makes that much sense. I agree with you that it is the best Kunos product so far, but how can it be that their "inferior" product has many more players and is alot more successfull overall? Is it really down to engineering and talent of the developer? As I see it Kunos is having the same issue with ACC that ISI faced with rF2.

ACCs big selling point is that it has alot of GT3 cars in very high detail, that it has an official lisence and a great selection of tracks, but only if you own the DLCs. And still, AC is more successfull due to all the modding, the drift scene and the Nords tourist servers and all of the stuff that surrounds the base game. I for one own most of the current sims or have atleast driven them at some point. I simply wonder how many more GT3 cars do we need? I am a big rF2 fan, but there comes a point when I say to myself: do I really need 14 GT3 cars with a 15 th allready being on the horizon and modders who have added like atleast 5 other GT3 cars allready? It's insane if your really think about it as those cars are BOPed to death and most people never get around to trying, let alone mastering all of them. I mean, can you really judge the realism of a sim that has how many tire compunds (something like 6?) compared to a vastly different product? A sim like rF2 might not have the best GT3 cars but it might be better at simulating different kinds of cars and the same applies for AMS2. If their only goal was to simulate GT3 and GT4 cars, you might have a valid point.

Anyway, I haven't driven ASM2 for quite a while now but something that I will allways give Reiza credit for is their taste for an attractive content selection. AMS1 was a perfect example for this and ASM2 is no different. They simply know that you need the right playgrounds for the historic toys. And it doesn't matter where the car or track models are coming from as long as the quality is good. A good track is a good track and a nice car is a nice car. And I don't want to know how many of the assets in ACC were recycled from AC.
 
Premium
Holy shiat…
After reading through all these comments I once again realize what a bunch of miserable individuals can be found in the niché that is simracing. So much prejudices, hatred, tribalism etc… Sad world.

I wonder what’s the point of behaving this way?Why do some people have to talk everything down? It boggles my mind.

Not everything is perfect in AMS2 however which sim can claim that?
 
Holy shiat…
After reading through all these comments I once again realize what a bunch of miserable individuals can be found in the niché that is simracing. So much prejudices, hatred, tribalism etc… Sad world.

I wonder what’s the point of behaving this way?Why do some people have to talk everything down? It boggles my mind.

Not everything is perfect in AMS2 however which sim can claim that?
The worst part is that most of these comments come from people that don't even own the game, but feel entitled to opinionate on something they have no clue about.
 
i did. What you don't get is how to interpret it the right way.
In my example you can see, that on the left side there is gravel and not tarmac. And the dirt is growing slowly over the green part. In your example we see a fresh cleaned lane and the photo is very smooth , so it looks like tarmac. But thats wrong.
All Reiza did, was attaching a bit more gravel over the green. So not wrong, just a bit more used.
Seems the track crew was a bit lazy or there was a general strike , as often in Italy, and nobody cared to clean this part of the track :roflmao:
In your picture it just shows some gravel over the green part which means some cars went wide and spread gravel over it. But going over that green part with gravel on it isn't the same thing as going totally into the gravel. In AMS2 it's just pure gravel there. So yes AMS2 is lacking the green part.

Cars in this game are also not balanced in their own category. For example, the GT1's are great, but my god the Porsche is so much better than the rest, when you play online you just cannot use the Mclaren or Merc..
 
Exactly! For me it's just depending on what kinda mood I'm in
I seem to go through phases of having a current favorite Sim. For a while it was AMS2, then it was ACC, now I'm back in iRacing, but because of the new content I'll probably jump back to AMS2. I enjoy them all, and don't have a strong opinion of any of them that would lead me to getting overly emotional or criticising anyone else's sim of choice. They're just games after all :)
 
D
I don't know how good/bad are AMS2 physics as a sim. But as a game, it's basically for hotlapping so far. Everytime I receive an update, I receive it with renewed hopes, I taste it for a few days in the multiplayer but only 10-12 players and only 2-3 populated servers. Shame, but it's not fun enough for me.
 
Actually, the one criticism I have about AMS2 is that when I end up on the grass, I sometimes find it hard to make my way back to the track even driving really slowly, the car sometimes just seems to rotate around it's centre for seemingly no reason. Having said that, it might be more down to my lousy driving than the physics engine.
 
Premium
Cars in this game are also not balanced in their own category. For example, the GT1's are great, but my god the Porsche is so much better than the rest, when you play online you just cannot use the Mclaren or Merc..
That's not a bug, that's a feature. Balance of Power as used in modern GT racing wasn't a thing back in the 90s. Reiza decided to represent the cars as they were, without restrictions. The 911 GT1's approach to bending the rules killed the entire class in the end.

The other way around is applied in Raceroom Racing Experience in the Touring Classics catagory: The real life Group A Nissan Skyline dominated touring car racing at its time, so Sector3 instead snuck the less powerful Group N version in there (which, notably, can still keep pace with the group A cars of other brands!). In other classes, they use similar methods to real-life BoP standards: power restrictions and ballast weight.

I'm personally in favour of Sector 3's approach, as BoP-ed classic cars still maintain a lot of their fun relative characteristics (touring classics has a 4wd car, a turbo-equipped car with traction control, some naturally aspirated beasts of various weights....) but I know plenty people who would like to race the cars 'as they were' without modern sensibilities. There's still a way to balance that: Just stick the fast folks in the McLaren's :p

Incidentally, did you know that the SRO motorsport group organized both the old GT1 class and the current GT3 regulations? I literally just found it when doing some googling for this post.
 
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That's not a bug, that's a feature. Balance of Power as used in modern GT racing wasn't a thing back in the 90s. Reiza decided to represent the cars as they were, without restrictions. The 911 GT1's approach to bending the rules killed the entire class in the end.

The other way around is applied in Raceroom Racing Experience in the Touring Classics catagory: The real life Group A Nissan Skyline dominated touring car racing at its time, so Sector3 instead snuck the less powerful Group N version in there (which, notably, can still keep pace with the group A cars of other brands!). In other classes, they use similar methods to real-life BoP standards: power restrictions and ballast weight.

I'm personally in favour of Sector 3's approach, as BoP-ed classic cars still maintain a lot of their fun relative characteristics (touring classics has a 4wd car, a turbo-equipped car with traction control, some naturally aspirated beasts of various weights....) but I know plenty people who would like to race the cars 'as they were' without modern sensibilities. There's still a way to balance that: Just stick the fast folks in the McLaren's :p

Incidentally, did you know that the SRO motorsport group organized both the old GT1 class and the current GT3 regulations? I literally just found it when doing some googling for this post.
Yea, while it's nice to have the cars as they were, it kills any form of online competition. The difference between the Porsche and the other GT1's is HUGE.
 
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 ?
And just because of that they should stop pumping out historic tracks ? lol

Historic content is the most important imo because it lets people that weren't around then enjoy the old days
 
Cool... Every update I come back to test if the game is ok to me. I remember the orientation that the last content is ever not his best version, right? Ok, better to choose an old combo to test this time. Choose a Lotus vintage and a Goiânia oval layout., 20 laps, no rain, AI 95... a basic single race to see what is going on. I will not talk about functionalities I think are missing, its a constant evolution project, right? Will look only for my driving experience this time. 5, maybe 10 minutes was enough. Impossible to have a race due to AI strange behaviour, breaking in some places that makes no sense. Had some crashs, cursed for my wasted time and that is it. I will not spend my little gamming time searching for a pearl combo where I can have a basic race. I would happily search for a blast combo if every try was at least a functional race but it's not what is happening here by my side. I prefer to come back next month until the moment I will just let it go. Would be not fair that I post my discontent on communities about other games I buy that I don't have a good experience, and I didn't post it about AMS2 just because I like Reiza (and I really appreciate their work). Respectfully, maybe the beta label should be maintained for about 2 years or so. Maybe there is a confusion about long term project and a not completely ready to be used project. Maybe it's only my confusion and it's ok, I can be wrong. Tha fact is, when I joined the boat, I was not expecting to post comments like this more than one year after launch. Well... it's not the first game it happens and probably will not be the last. Just sharing some thoughts. And dudes, it's a game, lets be polite.

Cheers

Edit: spell
 
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Well, I don't want to get involved in the eternal discussions, but what I can say as a long-time simracer (no experience with a real GT3 car, but I have already competed in a few races with race go-karts in real life and own a Ford Focus RS and I've been on a real race track but which makes me absolutely no professional to make judgements here, it would be ridiculous to compare such things). What I can say from my feeling is that the cars in ACC feel heavy and you can't really get any feedback on what the wheels are actually doing. I've spent hours in iRacing, AC, RF2, ACC, AMS, AMS 2..., and the only SIM where I can't get consistent times is ACC. You can say I can't drive, that may be, but how can it be that I can drive the Nurnburgring Nordschleife in iRacing or even in AMS2 but "can barely manage to get consistent times together in Monza" in ACC. This eternal "turning in too late" or reacting or understeering at the entrance to the corner (or in the middle) is something I only have in ACC. Used Fanatec equipment (steering wheel and pedals) and tried all possible settings. "The cars feel about the same as the trucks from AMS2". Like I said may be that is so correct and I don't want to get into the discussion what is better or worse. Everyone has to decide for themselves, but the vehicles in ACC feel "numb" compared to AMS2 or iRacing or RF2. I don't know if you know what I mean but when I go through a corner and make a mistake I know, ok that felt slow (AMS2 or iRacing) but in ACC I can only tell from the times, I don't have a feeling for it. In ACC you can't adjust the race line either, you either fly off or you're seconds too slow, but like I said maybe I just can't drive or haven't practised enough. But there you see again that everyone has a different feeling or approach to "realism", mine is just so that does not mean that I do not like ACC, is just my feeling and maybe the "inertia" or the weight of a GT3 car should be simulated, but it is often no fun! And AMS2 has become continuously better!
Cheers!
 
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