You Should Give AMS 2 Another Try: Here’s Why

Automobilista-2-gets-new-update-1024x576.jpg
Image credit: Reiza Studios

Automobilista 2
has always suffered with issues with its engine. But with a recent update, the AMS 2 physics have seen large improvements. Here’s why the game deserves another chance.

Recently, Automobilista 2 received a sizeable update, bringing the simulator to version 1.4.8. Adding the Circuit de Barcelona Catalunya and a definitely-not-Indycar open wheeler to the game, the update has plenty to please the fans.

But, perhaps more exciting for those that have given the title a miss over recent months, are the numerous physics tweaks. A selection of cars, mostly of the single seater variety, have received major refreshes to their handling models. This list of racers is set to preview major updates coming to every car in version 1.5 of AMS 2.

Automobilista 2 Barcelona Catalunya.jpg

Barcelona joined AMS 2 in the latest update. Image credit: Reiza Studios

As the bulk of this new update acts as a preview to the huge changes coming in a few weeks’ time with version 1.5, this is the perfect opportunity to judge the title’s progress. With that in mind, let’s take a look at how the update impacts the game and why it’s worth giving AMS 2 another chance.

AMS 2 Update: What’s new?​

Work towards the 1.5 update for AMS 2 has been ongoing for several months. In fact, developer posts from the end of last year mentioned a flat-out push to improve that title’s handling. Prior to this push, the team would make changes bit by bit as part of each minor update. But last year, the team announced it would reserve physics updates for major game refreshes, such as the upcoming 1.5 version.

This particular update, version 1.4.8, is a preview to version 1.5, releasing within the next few weeks. With the physics changes, Reiza has reportedly focused on the way the SETA tyre model interacts with the ISI PMotor model. In fact, blending elements from the Madness engine and Automobilista 1‘s ISI engine has seemingly caused some conflicts.


Whilst tyre model improvements are a large part of version 1.5, they can’t be truly implemented until its full release. As a result, this is one change that won’t fully see the light of day for another few weeks.

Elsewhere, suspension spring rates and aerodynamic interactions are what feature most heavily in the newest version of the game. These are what aim to eliminate any of the strange losses of grip players may experience in higher downforce models. This is just one of the many complaints fans have about the title.

Popular Complaints​

The main complaint fans of the simulator have had since Automobilista 2‘s launch has been a fundamental disconnect with the road. The tyres never seemed to stick to the racing surface in previous iterations which led to a general lack of grip.


Additionally, with a Project Cars-esque softness to the suspension and chassis of each car, the front and rear axles seemed to have minds of their own. This felt most prominent and strangest in high downforce cars. Suddenly finding the rear end stepping out in long, high speed sweepers was always an odd feeling. But to then be able to hold a slide in a formula car was simply immersion-breaking.

Clearly then, Automobilista 2 was far from sim racing excellence, even in its most recent state. But the big question is whether the most recent update is cause for celebration or concern. In short, it’s a bit of both. Here’s why.

Does the Update Work?​

Among the cars featuring the new physics are several open wheel cars and a few prototypes. In each case, there is clearly a focus on the interaction between downforce and low-speed grip. In fact, all Formula Retro, Classic and USA models, the Formula Junior, Ultimate and Inter as well as the P1 cars now run on the updated handling model.

Jump in any of these cars and you will soon find some minor differences in handling. The obvious improvement has to be at higher speeds when downforce takes control. One can feel the car weight better under aerodynamic pressure and the strange slides are seemingly a thing of the past.

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Formula USA cars got physics update in AMS 2. Image credit: Reiza Studios

The downside to the new AMS 2 update however is that the rear end still seems to wallow at lower speeds. The game still feels as if the rear end is on caster wheels. You can turn in to a corner and the front will grip as you’d expect. But the rear feels like it continues on the normal trajectory for longer than it should. The rear wheels seemingly don’t follow the front end as they would in real life.

This mind-bending disconnect isn’t helped by the tyres retaining their lack of overall feeling. Whereas slick tyres in real life – and most other simulators – feel rigid and stiff, AMS 2’s tyre model is still full of flex. Sure, some flexibility in the tyre carcass is realistic. But when it feels like the rim is losing its rubber, it doesn’t provide any sense of immersion.

Because of this exaggeration, one lacks any sort of feeling through the Force Feedback. The only positive is that now the game doesn’t kick downforce cars into extreme levels of oversteer at random moments, it doesn’t require quite as much rear end feeling to save said slides.

Whilst this may not sound particularly positive, it’s clear that changes are incoming. Furthermore, Reiza has said that game-wide improvements are inbound for version 1.5, set to release in another month or-so. These general refreshes will also have an impact on the tyre model, so we shall see how things feel by the end of July.

What do you make of the latest version of Automobilista 2? Tell us on Twitter at @OverTake_gg or in the comments down 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

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If my fanatec would work with the game out of the box I would. But the game lacks even such basic functionality. For some works for some not.
Very few sims work "out of the box". AMS2 is one of the easier ones to set up IMO. If its not recognising your wheel, make sure everything is switched on, then stop and restart the game. Almost all the sims have these setup quirks I find.
 
AMS2 indeed is imprecise; guess out of a list of 10 things or 50 things AMS2 is going to right now prioritise the more non-sim aspects but its still a good worthwhile title imo, and I have ridden this game hard in terms of my feedback over time I suppose, definitely been outspoken though I know a lot of people cant including me judge the driven cars all that well and some cant judge even what fast driving is like - we all know though its not been in tip top shape... I guess I am glad its gotten a lot of bugs out just now and have become glad for the fact the title exists in the industry.

I have a lot of appreciation for a title that is worked on diligently and overcomes a lot of hurdles I think it is great. I like seeing people and company's as such do well, in an industry that can be cut throat. They clearly have learnt a lot in their time as seems its not a simple piece of software and many inputs go into it.

I think lifting spring rates alleviates many things in simming in general somewhat and maybe the undertray situation in AMS2 a fair bit. AMS1 especially with track pack online and Audi r8 + cart extreme mods could be the ticket. Sure it may make things over-reactive to what the car may be like or otherwise correct the underlying physics 30-50% or something, but given peoples FFB's which for this patch I had to raise, its the one thing that can allow them to input into the game their driving better. If the undertray was a problem and bump stops or flex, making it all more bouncier is going to allow better inputs reaching the simulation-engine.

As to that its almost as if AMS2 is not getting every single "tick" of input or something perhaps to explain it, if the physics were/are wonky owing to the bugs removed or present. Like spoken in the dev blog and this article (thanks) the physics seems to be doing all kinds of things when combined with the setups, like the metal of the car is not in line with the rubber of the tires doing as it needs. Spring rates never did a whole lot in AMS2 until now, but lately its more in line with many other titles, so I think a heap improved under the hood.

Its become a lot less tedious and a lot more fun if compromises and careful track and car selection is made.

Either way AMS1 is worth a try not just for seeing what AMS2 might be but to get an idea with setups perhaps; I like to increase spring rates as the track needs even if it can be obtuse with most sims (never did change them really with rf2 tho) rather than begin to play with many other settings like downforce (in ams2 I avoid that unless its to increase it on some of the worse f1's for setups) because I know I won't be driving a perfect line so I know my tires are going to wear fast and its been good so for me it also serves to overcorrect - and for ams2 its fixed certain default setups through all the changes but because AMS2 has flexible/varied conditions and mechanicals the driving indeed can come across wonky above the bugs; but each patch at least its getting real good. The diff being lowered too in AMS2 is worth doing, but it won't fully remove the existing bugs just improve it a lot. I have not tried often tire pressure and while I suspect it wont be perfected regards the physics model with changing pressures it may push the setup to more believable territory in how it reacts on some turns - also you must increase preload I found for tracks with longer bends, etc as situation demands.

One track as an example I do not recommend is azure/monarco thingo - higher springs, downforce, and diff lowered, all the traps to make it do the tight course - it used to be terrible truth be told to make them turn, now its forming into a full game.

With normal tracks without too many turns instead a lot of bends, Guapore and Cascavel and similar level/type tracks I found show the current state of the game best, may be even 1970s or 80s ones (and a few of the mod tracks), and AMS2 can be real good to a point. Some cars are very exciting, gt1/2 as an example though not done yet, can hardly wait.

With AMS2 one thing might be the default setups are not fully changed on such short notice I agree the game is also in my view not fully baked still - but try raising spring rates, then lowering ramp power, and making it within 5 or 10 of the coast and increasing the diff lock, just guestimates per track btw - in some cars they said to only try I also had to tighten the ARB front and backs.

The case does indeed occur mentioned in the article but depending car and track it can be mitigated a lot. I make sure also to drive only on medium or full rubber-track.

AMS1 would be basically what they seem to be going for - the tires and grip and slip and catch and flex and all that you can feel its coming together a lot recently - kind of like if you take a 4wd to the beach and deflate the tires or drive it cross-country, the game is still wonky a little but its emerging.

With AMS1 you can on top of the tracks it comes with get the big track pack online and also cars like the Cart Extreme and Audi R8 (both on race department I'm pretty sure).

The f1 ultimate gen 2 in AMS2 feels more sophisticated and substantial like its simming much more, but when it comes to RF1/AMS1 the way that cart extreme and the reiza cars move, is definitely worth getting. AMS2 hopefully, seemingly now, is getting towards that (and AMS2 now has some mod tracks online worth getting; so its seemingly a lot of work for the studio going over old ground but some time this year might jump up and surprise a fair bit; but the author is also right, its wonky in there a bit, depending on car and I only use the ultimate gen2 atm, and track combo)

AMS1 modding like in rf1 is basically copy and pasting files. I might be totally wrong, but the lead dev may of made or had input into the actual cart extreme mod or something.
 
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Gave it another try but wasn´t impressed too much. It just doesn´t feel right.
For me AMS still feels better then AMS2, but maybe i´m just a weirdo.
 
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I'd really like to know who criticizes AMS2 how many hours have they spent on this sim to be able to issue judgments based ... on what, prejudices? Or because they are fanboys of other titles...

The point is not why.
It is the very fact as a community ( I use the word loosely ) and so called hobbyists we constantly attack our own.
Please show me another hobby where the community is so destructive.

:thumbsup:
 
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Honestly, It feels like an arcade game. Thats okay if that's what you're going after but it is selling itself as a sim. AC and rFactor are just too good, I do want to try iRacing.
 
AMS2 is a decent sim. They desperately need to improve either the amount of players or the AI, as races are either 20% filled or you spend the entire race watching the AI 'race' each other in packs going three wide through corners, cutting grass, bumping into each other all while losing no speed whatsoever. It's immersion breaking to say the least.

On the audio front most of the cars have a very "shallow" sound. I'm no sound expect, but I lack 'depth' in the audio used somehow. In VR it feels like there's a speaker behind you playing the engine sound rather than the audio enveloping you in the car like in AC/ACC.

Last pet peeve are the models of the cars. Compare the FUG2 to the RSS FH23. The FUG2 looks like one of the initial mock-ups of what 2022 cars would look like made by the FIA, the FH23 looks like an actual F1 car with way, way more detail in the model. Sounds are way better as well in the FH23.

The historical content is loads of fun to drive though.
you do realise the fia made that public information, the specs for the show car in 22
. everyone based their f1 model off it, reiza dont need to change theirs.
 
Honestly, It feels like an arcade game. Thats okay if that's what you're going after but it is selling itself as a sim. AC and rFactor are just too good, I do want to try iRacing.
ive been on iracing a lot and you drive the car the same way as ams2. so iracing must be arcade, but honestly if this sim got a structured multiplayer which is iracings selling point then there would be a new king called ams2.
 
Gave it another try but wasn´t impressed too much. It just doesn´t feel right.
For me AMS still feels better then AMS2, but maybe i´m just a weirdo.
its the camera movement settings, switch legacy setting to yes and take any movement settings to near 0 or 0. it got rid of the not right feeling i had.
 
you do realise the fia made that public information, the specs for the show car in 22
. everyone based their f1 model off it, reiza dont need to change theirs.
Reiza will have to change theirs unless you enjoy racing show cars. You know, cars that never actually raced a race in their life.
 
your 27 years old game did not support live track and a weather system.
The parameters used there seem to be too complex to be stored and later reinitialised.
Or its simply not forseen in the engine.
Its the same reason why its not possible to jump through replays.

If you are one of the best programmers in the world, who say its easy to fix, i suggest to hire for a job at Reiza ;)
If not, try to learn about developing complex software, do more recherche, but stop spreading nonsens :p
If AMS2 had an in game save that returned me to something vaguely like the game situation when I saved,rather than one to one identical, then that would be enough for me. A compromise that allows me to do 24 hour long races is better than nothing.
 

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