AMS 2 | Beta 3 and Hotfix Released

Paul Jeffrey

Premium
Reiza Studios remain very hard at work behind the scenes with Automobilista 2 development, having recently updated the closed beta to version 3 since releasing back on February 28th.

The latest new build versions of the title have brought a massive number of fixes and improvements, from artwork, to physics, audio, content UI and pretty much everything in between.

Reiza have promised an aggressive development cycle prior to the full public version of the game releasing this March, and so far the last few weeks have very much come good on that promise - changing the simulation to something virtual unrecognisable since the initial build release back in February.

In terms of content, several new track variations and cars (or trucks) have been released, full details of which can be found below:

BETA 3 Hotfix 1 Notes:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted (much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 3 Notes:

NEW CONTENT - TRACKS

  • Added Guaporé
  • Added Velo Cittá Main Layout
NEW CONTENT - VEHICLES
  • Added Copa Truck Series
  • Added Formula Classic Gen2 Series
  • Added Kart GX390 Race
  • Added Kart Gx390 Rental

GENERAL
  • Added Beta support for Multiplayer (UI still early WIP)
  • Fixed missing pitcrew animations (historical series use modern crews as placeholders)

UI
  • Fixed quit confirm menu direction (pause menu)
  • Added multiplayer browser / lobby
  • First pass for in-game multiplayer leaderboards/menus.
  • Fixed triple screen text entry units
  • Fixed best lap not correctly displayed in SP session results
  • Fixed class select list auto-filling items beyond dialog bounds
  • Fixed retire to pits not opening confirmation dialog
  • Fixed clutch deadzone increment button modifying clutch sensitivity
  • Fixed multiplayer browser 21:9 alignment
  • Fixed splashcreen background alignment in 16:10 aspect

HUD
  • Added all HUD modes except telemetry
  • Add position/lap info full+light
  • Add leaderboard to Full mode
  • Pit lane messages / timer etc
  • Cooldown lap messages
  • Formation lap messages / position info
  • Various flags/messages

AUDIO
  • Corrected idle loops on MIT LancerR, RS, Puma P052, MCR2000, Caterham Superlight, 620R
  • Adjusted attenuation curve on all cars
  • Increased AI car sound volume while racing
  • Fixed missing shift sounds in F-Classics: G1M1, G2M2, G3M1, G3M3, G1M1, G1M2, G2M1, G2M2
  • Reverb increased slightly on all tracks.
  • New start lights countdown volume increased (was too low in Beta2)
  • MRX gearshift sound lowered
  • Ultima Road decrease gearchange volume
  • Scrape sound altered, volume buildup changed.

PHYSICS
  • Extensive revisions to all player physics
  • Minor tire model adjustments (most notable is fixing excessive load stiffness increment with pressure on GT & Prototype tyres - fixes the bouncing)
  • Increased effect of Pneumatic Trail on force feedback
  • Reduced default steering lock in formula cars
  • Further reduced wet rolling resistance
  • Increased default boost in F-Classic Gen1 to 80% (from 60%)
  • Fixed error with ARC Camaro tyres having larger rear tyres (all 4 now are equal)
  • Adjusted FFB Steering Rack Maxforce on several cars

AI
  • Extensive revisions to all AI physics
  • Adjusted AI code to minimize chances of it going off-track in avoidance of other cars
  • Increased AI brake power globally
  • Added AI Aggression Scalars to all cars, adjusting the player global setting to better suit the type of car / class in use
  • Added some extra AI variation to generic driver personalities (for more AI action)
  • Increased AI awareness paraameter

TRACKS
  • Track penalties and surface physics/collision fixes: VIR, Ortona, Campo Grande, Goiania
  • Incremental graphical/optimization update to Kyalami (more upcoming)
  • More tweaks to overall weather/climate settings
  • Enhanced Brands Hatch bumps in road patches (if suitable will be applied to other tracks)
  • Fixed bug with Imola 2001 not registering lap 1
  • Improved AI lines for Londrina and Kyalami Historic
  • Added trackside cameras for Jerez

VEHICLES
  • Updated paint material for more appropriate levels of reflection for each car
  • Updated Copa Uno Cockpit
  • Added new liveries for Ultima Race, F-Reiza, Old Stock, Metalmoro MRX
  • SuperV8: Fixed car shadow, cockpit holes, lights

EDIT: A complementary update has now been deployed to AMS2 Beta featuring the following changelog:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox & sounds
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 2 Notes:

CONTENT

  • Added Imola 2001

UI / HUD
  • Included initial pass of custom light HUD
  • Modified custom wheel profile centering spring strength and overall FFBgain
  • Fixed Seat Angle Down assignment displaying wrong label in selected state
  • Fixed loading screen image misaligned on ultrawide displays
  • Fixed incorrect clutch deadzone label in selected state
  • Fixed incorrect text alignment on Control Scheme buttons in selected state
  • Fixed typo in Visual FX help text
  • Disabled input on back button of main menu
  • Removed partially visible row on class selection dialog
  • Fixed inconsistent label text on Rules&Regs > Drive throughs input
  • Fixed misaligned button inputs on Wheel calibration screen
  • Fixed wheel calibration not saving

AUDIO
  • Modified audio output down mixer: stereo mix no longer features frequency / delay filtering for rear and side sources
  • Fixed missing shift sound in F-V10
  • Fixed F-Vintage G2M1 sounds
  • Engine sounds panning corrected for F-V10, F-Classic G3M3, F-Classic G3M2, F-Classic G1M1, G1M2

PHYSICS
  • Added code for helper springs,
  • Added AMS1-style non linear bumpstops,
  • Revised all main tyre models (dry & wet compounds)
  • Several default setup adjustments
  • Revised Steering rack max forces for more consistent FFB output
  • Reduced wet rolling resistance
  • Fixed glitchy upshifts when using Autoclutch when running modern semi-automatic gearboxes
  • Revised F-Ultimate suspension rates
  • Fixed bug with MRX rear wet tyres not being available
  • Adjusted manual shifting tolerance thresholds for mis-shifts with manual gearboxes

AI
  • Added custom AI Aggression scalar so global aggression levels as set by player go through a car-specific scalar for more adequate levels of AI aggression in that class
  • Temporarily evened out AI performance for practice / quali / race for AI performance testing purposes
  • Increased amount of AI lifting off throttle when detecting puddles
  • Revised AI performance for all cars
  • Adjusted AI for improved awareness and aggresion under braking (substantially reducing risk of being crashed from behind by an AI car)
  • Added slight torque on roll axis for AI cars to minimise chances of AI rolling or jumping in crashes

TRACKS
  • Updated track limit mesh for Adelaide, Casavel, Curvelo, Imola, Interlagos, Londrina, Montreal (basically cut meshes will include external curbs, astroturf and concrete extensions for more realistic tolerances)
  • Visual fixes to tracks at night time: reduced brightness of ambient lighting, reduced overall reflectivity of cars and trackside objects at dusk/dawn/heavy cloud, reduced overly bloom of vehicles at night
  • Reworked daytime skies and lighting (improvements still to come)
  • Higher resolution textures for Light Clouds condition
  • Props/assets added to Ibarra, Curitiba, Curvelo, Kyalami Historic;
  • Removed balloons from Interlagos, Oulton Park, Cadwell Park.
  • Fixed laps not being registered at Londrina;
  • Fixed Adelaide pit entry/exit triggers
  • Fixed tree shadows, reflections, tarmac materials
  • Experimental FPS loss fix at Cascavel

VEHICLES
  • Mit Lancer R & RS - fixed driver feet position; gearskick animation is off until we have proper driver animation
  • Puma GTE - fixed driver feet position
  • F3 F301 & F309 - fixed cockpit rear tires, wheels pivots are misaligned, add rearlights
  • Formula Classic G3M1 - fixed chassis plate and material naming, changed display font
  • Formula Classic G3M3 - fixed revlights not working
  • Formula V12 - add realights and dust pick up for tires
  • SuperV8 - Fixed material error causing invisilbe bodywork on some liveries; fixed driver feet position;
  • Formula Ultimate: Added rear tires, rear wing, chassis part to cockpit;
  • Formula V10 - fixed roof camera position, added rain tire textures;
  • Formula Vee - Corrected glass material on gauges; corrected needles position;
  • Formula Trainer - fixed vertex AO for wheels and LOD A display;
  • Chevette - fixed driver feet
  • Caterhams: Added metallic liveries
  • Ultima Race: Updated several liveries
  • Metalmoro AJR: Updated liveries


Automobilista 2 will be available for PC in March 2020.

Got questions or comments about the sim? Post a thread in the AMS2 sub forum and let the community help you out!

AMS 2 Updates.jpg
 
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Probably not, but on the flip side you don't know that he's wrong either so how about being a little less confrontational about a simple difference of opinion? On a forum we are allowed to speculate, extrapolate and state our opinions regardless of whether or not we have cold, hard facts to back them up.
He claimed that with such certainty that it looked like it isn't just his opinion but fact.
So being a software developer myself I was naturally interested in his findings. And I still am. That's why so many questions which you misinterpreted as confrontational.

And seems to me he hasn't done much code debugging.
Even Racedepartment forum code which is terrible can probably be fixed without total rewrite.
 
  • Deleted member 197115

As a software developer myself I tend to agree with Harmonica, if not full rewrite, it is significant time and resorces investement on mostly new to Reiza codebase.
And the original plan as stated by Renato was to reuse AI in current form.
If that has changed, I am just as eager as everyone else to learn about it.
 
We don't know, how much potential is in the AI of the Madness Engine, we didn't knew for sure, that it could consistently deliver good FFB, good sound and not-weird-physics before the AMS2 Beta. :roflmao:

So after all, it's all speculative, what you are arguing about, right now, if you don't know the engine in the core.^^
 
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  • Deleted member 197115

We don't know, how much potential is in the AI of the Madness Engine, we didn't knew for sure, that it could consistently deliver good FFB, good sound and not-weird-physics before the AMS2 Beta. :roflmao:
Wasn't FFB replaced by Reiza's own implementation?
 
You can’t compare the development of ACC with AMS2. ACC had to be built from scratch on a game engine that had never been used for a racing sim. AMS2 is built on a game engine which was specifically designed for a racing sim. Of course ACC was going to have more early issues and a longer development cycle. They also aired all of the problems and criticism on a public forum and many people just jumped on issues and ran with them when they weren’t really there. Looking back through their forum, so many problems people had were traced to hardware or system setup. I’m sure it will be the same with AMS2 when it’s released. I just hope that we won’t see the same, endless, arguments over how people interpret features in the sim.

In nutshell is the problem for me

If you take all facets of sims each will have pros and cons when in reality they should all be the same

Answer is that developers collaborate make new company to build engine to be used by them with base code continually developed

Each sim should look drive sound the same as they do in reality

Then there would be no point to putting all cars in all sims and Studios would go back to being distinctive by content and approach

The time saved and cost overheads would be huge
No endless arguments ever again just more detailed feedback x 10

Most of us agree that the perfect sim would take bits from all engines, then for loves sake why not ONE
 
He claimed that with such certainty that it looked like it isn't just his opinion but fact.
So being a software developer myself I was naturally interested in his findings. And I still am. That's why so many questions which you misinterpreted as confrontational.

Works both ways bud, because "looked like" is the the operative phrase there. His post "looked like" he meant it as fact to you, your post "looked like" it was frustrated and confrontational to me. See how easy it happens? So if we can all try assuming the best instead of the worst, we can all get along much more nicely. :)

Speaking entirely personally, I think @newbert got it spot on. It's semantics at best. Who decides when tweaking becomes a rewrite, and more importantly in my view, who cares? If Reiza end up making AMS 2 as good or better than the original using the Madness Engine, does it really matter how they do it? I can perhaps understand the interest from the programmers out there, but for most of us it's end result that counts.
 
Beta4 has some VERY interesting changes to the FFB...i'm not speaking of nuances. I found it already fantastic before...now it's spot on for me, tbh.
This are just initial impressions.^^
My internet collapsed so using mobile. Won't tested till monday when virgin will give me unlimited mobile data to cover their cock up (after asking the poor guy working on costumer servicenif he was going to call my boss and explain why I couldn't work from home and maybe pay my rent in the process ^^)

Won't be joining any MP lobbies until April 17th. I am really looking forward to try this new beta. If they matched the ffb to AMS1. Btw, began playing Pandemic legacy with the wife and it is amazingly similar to what we are seeing. Phebomebal way to spend a few hours.
 
Yes, FFB is generally improved and its close to AMS 1 imo. Sprint cars are fantastic... Cascavel in rain with full grid, I am waiting for the rain drops on the wind shield with wipers for the full experience :) and if I am not wrong, there are any changes with liveries.

Please Reiza, work on the AI too, if is it possible give us old and the best of all sims AI from AMS 1 :)
 
Gah. Really wishing I'd had the funds to join the beta. I'm usually not that fussed with new releases and am happy to wait a month or two for initial patches etc. But reading all this every day is making me impatient! Roll on public release... :whistling:
Be assured, that it's still in very visible beta-condition and the initial impression and amount of fun can be compromised by it. AMS2 heads into a good direction, but there are still enough construction sides, that let you come back to AMS1, for now.^^
 
Go for the beta, the handling is fantastic here with my DD1.
right now in beta 4 you better tune FFB strength for each car/type seperatly. Differences in main gain are very feel-able right now. But it’s worth it. :)
 

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