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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Being able to run some of the old Game Stock Car tracks in VR is a dream come true. It's been a long time coming but the VR is done right. So far the beta is a really great start and looking forward to the car setup implementation and the STADIUM TRUCKS!!!

They need to add back the ramps for the tarmac tracks that they had in AMS1. Especially adelaide before they got worried about safety and cut down the ramps numbers.
 
AMS2 has the best VR performance out of all my sims. NO other game looks as good in VR with similar performance.
VR is darn good in the game. Is it the best? Don't know. In general I have been happy with all my racing VR Sims with the exception of ACC. AMS2 has been great in VR. The thing that kept me from pushing play on Automobilista was being spoiled by VR and not wanting to race on a flat monitor. The AMS2 beta has brought me back.
 
Any iracers able to give feedback on the VR side?
I got all the sims and for me iRacing is the sharpest and has amazing performance compared to my other titles.
Without needing a nuclear submarine to power it.

Has Reiza added any Nvidia/AMD goodies to vr?
VRSS, SPS, sharpening etc?

Any chance of adding a LFE bass shaker option to the audio?
 
Yesterday i watched gameplay from AMS2 with the trucks and compared it with AMS Ftrucks gameplay. Its just not even close to AMS. The sound and turbo model in AMS is sooo good. Watching the trucks in AMS2 does not give me the "jay" feeling. Im sorry...
I really thought the trucks would convince me otherwise.
I stll prefer rFactor above Madness Engine but that is a personal thing. Sorry Reiza...
 
ffb and physic are optimum
Not at all, i can tell you that...even with all its fun. And where would the room for improvement be, if it would be the case already.
Please don't overhype it too much, guys. It's a pretty promising start, but let's be realistic and remember the communication, that this sim will be a long term project. ;)

The sound and turbo model in AMS is sooo good. Watching the trucks in AMS2 does not give me the "jay" feeling. Im sorry...
Yeah, it's hard to notice any turbo in the AMS2 Truck sound, i was using it as reference, to know, when to initiate the slight kansei dorifto for cornering in AMS1. But in terms of drivability, they are pretty good, actually. :)
 
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I am rather confident that REIZA will deliver a new platform likely to become a reference in sim racing, REIZA did miracles with AMS1.
AMS2 beta3 is promising, graphics quality is there with night/day and weather transitions. The game is stable with already a good optimization. The feelings with most cars are awesome and I am sure that there are room for improvment in all directions, and many others cars/tracks to come.
For sure, AMS2 is already a good foundation for the 3 next years.
I have been interested in simracing since 2013 and I am impressed by the progress done so far, sim racing became my first hobby and I am so happy to play AMS, AC, ACC, Dirt Rally and some others too...
 
Any iracers able to give feedback on the VR side?
I got all the sims and for me iRacing is the sharpest and has amazing performance compared to my other titles.
Without needing a nuclear submarine to power it.

Has Reiza added any Nvidia/AMD goodies to vr?
VRSS, SPS, sharpening etc?

Any chance of adding a LFE bass shaker option to the audio?
Something about iRacing in VR leaves me cold - it is efficient but it seems sterile to me. I am biased though, I don't enjoy driving in iRacing. Only had 4 months access to it - got another discounted offer of a further 3 months for next to nothing but decided to give up - not for me.

I would say AMS2 VR performance is not quite as good - it is better than PC2 though and looks just as good. The sun glare effect and the mirrors are superb in AMS2 beta in VR.

No VRSS.

LFE enhancement slider already in the beta.
 
AMS2 in VR is very very good, the weather transitions look superb, visually it's great, no blurriness (like ACC), sharp visuals almost on par with iRacing but that one's the class leader in this area.
Performance is very good for me, it does have a few moments and I'm still tweaking settings (not to forget this is a beta so things will change soon and after main release).

Currently lacking a World Scale adjustment (unless I've missed it) and ability to move HUD items (not that i use them that much in VR anyway) but again it's beta so not a massive issue.

Overall (and already) I'd class it as second to iRacing, which IMO is great.
 
Once again I'm going to remind people to be civil and discuss the thread's topic in a mature manner.

That means no name-calling or labelling. It means being tolerant of those who do not share your personal opinion. It means everyone having the right to post their thoughts, both positive and negative. It also means not posting the exact same thing in every thread, or multiple times in one thread.

Anyone who can't adhere to these very simple rules will have their posts removed. Repeat offenders will earn themselves a reply-ban.

Please, don't make RD staff have to babysit every thread. We really do have better things to be doing with our time.
 
It sounds great BUT it will not be complete without a Reiza quality Nordschleife track.

I desperately want to be able to drive the green hell in AMS and unfortunately there are no decent versions there. So I hope they release an official version in AMS2. (I expect them to release it as a DLC).

In my humble opinion, no game is complete without the Nordschleife and I really hope AMS2 is a complete game.

Agreed :)
 
Any iracers able to give feedback on the VR side?
I got all the sims and for me iRacing is the sharpest and has amazing performance compared to my other titles.
Without needing a nuclear submarine to power it.

Has Reiza added any Nvidia/AMD goodies to vr?
VRSS, SPS, sharpening etc?

Any chance of adding a LFE bass shaker option to the audio?
Probably not, as these techniques involve quite a lot of extra programming, only beneficial to the red or the green side. Maybe they add it later, when the pressure of releasing is off.
 

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