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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This sound very encouraging, as a VR enthusiast I am looking forward to AMS 2 release, hopefully this month.
It does not have to be the SIM of SIM, better than anything known to mankind, as some hyperventilated poster here would like us to believe. Just a good SIM with good graphic, good VR, good physic and interesting content will do. I can use one of those on my rig.
It does not have to be better than all my other SIM, just a good all rounder will do. I am not expecting next gen from a 5 years old engine, that would be insane, I am wishing for a well polish, after a while, SIM to be able to enjoy my rig.
Relax!
 
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Above all else AMS2 Beta is proving to be great fun to actually drive, the cars feel truly alive and have individual character.

The Super V8 is a great example of a car that feels like a real car, high levels of grip but still with a few degrees of movement as the car rolls into corners and the power is deployed on exit. the game looks fabulous in VR and I've included the Steam FPS counter in the top right-hand corner, it's super smooth even with all the on-track action.

Best of all the cars have a real feeling of weight and weight transfer, the body roll is realistic. Feedback from the track is as good as any game so far, it's easy to judge the level of grip and braking points. The braking also feels right, the tyres can be held on the limit of grip/slip as they can for real.

The positive attitude of the devs also has to be mentioned, it's great to see such a proactive and enthusiastic approach to improving the game.

Sure there are many things still to be improved- it's certainly a Beta - but imo AMS2 is on track to deliver superb driving feel and a lot of unique content. Another fine addition to this golden age of racing games.
 
SRP did a stream while testing various cars (or all of them) from the current beta. Many of the perceived irregularities and oddities regarding the physics/handling, especially at the grip limit, is conveniently showcased in this stream imo. Find it the best video so far for someone who doesn't have beta access to get a somewhat valid impression of how the physics is coming along and how it compares to PC2 or AMS1.

 
IMHO i feel like watching someones video about a Beta game talking about Physics is like watching a video about someone taste testing food that wasnt finished cooking. In the end you are going to have to try it for yourself because everyone has different taste.

Exactly why I do not bother watching these anymore as it is a waste of time.
That, and I have the beta so I can form my own opinion.
And I am extremely confident for AMS2.
 
Can you give me any reassurance regarding Jimmy Broadbent saying its not up to AMS phsyics standards yet? Is that what you guys who have the beta see as well?
In my opinion, it's heading in the right direction, but the physics of AMS2 have still more room for exploiting and catching up grip too fast, after going over the limit.

But especially Prototypes and Non-Formula race cars are pretty awesome in driving and feel. But also Formula cars are catching up, right now. FFB is improving with each update and has to be dialed in specific to your wheel a bit more carefully. It delivers a different, but very nice experience.

But it's MILES ahead of pCars2...i mean UNIVERSES. This is the best feeling Madness Engine Sim for me personally.

It will feel different, than AMS2, but it has the AMS DNA, it's just not totally "there" for all cars. :) (Some are more refined in depth, though. IMO)
 
Can you give me any reassurance regarding Jimmy Broadbent saying its not up to AMS phsyics standards yet? Is that what you guys who have the beta see as well?

Being able to see certain things and comments behind closed Beta lobby I can say for certain the physics are up to and exceed AMS standards - whether people will like how that feels is a different conversation. :) Imo AMS2 is already at a better place than ACC was with its instant spin kerbs a few builds back, and ACC was a fully launched game at that point.

I saw that Jimmy video, the classic turbo era F1 car at Adelaide, and I thought he was talking for clicks and likes, he seemed to be basing his comments on this one car and track. He also admitted in the video 'he's no physics expert', that in itself should be a red flag.

Jimmy seems like a decent lad, I certainly wish him well with his first attempt real racing. Beyond that, I'm cautious about the YouTubers because they have an agenda to grow and please their audience. Both Jimmy and Gamermuscle have produced videos where they made out AMS2 to be 'just PCARS2?' (I mean c'mon it looks the same doesn't it :rolleyes:), in doing so they play into that anti-PCARS 2/SMS sentiment that still exists. This, in turn, sets them up for the second set of videos where they can tell the audience how much AMS2 has improved etc to keep that audience interest.

It all depends on how much faith you put in the view of these individuals. Personally I find Jimmy to be a conflicted character, he talked openly of his mental health struggles in some earlier videos and good for him for finding a way through. I find his view typically millennial, he doesn't really have any base for his experience other than comparing games to other games - and real-world experience has often surprised him. His view is subjective and I find him entertaining but inconsistent. All the same, he deserves success with the audience he has built, they like his content.

Equally, Gamermuscle made me laugh this week after he told us all how 'good a model of Oulton Park AMS2 has'. Then the next day he made an XPlane 11 video where he flew to Oulton Park and he didn't even know where it was. Needless to say, I now discount his view of 'the model of Oulton Park' or how any car feels at that track. The good thing with Gamermuscle is he has a sense of humour and doesn't take himself as seriously.

We live in a world where those prepared to make enough noise tend to find an audience and viewers seem to have forgotten to ask what credibility they have to heed what they say.
 
Being able to see certain things and comments behind closed Beta lobby I can say for certain the physics are up to and exceed AMS standards - whether people will like how that feels is a different conversation. :) Imo AMS2 is already at a better place than ACC was with its instant spin kerbs a few builds back, and ACC was a fully launched game at that point.

I saw that Jimmy video, the classic turbo era F1 car at Adelaide, and I thought he was talking for clicks and likes, he seemed to be basing his comments on this one car and track. He also admitted in the video 'he's no physics expert', that in itself should be a red flag.

Jimmy seems like a decent lad, I certainly wish him well with his first attempt real racing. Beyond that, I'm cautious about the YouTubers because they have an agenda to grow and please their audience. Both Jimmy and Gamermuscle have produced videos where they made out AMS2 to be 'just PCARS2?' (I mean c'mon it looks the same doesn't it :rolleyes:), in doing so they play into that anti-PCARS 2/SMS sentiment that still exists. This, in turn, sets them up for the second set of videos where they can tell the audience how much AMS2 has improved etc to keep that audience interest.

It all depends on how much faith you put in the view of these individuals. Personally I find Jimmy to be a conflicted character, he talked openly of his mental health struggles in some earlier videos and good for him for finding a way through. I find his view typically millennial, he doesn't really have any base for his experience other than comparing games to other games - and real-world experience has often surprised him. His view is subjective and I find him entertaining but inconsistent. All the same, he deserves success with the audience he has built, they like his content.

Equally, Gamermuscle made me laugh this week after he told us all how 'good a model of Oulton Park AMS2 has'. Then the next day he made an XPlane 11 video where he flew to Oulton Park and he didn't even know where it was. Needless to say, I now discount his view of 'the model of Oulton Park' or how any car feels at that track. The good thing with Gamermuscle is he has a sense of humour and doesn't take himself as seriously.

We live in a world where those prepared to make enough noise tend to find an audience and viewers seem to have forgotten to ask what credibility they have to heed what they say.
I basically agree with everything, Jimmer was saying in his video, at the games state, it was recorded.
In terms of credibility, there is not much to doubt about JB, tbh., he is not lying, nor holding back an opinion, if he doesn't like something. When he is really trying to please an audience, by forming his opinion to that circumstance, than why is he critizising iRacing so often for several things, that happen. Many people got mad about him in the past for that, same for some people in the AMS2 ecosystem...EDITED
 
I basically agree with everything, Jimmer was saying in his video, at the games state, it was recorded.
In terms of credibility, there is not much to doubt about JB, tbh., he is not lying, nor holding back an opinion, if he doesn't like something. When he is really trying to please an audience, by forming his opinion to that circumstance, than why is he critizising iRacing so often for several things, that happen. Many people got mad about him in the past for that, same for some people in the AMS2 ecosystem...EDITED

Good, that's your opinion.

I wholeheartedly disagree, he has no credibility with me.

I wish him well, his smile at getting in a real race car was priceless, let's hope that experience informs his views in future.
 
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  • Deleted member 197115

It's a close to impossible to build a title on PCars engine and make it anything but PCars alike.
The whole idea of using it was to reuse stuff, not to rewrite or write something from the scratch.
Hopefully the things that matter the most can and will be patched.
Release is near so we can all form our own opinion instead of relying on YouTubers or affiliates.
 
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let's hope that experience informs his views in future.
His view was based on the comparison to a similar car in AMS1 and this car feels pretty different in both titles.
If you really think, that his opinion was made up, because of pleasing viewers, than i'm really missing a reason here, why he should do that. Especially, when he is not the only one, experiencing it.^^ You are allowed to criticize in sim racing...(!!)
 
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cracks me up that people closley follow the opinions of some people about "reality" of physics, when those people have no real world experience and thus their "reality" is subjective opinion of what they do or do not like, not what is real.

Fair enough if that YTer likes what you like, then it's a good guage if you will also like something, but that has no bearing on how "real" or "simlike" a game is or not.

I've said it here a million times there's FAR too much subjective opinion on simming and nowhere near enough objective fact.
 
cracks me up that people closley follow the opinions of some people about "reality" of physics, when those people have no real world experience and thus their "reality" is subjective opinion of what they do or do not like, not what is real.
I've said it here a million times there's FAR too much subjective opinion on simming and nowhere near enough objective fact.
Mate, i've even found a possible physics exploit in one of the cars/similar cars in AMS2 (likely to be rectified, though) and another user has tried it out in a MP session, after seeing this and drove almost similar times to mine after that and he has reported it with video proof. Sometimes, there is some objectivity, but the rose tinted glasses are to dark...sometimes those openmouthed comments crack me up.

Are you registered for the beta?^^
 
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