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
 
Last edited:
Waiting until public release, didnt want spoilers getting into the beta prg.

But I do have to take back a few things I said, a lot actually. The huge amount of updates alone just from Beta 2 to 3 is great to see. If that's the leaps this sim keeps taking, I have no doubt this is going to be great after release.

And Jimmers? His umbrella opinion on the physics is entirely shaped around one car and its own unique traits. And who knows how for out of whack that Formula Classic is or how far in development it is.
Its just to early to tell but again, after the massive amount of updates between beta's, I think AMS2 will be great.
 
Hey guys,

A question for Beta testers:

I read somewhere that someone saw a 'Street Cars' Series icon in the Car Selection window in the new Beta release. Is this correct? If so, what cars are included?

I'd love to have street cars in AMS 2, specially old ones from the 70's like american and australian muscle cars. Old Touring Cars from the 90's would be great too.

Thanks,

Cheers.
 
I read somewhere that someone saw a 'Street Cars' Series icon in the Car Selection window in the new Beta release. Is this correct? If so, what cars are included?
I think, because everyone can see it in live streams anyway, i answer this: The Ultima GTR Road Car is the only car in this category for now.
AMS2 is more focused towards race cars. But there are a few race prepped classic cars.
 
Hmm, only Ultima... Do you know of any video clip where the Series menu with it can be seen?

Hopefully new road or street cars are added... That would be awsome.
Almost every YT-Stream about the beta shows the menu screens, not that hard to find.^^

I think, the overall focus will remain on racing cars. The Copa Classic cars in AMS1 and 2 are an example for these race prepped road cars, though, but they're still a lot more souped up :D
 
Absolutely spot on. All the YT videos I've seen are basically saying say oh it doesn't feel exactly the same as AMS1 - feels (when they really mean looks) a bit like PCARS2 (for some we don't like SMS agreement).

I wish I could share this with you the best takedown I've seen yet by a developer on 'subjective' opinion, sadly it's behind the Beta doors, it was brilliant though.

Basically it went:

Random "I think the physics of this car are wrong..blah blah"

dev "got any data to support that view?"

Random: "no but I've got some data for an unrelated car at a different track"

dev "just your opinion then, maybe time to find a different game" (jog on was the implied message!)

What worries me is how much sway these YT z-list celebrities have gained without anyone asking just who am I listening to?

It was me and it would be much better for you to just listen for my input and learn something... ;)
 
It was me and it would be much better for you to just listen for my input and learn something... ;)
Especially, after the "takedown", further dialogue was going on, without any sign of being or having "taken down" :D
------------------
In general, there are no "takedowns" or ignored concerns in the beta forums. They take all complaints serious, even if you're not a racing driver. It's nothing wrong there about reporting something, that seems fishy for somebody. But diagnosis of things is the devs job :)
 
Last edited:
Especially, after the "takedown", further dialogue was going on, without any sign of being or having "taken down" :D
------------------
In general, there are no "takedowns" or ignored concerns in the beta forums. They take all complaints serious, even if you're not a racing driver. It's nothing wrong there about reporting something, that seems fishy for somebody. But diagnosis of things is the devs job :)

I’d like to help also in diagnosis and solution but at the moment we have no instruments to do it.

There has been a small time window in which it was possible to mod SETA tires and I was able to make them much more believable (sadly with some drawbacks like overheating too fast). I’ll see if I can find the files in the old HD just to wake up some memories about the main parameters regulating this tire model.
 
Last edited:
Surprise, here I am saying the same thing yet again. :rolleyes:

If some of you are incapable of accepting other people's personal opinions when they differ from yours, then I suggest that you stop reading this thread. Or perhaps even stop using public forums that offer freedom of speech. Arguing like schoolyard kids and belittling each other is highly immature and this is not the place for it. If this thread continues to degrade into a petty slanging match then it'll be locked entirely, because I'm tired of dealing with this now.

Heated, reasoned debate is absolutely fine, but the moment you start belittling someone or insulting them, you've crossed the line. Act your age, and stay civil. It's very, very simple.
 

This is not as informative as the first video, but I find interesting to watch a pro driver experiencing a simulator AND ENJOYING IT (the smile on Gabriel's face will explain the video).

His considerations:

- After doing the first video, Gabriel asked if they could record one racing the Australian V8, that is kind of a passion of him.

- He never drove a real AusV8, but watched a lot of footage. He said the real car to seems to behave like a big, heavy and powerful kart, that can slip trough practically all corners, being very loose (but controllable) in the rear and that the model on AMS2 is very convincing, attending to his expectations.

- He compared it to the Brazilian SC and said that the category, until 2019 (the last year the model in AMS1 and 2 was used), used a car with a lot of understeering, and they used to "break" it a little (I don't know how... probably break in the literal way lol) to make it more balanced. He hope that the new car to be introduced on 2020 (and that will be on AMS2) will behave much more like the Australian V8, making the races "more real" (on his own words), not depending anymore on artificial rules, as the push to pass button.

- He said that the kerbs still unrealistic on this track, so this is an AMS2 issue, not an specific track characteristic.

- And he pointed that the AusV8 on AMS2 is using a little of TC.

I saw a lot of users and youtubers complaining that AMS2 has to much understeering, but it seems to me, based on Gabriel videos, that AMS1, maybe, is less realistic that people used to believe and AMS2 is closer to the real deal.
 
Surprise, here I am saying the same thing yet again. :rolleyes:

If some of you are incapable of accepting other people's personal opinions when they differ from yours, then I suggest that you stop reading this thread. Or perhaps even stop using public forums that offer freedom of speech. Arguing like schoolyard kids and belittling each other is highly immature and this is not the place for it. If this thread continues to degrade into a petty slanging match then it'll be locked entirely, because I'm tired of dealing with this now.

Heated, reasoned debate is absolutely fine, but the moment you start belittling someone or insulting them, you've crossed the line. Act your age, and stay civil. It's very, very simple.
I don't mean to school you on forum-moderating, but can you not lock this tread if possible? Because most people are posting interesting content... can you ban (even if only from this topic, if possible) the people that are causing trouble? Because, if you lock the topic will only be punishing those who have nothing to do with this mess.

Cheers!
 
I saw a lot of users and youtubers complaining that AMS2 has to much understeering, but it seems to me, based on Gabriel videos, that AMS1, maybe, is less realistic that people used to believe and AMS2 is closer to the real deal.

I find interesting as in the first video he actually says that to him and other pro drivers, that ams1 feels very little like the real deal (about the brazilian stock car), whereas ams2 already feels way closer.
 
and AMS2 is closer to the real deal.

This is basically the problem some seem to be struggling to comprehend. The real world of track driving is far more forgiving than most racing games...until you cross the line and cost yourself huge amounts of money. Some people want the tiptoe difficult feeling of the past even though that may not be at all realistic.
 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top