AMS 2 | Build Update 1.1.0.4 Now Available

Paul Jeffrey

Premium
Reiza Studios have today deployed a sizeable new update for Automobilista 2 - adding many fixes and improvements to the simulation following on from the major release of earlier this month.
  • Significant Spa update.
  • New tyre physics.
  • Improved AI.

Not content with a massive build release to see in the New Year, Reiza Studios have again taken a chunk out of your internet download allowance with the release of build 1.1.0.4 earlier today - adding yet further refinements to their current generation racing title.

Considered by the studio as a 'complementary' release, but seen by almost everyone else as a major build update, V1.1.0.4 deployed to the simulation earlier today - and with it comes a wide range of satisfying sounding improvements to a simulation that continues to make great strides from what was a shaky start to development.


AMS 2 Middle 2.jpg


Update Notes

Automobilista 2 has been updated to v1.1.0.4 - this is a substantive complementary update to the release from two weeks ago, the highlights being several improvements & corrections for Spa, new tire & driveline physics developments along with some new AI logic that should greatly improve their skill dodging traffic in multiclass races.

Please note that while there is no need to delete your Automobilista 2 settings folder in this update, several cars require a setup reset to default to receive some of their latest adjustments as marked in the changelog below.

V1.1.0.4 CHANGELOG

GENERAL

  • Reduced pit speed limit of historical classes from 120 km/h to 100 km/h to minimise issues with AI overshooting its pitbox
  • Disabled mandatory pitstops in GT1 90s Championship

UI & HUD
  • Fixed issue where UI would become unresponsive when restarting a race from the post session leaderboard screen
  • Lobbies now always use descending order when sorting lobbies by player
  • Custom even screens now display full vehicle name instead of abbreviated version
  • Fixed English label on FFB GAIN INCREASE mapping
  • Added GT1 HUD icon

PHYSICS & FFB
  • Added several new gearbox, clutch, crankshaft, driveshaft & wheel bearing models to better suit various types of drivelines
  • Reduced differential viscous hump & clutch lock ratios
  • Revised F-Retro & F-Classic tire carcass (all gens)
  • Further stiffened carcass sidewall for GT1 / GT3 / GT4 / Prototype / Stockcar tires
  • Further tire tread adjustments to F3, Mini, Sprintrace, Stock Car, Caterhams, F-Retro, F-Classic (all gens), F-V12, F-Ultimate, Porsche Cup, GT3, GT4, Copa Truck, Street Cars
  • Fixed error in tire models for BMW Procar, Group A & Opala 1986 cars
  • Reduced water dissipation for Formula Vee / Copa Fusca / Uno / Opala 1979 / Opala Old Stock tire treads (makes them slightly less efficient on a wet track)
  • Revised Porsche Cup physics (reduced inertia, more low end engine torque, default setup adjustments, new custom tire tread) (requires setup reset)
  • Further fine tuning of FFB max force for 570S, Caterham 620R, Ginetta G55, Opalas, Porsche Cup, BMW Procar, Group A, GT1 cars
  • Slightly reduced aero draft effect (all cars)
  • Slightly adjusted Mercedes CLK GT1, F-Ultimate default setup (requires setup reset)
  • Reduced GT1 & Opala rear brake torque (all cars)
  • Increased pit speed limit in GT1 class to 100 km/h
  • Mclaren 570S GT4: adjusted aero center of pressure; fixed rear right fast damper range; increased brake torque; adjusted default setup (requires setup reset)
  • Adjusted engine compression curves for GT1 cars, Mclaren 570S GT4, Ginetta G55, F-Retro, Caterhams
  • Fixed error in Group A damper and rebound travel (requires setup reset)
  • Slightly raised Roco 001 CoG height
  • Slightly stiffened Mclaren F1 LM front suspension rates
  • Opened up differential adjustments for Caterhams with LSD
  • Disabled downshift autoblip for Mclaren F1 GTR, Porsche 911 GT1, MCR 2000; enabled for Metalmoro MRX P2,
  • Slightly increased downforce from F-Classic Gen1 diffuser
  • SprintRace: Adjusted rear wing center of pressure; increased bodywork drag
  • Reduced engine inertia for F-Trainer, Caterhams
  • Raised minimal front ride height for F-Classics (requires setup reset)
  • Adjusted gear ratios for Procar, Group A cars (requires setup reset)
  • Adjusted default roll bars, dampers for all Porsches (requires setup reset)
  • Fixed inverted slow / fast damper rates in Porsche Cup cars (requires setup reset)
  • Fixed asymetrical right front ride height setting in Porsche Cayman Clubsport (requires setup reset)

AI
  • Added new overtaking logic - AI cars now evaluate speed of cars further ahead to dodge slow traffic more efficiently
  • Fixed bug causing AI simulated times to fluctuate widely
  • fixed issue where AIs would brake without reason on pit entry or exit
  • Further general AI performance callibration for throttle & brake application, tire rolling resistance & drivetrain losses (to better match player straightline speed), launch speed (slow starts still remain an issue with Group A & Procar)
  • Increased AI speed on wet tracks while running slicks
  • Slightly increased AI aggression scalars per vehicle
  • Further reduced AI jerkiness in lateral movement
  • Reduced AI brake distance offsets
  • Fine tuned AI brake performance
  • Update AI fuel load logic for practice sessions (now uses same as quali - further customizations of fuel levels per car will follow in subsequent builds)
  • Slightly reduced AI quali performance & improvedp practice performance (all cars)

AUDIO
  • Minor sound loop corrections on transmission whine samples for GT3R and M6 GT3, Sprint race and Super v8 samples.

TRACKS
  • Updated weather probability ratios (a bit less rain generally)
  • Spa: Extensive art & performance pass; added night lighting, added more static objects around scene, more trackside objects; fixed some tree & treeline shadows, fixed holes in paddock area looking from Bruxelles; added new kart building and marshall huts, updated pit fence and other fences; updates to foliage and outside terrain/roads to match the 2020 look; reduced foliage around Blanchimont; Generated new AI paths (much better fast line); adjusted track cut runoff limits
  • Imola 1988: Fixed a few wall and terrain gaps; Minor AI grip increase
  • Goiania: Rebuild armco collisions in attempt to fix ireported ntermittent collisions
  • Curitiba: Further road mesh noise revisions
  • Curvelo: Reduced road mesh noise
  • Guapore: Reduced road mesh noise
  • Ibarra: Updated trackside cams for reverse layout

VEHICLES
  • MetalMoro AJR: Fixed tail lights, external mirrors;
  • MetalMoro MRX: Adjusted RPM LED ranges for P3 variants
  • Further fine tuning of exhaust parameters (for cars producing less backfiring)
  • Further adjusted carbon visual brake glow range
  • Added new Metalmoro AJR liveries (including a new batch of community skins)


Original Source: Reiza Studios

AMS 2 - available now exclusively to PC.

Want to know more about the sim? Got a trick or tip to share with the community? Fire up a thread in the AMS 2 sub forum here at RaceDepartment and share that knowledge!

AMS 2 Footer.jpg
 
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I think this is a great onboard to show it...
There’s always something to be learned by watching videos of real life professionals. Just keep in mind overall that the top tier hybrid sports cars may not be the best thing in the world to study where throttle use is concerned. My understanding is that those cars have their own unique throttle technique requirements for recharging the hybrid side of their drivetrains.
 
Is iracing deploy patches every day or two days or they collect the feedbacks and update the game before the seasons or whatever, i quit playing iracing long time ago and dont know.
updating game doesnot mean, hey we fix one issue and deploy it, or changing game options/physcis everytime, it is too fast to update, the updates cycles shows there isnot any quality check before deploy update, its better for sure fixing bugs rather than nothing( as s397 do some of dlc paid cars)
yesterday there was an update, today we have another fix one, maybe tomorrow we can get another fix one, the game isnot in beta after all, developing game is ofcourse acceptable and good for us simracers, but making updates after collecting fixes and feedbacks i think necessary.

I agree with you on quality control, which is problematic in many sectors.

It's a long time ago when finished products were released, although ... with hindsight, we were probably younger, there was less content (graphics, audio, physics) and therefore less things to say, we even had fun with bugs ... which gave charm to some games, have we become too demanding ? ^^ between the games assisted with visual aids, the people who at the simulations thinking it's reality and the new generation who live their sex life on the Internet we can ask ourselves a thousand questions without knowing if it's good or bad, the world moves too fast :(

Nevertheless, where there is no communication budget or other unnecessary budget, Reiza can afford to make regular updates so as not to leave consumers in the lurch. It's a change or even a shock compared to other games that never have a patch but the studio certainly has to work partly remotely and this with the daily concerns and changing regulations related to Covid.

I can't even imagine what a hassle it would be for other studios who have had their projects delayed for months or put on hold for other reasons.

On the other hand, I come back to my question : what is your SSD ? or your country. In Europe we have very good SSD with large capacity for not "very expensive" about 150 €.
 
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Renato Simioni

Reiza Studios
I am curious, even if it is in the distant future, to see the Safety Car coming. I imagine that there will be a unique Safety Car model and if so, will the car also have its own engine has its own non-adjustable throttle map ?

Of course if I have the answer in 2 years, it's fine with me as the feature may or may not come out ^^.

It´s on our list of features we plan to implement. As we keep saying AMS2 is a long term project, there is a lot ground we can and intend to cover in the time we´re working on it :)
 
There’s always something to be learned by watching videos of real life professionals. Just keep in mind overall that the top tier hybrid sports cars may not be the best thing in the world to study where throttle use is concerned. My understanding is that those cars have their own unique throttle technique requirements for recharging the hybrid side of their drivetrains.
I don't see any major difference with other cars like GT3 or GT4, but don't drive like that in ACC, because you will suck.
 
I haven’t found an answer yet so I ask here: how do you know which setup values are changeable? I cannot change several setup values in the latest AMS 2 release, for instance the front anti rolbar of the Camaro SS (street car). Is that intended or a bug?
 
I'm on P1 in TimeTrial around the Nordschleife
Oh really? :p

(i can't confirm the crazy reaction on throttle, seen in the video a few posts ago. Maybe it changed for the newer version. The F1-LMs only real quirk here for me is, that it's just plain horrible understeery on the brakes with defaults. So maybe now is the time to take another look into 1.1.0.5)
 
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I haven’t found an answer yet so I ask here: how do you know which setup values are changeable? I cannot change several setup values in the latest AMS 2 release, for instance the front anti rolbar of the Camaro SS (street car). Is that intended or a bug?
From our end user perspective it’s more or less a bug. The presentation of the UI in the setup screens isn’t always consistent. Some cars have unchangeable items grayed out while others have them displayed as apparently active but still unchangeable in their actual values. IIRC Reiza has actually previously addressed this for certain settings on some cars so it is probably fixable but may just be another item for the “patience” list.
 

Tarmac Terrorist

Paul McCaffrey
Brilliant news! It turns out it might be my internet gear thats gone tits up, which means i don't have to reinstall the whole game and AMS2 is just fine (especially seeing as it seems no one else is reporting this issue! Happy days! Yay!:). However it does mean my interent gears all knackered which is gunna put me in a bit of a pickle..... Oh poo!, now im upset again:(
DAMN! I was right, its happening again, full on CTD, happening after 20m quali, in a server i visit regularly, really looking forward to race, get to Race, go to adjust pitstop strategy and bang! Short freeze, and im back at my desktop, games gone! I think i heard someone say somewhere that this is a known issue, or am I dreaming? Is soloution for the moment not to touch Pit Strat during count down to race, this is getting to be a real problem.
 
DAMN! I was right, its happening again, full on CTD, happening after 20m quali, in a server i visit regularly, really looking forward to race, get to Race, go to adjust pitstop strategy and bang! Short freeze, and im back at my desktop, games gone! I think i heard someone say somewhere that this is a known issue, or am I dreaming? Is soloution for the moment not to touch Pit Strat during count down to race, this is getting to be a real problem.
I can confirm that too. Just tried it once and CTD, which almost never happened during a session. I also won a race yesterday, but was listed as 2nd without penalties. Also annoying and very often that I don't get the fuel from the setup. It's regularly way too much usually just after entering a session during practice or qualifying and rarely just a fraction of what I set up correctly and need to finish the race.

And my delta is not showing up in the HUD since the update. Anybody else? Haven't deleted the documents folder yet since my Sim Dashboard still shows the delta.
 

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