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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Things are getting great and great this is MADNESSSS :D


I do find the FFB to be lacking - really hoping that Reiza continue tweaking it.

AMS1 still to this day has the best FFB in simracing.

You should definitely give a try for karsten's custom FFB on the official forum. It brings the FFB to another level.
What he actually needs is to feed this ffb with car weight, df etc to make it w each car ut of the box, just requesting necessary output from reiza.
 
Still some edges that need smoothing, but def an update in the right direction. The GT4s are much more driveable to me especially the McLaren that used to suffer from extreme snap oversteer. I think something is wrong with all the GT4 front brakes as they run super hot and start to pick up damage after like half an hour of driving. The Cayman's oil and water run way to hot and damage the engine so that will need to be looked at. The Merc 190 has too big of a gap between 2nd and 3rd gear. The AI difficulty across the board seems to be all over the place with the physic changes made.

Still I think overall the driving experience has taken a huge step forward overall. I personally am satisfied with the FFB, it communicates what the car is doing well, and the individual gain adjustment is nice for lightening up super heavy steering like on the Merc 190. Stuff like I listed above should get ironed out in the near future, and hopefully some big improvements come to AI selection with the custom championships addition later this year.

Overall I AMS2 is easily my favorite sim to drive presently, and I don't see that changing as Reiza continue to improve things moving forward.
 
Just a reminder.


It's a great game, but it needs some work. And these are just some of the bugs I've noticed, every time I notice one I put it on the list.
 
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Nice work, do you even let it go on the official forum?
Of course, but nobody seems to care. I'll post it again in its own thread.
 
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I hope they decreased issues with physics just to concentrate other issues on the game.
I know there is not only one person works for the team but almost nothing is happening in terms of other issues.
Renato is doing great job on the physics however; there are dozens of good features requested on the official forum and here but the rest of the team is just deaf to them.
 
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I hope they decreased issues with physics just to concentrate other issues on the game.
I know there is not only one person works for the team but almost nothing is happening in terms of other issues.
I would think that most people would want them to focus on the physics since that's the core of the game. As to other issues, the list in every changelog negates that argument, unless you mean issues related to your own experience in the game.
 
Another step in the right direction with the AI, a few short races and they're still prone to a few issues though so still some way to go yet. I need to re-tweak the FFB as it's very flat and certainly not like I had it some time ago, also it still needs some optimisation graphically for VR amongst other areas which would help FPS.

Physics though, hmm, having raced predominantly RaceRoom & RF2 perhaps I'm too used to their interpretation of physical engines over the MADNESS one and what Renato is pulling from it. I can't shake the feeling of "bounce" in some cars and an immense amount of understeer in others, like really extreme amounts of understeer. More time is needed to better investigate and enjoy this Sim overall.
 
The Sprint Race Car definitively lost it's 'clank' sound on gear change, in the other hand engine sounds more aggressive now. On this one I only miss that metal noise when breaking, I think it comes from the tubular chassis, it's noticeable on Interlagos onboard videos on youtube. Another amazing update.
 
Another step in the right direction with the AI, a few short races and they're still prone to a few issues though so still some way to go yet. I need to re-tweak the FFB as it's very flat and certainly not like I had it some time ago, also it still needs some optimisation graphically for VR amongst other areas which would help FPS.

Physics though, hmm, having raced predominantly RaceRoom & RF2 perhaps I'm too used to their interpretation of physical engines over the MADNESS one and what Renato is pulling from it. I can't shake the feeling of "bounce" in some cars and an immense amount of understeer in others, like really extreme amounts of understeer. More time is needed to better investigate and enjoy this Sim overall.
I agree. After R3E/RF2/ACC it's very difficult to adjust to the physics of AMS2 - it seems too different... like flying bricks.

Really like the tracks and cars and hope all the madness engine crutches are eliminated.
 

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