AMS 2 | Build Update 1.1.0.4 Now Available

Paul Jeffrey

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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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Really enjoying the enhancements made to the title in the past few months and looking forward to what's to come!

My only issue is the audio on some vehicles which seems to be only happing to users of the usb HyperX 7.1 surround sound headset.

I've tried all the suggestions posted in other threads yet still having issues and it's only in this game.

Clicking while pit speed limiter is engaged
Clicking while applying throttle
Static while driving on straights
Clicking/popping from the tires when driving off the racing line
Clicking during tire scrubbing

@Renato Simioni
Any chance you guys can get a HyperX headset in the studio to help figure out what the issue is?

Cheers
David
 
They are really investing in the sound area, love it!
BTW, I lived in Curitiba 11 years and went so many times to that Racetrack, it's impressive how acurate the arround Environment is, it's nice to see the high power lines/towers nearby, those actually exist and come from Itaipu, probably feeding energy to like half the country :)

 
Thanks Reiza!
One question about fixes with (requires setup reset)

That's only necessary if you have a custom setup right? So, only default setups were updated?

Just thinking, what if people don't read the changelog? They don't get the fixes if they drive on with their custom setup? :rolleyes:
Maybe i missunderstand something...

Still waiting for a wheel hardlock as we have it in AC with CM... :)
 
Horses for courses mate. One day people may actually get that FFB is totally subjective, and down to personal preference. Well, actually they probably won't so we'll have to put up with this pointless argument for evermore, but we can hope.

The never ending debates on FFB & Tire models are never ending because they are always changing & hopefully improving.It is all about feeling & whether you feel it is realistic.Even when pro race drivers have their say it is not definitive.All we can say for sure is there is a consensus amongst sim racers & pro race drivers that Iracing is not so great for driving realism but they all choose Iracing because it has the best structure for racing & does everything else to such a good standard even if AMS2,RF2,RR & ACC are more realistic to drive.
 
So true.

I have no experience with motion, but I find that tactile is excellent at giving feedback, better than the wheel in many cases, definitely a great complement.
In VR, we get a lot of “realistic” visual clues also.
As you mentioned FFB is very personal and I also agree that the their is no right and wrong, just preferences on a very crude and limited simulation devices.
My money is on the haptic suits, just surprised that they are not already available.
I'm very happy with my setup. The only feedback I'm really missing is g-forces. I've modified my racing seat to add some but, haven't had time to sort out the wiring and programming yet. Some active seatbelts could eventually complete the braking force effects.

I love driving in VR but, have to take a break from that for a while. All in all, the sum of the parts provides an amazing ride. :)
 
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.

Did you reset the setup as recommended ?

  • Mclaren 570S GT4: adjusted aero center of pressure; fixed rear right fast damper range; increased brake torque; adjusted default setup (requires setup reset)
 
Did you reset the setup as recommended ?

  • Mclaren 570S GT4: adjusted aero center of pressure; fixed rear right fast damper range; increased brake torque; adjusted default setup (requires setup reset)

Yeah I have. It's an issue I think that plagues all GT4s. I drove the Cayman last night and had brake damage in less than 40 mins of racing from the fronts over heating.
 
The bouncy FFB can be reduced significantly by the Silver Raw custom FFB mentioned yesterday. I guess the bouncing is more a feature of the physical tyre-model and can't happen with the usual brush-tyre-model in all other sims minus iRacing (?). I experienced that a lot during karting as well since the tyres doesn't really slide, but bounce over the tarmac when loosing and regaining traction. It was very annoying and exhausting from the 'FFB' as well I can tell.

About the understeer: the last updates cured a lot and better check out the current state. I think that AC understeers a lot more and Raceroom is rather similar to AMS2 or even worse like with the Group 4. Be sure that you don't lock up your tyres (listen to the sound). Many cars want this perfect amount of brake-input to slow down best and be still maneuverable. Lowering the global brake-sensitivity might help or the brake-pressure in the setups. Also be sure that the graphical and physical wheel are always in sync. There is no car in AMS2 I know that doesn't sync perfectly. Increasing the steering-lock-setting is making it more sensitive unlike other titles.

But there are cars like the Retros and Vintage F1 also lack front-grip when on the throttle or even while coasting due to rear-biased longitudinal weight transfer and trailbraking is crucial to corner this cars. Cars with a spool like karts, Super V8, Copa Trucks or this midget Camaro want to be driven with throttle-oversteer and cars like the P-classes are similar. But even when watching GT3-onboards the drivers usually (all I saw) are targeting the early entry of a corner (slowest point) and go early on the throttle rather than carrying lots of speed through it. If you do this method in ACC, you suck big time, in AMS2 it's the same trick:thumbsup:
The bounciness can't be reduced by using different FFB profile as it comes from the cars physics. When the GT1 cars got released I gave them a try and the GTR suffered from excessive bouncing. No idea if it is fixed with this update, but this problem has been going on for quite some time now, in some cars more extreme than in others. I know that one can't completely judge the physics from the replay cams, but the car bounced like crazy in fast corners, allmost like a go-kart indicating too much stiffeness and seemingly no springs. It's the one thing that keeps me away from enjoying AMS2, together with the numb FFB when you turn in. Both of those things were present in PC2 allready, so I think there is still some work that needs to be done in that area. It's not a hater comment btw, but meant as feedback.
 
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This cannot be reduced by FFB changes, camera settings or setup changes. It's just a bug:


When people talk about "bounciness" they conflate many different things. Some of it is bugs like in the video, but some of it is realistic motion, some of it is suspension/tyre modelling, some of it is track meshes with too much artificial noise, and some of it is due to the way the Madness Engine transfers 100% of the camera motion to either the car or the world. Until these effects are properly separated and addressed individually, the complaints will persist.
 
Looking at the change log and following the beta forum it's great to see the commitment from Reiza to continue improving the title. Seems it's an rather complex task to tune everything and needs lots of re-work of the base engine supplied from SMS (as done with FFB and certain UI functions).

In the longer run I do hope they also can address thins like the option to turn of the steering wheel on all cars and the very annoying strobe effect in cockpit and other cars when going over curbs. Find it bit strange SMS could accept that behavior, as it's very present on videos from PC2. This is not seen on other graphics engines.

Other minor things are inconsistency in design and misaligned texts in UI, but that's very minor details, also fix of stretch view in replays when using triples on the side screen would be nice but not an game changer if not.

AMS2 have gone an long way since release, it's fun to drive now and then to see how improvements going forward but there still lot's of work to done before it can be an competitive alternative with the more establish ones IMO.
 
This cannot be reduced by FFB changes, camera settings or setup changes. It's just a bug:


When people talk about "bounciness" they conflate many different things. Some of it is bugs like in the video, but some of it is realistic motion, some of it is suspension/tyre modelling, some of it is track meshes with too much artificial noise, and some of it is due to the way the Madness Engine transfers 100% of the camera motion to either the car or the world. Until these effects are properly separated and addressed individually, the complaints will persist.

This doesn´t look right at all - is it some adjusted setup or after an incident of some sort? This is how that car / track combo ride is supposed to look with default setup and camera settings:

Generally speaking we do not believe "bounciness" to be a general issue anymore, and most of the content issues (car or track-related) have been largely rectified. Some car / track combos are bumpier than others tho - specially F1 cars in historical tracks like Hockenheim or Interlagos will naturally be bumpy rides, as are some of the South American tracks.

For reference, here´s what the ride on a similar car from a similar track looked like in real life:

The default camera options will not always be suitable for everyone tho, if you´re finding the ride excessively unpleasant please make sure to check them and the tooltips that describe them within the UI so you can tweak it to something that may suit you better.


Any car that produces that level of vibration as in your video however obviously has a problem - if you can reproduce that or spot similar issues with any other car / track in the current build please let us know how to reproduce it and we´ll look into it.
 
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This doesn´t look right at all - is it some adjusted setup or after an incident of some sort?
This is the the latest public version 1.1.0.4 with the default setup for the FClassic G3M1. It only happens in an AI race with too many AI opponents (here 19 but I get similar results for anything above 12 AI opponents). What happens is that the physics break somehow (CPU becoming overloaded?), causing excessive bouncing. The only factor that I was able to identify making a difference was the number of AI opponents, lowering graphics settings etc. doesn't help. You can mitigate it a bit by deflating the tyres, but as soon as they go above 1.2 bar the bouncing begins.

I agree that for most car/track combinations the bouncing is negligible after some recent updates. In fact, the same car in time trial or practice mode runs nice and smooth, minimal bouncing.
 
This cannot be reduced by FFB changes, camera settings or setup changes. It's just a bug:


When people talk about "bounciness" they conflate many different things. Some of it is bugs like in the video, but some of it is realistic motion, some of it is suspension/tyre modelling, some of it is track meshes with too much artificial noise, and some of it is due to the way the Madness Engine transfers 100% of the camera motion to either the car or the world. Until these effects are properly separated and addressed individually, the complaints will persist.
I immediatley thought of KC and The Sunshine band song Shake your booty :)
 

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