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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Just report it on Reiza forum, then give Devs time to check and fix it.... better without assuming they aren't going to fix it based on nothing except you being skeptical...
'Fixing the cars' means, making them driveable for bad sim-racers like him without any skills. I did some kart-races with my colleagues and thought, they are easy to beat since i'm the sim-racer and they just drive road-cars. At the end they were a lot better than the average sim-racer. In AMS2 online something between 7 and 8 out of 10 people just can't drive and probably complain about the physics, but they will not drive any real car on the limit as well. I love AMS2 because I'm fast by doing the same thing than in all real onboards I know of, because it's the same trick: straight-line braking>slow in>fast out. In nerd-games like ACC you suck with this method and need to overshoot the corner-entry. This game caused probably many real crashes already and if it would work, I would see it in real footage, but no, it's still slow in>fast out.
 
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Fixes a ton of little gremlins that had been there since the big 1.0.1 update. The issues with cars understeering and not breaking free under hard acceleration have been taken care of. I'm loving a lot of the old cars that I hadn't checked in on since they were broken months ago.

thats great news then. I have been playing raceroom a lot lately and sure I like Rfactor2 a lot as well, even ACC and have been meaning to download the gran turismo mods in Asseto corsa one...

Point is so much to do on the pc I just dont have the time and like all of us probably have a large backlog of stuff we bought and could be playing etc or things to do and check on (I look at a lot of spreadsheets and market related stuff online which takes time and of course there's always best of youtube videos and all that to get through because their algorithm makes things so juicy on youtube), but given my interest, today having sat down to have a bit of a sim-race while the other half watches a movie, I will go and have a peek. At its best I really rate the game highly.
 
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Second post - update to the new 1.0.05 patch

Had to LOWER the ramp in the f309. preload same just now, for ibara. using 80 and 60 for coast

which is a dramatic turn of events. yes less corner stability/turn in when doing that but you get around faster.

so that car is behaving a lot better - and merc gt1 at bathurst goes well, so now getting used to this, did "literally" [sorry edit, colloquaial use of word I mean the opposite/sarcasm] one lap of each (basically, 4 of ibarra and 2 of bathurst) but highly obvious a dramatic change has occurred for the better.

will now do the texaco f1. as these vehicles I have reference points for. I am going to guess the Ultima race has improved a lot (esp in the past 3 months have dabbled a bit again) and the ultima road I expect would be improved greatly too. in terms of those applying game-wide. Ultima road was quite literally (real meaning of word here) impossible to drive last patch.

cool stuff.

edit and ultima road just like a non slipper clutch motorbike, you drop that gear and it snaps around, don't mind that, and if you keep it around 100km's/hour at ibbarra it drives really well.

it must be noted that I have driven everything basically at 89 ramp where possible since about april lol - and I reset all my cars each patch as per instructions.

while of course the innertia is not quite there in terms of where you can get away with accelerating on a bend, for example, such as race room, and even race rooms gear-change FFB canned effect I have dialed down in AMS2 - may turn it back up - I can see quite clearly this is a solid base with which to work with now.

It must be noted, yes my daily car does hard shifts as it adapts, otherwise you do NOT feel it at all... and performance mode is the real mode (normal mode is just fuel saver lol)... IF I did a change like I feel in the games, on a motorbike you would say its just not a good change unless a quick shifter. In any event I love those effects.

Its been an excellent patch month; indeed but the f-reiza for example has super-levels of grip. Notwithstanding these things the driving is better no doubt.
 
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'Fixing the cars' means, making them driveable for bad sim-racers like him without any skills. I did some kart-races with my colleagues and thought, they are easy to beat since i'm the sim-racer and they just drive road-cars. At the end they were a lot better than the average sim-racer. In AMS2 online something between 7 and 8 out of 10 people just can't drive and probably complain about the physics, but they will not drive any real car on the limit as well. I love AMS2 because I'm fast by doing the same thing than in all real onboards I know of, because it's the same trick: straight-line braking>slow in>fast out. In nerd-games like ACC you suck with this method and need to overshoot the corner-entry. This game caused probably many real crashes already and if it would work, I would see it in real footage, but no, it's still slow in>fast out.
I've been sim racing for 10yrs or more champ.
The fact is, you don't understand that powerful vehicles are controlled by the throttle, ie, small measured throttle application cant just act like full horsepower has been input, that's just silly.

It takes a lot of power to snap out the rear end, and given I'm an experienced sim racer I understand that throttle control is required on all cars, but especially on those with big horsepower, however upon applying a small amount of throttle the car goes haywire.
 
I've been sim racing for 10yrs or more champ.
The fact is, you don't understand that powerful vehicles are controlled by the throttle, ie, small measured throttle application cant just act like full horsepower has been input, that's just silly.

It takes a lot of power to snap out the rear end, and given I'm an experienced sim racer I understand that throttle control is required on all cars, but especially on those with big horsepower, however upon applying a small amount of throttle the car goes haywire.

aye, and also throttle control IS a thing in general and even in other sims -not so much in AMS2 just now for many vehicles. The tires have super levels of grip in AMS2 for many vehicles, so not everything is kosha just yet.

And whats more I quite like the whole throttle control of things - a game like race room for example will let you not only have throttle control being a thing, but also the launch is FAST; and if you do it too fast the backs on a lot of those cars pending the setups being conducive to it, will make them fish-tail or even snap out from under you - it gives you a real sense of speed and thus those things are all very connected, immersive.

BUt as for people over shooting the entry - can you blame them - we see the A.I in many of these games zooming past you to super-break; yes there's a fine balance to be had, but they often use the same tactics the average player uses, so yeah hehe I guess they may think thats the way to drive instead of being smooth and smooth-break on, smooth speed out so the slow-down is the least overall and highest average speed over a longer stretch.

>> does anyone know if the f-reiza has always had 32 downforce front and back? Its like a gravity-well at the moment! lol but sure hell of fun to drive. took the unprecedented step of lowering the downforce a fraction and playing around with other things. its the non latest one (2019?) without the safety bar.

So, kept it all default so 32 downforce and clutch plate at 2, this seemed to loosen it up a bit and coast ramp slightly higher - now turns without needing to bother around Ibbara first curve section at speed, well, without needing to change down for extra control it can just break slightly/trail break across 270 degrees of turn essentially; doing anything to downforce and suspension was way worse an experience for the whole of the track. But without the massive gravity well to that level, of course you need to slow down more because otherwise theres some wide turns (it refuses to spin out lol) onto the grass kind of wide turn and still safe. Marvelous really.


I mean the default is marvellous, my settings were not great - there's is just a huge amount of oversteer combined with zero actual grip loss with the car, but its a great drive. So again as I figured - a dramatic turn around from a couple months back across the title. Would I race this car in this title again? Yes, absolutely. Is it real enough - probably not.

update: of course the sweetest track for this combination of car and track is my old favourite 1970s Speilberg. People just have to try it - and pressure it, race on it too. A total blast; you can get to something like raceroom racing or rfactor2 post September 2020, VERY good. And those above problems are not an issue. Maybe tires or maybe road surface at Ibbarra who knows. 70s speilberg, just great. Previously this combination resulted in simply too much car for the track at high speed - not so now: you will be overtaking at 250 - 300kms /hour on those long bends, and it gets very interesting with the car being well balanced, its intense actually, if you come across some cars on those long bends as you slow down at high speed and speed up, while trying to maintain 300 clicks across the whole track basically = Good adreneline that, your steering wheel going high and blocking vision as you turn, the quick movements, like a dart trying to get past; the quick down shifts for extra traction and probably a dollop of torque and the fast up shifts. Good stuff. (but now I am using Bruno Bae's hotlap setup in timetrial, its faster than default, adjusted gear ratios and lowered downforce but harder to drive as one may expect with 32- to 7 downforce. )
 
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Regarding the handling and response of some cars being discussed here, it might also be worth remembering that the throttle on a car is not linear. Ie, 50% pedal travel does not necessarily mean 50% power delivery. I assume AMS 2 simulates this, and it will vary between cars.

Screenshot 2020-12-17 171010.jpg


Horizontal is throttle, vertical is engine response. The wavy black line represents the behaviour of older cars without electronically controlled throttles.
 
Throttle input (%) does not necessarily equate to power delivery (%). This is especially evident with vintage turbo engine cars (turbo-lag).

It's even an issue with modern daily drivers (overly sensitive throttle input at low speed) where low-end torque is at work.

That said, we need to remember that AMS2 is very much WIP, and Reiza are good at what they do. We just need to be patient and keep ourselves occupied with other titles if the WIP aspect seems too bothersome.
 
I have just deleted ams2, the update policity, updating game every day is boring, the update size is 700ish megabytes, i installed my games on ssd, but whenever ams2 updates itself, it loads everything from begining i think, i have 50gb free space, when i update ams2 700mb, the ssd shows 13gb of free space while installing, slows the pc too much ( lots of drive usage), and the updates are every day almost, update, minor fix, update again, minor fix, major fix, i hope reiza change the update strategy sth different, making major updates often will be better. Getting some feedback after an update and make major changes if needed and making quality control before deploy the update is important.
I will wait when they make the steady.
 

Cote Dazur

SIM Addict
Just did a race with the F1 2003 at Suzuka with nice real skins, which in AMS 2 words is V10 at Kansai. ;)
The AI, the graphics, the physic, the VR, the FFB was excellent, in its present state AMS2 has a lot to offer and I intend to take advantage of all it has to offer.
As for the sensitive gaz pedal, I just modified the linearity curve slightly and everything feels fine to me.:)
 

Renato Simioni

Reiza Studios
Regarding the handling and response of some cars being discussed here, it might also be worth remembering that the throttle on a car is not linear. Ie, 50% pedal travel does not necessarily mean 50% power delivery. I assume AMS 2 simulates this, and it will vary between cars.

View attachment 436763

Horizontal is throttle, vertical is engine response. The wavy black line represents the behaviour of older cars without electronically controlled throttles.

It does indeed - every engine has its own non-adjustable throttle map, the same model we developed for AMS1 ported over, largely the same curves too in the same engines. One of the main examples is the F-Ultimate which actually has a throttle map per gear so full power isnt even delivered in the lower gears.

Longer term plans include offering adjustable maps, although that naturally will be limited for older engines.


Throttle input (%) does not necessarily equate to power delivery (%). This is especially evident with vintage turbo engine cars (turbo-lag).

It's even an issue with modern daily drivers (overly sensitive throttle input at low speed) where low-end torque is at work.

That said, we need to remember that AMS2 is very much WIP, and Reiza are good at what they do. We just need to be patient and keep ourselves occupied with other titles if the WIP aspect seems too bothersome.

Every sim car has room for improvement and we certainly expect the physics for all to continue to evolve further as we progress; that said, not every car will please everyone and that isn’t necessarily always exclusively a physics issue :) While further physics developments and throttle maps can greatly improve control, a 630 bhp per tonne car on road tires is always going to require delicate throttle input to some extent...

Whether because of physics or personal preference, you are indeed right that there are no shortage of options now to find at least a few that suit you - no need to stick with the one that youre finding frustrating :)
 
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The physics are out of this world, ie, they might work on the moon, but back here there's a fundamental misunderstanding of how cars behave.

A full lap driving like a complete idiot here just to test the "out of this world" physics.
Still alive here, the car did not want to kill me even when I applied full throttle mid corner.
 
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It does indeed - every engine has its own non-adjustable throttle map, the same model we developed for AMS1 ported over, largely the same curves too in the same engines. One of the main examples is the F-Ultimate which actually has a throttle map per gear so full power isnt even delivered in the lower gears.

Longer term plans include offering adjustable maps, although that naturally will be limited for older engines.

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 ^^.
 

Tarmac Terrorist

Paul McCaffrey
There is a tiny little fix in the latest update that could lead to a game changing feature in the future!

The fix is this: 'Fixed bug causing AI simulated times to fluctuate widely'

Does'nt seem major but it has saved me a whole bunch of time setting up offline race's, its brilliaint!

Also with a couple more issues resolved I think this sim is well on the way to having some absoloutely steelar A.I.!
 
Don't buy Microsoft Flight Simulator or a Call Of Duty game, your current ssd would already be buried. Moreover, it must be relatively bad SSD tone to feel a slowness during the installation of update... Moreover, you can configure when to download an update, if your ssd is bad it is enough to download it when you wish it by configuring the options of Steam.

Besides, I even wonder how you can appreciate car simulations on PC when you know that Iracing was released in 2008, it's been 12 years since the game has been updated.

Anyway^^, you still have The Crew game and Project Cars game and a few other games that didn't need 10 years of patches.

Of course, I say this in a humorous tone.
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.
 

The physics are out of this world, ie, they might work on the moon, but back here there's a fundamental misunderstanding of how cars behave.

Did you change anything to the default setup? If I use the default setup I have to almost floor the throttle in 2nd and 3rd gear in corners to make the back end step out. Applying half throttle in corners doesn’t make the back end slide at all.

A full lap driving like a complete idiot here just to test the "out of this world" physics.
Still alive here, the car did not want to kill me even when I applied full throttle mid corner.

You are driving the F1 GT1, David Ignjatovic is referring to the F1 LM.
 
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Did you change anything to the default setup? If I use the default setup I have to almost floor the throttle in 2nd and 3rd gear in corners to make the back end step out. Applying half throttle in corners doesn’t make the back end slide at all.



You are driving the F1 GT1, David Ignjatovic is referring to the F1 LM.
I've not noticed it was the road version, but also with the road version you need to be brutal with the acceleration pedal to make the car behave that way.
 
I've not noticed it was the road version, but also with the road version you need to be brutal with the acceleration pedal to make the car behave that way.
I found with the McLaren F1 LM it’s a car to be learned. Takes finesse to manage understeer with delicate throttle input and being in the correct gear(usually one higher than I think). At first it was undriveable for me. But as with all cars like this I take them out to Brasilia Outer to get a handle on how to control. Then I move to Goiania Outer and push harder.

Afterwards I’m able to take it out on most tracks and I only use default setups since I wouldn’t know what to change.

I prefer the challenge of a car like this. Thumbs up to Reiza for making it a beast.
 
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I've been sim racing for 10yrs or more champ.
The fact is, you don't understand that powerful vehicles are controlled by the throttle, ie, small measured throttle application cant just act like full horsepower has been input, that's just silly.

It takes a lot of power to snap out the rear end, and given I'm an experienced sim racer I understand that throttle control is required on all cars, but especially on those with big horsepower, however upon applying a small amount of throttle the car goes haywire.
I just looked at my setup and seems I made the car even more oversteering with lower preload, brake-balance to the back, more negative camber (but not too much) and stiffer ARB (both). The goal is to corner the car on the throttle, so use the throttle-oversteer early on entry to overcome the understeer, This only works if the car is positioned already in an angle that you don't run out of track on exit and keep the car in an understeering state, so it doesn't snap. There are better cars in AMS2 to learn this technique, since it's especially needed for spool-diff cars like karts, Super V8, ARC Camaro and the Copa Trucks, but also the cars with lots more weight on the rear axis and lacking front-grip. Only open-diff-cars like the Trainer, Vee, G5 and the FWDs really wants to rotate off-throttle, but even with this cars the slow in, fast out method works. I think this is a great onboard to show it, since the speed-difference make it so obvious.


Just follow the three rules of Walter Röhrl:
1. The corner-entry should always be the slowest part of a corner.
2. Tyres are most efficient while braking/accelerating as straight as possible or carrying speed through corners
3. The biggest secret of driving fast is steering as little as needed.
 
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