It has been a brilliant update [edit but combine this with the past 2 or 3 updates/reworks actually to make 2021's first version]
Best way to show the underlying improvements to physics and tyres and Force feedback:
1 Wheel/driving
I use now 25 dampening on the version 27 custom file for FFB via their forums (though the default is excellent too, still can use either one)... and yes, this is a home run from Reiza. 70 gain (down from 90ish months ago) 5 LFB (down from 30), and 50 FX, (up actually from 30/40 due to better feel now; even the menu spring is better implemented seemingly)....
Needless to say its a dream to drive even on a TX wheel base with a GT wheel and L-LCM load cell pedals (and I will probably buy another add-on wheel in time for more buttons, has 14 plus a knob; could use another knob and a few more buttons if I am being honest, like to adjust during driving)
2 Tracks
Itching to play. Lots that is now more possible than ever.
Example: > I can use the Lotus/+vintage cars and have a blast on Brazillian twisting/big-bend tracks, use the McClaren at Bathurst for pin point accuracy or the heavier but no less fun v8 type sedans - race and road cars - which are much improved, M3 at imola (each car from various era's on modern and historic imola at that!) and its just pure fun. I use all the cars to some extent, even slower ones its just driving pleasure with their different feels and race tactics. Race at 7am sunrise, 7-10 laps or some such, 10 mins practice (yes at 7am too lol but with random weather to test out the much better weather settings from this patch), + 20 mins qualify makes about 1hour of pleasurable driving. With so few laps the tires barely get warm for too long but its a lot of fun.
2nd example> I will take the reiza f1's to Guapore (one before 2019 but also the 2019) and have a blast zipping around that course. Thats one excellent time of it. Or the Race version Ultima. Just gotten far better (day and night like most cars) over the last few patches) Or what about the V12's at Imola, a course that really stetches the v12 f1's out, and tests them as I like to keep them a bit jittery for imola. There's always the Roco and similar for Oulton or the gt3's for various english courses, or go flat out at modern speilberg, etc. And of course the F2's are just lovely anywhere too. Too many contrasts to mention these days. Game has really expanded. Even Adelaide with its death trap bend and edge of your seat speed is much improved with these cars, its far more controllable, which just goes to show the big improvements.
So> Now when I adjust clutch plates and make a suspension faster or what not, make positive toe, I feel as though I am no longer fighting a system but rather implementing tweaks to adjust for a course; which means I am not glossing over something I wish the game had, because its as of today, pretty much fully doing things.
^> Game has to be 95% complete, surely.
Game is apparently past 100k sales on steam spy and with quality like this I only expect this to get better. And of course probably multi player may well be worth it for many now.
I currently rate it next to ACC, its not the exact same thing, or rfactor 2 track and car packs recently, but its along side them, and its a heck of a lot of fun. Just grab and play kind of thing. The menu annoys me but I do think good things of the new menu graphics, yes and so does the new Rfactor2 menu, but lots of fun. Very pliable now across its tracks and cars - spritely, lively, some subdued and hard work, tracks from many era's - I think the vision is coming to be what they intended for it. As to menu's I actually use the sorting functions more now to get lists, much better, so its not all bad with those games; even ACC menu has limitations.
I think this update really makes the game version 1 if we're being honest. All sims though took months to nail right or right enough, its been 6 so this is good.
And the sound from the transmission/torque in the cabin is much improved. A lot of atmosphere - so a lot of ground has been made up between the shortcomings of the title in the past few months against the other sims I mentioned. And frankly I am having the most fun with it again. So all 3 sims I mentioned now do something very well.
ACC accuracy probaby (not meaning I dont think its fun, I do), AMS2 fun across a wide array of things (and nothing glaring in its portrayal), Rfactor2 could be a bit of both/serious depending on car/track combo and these days I limit myself to about 10 tracks with a drop off in quality at 6 probably - but Rfactor2 is a great game not saying its not and its best tracks are sublime and I rate them over ACC's just not all of them; of course its less forgiving than AMS2 and highly rewarding but its physics model is older these days. Its not really a direct comparison and they all 'win' on fun factor anyway.
Each title shares a lot of the same positive qualities in some way. So well done Reiza I would say since they have a lot of fun/good cars, and a lot of worth-driving tracks, though I do not rate their Nordshliefe only Rf2's version of that is wow. But I of course rate the Nürburgring in AMS2, a fave of mine. Conversely I do not rate as high the Rfactor2 version of the Nürburgring but still like it.
I will drive that Nord now in AMS2 actually as I have done little of that after buying it 2 months back. edit - its not bad! I did like it with the new physics and tires and cars. 2nd go took a Porsche on it, the less powerful one of the two in the list, 4get which list, and its a lot of fun and nothing glaring jumping out at me saying its bad; maybe rFactor2 does its physics best (at least to a degree and in some things), but maybe the AMS2 combo of cars and track is up there too for such a track.
An exceptional patch.
The one thing at this stage to make better maybe?
Ice rink grass, maybe a little too much slip though these days and with the FFB being better than ever, sometimes you can correct good enough to just go sideways instead of in circles. Sometimes though I think thats ok, other times not.
Ai +/- ability, some variability could be in order though it could be the total wrong time to implement that.
I feel I should also mention I get a lot of enjoyment out of using Crew Chief with these games. So if you don't use that, you may want to (ACC does it internally, rF2 not)
One thing I would add
Settings that are like a puzzle. Today I changed new merc at Montreal, clutch plates to 6. Handles so well. Yes - I know that NOW, but 3 months ago I had no clue which settings would do which and the way the physics were then it was hard to tell which setting was off month to month and even day to day lol... not so now. Life knowledge, experience and the iracing? website or the other free racing one, raceroom maybe not that I play those, the website and various sites helped me get a feel for these things.
The mini-game or level could be that more settings per track or some such are out of kilter. Kind of like a scenario feature. Also I would add a single player scenario feature like in sports game, i.e if soccer/football then you're 2-1 down and how do you win with 5 mins to go. Also, there could be layers to settings changes. Level 1 - only one or two off, level 2 you know immedately via tooltips that 3 settings are off for the track...
haha. love it. But under no circumstances should it go for Project Cars 3 kinds of things. Some people probably like that kind of game but I dont mind forza, but I will put forza horizon down easily for AMS2, for example. I took PCars 2 off my PC but I sometimes think about that game.