AMS 2 | GT1 Cars And New Build Released

Paul Jeffrey

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Reiza Studios help kick-start 2021 with a bang, thanks to the latest build update of Automobilista 2 becoming available, and with it the mighty GT1 era of endurance racing golden days...
  • GT1 DLC released.
  • Spa-Francorchamps released.
  • Many updates and improvements included in new build.
AMS 2 Middle.jpg


As the New Year celebrations begin to calm down, many of us with sore heads have awoken today to some very nice news - a freshly prepared build of Automobilista 2 is here, and comes complete with a nice version of both Spa-Franchorchamps and the mighty 1990's era FIA GT1 challengers from McLaren, Mercedes and Porsche - start 2021 with a bang!

Content isn't the only bit of good news for AMS 2 fans either, the new DLC's also come with a fine selection of changes, tweaks and improvements to the simulation, including a welcome option to tune FFB on a per-car basis and plenty of physics revisions for a number of the vehicles within the sim.

Some notes from the developers ahead of using the new build update for the first time:

IMPORTANT: Given the amount of substantive changes in this update, we strongly recommend all users to start a fresh profile by deleting their Documents/Automobilista 2 folder to avoid issues (this will be requested with far less regularity from this update onwards).

The Livery System Override is now fully implemented - to get your hands on the templates for all cars currently in the game and learn more about how you can go about replacing the original car liveries with your own please check this topic (will be updated with new templates as we add them).

Please note that we have another batch of single player championships & a complementary art update for Spa incoming tomorrow after it goes through some internal testing in the morning.

Automobilista 2 V1.1.0.0 Update Notes:

Cars:

  • Added GT1 Series (featuring Mercedes CLK LM, Porsche 911 GT1, Mclaren F1 GTR LT)
  • Added Mclaren F1 LM to Street Cars series
Tracks:
  • Added Spa Francorchamps 2020 *Part of Spa-Francorchamps DLC Pack
  • Added Ibarra Reverse layout
GENERAL
  • Introduced track specific weather probability system for more realistic random weather
  • Random weather condition is now preserved if session is reset
  • Disabled "Real Weather" option (until system implementation is complete)
  • Added option to customize FFB gain per car
  • Adjusted netcode parameters for more reliable close racing and more accurate timing predictions
  • Adjusted default cockpit camera settings
  • Increased cockpit seat position storing from 20 to 100 vehicles.
  • Added live edit messages for vertical and longitudinal cockpit seat position
  • Added F-Ultimate & F-Reiza championship seasons
UI & HUD
  • Added new main menu panel arts & backgrounds
  • Updated track loading screens & increased resolution to 4k
  • Added loading bar gradient & fixed position on ultrawide resolutions
  • Fixed monitor controls and back button positions on ultrawide resolutions
  • Update Control Assignments screens to include per vehicle FFB gain increase / decrease
  • VSync is now always enabled in Main Menu
  • Added tag (AI)/* to AI players in multiplayer
  • Added additional states to DRS HUD informing detection zone & availability
  • Vehicle default sorting reverted to alphabetical order
  • Corrected various vehicle naming inconsistencies
  • Fixed Velopark incorrect track grades
PHYSICS
  • Revised tyre physics for street cars, F-Vintage (both gens), F-Retro, F-Classic (all gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate, Copa Classic, Hot Cars, Lancer Cup, Puma P052, M1 Procar, Group A, Opala 1986
  • Revised rain tyres for GT3, GT4, P1, P2, P3, P4, F-Retro, Procar, Group A, Opala 1986 Copa Classic, Hot Cars, Lancer cup, Puma P052
  • Revised Ultima GTR, F-Retro, F-Classic (all gens), F-V12, F-Ultimate & F-Reiza aerodynamics
  • Adjusted logic for pre-race tire & brake pre-warming & tire pressure conditions (slightly under peak conditions for more realism & avoid unnatural tire inflation)
  • Reduced default number of clutches for several cars & further reduced rate of differential locking per clutch
  • Further revised F-Retros, F-Ultimate & Ginetta G58 suspension rates
  • Further adjusted exhaust parameters for all cars (results in more accurate visual & audible backfiring / spluttering)
  • Reduced max height to account before front wing / splitter stall in several cars
  • GT3 Series: Added 15kg to Mclaren 720S, subtracted 10kg from Mercedes AMG GT3, added 10 HP to Porsche GT3-R for improved BoP
  • Further revisions of FFB max force to iron out potential peak force inconsistencies
  • Small adjustments to center of gravity height in Opalas, F-Retros, F-Ultimate
  • Reduced Ginetta G55 engine inertia
  • Futher reduced differential preload baseline settings
  • Disabled viscous differential in street cars
  • Adjusted default roll bars, ride height & differential settings for F-Classic (all gens), F-V12, F-V10 Gen1 & 2
  • Adjusted default Differential settings for F-Retro, Stock Car 2020
  • Adjusted F-Ultimate ERS to not kick in until 75% of throttle is applied
AI
  • Added preliminary new logic to improve AI overtaking lapped cars
  • Added new tolerance parameter for AI to not concede position to player until a given amount of the car length is alongside (prevents issue with AI cars appearing to be "scared" out of the way when approached from behind by player)
  • Slightly raised AI CoG height multiplier & adjusted AI damper rates to avoid cars bouncing at hard compression
  • AI callibration pass for all cars that received tyre physics and / or aero updates
  • Reduced range of lateral movement away from ideal line & rate of movement when taking urgent action
  • Created new AI paths for Nurburgring Nordschleife & 24h layouts (improved & more consistent performance)
AUDIO
  • Updated Sprint Race sounds
  • Adjusted tranny volume for GT3 cars to more balanced levels & more torque dependent; adjusted volume balancing; optimized number of samples used to minimise potential performance issues
TRACKS

  • Removed wave length in artificial road noise (slightly reduces car / camera vertical movement oscillations)
  • Temporarily removed animated Helicopters & planes until remaining functionality issues are addressed
  • Revised road mesh & reduced noise (high frequency bumps) for Curitiba, Kansai & Taruma
  • Updated Bathurst trackside camera
  • Velopark: Minor performance & art pass; updated AI with improved performanceUpdated Nurburgring 24h layout trackside cameras to reduce shimmering / trembling & added VR cams
VEHICLES
  • Added BMW M6 GT3 dirt / damage effects + dangling damaged parts + new colliders + detached diffuser
  • Gol Copa Classic: Fixed LOD errors at longer distance
  • Mini Cooper UK: Fixed LODding issues with windows
  • Lancer Cup (R/RS): Added Dirt/Damage + detached bumpers (LODA/B/C) + dirt texture for wings (RS) + modeled inner panels (LODA/B/C) + new collision + dangling damaged partsdriver animations + Detached Gear Shifter
  • Fixed Mini cooper 1965 damage on lower LODs + Detached gear shifter (cpit) + detached bumpers on LOD C
  • Lotus 23: Fixed LOD D missing, added damage models on lod B/C, detached dangling parts on LodC, closed panel gaps on LOD A and Cockpit, removed unecessary damage models for tyres
  • MCR S2000: Added dirt/scratch textures
  • Added missing tail light for Sprint Race, Stock Car Cruze 2019 & Ultima GTR
  • Fixed LOD errors in cars with DRS wings which could make rear wings appear to flick open at certain distances


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 have been very critical of AMS2 and it's mushy, imprecise steering and FFB. However, I have spent today going through all my sims and properly setting up my steering following my upgrade to the CSW 2.5. This update landed last night and it's a real game changer. I cleared out all the controller profiles I had in my AMS folder and started from scratch using the settings recommended by Fanatec and the sim is absolutely transformed. (I found similar with raceroom, which is more of an indication that I am crap rather than AMS2 has improved...)


I love Reiza, not least because they did their own thing with AMS1 without following the hype and going for tracks everyone knows. I also love that they release content for Rfactor 2.

I have been very cynical about the PC2 origins of AMS2 but I have to say that any carry over from PC2 is not identifiable in this sim now. I had a great time lapping the GT1 Porsche around Imola and this sim really does have a rosy future. So much so, that I have just bought the Silverstone and Nurburgring packs for a sim I was convinced was utter crap a week ago! Well done Reiza.

Nice.

Reiza recommend that you delete the whole AMS2 folder btw.
 
Good update with some welcome additions. I am still not sure if there is something wrong with how the suspensions/tires work in this game. The F1 GTR is fun to drive and I admire their sensefull content additions with the fantastic GT1 cars and upcomming stuff like Group C, something that other devs could learn alot from.

But I can't help myself thinking that this excessive bouncing of the cars should be looked into. I've tested the GTR at Oulton Park and Brands Hatch so far and it's very difficult to keep the car steady as it starts to oscillate like cracy, especaily through fast turns. I will admit that the tracks aren't exactly the smoothest tracks, but the oscillation of the car under load looks very wierd. If you watch a replay of the car through Clarke Curve at Brands or Cascades you will notice it clearly.

Btw, I have the menu spring set to 0 for the game and my wheel still changes settings in the menu. Another thing that I would like to see fixed is the penatly system with AI. I got a penalty due to AI crashing into me during formation lap. Other than that it's a nice update with some welcome additions.
 
Good update with some welcome additions. I am still not sure if there is something wrong with how the suspensions/tires work in this game. The F1 GTR is fun to drive and I admire their sensefull content additions with the fantastic GT1 cars and upcomming stuff like Group C, something that other devs could learn alot from.

But I can't help myself thinking that this excessive bouncing of the cars should be looked into. I've tested the GTR at Oulton Park and Brands Hatch so far and it's very difficult to keep the car steady as it starts to oscillate like cracy, especaily through fast turns. I will admit that the tracks aren't exactly the smoothest tracks, but the oscillation of the car under load looks very wierd. If you watch a replay of the car through Clarke Curve at Brands or Cascades you will notice it clearly.

Btw, I have the menu spring set to 0 for the game and my wheel still changes settings in the menu. Another thing that I would like to see fixed is the penatly system with AI. I got a penalty due to AI crashing into me during formation lap. Other than that it's a nice update with some welcome additions.
There is 100% something wrong with the games tyres or suspension, I took one of the modern formula cars out and anything low speed the car was bouncing left and right, going down the pits was ridiculous
 
Loving the new cars, I'm fresh from a 30 lap blast around Kyalami, really got a sweat on. The Porsche is a thing of beauty, responsive, loud and great to drive. The FFB feels really dialed in (maybe because I deleted my profile this time as per the update instructions) I managed to catch any potential spins really 'naturally' - if that's the right term. Graphically, I'm loving the cockpit detail of the Porsche, in VR it looks awesome and feels really authentic.

It's a shame that the McLaren is a lot slower than the other two, it would've been nice to have a proper 3 way brand battle.

I'll have to wait till tomorrow to try Spa now, quite pumped for that.

Also, as a keen skinner I've had a quick look at some of the templates for my favourite cars and they all look really simple and therefore quite straightforward to paint, which is sooooo cool.

Bravo Reiza, bravo.
 
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Anyone got excessive 'bouncing' in the SuperV8? Feels like Driving on a bouncy castle, only driven a few laps so need longer to properly evaluate it but a bit worried, i don't remember it being like this.
 
i dont get it with the new FFB settings
i have set the FFB from options menu at 55 and i can change the FFB on the fly while driving (i maped 2 keys to inrease and decrease FFB ). so i have 2 different FFB ?
i dont get it
 

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