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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Just tried the BMW GT3 in the Beta2 v 1.1.0.1.1400 and have no crackle and static pops...I use Astro A40 Headphones with Mix Amp connected to my PC via S/PDIF Optical cable Toslink connectors.
In that car I can hear it every time and I mean every time I touch the throttle pedal as well as other places through the rev range and even maybe from tyre slide.
What audio settings are you using? All default or have you adjusted sliders? I've lowered many sliders.
 
My two cents on the audio thing: as an undergraduate engineering student working with audio engineering, it's often best to just leave the digital sound processing to the game's engine itself and try to just transport the audio to your ears the cleanest possible way.

There isn't really a need for speakers or headphones with built USB sound cards, like the Cloud's II USB connection or things like that, because it adds extra digital processing (and an extra layer of DAC) that could make things problematic in some cases. Try normal stereo headphones or speakers, and if needed something else like a linear amplifier. That could help to at least try to track problems coming from the game or from the soundset.
 
In that car I can hear it every time and I mean every time I touch the throttle pedal as well as other places through the rev range and even maybe from tyre slide.
What audio settings are you using? All default or have you adjusted sliders? I've lowered many sliders.
Here are my current AMS2 Audio settings :)...I only turn down the Music and Menu audio, leave everything else as is.
Could try turning down the 'LFE Extra Volume'...although if the headphones are USB connection, could there be some conflict / interferance with other USB devices used on a PC...as I have a pair of Asus Strix True 7.1 Surround Sound Heaphones and on PC start up the drivers for the Asus Strix did not load (even with the updated fix) and found that it was my TSXW that was preventing the Asus Strix Headphones from loading the drivers, when I disconnected my TSXW the Asus Strix Headphones worked :(...just a thought ;)
...or could be a defective AUX port, loose Headphone cable connection....try changing the Audio format in the 'Sound Properties'...update drivers for your headphones if any.
Below is a link to troubleshooting...

AMS2 AUDIO SETTINGS.jpg
 
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  • Deleted member 197115

My two cents on the audio thing: as an undergraduate engineering student working with audio engineering, it's often best to just leave the digital sound processing to the game's engine itself and try to just transport the audio to your ears the cleanest possible way.

There isn't really a need for speakers or headphones with built USB sound cards, like the Cloud's II USB connection or things like that, because it adds extra digital processing (and an extra layer of DAC) that could make things problematic in some cases. Try normal stereo headphones or speakers, and if needed something else like a linear amplifier. That could help to at least try to track problems coming from the game or from the soundset.
External USB DAC, standalone on embedded in headphones, processes differently from onboard sound card or MB DAC?
 
My two cents on the audio thing: as an undergraduate engineering student working with audio engineering, it's often best to just leave the digital sound processing to the game's engine itself and try to just transport the audio to your ears the cleanest possible way.

There isn't really a need for speakers or headphones with built USB sound cards, like the Cloud's II USB connection or things like that, because it adds extra digital processing (and an extra layer of DAC) that could make things problematic in some cases. Try normal stereo headphones or speakers, and if needed something else like a linear amplifier. That could help to at least try to track problems coming from the game or from the soundset.
As a musician i.....whatever :p :D:
For this test, i had my Audiotechnica ATH-M50x (barebone "linear", higher resistance studio headphones, bang for the buck standard in many regions today, no fancy built-in features) connected directly to the PC, also tested with the headphones port of my speakers (not more than a cheap headphones amplifier in them). Both with the same outcome. It's the way, sound samples are "initiated" by the game.

External USB DAC, standalone on embedded in headphones, processes differently from onboard sound card or MB DAC?
It's more about 2 layers of them in combination, what could cause issues, not the case on my end, though.
 
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Well, if you mean 1997, it's Helsinki Thunder. A temporary 3,3km street circuit with several 90° bends and even a 180° tiny hairpin, run on vaguely different layouts through 1995-97.
Even more than a handful to drive with the GT1's than on Laguna Seca. But had plenty of fun with the GTR2 mods some years ago. Could be fun with AMS2 I think.
In GTR2 the mod included almost all GT1 and GT2 from 1997, and only Helsinki wasn't available (even the old nurbugring from that era was available, I think it was the 2001 version). How many hours I've spent racing with these cars. Thebsounds were awful (from the original mod for F1C), so I had spent hours making a sound pack to make these cars sound correctly. These were amazing times. The closer experience I can get in modern sims is Pcars2 with a good.selection of GT1s. But not the GT2 which raced with them unfortunately...
 
External USB DAC, standalone on embedded in headphones, processes differently from onboard sound card or MB DAC?
What he probably meant is that many current DACs and headsets do their own HRTF/virtual surround processing, so all you really need for them is an unaltered 5.1/7.1 audio stream from the game.

But many don't, and in that case it's nice if the game has its own HRTF for headphone users (though stereo purists will use hard-panned stereo anyway and tell you it's the best thing ever ;) ).
 
Tried it again and refunded after 90 minutes. Doesn't come even close to AMS 1. The GTR3 pack felt even worse than GRID with a wheel. Even the ECC mod for AMS1 is so much better than AMS2. The sounds sound like 8 bit...it that bad! FFB only decent with the Metalmoro cars and even then its not on par with AMS1. I can see Reiza trying to get om par with AMS 1 but they wont suceed in this mission as the famous Madness Engine is just garbage...no matter how much updates Reiza will throw into the ring. Oh yeah....dont forget to report this post as it is highly illigal to vent your own opinion at RD.
 
Tried it again and refunded after 90 minutes. Doesn't come even close to AMS 1. The GTR3 pack felt even worse than GRID with a wheel. Even the ECC mod for AMS1 is so much better than AMS2. The sounds sound like 8 bit...it that bad! FFB only decent with the Metalmoro cars and even then its not on par with AMS1. I can see Reiza trying to get om par with AMS 1 but they wont suceed in this mission as the famous Madness Engine is just garbage...no matter how much updates Reiza will throw into the ring. Oh yeah....dont forget to report this post as it is highly illigal to vent your own opinion at RD.

nonsense. If you DID refund it, you made a big error. dont know what happened with yours, but maybe you did that for the discount, in which case thats just cheap.

I think you could well try the custom version 30 ffb, and see how that went.
 
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