AMS 2 | Kyalami Grand Prix Circuit Headlines New Content Additions In Latest Update

Paul Jeffrey

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Reiza Studios today deployed a brand new update to their Early Access Automobilista 2 racing simulation - adding new content, improved netcode and a raft of fundamental improvements to the title.

Update time! Yes, Friday, the start of the weekend, for most of us two days to rest and relax and more importantly - Automobilista 2 early access update time!

In this new build from Reiza Studios, the developing AMS2 simulation enjoys quite the array of changes and improvements, not least of which is some gratefully received netcode advancements for those with an online fancying, and AI balancing tweaks to be enjoyed by those that like their racing thrills against computer controlled opponents.

In content news, the latest build adds the impressive modern layout of Kyalami, plus the P2 specification Sigma P1 (with the updated 2020 P1 variant expected to arrive in sim once the real world version races on track). In old school content news, today's build adds the Passat to the Copa Classic FL category - however this car is know to cause a CTD at present, an issue that Reiza are currently investigating and expect to hotfix in the very near future.

Quick note - This is the last weekend to buy Automobilista 2 with the current 40% discount over its v1.0 price - as we have crossed the halfway point in our Early Access roadmap, by Monday pricing will be adjusted accordingly to be 20% off its v1.0 full price, remaining that way until its official release.


V0.9.0.1 CHANGELOG:

CONTENT

  • Added Kyalami Grand Prix Circuit
  • Added Sigma P1 to P2 Class
  • Added Passat to Copa Classic FL Class
GENERAL
  • Update App Key used in Live Motion SDK
NETCODE
  • Reduced Fade Accel parameter to minimise chances of "ghost" car-to-car collisions in a Multiplayer Session
UI & HUD
  • Fixed back button on TimeTrial screen
  • Amended all brake bias labels to include F / R qualifier and all values to include front and rear.
  • Fixed telemetry HUD screen anchors (affects ultrawide positioning)
  • Fixed in-game menu anchors on various pages (audio, camera, controls & gameplay options screens, save/load setup, quick/full setup edit screens, VR)
  • Added Track Altitude information to loading screen
  • Added current time of day to Session Overview / Pause screens
  • Added Imola 1972 & Modern trackmaps
  • Added Stock Car Driver names
  • Updated missing tire names for Caterhams, F-Ultimate, Copa Classics
  • Added chat box to lobby page, multiplayer & pre-event screens
  • Fixed bug with incorrect engine torque statistic in vehicle selection & loading screen due to reversed metric / empiric system conversion
  • Adjusted naming for various Metalmoro MRX models
  • Fixed track country label on lobby page
  • Added exit confirmation to pre-event screen
  • Coodown lap now defaults to manual player control
PHYSICS
  • Standardized ranges, adjusted drag & lift increments per setting for cars with adjustable radiator & brake ducts
  • Adjusted brake heating for all prototypes & GT cars
  • Minor adjustments to Ultima Race, StockV8, F-Vintage tyre treads
  • Reduced roll inertia for StockV8, SuperV8, Ultima Race, Ultima
  • Slightly reduced grip off the ideal racing line
  • Reduced Metalmoro AJR diffuser efficiency
  • Adjusted StockV8 diffuser center of pressure slightly rearwards
  • Adjusted Roco, MRX, ARC Camaro engine torque curves
  • Moved default brake bias rearwards for Sprint Race, StockV8, Ultima Race
AI
  • Slightly increased AI awareness of human players
  • AI performance tuning for GT3, StockV8, P1, P2, P3, P4, Ultima Race, Sprint Race, F3, F-Vintage classes
TRACKS
  • Spielberg: fixed hole in garage floor; replaced incorrect pit building walls & pit doors; remapped garage and pit stall locations; removed excess grid assignments (32 cars supported); rebuilt triggers.
  • Brands Hatch. Fixed bug with cars appearing to float over the track; adjusted rolling start location; revised track limits; fixed garage door collision
VEHICLES
  • AJR: Adjusted Driver Animation; Added Imperio #175 & Mottin Racing 46 liveries
  • MRX: Corrected RPM LEDs for all variants
  • Ultima Race: Adjusted collision mesh
  • Puma P052: New liveries/updates/redesign for #01 #02 #04 #06 #07 #08 #10 #11 #12 #13 #19 #42 #53 #54 #69; Added community skins #17 #91


Original Source: Reiza Studios

AMS 2 is available now in Steam Early Access.

If you need help and support getting the most from AMS2, start a thread in our AMS2 sub forum here at RaceDepartment and let our great community help you out.

AMS 2 Kyalami.jpg
 
Last edited:
AC has (in general) much more than 1% drop at twice the peak angle but for sure it can't be considered too hard to drive.

8% drop at 2x peak angle it's in line with the data I have for race slicks... a bit less for low aero loads, a bit more at high aero loads.

P.S.
I don't know in detail how the base slip curve is modified in gMotor engine depending on load and combined forces, so the 'unforgiving' issue could have been somewhere else.
 
Last edited:
v9.0.2 looks set to be another excellent upgrade for the FFB, however, I'll caveat this with the fact that it is very much a work in progress and things could still change before it arrives.

As it currently stands:

- You'll almost certainly need to turn up the main in-game Gain setting but it's worth it for:
- Increased feeling of connection to the road, especially the way the wheel weights upon turn-in.
- Much more subtle track to kerb transition and ability to understand how the grip is changed on different surfaces.

I like it a lot, and I liked what they already had, so this could well be another big step.
 

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