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
 
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But.. what happened with Goffik's FFB mystery and various others reporting so many missing FFB effects convinces me there are still some underlying gremlins related to hardware interactivity lurking in the code somewhere.
Going by the official forums, I seemed to be in a relative minority before the latest patch in thinking the New Default FFB profile was an improvement on a T300. Most (or at least, the vocal minority) seemed to be sticking with the Old Default on that wheel. My guess is that the kind of "gremlins" you mentioned were in my game before I reinstalled, due to a badly applied patch or something similar. So I'm starting to believe that the New Default I feel now is the way it was always meant to be.

As for incorrect settings, I spent literally the entire afternoon yesterday in AMS 2 just messing about with the FFB. So long, in fact, that my forehead is physically sore today from wearing my Rift S. Using default TMCP settings I tried every combination I could think of and, while there were minor improvements, I still couldn't get New Default feeling anything like as good as it was before.

In the end, I had to resort to a new custom profile which I made through hours of trial and error. (Having to restart the game after every single tweak is a MAJOR ball-ache!!) I've ended up with something which is a combination of the old, the new, some things I found elsewhere, and a few bits I wrote myself. It's not perfect, but at least it gets the job done for me. (I'm looking forward to the next patch when Reiza change the FFB and ruin all my work!) :p

I wish for everyone to come down, stop being so analytical about FFB, set it to forget about it and start enjoying everything else that makes SIM driving or racing enjoyable. As with so many thing in life, with FFB, less is more.
I'm sorry, but just because the FFB works for you doesn't mean others shouldn't post their comments and concerns about it. FFB is a very, very subjective and personal subject and it always will be, in every sim. It's also an integral part of many people enjoying the sim they play, so just "setting it and forgetting it" isn't an option for many of us. The only way we're going to figure out how things work is by discussion.
 
but if I have to tweak the FFB to get it to an acceptable level and it's still not there compared to AMS1, then I wonder if I should spend more money on the product. But time will tell. ;)
I dont use FFB because my handcontrolled wheel(SRW-S1) is a non-FFB wheel - but using some logic then these FFB issues some people have is surely a problem Reiza will have to adress.
And my guess is that its pretty high on their todo list - because its allway an urgent issue for all racing sims.

CatsAreTheWorstDogs: My second guess is that those people where the cause of the issues is something in their end (HW/SW) will have to wait in vain.
 
We have a new development of FFB incoming for next week´s build, it´s again a fairly natural progression to the "New Default" profile introduced a couple of weeks ago. At this point we expect the FFB to be definitive for v1.0, and will update our FFB guide accordingly to these latest changes.

There is however value to the notion people shouldn´t get too far in their pursuit of some elusive optimal FFB, certainly not from the get-go before you at least try for a bit to work with it as it is. One of the reasons why we tend not to offer too many FFB customization options (in AMS1 and 2) is precisely because that almost seems to be perceived a an invitation to change things that don´t necessarily need to be fundamentally changed :) This doesn´t quite apply at this stage of course as we ourselves are changing and developing the system regularly, but we are seeing comments about how much FFB has changed even when very little fundamentally changed (as in v0.8.7) or nothing at all (in v0.9.1, except for minor car tweaks) - this could suggest some loss of configuration somehow in certain controllers (which is possible, even though we do test a range of different controllers and haven´t come accross the issue), but also that some may be going too far down the rabbit hole in some esoteric search of the "right" FFB, messing with sensitivity settings and editing values in FFB files, something that is really not recommended unless you really know what you are doing.

If you go so far you don´t even know how to walk your way back to default I´d really suggest deleting your My Docs/Automobilista 2 folder and starting fresh with "New Default" FFB profiles, first trying to adjust Gain so peak forces are reached at maximum loads for any given car, then Low Force Boost if you find forces too limp around the center. Don´t mess with FX or anything else until you´re reasonably satisfied with the first two.

Also important, don´t set your Profile to "CUSTOM" unless you do have a customized FFB setting file in your My Docs/Automobilista 2 which you intend to use - stick to "New Default" if you intend to run the game´s actual & current FFB, else you may find yourself stuck to an old "Custom" file self-generated by the game when you first installed it, and not using the latest modifications done to the the actual default profile (FFB profile not to be confused with your regular FFB sliders on the in-game menu - you dont need profile set to Custom to change those).

Finally, this is also a very valuable recommendation:


I also had some strange issues about a week ago or so, out of the blue - and it wasn't after an update - the same car I drove for days, Formula 3 308, was suddenly having massive brake locks and massive undesteer under braking and also was very difficult under acceleration, snap oversteer. I tried everything, even uninstalled the game nothing worked, then I launched the game started a race and chose RESET to DEFAULT on my car setup...miracle happended ffb was fixed :)), very strange.

It´s actually not all that strange because any changes to the default car setup are auto-saved as your personal default for any time you load that car until you assign some other personal setup for that car / track combo - this auto-saved setup is marked with a "*" to indicated it´s been modified but unsaved from the original default. This is admitedly not a very good thing while the game is in development and physics (along with setup ranges) can change on a weekly basis, and it´s something we´re looking to work out a better solution for.

In the meantime, do try resetting your car setup to the current default to make sure you setup hasn´t been messed up in between builds, or again just start your user profile again by deleting My Docs/Automobilista 2, it´s a bit clumsy but it´s sure way to have your game reset to a complete fresh state (reinstalling the game won´t do it as your configuration folder will remain as it were from the previous install).
 
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It´s actually not all that strange because any changes to the default car setup are auto-saved as your personal default for any time you load that car until you assign some other personal setup for that car / track combo - this auto-saved setup is marked with a "*" to indicated it´s been modified but unsaved from the original default. This is admitedly not a very good thing while the game is in development and physics (along with setup ranges) can change on a weekly basis, and it´s something we´re looking to work out a better solution for.
Great to have so quick response Renato.
But I have a plea conserning the setup Save/Load managesment issue.
Could you at least check out how Raceroom have solved this issue - more or less 100% perfect?

CatsAreTheWorstDogs: You dont have to answer here - but Raceroom had also(!) a complete goofy setup Save/Load managesment before their huge dec upd - which made a lot of Raceroom users happy campers.
Please:thumbsup:
 
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Thanks for taking the time to post @Renato Simioni, I really appreciate the detailed official word on this. :thumbsup:

There is however value to the notion people shouldn´t get too far in their pursuit of some elusive optimal FFB, certainly not from the get-go before you at least try for a bit to work with it as it is. One of the reasons why we tend not to offer too many FFB customization options (in AMS1 and 2) is precisely because that almost seems to be perceived a an invitation to change things that don´t necessarily need to be fundamentally changed :)
This is what I find a bit frustrating, if I'm honest. I don't mean with AMS 2 in particular, I mean as a philosophy which increasing numbers of games seem to be using. Removing options in order to prevent the clueless minority from "ruining" their own experience is, in my view, a very brute-force and rather unfair approach. A warning could quite easily be displayed on the FFB page explaining the "risks" of tweaking things you don't fully understand, and a big, obvious DEFAULT button could be added to save those who go "too far". Problem solved, and those of us who want to tweak all the individual options ourselves are still free to do so.

If that isn't an option, then perhaps when v1.0 comes out, you could make it spit out a better default ffb_custom_settings.txt which has added labels of what things do? If we can't have sliders, at least let us tweak the text file without all the guesswork.

(Also, it would be fantastic if the custom file could be modified while the game is still running, allowing a quick profile switch in-game to pick up the changes rather than having to restart every time. Pretty please!) :p
 
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If you go so far you don´t even know how to walk your way back to default I´d really suggest deleting your My Docs/Automobilista 2 folder and starting fresh...
This default recommended course of action seems plausible for the current early access status of the game. The one major problem I have with it, however, is that deleting your entire Documents\AMS 2 folder seems to be fundamentally at odds with saving any work you’ve done with setups. Again, this is acceptable to me in early access. Come v1.0, however, I really think it is not unreasonable to firmly request that users of the game have some means of backing up and restoring their saved setups. Having to manage them via screenshots just leaves a really bad impression with me. I’m sure I’m not alone in this sentiment.

As far as I’m concerned, this could even be resolved with a utility that’s completely or partially external to the game. It wouldn’t even have to be user control of the setup files either. Something along the lines of “export/import a setup database” would be fine from my perspective.
 
I would remove support for ffb_custom_settings.txt entirely, to avoid the JackSpadification of FFB with clever experts that think they know better ending up with broken FFB and complaining about it loudly or always begging for more customization.
Another supporter of limiting the majority because of the clueless minority? Give me a break. :rolleyes: If you don't like FFB discussion, don't read it. Those of us who do know what we're doing would like to retain the right to tinker.
 
Pcars1 was a mess & the ffb user interface was poorly designed. Pcar2 simplified their ffb options & it didn't help because you couldn't get it any good for all the cars as the ffb was still a mess.
Raceroom is actually quite easy to dial in ffb imo as you can dial it in on track.

Personally i don't like the lack of options in AMS2 FFB its missing some fundamental settings imo. It actually results in me spend far more time messing with it & will have to start the arduous task of messing with an ini file.
 
For some Sunday fun, I ran a comparison between the 4 Caterham models in AMS2 v0901 in Time Trial mode at Brands Hatch Indy using Oculus Rift. The cars are all superbly lifelike and here we have something rare in a racing game, the chance to move up from a low powered Academy model of the same car, to track biased super-machines and on to the insanity that is the 620R. Experiencing all these in real-life took about 10 years and via the joy of racing games, we can now experience them in less than an hour! In my opinion, AMS2 is as close as you'll get to experience the thrill of these Caterhams unless you've got a spare £££ to rent them or £££££ to own and run one on track.

All the cars cross the finish line at 1:06 despite the different video start times. When the model name is on screen the audio is on for that car too.

What I really enjoy here is the chance to experience the progression between cars, using all standard setups. I've also included the DD2 Gain settings I find most like the real car wheel weight in case anyone might find that useful.

Academy - who fitted trolley wheels? The Academy captures its real-life counterpart perfectly, just 115bhp and low grip tyres, basically a road car on the track. The handling is designed to teach car control at low speeds so that slides can be caught and practised. Turn in and skinny front tyres lose grip and weight in the wheel. Wait for the car to settle and you can use the throttle to catch the slide, adjust the line and power through. The AMS2 car is as intuitive as the real thing. Sliding the nose and into the Apex of Druids and then managing the rear wheelspin to push the Academy out towards the exit is just joyful. The lack of front grip means a small lift is needed to get the car to turn in to Surtees. McLaren into Clark sees the front end go light again and needs a 'wait for it' approach to hook the rear tyres up and maintain momentum. A 58.07 lap is about all it has to give in my hands. (DD2 in-game gain 42 / on wheel 35). My realism rating 10/10, the perfect track training car.

Supersport - grip and stability. After the Academy, the Supersport has so much more grip with its slightly sticky tyres, arbs and stiffer suspension. Where the Academy slides the Supersport requires more precision, it's so much easier to know when tyres have found grip in Druids and Mclaren, no chance of spinning the rear wheels out of Druids here as the tyres have more grip than the 125bhp can overcome. No need to lift to turn into Surtees this time, there is more than enough grip at full throttle to pin the apex and power through. In many ways, it's less fun than the Academy but easy to see why these cars are the start of the more serious track and racing adventures. With all that grip I'm often left wanting more power to use it, safe yet enjoyable to race is the style here. With just 10bhp extra the lap-time difference isn't huge with less than 1-second advantage at 57.34. (Oddly the Supersport wheel is lighter than the Academy so I had to turn the in-game gain up to 46 (same 35 on the wheel) to get a realistic wheel weight). Mt realism rating 9/10 - the real Supersport is a little more playful but it's still close to real.

Superlight - the sweet spot? For me, the previous R300 and now the 360R has always been the sweet spot of the Caterham range, reasonable cost, fast enough to have fun and embarrass cars costing 10x as much but not so fast they are an accident waiting to happen. It's the same in AMS2, now the extra grip from the specialist track rubber is matched by the power to exploit it. Holding the Superlight right on the edge of grip is easy, the whole chassis flexing and feeling the tyres fighting to point straight as they load up in the corners is superbly real. With the extra power come more handling options. Turn in too slowly and there is understeer. Turn in just beyond the grip of the front tyres and the nose tucks in and the throttle can be used to adjust the line, it's just a case of feeding the power in carefully until straight. If it does all start to go wrong just a small lift of the throttle is usually enough to restore grip. It easiest to be most precise with the 360R. The advantage in terms of both grip and the 175bhp power is obvious in the 5 seconds quicker 52.0 lap times. (In-game Gain had to be lowered back to 40 here otherwise there is some strange kickback in the wheel as the tyres load up or cross the kerbs). My realism rating 10/10 - everything from the way the Duratec engine builds revs to being able to balance front and rear grip with the throttle feels perfect.

620R - power corrupts. As bonkers as the real 620R is the best compliment I can give the AMS2 620R. The huge power requires a recalibration of the senses and especially the braking points as you arrive at each corner faster than before. Taming the power to get the nose to turn in is now the biggest challenge, it's a direct reversal of the Academy car. In the Academy you fight to maintain momentum, in the 620R you struggle to contain the sheer speed. Turn in too fast and speed is washed away in understeer hunting for the apex, especially in Paddock Hill bend. There is so much power on the straight that lifting to turn into Surtees is essential or power understeer makes turning in impossible. Avoiding power understeer is the first problem and it's quickly followed by a switch to oversteer if you get too greedy with the throttle. There is enough power to overwhelm grip at any point. The exit of Druids is basically a long power drift hoping the 620R will hook up before you run out of track. It's the same in McLaren into Clark when it's a game of finding where the grip is and then putting down as much power as possible in the final push for the line. It's as intoxicating as the real thing for sure. In my experience, the AMS2 car is a little more prone to understeer than the real car (though understeer in the 620R is a good thing imo as the switch to understeer can be tricky), the AMS2 car is also a little easier to drive on the throttle as both of the real cars I have owned/driven had spikes in the power maps that made the throttle quite lively. The 310bhp is the reason for the more than 3-second advantage over the 360R and 48.7-second lap. (In-game Gain 40 and on the wheel 35 as for the Supersport world well here). My realism rating 9/10 - it's almost as crazy as the real car but the real thing gives me more scary 'how did I get away with that' moments.

When I look for what AMS2 adds to the huge variety of great racing games we already have this is it. The unique chance to drive cars that mirror the very different character and abilities of the real thing and feel the progression from low to high power and grip. For four versions of the 'same' car they couldn't be much more realistically different. Like the real cars, I could happily lap these all day.

I'm sure more will change in further updates but for now, I say bravo Reiza, this game is so much fun and I look forward to seeing just how much more it improves and develops.
 
I would remove support for ffb_custom_settings.txt entirely, to avoid the JackSpadification of FFB with clever experts that think they know better ending up with broken FFB and complaining about it loudly or always begging for more customization.
I've been saying from day one I wish Reiza never even supported the custom files in the first place. Make solid FFB that is well set up (like in AMS1) and then stand by it. Don't let random people "improve it" by ruining your work.

(But I also understand why they do allow it, they kinda have to, unless they want a lot of loud complaining.)
 
(But I also understand why they do allow it, they kinda have to, unless they want a lot of loud complaining.)
They get loud complaining anyway, so I doubt that's the reason they've done it. They've done it for those of us that want to make changes beyond those they provide, because there is no such thing as "one size fits all" when it comes to FFB. If this setting-limited approach is the way they plan to continue, which seems likely, then I for one appreciate them giving us this option.
 
Make solid FFB that is well set up (like in AMS1) and then stand by it.
Exactly, who else better than the dev of the sim are in a better position to set it the way it is supposed to be.
The self appointed experts? No they are not.
A gain slider is all I want and need. The developers should take the time to set each car the way it is suppose to behave and all we should need to do is enjoy the result without any worries or concern. Leaving the adjustments to the user is admitting that their is no right or wrong, make it whatever feels right to you. We might as well adjust our own physic while we are at it.
 
Leaving the adjustments to the user is admitting that their is no right or wrong, make it whatever feels right to you. We might as well adjust our own physic while we are at it.
Sure, because the same settings work for every single wheel on the market right now, don't they? Rubbish. They absolutely do not, and a simple gain slider is not enough for fine adjustment. I'm not against having "simple mode" for those who have no interest or knowledge in tweaking their own FFB, but forcing us all down the same route because a handful of vocal individuals can't leave things they don't understand alone is not the way.

How about we force everyone to use full assists too, to cater for all those who can't be bothered to learn how to handle a car properly?

At this stage, this is a complete failure...
Pretty sure a lot of people will disagree with that statement.

What exactly is the issue you're having with ABS/TC? Are they not working when you have them enabled for all cars in your options screen? Are you sure you don't have them set to "Authentic"? If so, they will only work on cars that have those assists in real life, despite you being able to change the levels in the setup screen. Are you sure you are using TC the right way around? Ie, 10% means it will kick in at 10% wheel spin, 100% is essentially "off". (This is why the setting won't go below 1%.)

I don't know about ABS but I know that TC works because I was driving the Formula V10 last night, which has it enabled when using the Authentic setting.
 
Make solid FFB that is well set up (like in AMS1) and then stand by it. Don't let random people "improve it" by ruining your work.
Absolutely Martin!
and Please Renato, dont make an IKEA_like product (without instrucions for that matter) for, the MOST of us, I believe, we naturaly know nothing of how a sports car "should/must" feel.
I trust you, and as a costumer I expect you guys at Reiza to deliver a final product.(and só far is absolutely Fantastic, thank you!)
As Martin says, please stick to your work, dont rely on our "tweaking" atributes as a possible excuse to an, eventualy, poor job (like raceroom unfortunately...)
Cheers from Portugal
(abraço irmão)
 

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