AMS 2 | Latest Big Update For Automobilista 2 Has Been Deployed

Reiza Studios are a development team that seemingly never sleeps - with yet another major build release having been deployed for their Automobilista 2 racing simulation.

Commendably sticking to the weekly release schedule during this Early Access phase for AMS 2, Reiza Studios have again deployed a new build to the public version of sim - bringing an array of fixes and improvements to this rapidly developing title.

Working to further fine tune the force feedback and handling model within the Automobilista 2, this latest release once again marks an impressive step forward in development for a title that has been received with mixed opinions in some corners of the sim racing community. Improving both the way cars behave behind the wheel, plus further enhancing the rapidly improving AI within the game, this is arguably one of the more impressive builds within the Early Access development phase to-date.

Before firing up the sim for the first time since downloading v0.9.2.1, be sure to check out the included notes from Reiza Studios, which can be read in full below.

AMS 2 V0.9.2.1 Update Notes

This update is largely focused on FFB, physics and AI developments, but it also features a large assemble of improvements & fixes in all fronts, adds the option to save Replays to your Replay Gallery , new options to the HUD system along with new gameplay features and the first stage of our revamped lighting, featuring HDR & climate revisions.

As usual, when there are substantial physics & FFB changes some recallibration is in order to bring car-specific FFB & AI values up to the latest specs - both of those fronts have already been largely revised to suit the new developments but it may take another build to get the best of them for all cars in the game.

There is one last round of FFB developments to come before v1.0, at which point the "Old Default" profile will be discontinued. We recommend switching to "New Default" in the FFB configuration screen if you haven´t done so already.

With this FFB update tyre flatspots from a hard wheel lock-up under braking will be more perceptible in high performance slicks,, although currently most tyre compounds will allow for only mild tread flatspotting - further development to come here.

Be advised you must reset your car setups to properly experience recent physics developments - setup changes are auto-saved and reloaded whenever you choose the same car so if you have an old setup change it will still be applying with potentially incompatible changes from the new build- to avoid such issues, upon loading a car in v0.9.2.1 make sure to go into Setup screen & click "reset to default"; if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).

AMS 2 Update Header.jpg


UI & HUD
  • Added Replay Gallery
  • Added "Save Replay" button to replay screen (only available at end of session)
  • Fixed "Cancel" button not working on keybinding and similar confirmation screen
  • Removed redundant ABS / TC ranges from setup screens of cars with no assists available & disable TC/SC/ABS values from Gameplay options screen when aids are 'OFF' or 'Authentic'
  • Added KERS / BOOST / P2P display to HUD;
  • Slightly increased width of leaderboard and added a first pass strategy for longer driver names
  • Applied grey text for position and driver name text for AI drivers
  • Added 'Full' variant of car info HUD gadget (enable via hud editor)
  • Fixed telemetry screen unit text localisation
  • Fixed telemetry screen right side temp bars escaping tire outline
  • Corrected number of corners for Kyalami (15) & Santa Cruz (14)
  • Corrected vehicle stats for Karts & Trucks
  • Fixed page title on in-game gameplay options screen

FORCE FEEDBACK
  • FFB calculations now account for any change in caster trail and scrub radius, with improved braking feel, overall smoother output & better weight transfer feel
  • Fixed issues with FFB spiking & occasionally producing strong jolts when wheels loose contact with ground (load loss) and added filtering to smoothen out abrupt transitions
  • When front tyres are not loaded FFB will now present only gyroscopic torque, fixing bug that could cause steering to get very heavy in some airborne situations
  • Improved parking force function

PHYSICS
  • Thoroughly revised tyre physics for all cars
  • Revised FFB values for all cars to suit new tyre physics & FFB developments
  • Fixed error in Ultima Race / P1 tyre treads resulting in a much faster hard tyre compound;
  • Added initial implementation of Push-to-Pass rules & functionalities for Stock Car V8 (still missing first lap block, 5s delay between pressing button & boost deployment, windshield LEDs for boost use/availability)
  • Added KERS functionality to F-Reiza;
  • Added temporary max boost button for F-Classic Gen1 cars
  • Revised ERS system for F-Ultimate
  • Thoroughly revised brake systems for all cars covering response curve, torque, optimal temp ranges, effects of being off temperature, cooling properties & default brake pressure
  • Removed brake duct values from cars that don´t have one
  • Fixed error in F-Classic Gen1 (both models) diffuser properties leading to no loss of aero efficiency with yaw & other diffuser revisions
  • Reduced undertray scrape friction for all cars
  • Set default Traction Control setting to 10% for all cars when the assist is enabled
  • Adjusted head physics properties & reduced range of movement
  • Revised body aero effects for MRX, Roco, StockV8, Sigma P1
  • Further reduced body drag for all Caterhams
  • Revised Super V8 power, weight, weight distribution to more up-to-date references
  • Fixed Sigma P1 fuel consumption & overheating
  • Fixed errors in Opala´s wheelbase / track width / height offset
  • Adjusted torque curve on lower RPM ranges for Caterhams, F-Classic Gen1, Roco engines
  • AJR Chevy & Honda Turbo variants from P1 class, now have Traction Control and ABS available when driving assists are set to 'Authentic" as per real-life counterparts
  • MRX from P2 class now has Traction Control available when driving assists are set to 'Authentic" as per real-life counterparts
  • Increased downshift protection for all cars

AI
  • Increased AI speed midcorner for all cars
  • Reduced AI speed drop when conceding position to overtaking cars
  • Slightly reduced AI start reaction range
  • Increased AI care when around human players
  • Fixed bug cuasing Fusca from Copa Classic FL to occasionally rol
  • Revised AI performance in practice & qualifying
  • Adjusted AI performance to more realistic ranges when accelerating or skipping a session

AUDIO
  • Further polished Sprint Race onboard audio samples

TRACKS
  • Added first pass for ongoing lighting revamp with HDR & climate visual updates
  • Added new armco textures to Brands, Oulton, Interlagos and Kyalami
  • Added new gravel detail maps to Brands and Oulton
  • Created a library of various detail / normal tarmac maps for various surfaces (rough / new / smooth etc) - currently only applied a few of them to Oulton Park, Kyalami, VIR, Cadwell, Jerez
  • Added customization pass to trackside marshalls & crowds
  • Revised track limits for Kyalami 2020, Donington Park
  • Brands Hatch. Fixed misaligned sector 2 trigger on GP layout causing lap times not to register
  • Fixed bug with 1st lap not registering at Imola 1988 & 2001
  • Cascavel: Fixed timing bug where delta time would read incorrectly when crossing S2 trigger; removed excess garage/pit spots to match grid spots count
  • Santa Cruz: Fixed issues on rolling starts & repositioned rolling start location; added more garage spots; Corrected missing animated marshals/crowds (change winter to autumn).

VEHICLES
  • Puma P052: Fixed RPM LED scaling; Fixed LOD C tyres
  • F-Classic Gen1: Fixed cockpit carbon material
  • MetalMoro MRX Duratec P2: Fixed lights on LOD B
  • Passat Copa Classic B: Fixed cockpit side mirrors
  • Formula Vintage Gen2: Fixed exhaust position
  • F-V10 Fixed gap between wheel rim and tyre from cockpit view
  • Puma P052, GTB: Fixed rain streaks direction
  • Puma GTE: Added rear lights
  • MetalMoro AJR & MRX::Updated headlights color
  • Sprint Race: Improved exterior mirrors
  • Fixed Copa Classic Fusca fender lodding out
  • Opala Old Stock: Fixed UV mapping in bonnet
  • F_Ultimate: Adjusted collision mesh
  • StockCar V8: Fixed central mirror position
  • Adjusted brake glow ranges for carbon brakes
  • Several updates to Sigma P1 model & cockpit
  • Added new Sigma & MRX liveries in P2 class
  • Revised MCR Sports 2000 liveries: #01 #02 #03 #04 #05 #06 #07 #08 #09 #11 #12 #15 #16 #25 #26 #29 & Community liveries #17 #18 #42


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 Update 2.jpg
 
Last edited:
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.

Nick Hill

1000RPM
Premium
Oct 26, 2013
1,046
1,056
40
It's almost cliche to say it at this point, but just look at the items on the change log - this is trademark Reiza. Bringing the Reiza attention to detail to this game engine, this is going places for us sim racing fans! :thumbsup:
 

Jugulador

250RPM
Jun 6, 2015
255
454
41
The AI is better overall... but at the two times I tried, my races were wasted by CPU cars hitting violently my car on one of the last corners on the last lap, like if there was an script for that happen.

The rain and night are more demanding on hardware... before this update I could drive at raining nights without (visible) fps lost... now it look like a slideshow.
 

Jack Vos

100RPM
Premium
Oct 23, 2009
195
67
Wauw sounds good!!
Saving replays and brake fix and so much more.
I go test with loadcell brakepedal
Going in after

if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).
 

Kurupt CDN

DirtT Tuned Motorsports
Jul 18, 2012
2,643
1,822
Looks like a nice update, tho patiently waiting for the trophy truck and dirt content before purchasing.
 
  • Like
Reactions: Alex72

KittX

500RPM
Dec 12, 2011
501
512
32
The rain and night are more demanding on hardware... before this update I could drive at raining nights without (visible) fps lost... now it look like a slideshow.
That shouldnt happen, really, nothing at least from graphics side could cause that. What track was it? There were few higher-res textures added, but I highly doubt they bottlenecked your system that much.

Having said that, there is a potential optimization fix for night lighting, going to be added gradually to tracks in next builds.
 

Goffik

10000RPM
Staff
Premium
Sep 28, 2009
10,514
6,071
The AI is better overall... but at the two times I tried, my races were wasted by CPU cars hitting violently my car on one of the last corners on the last lap, like if there was an script for that happen.
Same issue here. The AI in general are much better than before the patch, and some of the excessive slow-down has definitely been fixed. Not all though. The AI also seem ok when racing side-by-side on most occasions... except turn-in. The moment the time comes to turn into a corner, they make a violent swerve towards the racing line, regardless of who's alongside them. Whoever that is gets punted off the track and 99% of the time the AI gets to drive on like nothing happened.

It's getting very frustrating to keep having races ruined by this problem, because they are otherwise very enjoyable.
 

passenger

100RPM
Jul 6, 2019
171
147
36
Updates keep coming out as they promised. Fantastic stuff from Reiza. This Sim will be a big hit, no doubt.

If it was possible, I'd like though to see a graphics makeover regarding the tonality of the Sim, which
looks a bit 'cartoonish'; an update to make it look more realistic... When the weather is not so sunny,
darker looking like when cloudy, the Sim looks better, more realistic. if they could add some kind of
processing filter to achieve this, like AC has, I'm sure most people will love it.
 

Jugulador

250RPM
Jun 6, 2015
255
454
41
That shouldnt happen, really, nothing at least from graphics side could cause that. What track was it? There were few higher-res textures added, but I highly doubt they bottlenecked your system that much.

Having said that, there is a potential optimization fix for night lighting, going to be added gradually to tracks in next builds.
At Kyalami. But before launch the game I deleted the AMS2 settings folder (as suggested by Reiza) and the default graphics settings were even lower than I used before, like the track detail on medium. After that I tried the two races at Londrina... the first was with default settings, but when I realized that the graphics quality were worst than before I re-set it into maximum tracks and cars details, with no fps loss during daytime race, with maximum car quantity on track.

Maybe it's an optimization-lack glitch... I already reported it on Reiza forum.

Same issue here. The AI in general are much better than before the patch, and some of the excessive slow-down has definitely been fixed. Not all though. The AI also seem ok when racing side-by-side on most occasions... except turn-in. The moment the time comes to turn into a corner, they make a violent swerve towards the racing line, regardless of who's alongside them. Whoever that is gets punted off the track and 99% of the time the AI gets to drive on like nothing happened.

It's getting very frustrating to keep having races ruined by this problem, because they are otherwise very enjoyable.
Yes... it's exactly on turn in, that AI (with only 50% agression) tend to divebomb. But on most of the race it tend to acknowledge your presence and don't go beyond the expected light contact... but on the last corners of the last lap the AI go full berserk. And, not only that... the overall contact physics on single player is amazing, but on both incidents I fell like was playing Assetto Corsa 1, where all contacts are very overreacted by game physics and you are aways catapulted away by a AI car that go away like he had no contact. It's not only the AI, but the physics felt awkward.

Maybe it's some script to make some AI cars be more aggressive on the final race's leg... but it's not working very well.
 
  • Like
Reactions: Goffik