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

Paul Jeffrey

Premium
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
 
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The AI is still really poor, they don't seem to do a lot beyond follow the racing line, i shall push aggression up to 100% to see if that livens things up a bit.
You should probably explore the options available before making the criticism. Increasing aggression does indeed change AI behaviour and makes them more racey, both with you and each other. Check out this video by @MarkR for some examples.
 
Loving this update so far!!! :)

Only having one issue...where the heck is the option to disable the "Cooldown Lap" after finishing a race??? :confused:
I've never had that enabled until this update, and cannot find it in the options menu...I have the same issue with rF2 btw.

Is it enabled as part of one of the authenticity options or something?
 
FFb is better but still I'm missing a bit of damper so cars that have light FFB don't feel like i'm driving a toy wheel(even though i am 300rs). Also with some cars like the 620R the self aligning torque is very strong causing me to over compensate, i wish i could reduce it a bit. Ultima GTR street is similar in this respect, it's too dynamic.
Super V8 seems a bit strong overall & is clipping.
Drove most of the cars overall i think the FFB is better at least in the cars i tried.
The AI is still really poor, they don't seem to do a lot beyond follow the racing line, i shall push aggression up to 100% to see if that livens things up a bit.
They said something about a damper slider, i guess it didn't make the cut this time.
 
You should probably explore the options available before making the criticism. Increasing aggression does indeed change AI behaviour and makes them more racey, both with you and each other. Check out this video by @MarkR for some examples.

The AI is getting better, but they also still have a long way to go when they are still doing this stuff pretty regularly. They still seem to have this inability to recognize when someone is on the same line that is ahead of them. They forced me off the track multiple times tonight when I was trying out a race with the modern stock cars. Also I stated earlier and on the Reiza forums that there was almost zero time difference between AJRs at Curibita. 90 difficulty 80 aggression was doing 1:09s and 75 difficulty and 80 aggression was doing 1:09s as well. Both of which seem too fast for that track considering the top LB time is also in the 1:09s and the RL cars are more 1:12-1:15s.

 
Also, unlike AC, I am not able to move the seat left and right and it looks misalign on my steering wheel. Would be nice to have option to move seat left and right as well.

ctrl+k+k+k and you enter an mode where you can pan the camera more freely. Move keys get sticky as well, num pad 5 reset view. then ctrl+k 2 or 3 times to return to default mode.

Apparently an default engine dev feature or something.
 
The AI are certainly better than they were a few weeks ago, I'm seeing much less Turn 1 Pile Ups and there's more racing between the AI. But there are still issues; the "train effect" is clearly still there, magical shorter braking distances when alongside me, too slow through some corners and alarmingly fast through others, massive difference of Skill Level across tracks etc

A long way to go before they're even anywhere near close to being on Par with other Sims, but they're certainly heading in the right direction which of course is the main thing.
 
Also, unlike AC, I am not able to move the seat left and right and it looks misalign on my steering wheel. Would be nice to have option to move seat left and right as well.
ctrl+k+k+k and you enter an mode where you can pan the camera more freely. Move keys get sticky as well, num pad 5 reset view. then ctrl+k 2 or 3 times to return to default mode.

Apparently an default engine dev feature or something.

Q and E moves camera to left/right in some of the ctrl+k modes.
 
PHYSICS

Thoroughly revised tyre physics for all cars
Unless the core tyre engine/model has changed, the "tyre physics" haven't been changed/revised. Sure, cars may be running on different tyres but that's part of content creation and not revised "tyre physics." In real life, if you design a new tyre or a new car or anything, the laws of physics haven't changed. Words are important. When developers say "tyre physics" have changed or cars are running a new "tyre model," etc. that can be deceptive marketing & potentially misleading if the actual tyre physics/model the game engine is running on hasn't changed because therefore the "tyre physics" or "tyre model" actually hasn't in fact changed but rather just new content (new tyre) has been created for that particular car.

If Reiza has indeed revised the actual tyre engine/model itself then that's awesome but since they said "for all cars," it sounds like they're talking about content creation rather than truly revising the game engine's tyre model/engine itself and those are 2 very different things.

Just saying...How things are worded can make a big difference. One or two words can completely change the meaning or implication of an entire sentence or two.
 
Is there a semantics bug going around RD or something? This is literally the fourth example this week of someone getting pent up over little more than words. I guess with the lockdown people have nothing better to do but worry about petty issues? :rolleyes:

It's a game patch. The tyres have been changed and they now feel better. I for one don't care how they word that in the patch notes. Why? Because it really doesn't matter...
 
Is there a semantics bug going around RD or something? This is literally the fourth example this week of someone getting pent up over little more than words. I guess with the lockdown people have nothing better to do but worry about petty issues? :rolleyes:

It's a game patch. The tyres have been changed and they now feel better. I for one don't care how they word that in the patch notes. Why? Because it really doesn't matter...

I had to clicked "Show Ignored Content" to see what you're on about, one look at the posters name explained everything :D
 
Great to see Reiza regularly chipping away at AMS2. I hope some of the tyres get some more love in coming updates. Particularly the vintage and street tyres. Some seem overly grippy and some have this super forgiving behaviour where time can be gained by massively overdriving the car like this Ultima
 

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