AMS 2 | Loads Of New Content And Latest Update Deployed

Paul Jeffrey

Premium
Reiza Studios have released another major new update to Automobilista 2 - and several new cars come with it.
  • Update 1.0.4.0 now available.
  • Several new and classic cars released.
  • Multiple physics, UI and feature improvements.

A brand-new update has been released for Automobilista 2, and in good news for content fans, the latest release also includes a very pleasing collection of new content to enjoy. On the cars front, the build brings with it a collection of racing machinery from days gone by, with touring cars and lower powered tin tops very much the focus of this latest update - adding classic DTM and touring cars plus the exceptionally cool BMW M1 Procar series... (inserts smiley face here!).

For fans of tracks, the world of karting has received some love, with AMS1 favourites Buskerud and Speedland joining the title for this new release.

Also new for this build is a revision to the head movement feature within the game, plus a very nice looking list of changes and improvements that can be found below:

AMS 2 Middle.jpg


CONTENT
  • Added 1960s Touring Car Series (featuring Lotus 23 & Mini Cooper S 1965)
  • Added BMW M1 Procar Series
  • Added German Group A Series (featuring BMW M3 E30 & Mercedes 190 Evolution
  • Added Mini JCW UK Series
  • Added Buskerud Kart Track (2 layouts)
  • Added Speedland Kart track (4 layouts)
  • Added Hockenheim 1988 Short layout (part of Hockenheimring DLC)*

GENERAL
  • Added borderless window mode option (Perfromance Options Screen)
  • Altered behaviour of helmet/cockpit cameras to prevent locking to world horizon and improve smoothing/damping of camera view
  • Fixed issue where event date was not correctly set if host changed track via multiplayer lobby
  • Added 'Start New Championship' flow; Added Select championship type, select vehicle/livery, Pre-allocate opponents Added championship specific AI Skill / Aggression settings to championship overview (can be adjusted mid season as desired
  • Fixed clamping of range when validating Multiplayer AI difficulty setting on client.
  • Added support to look backwards when pressing loo left / look right simultaneously
  • Fixed "dummy" objects unintentionally appearing in reflections at higher settings.
  • Player now retains control of steering/shifting during pitstops when 'Manual pitstops' setting is enabled.
  • Fixed issue where sometimes player control was not restored after an AI controlled pitstop.

UI & HUD
  • Added Help text to advanced setup screen
  • Fixed missing center suspension setting heading localisations
  • Added help text for all setings (subject to further review/localisation adjustments)
  • Changed 'WORLD MOVEMENT' to 'HEAD MOVEMENT' to reflect new functionality
  • Adjusted showroom climate brightness
  • Added French & Spanish localization options
  • 'Waiting for host' message now also displayed after race sessions in multiplayer when appropriate.
  • Changed 'EXIT' button to 'RETURN TO MAIN MENU' on post session leaderboard
  • Added confirmation step when attempting to exit while waiting for host to return to lobby at the end of multiplayer events.
  • Fixed incorrect activation states on Broadcast Control overlay toggles.
  • Fixed menu mouse activations and highlight state throughout on Broadcast Control
  • Added Start New Championship screen for championship and vehicle/livery selection (additional championships to follow)
  • Replaced "Reset Championship" button with "Start New Championship"
  • Entering championship mode now opens new championship page if no valid save is present.

DEDICATED SERVER TOOL
  • Limit AI Difficulty slider to 70-120%
  • Max Grid Size and Max Human Opponents now allowed to be equal in http UI
  • Replaced AllowableTimePenalty with AllowedCutsBeforePenalty and limit to correct range (1-50)

PHYSICS & AI
  • Replaced open Salisbury-based open differential physics with more effective alternative;
  • Further reduced differential lock per clutch setting
  • Fixed CTD with Caterham Academy / Supersport
  • Fixed F-V12, MP4-12, kart shifter & other unreleased cars missing latest minimal AI strentgh adjustment (being too slow below 100% setting as a result)
  • M1 Procar: Revised tyre construction; Revised Suspension Geometry; Lowered engine inertia; Increased brake torque; Revised tyre constructio
  • Adjusted AI lateral movement in initial launch off the line
  • Reduced differential locking increment per clutch setting (all cars)
  • Slightly adjusted kart tyre treads & FFB max force
  • Slightly reduced F-V10 Gen2 AI tyre rolling resistance to better match player´s

AUDIO
  • Onboard cameras now all use onboard sounds
  • All cars revised for any persisting inacurate engine sound position (forward-rear, left-right)
  • Added helictoper & drone sound effect (track dependent, where animation is present as sound effects are tagged to the respective objects)
  • Puma P052: engine sound offset to side fixed, corrected small click in low-ish rpm loop.
  • Kart 125 2T: increased internal engine volume slightly, external decreased slightly
  • Camaro SS: increased external sound volume (both trackside and external on car views); fixed bad on-power low RPM samples overlap and general transition from idling to on-power.
  • Ultima GTR Race: Adjusted filtering on external audio (trackside).
  • Super V8: Adjusted SUB-frequencies over RPM range
  • Puma P052 small adjustment to interior sound.

TRACKS
  • Reworked treeline and grass blade shader, added few new types of grass blades & reworked existing ones.
  • Reworked fog/haze shader with different exponent steps depending on angle you look at, so you can see the sunlit air when facing the sun
  • Adjusted fog levels in heavy cloud/overcast setting for european tracks
  • Added custom track animated objects (still WIP) to Spielberg, Kyalami and Buskerud
  • Small art passes to Spielberg, Bathurst, Kansai
  • Ortona: Fixed pit speed warning on track over 60kph; Added correct trigger for pit exit on layout 4;
  • optimized track cut mesh
  • Fixed VIR South hole after pit exit
  • Silverstone 2020: Extensive performance pass
  • Outon Park: Marbles test : less boxes (78->24), bigger boxes, 0.5-1.5 range, no brake zones
  • Snetterton: Fixed some AI pit lane issues (hitting pitwall, driving onto grass at pitlane to main path merge)
  • Adjusted textures; fixed some object LOD popping; Adjusted 100 layout pitlane/pitexit/trackcut to prevent a DQ in some cases
  • Curitiba: Minor optimization & art pass; improved pit lane path merge to main path; remapped garage/pitbox locations; calibrated dynamic brake marker spacing
  • Spielberg Historic:Restored road patch bumps; minor optimization pass; calibrated brake marker spacing
  • Londrina: Fixed black treelines
  • Imola 2001: Added period-accurate ad boards
  • Silverstone 2020 Intl: Improved AI line.
  • Added VR Spectator cams to Interlagos, Silvestone 2001, Bathurst, Hockenheimring, Imola
  • Fixed objects popping in Spielberg, Silverstone 1975, Silverstone 2020
  • Brasilia: Fixed several object LOD popping; Various object & texture adjustments
  • Brands Hatch: Upgraded road seam & roadline shaders; Improved brake marker texture and spacing; Minor optimization pass
  • Interlagos: Fixed object LOD popping; Upgraded road seam & roadline shaders;
  • Imola: Fixed hole at Acque Minerali; closed some open edges between double sawtooth curbs; fixed some grass glitches; calibrated brake marker spacing; upgraded sign placement to latest references;
  • Upgrade distance marker shader to rz_basic, rework sign placement based on recent reference video; moved start trigger 5m to align with pitwall starting gantry; added garage door collisions; relaxed road noise slightly; minor optimization pass
  • Ortona; Minor Art pass; Added new AI paths for paddock area; Fixed broken UV4 groove mapping. Upgraded road seam & roadline shaders; ;New HUD track maps. Optimized track cut mesh; Added starting lights; Fixed wrong way/DQ bug from new paddock pit lane; Updated fast lines for layout 1 and 3; Minor optimization pass
  • Guapore: Fixed various object LOD issues; Minor Optimization & art pass; Fixed some open edges; added animated drones
  • Adjusted road noise for Guapore and Ibarra

VEHICLES
  • SuperKart: Updated liveries
  • Added Stock Car 2020 dangling damaged parts
  • Added Sprintrace dirt and damage effects + dangling parts
  • Added Super_V8 dirt and damage effects + dangling parts
  • Fixed Caterham Academy Driver & car animations

AMS 2 is available now exclusively to PC.

Got questions? Have answers? Want to chat about AMS 2 and don't know where to go? Worry not my friend, we have just the place for you! The Automobilista 2 sub forum here at RaceDepartment welcomes you with open arms - come say hello!

AMS 2 Footer.jpg
 

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I’m going to confess something here. I’m not enjoying the E30 and 190 E DTM cars. Maybe the default setups are just really bad but these cars come across as terribly lacking in rear grip to me. I feel like I have to play egg-under-the-throttle to about 80% the degree I do with the Caterhams. The Caterhams feel way more balanced to me though even if they need a higher degree of tippy toes on the gas. These DTM cars just come across as oversteer wagons to me and that just doesn’t intuitively feel right for a touring car class of vehicle. Having said that, I’m in the U.S. with next to zero exposure to DTM past or present so it could be realistic for all I know.
 
I’m going to confess something here. I’m not enjoying the E30 and 190 E DTM cars. Maybe the default setups are just really bad but these cars come across as terribly lacking in rear grip to me.
I feel the same, though admittedly half the problem probably is the bad default setup. Trying to make a comparison video and ended up messing about with the gears alone for ages, trying to find something which "worked" on the BMW. It feels ok to me now, but still doesn't compare well to the versions in other sims, in my opinion.
 
I've been jumping between sims purely out of curiosity more than anything, comparing the classic BMW. With a bit of practice they seem to have roughly the same pace over a single lap, but how they get there is quite different.

The AC and R3E versions feel more similar to each other, whereas the AMS 2 version feels quite different to me. For example, in AC/R3E I was using very similar braking points, whereas in AMS 2 braking distance was significantly less. The brakes felt more "modern" than they should, in my opinion. The AMS 2 version also feels a lot more grippy, and is far easier to save when you do overdo it. The AC version felt loosest, though was the easiest to get to my target lap time making me think it could be faster than the other two with more practice.

Overall the R3E version was my favourite, in terms of both the way it feels and drives, and the vastly superior audio experience which provides much greater immersion. Of the other two... about even really. The AC version feels more authentic than the AMS 2 version, but the AMS 2 version is fun if you just want to throw it around with reckless abandon.

(Disclaimer: I've never driven these cars in real life so the above is just my opinion, nothing more.)

 
Ginetta AI is fine until you're close to them on the straights and then they just seem to have less power than you. It's a little weird, you just edge past them without really trying

Sounds to me like you talking about slipstream you also get side slipstream ( at least in RF2 you do )

Fine till you want to run multi car race, one that you lap good at 100% another at 90 % and another 110% what % you use ? right one suits all :unsure:

The other thing studios except ISI considered is " AI LIMITER "

Paul thought it was Pro to set it at 0% on new Ferrari
It is not for level of player!

A few % AI LIMITER makes AI spread out sooner like real races do so less concertina effect = less cars running up each others rear

rf2 ai limiter.jpg


So another question for developers including S397
Why can't engines have variable AI Strength, Aggression and AI limiter for all vehicles in races

Maybe they could do easy if they developed one engine :barefoot:
Till that happens AI is always going to be a mishmash ( confused mixture )
 
As you should. The only way to not get tearing, regardless of framerate, is either to use vsync or use Gsync/Freesync. Without those, there's always tearing.
Or just use a 120Hz panel without Vsync. It's practically tearing free here. Almost every TV that can do 4k @ 60 Hz can do true 120 Hz @ Full HD resolutions. For me it's a game changer.
 
This game will be a masterpiece, maybe a year later all other sims will try to compete it I guess.
It's got a lot going for it, some of which isn't completed, but don't be blind to the shortcomings. For instance, if you swap steering wheels to match the car, there's no way to load a config file, so if the buttons on the wheel require remapping, then you must do so manually. Another: even if you've got the CPU/GPU for lots of cars, we're still limited to maximum of 32.
 
No. Without vsync, there's *always* tearing. You might not notice it much under certain circumstances (and also depending on how sensitive you are to it), but it's there. No ors or ifs.
Yes. I definiteley have ZERO vissible tearing on my panel and I'm very sensitive for things like this. Im running my panel at 120 Hz and tune my Games to produce a minimum of 180 - 200 FPS. At this high framerates and at 120 Hz you don't see any tearing at all, thats not just subjective, thats a fact. Believe it or not.
 
V1.0.4.1 CHANGELOG:

GENERAL

  • Fixed camera jittering when in low head movement slider values
  • Fixed Time Trial leaderboards for BMW M1 Procar

UI & HUD
  • Fixed hover activation states on new Championship screen
  • Fixed incorrect vehicle information for cars added in v1.0.4.0

PHYSICS & AI
  • Revised physics & fixed various issues in initial release of M1 Procar, Group A, Mini JCW, Mini Austin 1965 & Lotus 23
  • Adjusted Group A & Procar tyre tread
  • Increased engine rev band for Group A cars to avoid triggering overreving bug
  • Fixed default tyre selection errors for Lotus 23, Mini 1965, Mini 2020
  • Adjusted engine inertia for Group A cars, Mini JCW 2020, Lancer R & RS, Puma P052
  • Revised Lotus 23 suspension geometry & fixed tire diameter
  • Callibrated AI for new series

AUDIO
  • Fixed bug with news car sounds overwhelming system and cutting off certain effects

TRACKS
  • Imola: Fixed broken pit door collision for door 8,9,10 (garage 15-20); Max AI participants changed from 29 to 31
  • Adelaide: Minor art & performance pass
  • Azure: Added "cheatblock" to pit lane track cut mesh.
  • Bathurst: Attempted fix to floating groove in the Cutting
  • Cascavel: Minor Art Pass; Updated AI paths
  • Added VR Cams for Cascais & Jerez

VEHICLES
  • Lotus 23: various graphical updates & fxies
  • Mini JCW 2020: fixed bonnet issue; updated liveries(removed plates and fixed numbers font)
  • Ultima Race: added dirt / damage effects + Dangling damaged parts
  • Stock Car 2020: Update Cruze liveries; added new Windshield banner
  • Corrected onboard camera positions for Lotus 23, Mini Austin 1965 & Mini JCW 2020
  • F3 (F309) - Revised and updated liveries for the whole grid including 4 new community skins
  • Added MetalMoro AJR Dirt/Damage effects + Detachable parts (all versions)
 
This where blind love of a game could affect its long term outlook....

Two people mentioned this (one being me) and were shot down, blaming systems....and advised the change graphic card settings...

Reiza THANKFULLY, did not agree...


V1.0.4.1 CHANGELOG:

GENERAL
  • Fixed camera jittering when in low head movement slider values
 

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