AMS 2 - v0.9.2.1 Released!

005-jpg.6321


Another Friday, another AMS 2 patch! v0.9.2.1 is available on Steam now, and it's a monster. The changelog is as long as my arm, so without further ado:

V0.9.2.1 CHANGELOG:

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
 
I thought it was already good, but now it feels 3 times better and I can feel every detail. T300 rs, new default, 70 gain and 40 low force.
Agreed. Same wheel, and it's definitely a marked improvement. :thumbsup:

Strangely the ffb_custom_settings.txt is identical to the one from the previous version (yes, I deleted my settings folder) so the changes must be ones we don't have any access to.
 
It seems like work has been done on Kyalami GP. I’m getting nailed for track limits just being on the cinderblocks/grasscrete exiting the medium-tight left in the middle of the old circuit section.

Also, I’m not sure if it’s the lighting system work that was mentioned, but in medium cloud conditions a fair bit of the “wow factor” from the sun patches seems to be gone. Early impression on that though.
 
I can't un-see it therefore I can't play this sim till its fixed.
You can't play a sim because of the way the replays look? Seriously? :O_o:

Also, I’m not sure if it’s the lighting system work that was mentioned, but in medium cloud conditions a fair bit of the “wow factor” from the sun patches seems to be gone. Early impression on that though.
For some reason, the sky now looks odd to me in VR which I'm guessing is also down to the lighting changes. Clear skies look almost "pixellated" now, although I realise that doesn't make sense since there's no detail in a clear blue sky. Can't think of a better word for it though. It just looks a bit crap, whereas it didn't before.
 
You can't play a sim because of the way the replays look? Seriously? :O_o:


For some reason, the sky now looks odd to me in VR which I'm guessing is also down to the lighting changes. Clear skies look almost "pixellated" now, although I realise that doesn't make sense since there's no detail in a clear blue sky. Can't think of a better word for it though. It just looks a bit crap, whereas it didn't before.

This is discussed here (mostly on pages 2 and 3), and will likely be reverted or fixed:

https://forum.reizastudios.com/threads/automobilista-2-v0-9-2-1-released.10911/

In the meantime, it seems that you can tweak it by increasing Exposure in settings.
 
Thanks, good to know it's an issue that will be fixed and not just my imagination. :thumbsup:

Also just a little reminder to try an pre-empt some of the inevitable problem posts. This is an extensive update so please make sure you DELETE your My Documents\Automobilista 2 folder completely and start from scratch. This will ensure you're getting all the new features and fixes, and that there is no "contamination" from older versions.

This will also ensure all your old car setups are removed, since they are now obsolete because of the physics updates. Might be worth hitting the reset button in the setup screen for each car though, just to be sure.
 
Finally found the MCR2000 hiding in the P4 category (doh!). Wow, absolutely wonderful experience! Took me about 3-4 10 lap races to find my groove with the AI at 100%. Discovered I have a mental blindspot on the left due to no fender mirror over there (virtual mirrors off, only using physical mirrors, so the AI were threatening fisticuffs when we got back to the pits. When the new bigger monitors arrive, I'll have to start looking over my shoulder to quit cutting them off.

AI aren't rear-ending me. In fact it is quite the opposite and I think I murdered at least one AI every race because I didn't anticipate the amount they slow up mid-corner when in a pack.

Okay, so AI on the first lap are slow in corners because they stack up without defending. No surprise. They're also usually slower midcorner because us humans are dumb and like to wear the tires out by tossing the car or binding the steering. They give up position to a human a little too easily (default aggression) or maybe us humans drive too aggressively in general... the result is that humans tend to create an unnatural gap in the pack of AI because fighting the AI slows down everybody behind you while the AI in front pull away. Player clears the battle and then, if skill & time permit, plays catch up with the pack in front and the cycle repeats. I'll have to try a longer run rather than sprints to understand how strong the effect is and determine whether a Reiza tweak is desireable.

Summary: The AI are no slouches and create a very enjoyable battle once past the first lap, though I do still miss rF2's blocking behavior.
 
Agreed, the AI isn't too bad at all now. They still seem a bit twitchy when side-by-side with the player and each other, but are much less rammy overall. Their overall pace has also increased a lot, the faster mid-corner speed makes a big difference.

My main issue now is that they are still very inconsistent between car classes. They seem to be a bit crap at driving open-wheelers, for example. I'm routinely at least a couple of seconds faster with AI set to max, which is just wrong because I'm really not the fastest driver. But then in a tin-top I get my arse kicked with the AI set 20% lower! :p
 
MCR2000 in the rain... either the puddles don't affect the player as much as the AI or the AI are lifting far too much when they encounter a puddle. So, yes, a good round of balancing performance is desired.

Far more fun than the killer puddles in PCARS/PCARS 2!
 
I have a new audio issue. At Montreal running the Formula v10 I am getting a lot of sound noise. Almost feels like the car is hitting the ground. I reset the setup and tried raising ride height. Does it on multiple tracks. Other cars seem okay.
 
Last edited:
One more AI note. This time, something that's been fixed in comparison to AMS1 (& PCARS 2 for that matter).

Back in the rF1 days, AI that had the correct grip for roadrace turns were slow on banked turns. Ostensibly, because the corners were banked, the AI thought they were falling over and would slow down. That carried over into AMS1. You can test AMS1 by driving on the outer loop of historic Interlagos. It is just so easy to blow away the AI through the turns that even turning up the difficulty doesn't help.

In AMS2, however, there are the lap 1 slowdowns because new AI code needed, the lap 2-3 slowdowns because the AI are still too bunched up and new AI code would help, but after that, after you've worked your way up front to the fastest AI and the AI are a bit more spread out, you've got a real race on. I was absolutely gobsmacked when the AI came back to pass me and then kept using the draft to catch back up!

P.S. If you need to host a race for the racing-challenged and inexperienced, I highly recommend the outer loop of historic Interlagos. Like NASCAR, it's a bunch of left turns, but unlike NASCAR, each turn is different and there are hills & valleys to add interest.
 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top