Automobilista 1.4.7 and Ibarra Released

Paul Jeffrey

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Automobilista Ibarra 4.jpg

Automobilista has been updated to build 1.4.7 today, adding new content and plenty of improvements to the highly regarded racing simulation.

The sizeable new build release addresses several outstanding issues within the simulation as well as adding some interesting new features and improvements, not least of which will be the support for surround sound within AMS, something that has been long requested by fans and should make a substantial improvement to the audio side of the simulation.

Other noteworthy changes for the new release include texture updates for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona and Velopark as well as pit tyre threshold improvements, which should result in a better use of tyre life management and pitstop routines for the AI cars in races where mandatory pitstops are not enabled.

You can check out the full changelog for build 1.4.7 below:

CONTENT
  • Added Ibarra track (two layouts: normal & reverse)

FEATURES & FIXES
  • Added surround sound support (please run AMS Config to set up your audio output properly)
  • Multiplayer lobby improvements: General UI Tweaks; Pinned Reiza Servers; Improved Server Sorting; Added Series to Lobby; Added Bookmarks to list and ability to add / remove bookmarks; Fixed Beta in game Lobby; Added classification to server details; Fixed General Steam plugin issues, including reporting of Series, Players vs AI count and more
  • Added Upper Deadzone for Axis Settings
  • Fixed loading of FFB levels when game was set to 360hz, and the loaded level had 180hz
  • Updated Xbox One and 360 controller presets to XInput. Fixed clutch assignment on G25 Preset
  • Added XInput support (no FFB yet but will be added in the next release)
  • Improved info when creating a new profile about auto loaded preset on controller page.
  • Added button on Controller setting to detect the best preset for your controller.
  • Added Auto Loading for Xbox One controller.
  • Forced default controller profiles to resync to users game folder at every game load
  • Added global Cockpit Preference Option (for driver arms, LHD, RHD etc) to Display screen (no longer needs to be set for each car Configuration)
  • Added "Driver Arm Rotation Lock" option to PLR file for users who wish to disable the 90º rotation lock when arms are enabled (please note this may cause severe clipping at larger angles)
  • Several minor UI Adjustments
  • Fixed bug to display current Opponent Tire Compound color in multiplayer
  • Fixed Inconsistencies with Start Grid Position when changing AI Numbers on Single Race
  • Fixed Pit Box objects showing when there are always cars visible
  • Fixed a couple of bugs that could cause the game to crash in Championship mode
  • Fixed bug with in-game multiplayer game creation settings not working
  • Fixed bug where tire compound in replay would overwrite current setup
  • Fixed bug in AI pit strategy that could cause the AI to come repeatedly into the pits needlessly
  • Upscaled all vehicle body LOD Out values from 600 to 750m to address cars lodding in and out on long visible track segments
  • Updated road & terrain textures for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona, Velopark to latest standards
  • Several minor shader improvements: a bit of AO to Ambient Lighting on Terrains; diffuse scroll shaders with and with out fog; Adjusted tree shader so it acts more naturally at dusk
  • Adjusted AI draft values so it remains in draft a little longer
  • Adjusted pit tire thresholds, making AI stay out longer into tire life for series where tire stops are not regular
  • Enabled pit menu refuelling on physics level (so now refuelling is determined fully by SRS setting - allowed in all cars / tracks, follows series actual regulations in their respective SRS)
  • Added / corrected aid weight penalties for cars that were missing them
  • Updated Push-to-pass boost values in Stock Car, Montana
  • Jaca Historic: Fixed crash when loading
  • VIR: Fixed flickering on paddock buildings
  • Kansai: Improved AO on main grandstand and pit building
  • Cadwell & Spielberg Historic: Fixed flickering on overhead signs/bridges at T1
  • Ortona: Fixed flickering on pit building at a distance
  • F-Ultimate: updated HALO model
  • F-V12: Fixed ID error for Time Trial mode
  • F3: Fixed F309 cockpit mirrors
  • Marcas: Updated onboard sounds

Important note for Logitech G29 / G920 users
: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.7_G29. Further instructions as to how to switch to a beta branch here.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.4.54 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

Automobilista is a PC exclusive racing simulation from Reiza Studios.

Automobilista Ibarra 1.jpg
Automobilista Ibarra 5.jpg
Automobilista Ibarra 8.jpg


Don't forget to check out the Automobilista sub forum here at RaceDepartment to keep abreast of the latest news and discussions with regards to the simulation. We have a massive mod database where you can check out and download a selection of cars, tracks, skins, apps and other such third party content, plus of course we host some incredible club racing events on a regular weekly basis. If you want to become involved in the action yourself, check out the Automobilista Racing Clubs and Leagues sub forum and sign yourself up to a race today!

Automobilista Ibarra 2.jpg Automobilista Ibarra 3.jpg Automobilista Ibarra 6.jpg Automobilista Ibarra 7.jpg

Impressed with the new circuit addition? Happy with the update? Let us know in the comments section below!
 
Last edited:

Wolfgang Reip talks a bit about what sims he uses, vr and even motion simulators.

"If I am competing, doing hotlaps or trying to win a race, I will use my screens..."

Just quoting the guy in this video, for transparency : )

He also says "I play a lot of AMS but since it doesn't support VR I have no choice" (but using screens...) at no point he says he doesn't use AMS anymore...
 
I really really like the 3rd sector, that full-acceleration uphill with 2 little left-bends (feels like Interlagos).
The 1st sector is also great, with the tight hairpin at turn 1, and the following corners.
 
@ Reiza
I've spent a couple of days experimenting with the AI, and it's a huge improvement on previous versions! Thanks for your hard work :thumbsup:

The is one thing from the release notes I would like to tweak, it's this..

Adjusted AI draft values so it remains in draft a little longer

They do overtake each other quite well on some circuits, but on others they change line too soon when closing on the car in front and don't really benefit from the tow. Another few metres of slipstreaming and it would hugely improve the AI racing.
Is there a parameter I could edit for this?
Is it the AI Draft Stickiness line in the track.aiw file, or is it hidden away inside the .hdv?

Thanks :)
 
I'm late to the party at Ibarra (life stuff got in the way), but definitely want to praise the quality! Beautiful water effect and the boat animation is cool and the hills with grade cuts are great.
 
just gave Vorpx a bit of a try (I've had it for a while). In case anyone's wondering, do *not* buy Vorpx for AMS. It kind of works but the head tracking is based on RF1's incredibly low resolution mouse-look so looking around is really jerky. And the thing looks pretty horrible.


2 years laters and just now i tried Automobilista with Vorpx. I must disagree with you, the game looks amazing in immersive cinema mode and with a DSR custom resolution of 1.5x. A shame i cant make the tracking work at fullvr mode, anyway i only miss the option to look on car roof and floor. Geometry 3D works very well for Automobilista, the only bug is the car instruments looking different on each eye. I've read some guys have a problem with shadows too, but they're perfect for me The overall experience is amazing for finally play Automobilista in VR. Using a HTC Vive.
 

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