Automobilista 2 | 1997 McLaren MP4/12 Heading To The Simulation

Paul Jeffrey

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Reiza Studios have confirmed the slightly delayed new mystery car coming to the simulation will be the epic West McLaren Mercedes MP4/12, as driven by Mika Hakkinen and David Coulthard during the 1997 F1 season.
  • McLaren MP4/12 will be added as free DLC content.
  • The car will be released alongside a new build update for the simulation.

We knew a new car was heading to the simulation as part of this final August build update, and now the cat is out of the bag - the McLaren MP4/12 that raced in the 1997 Formula One World Championship is coming to Automobilista 2 - the final McLaren of the slicks generation before Formula One moved to grooved tyres for 1998.


Those of us who can remember 1997 (was it really 23 years ago?!?!?) will recall this particular McLaren had a special trick rear brake system, something that helped the Mercedes powered team to their first victory in Grand Prix racing since the great Ayrton Senna departed the team at the conclusion of the 1993 racing season.

Having found form towards the end of '97, the MP4/12 would act as something of a springboard for the team heading into the new Adrian Newey era for 1998, with Hakkinen catapulting himself into a champion driver for the following two years, while team mate Coulthard continued to rack up occasional race victories as his support wing man at the British team.

McLaren would win three races in 1997 on their way to third and sixth in the Drivers World Championship (following the exclusion of Michael Schumacher post Jerez Villeneuve shunt), and arguably the team produced their most attractive car of recent memory with the striking shape and new Mercedes and tobacco inspired silver livery.



Automobilista 2 is available now, exclusively on 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 McLaren.jpg
 
Maybe, but no one can deny that tobacco-liveries where maybe the greatest ones in motorsport's history. So bring them on, only stupid ppl let advertising affect to what they do or not.

If that was true, why would companies spend so much on advertising ?

Advertising is a lot more convincing than you think and it works with the vast majority of people, not just so-called « stupid » people.
 
If that was true, why would companies spend so much on advertising ?

Advertising is a lot more convincing than you think and it works with the vast majority of people, not just so-called « stupid » people.

You are both half right. It does only work on stupid people, but the vast majority of people are stupid.

I want some THEY LIVE-themed liveries.

 
Then alcohol and gambling should be banned too. While I see the FIA has no problems with Martini, Jhonnie Walker and sportpesa.
Or alcohol and gambling are not dangerous? I reckon alcohol might kill you too, and gambling can ruin your life and the life of your loved ones.
No arguments from me on alcohol and gambling advertising. I never said they were better forms of advertising than smoking did I?

But you can still drink in bars and restaurants and it's ok in moderation, the odd drink won't kill you and is not as addictive as smoking.
Gambling is that nasty grey area that should really be banned but I think they're not sure how to go about it perhaps... but I definitely don't think they should be promoting it in sport.
 
But you can still drink in bars and restaurants and it's ok in moderation...
Says who? You? The government? Society? Alcohol is a potentially addictive, potentially damaging, behaviour changing drug, nothing more. This one is illegal, that one isn't, another falls into a grey area, etc. It's all BS at the end of the day. The drugs that make money for big business and for governments via taxes are legal, the ones that don't are illegal. That's the reality of our world.
 
Says who? You? The government? Society? Alcohol is a potentially addictive, potentially damaging, behaviour changing drug, nothing more. This one is illegal, that one isn't, another falls into a grey area, etc. It's all BS at the end of the day. The drugs that make money for big business and for governments via taxes are legal, the ones that don't are illegal. That's the reality of our world.
Please stay on subject. Thank you.

Btw, the update has now been made available to all. The Mclaren drives very nicely.
 
Has anyone noticed the floating crowds without Grandstands on Siverstone no chicane? Was trying out the new McLaren and had a good laugh. Looks like a hot-fix is coming. Didn’t try the other layouts.
Yes, just had a look, you are correct, probably fixed soon by Reiza...were not like that before the update as I have posted some screen shots of that very track racing the Copa Trucks.
 
Not sure if the fiddle brake is a big enough distraction for most people from the bouncing AI cars that either slightly go off a curb or touch another car at a wrong angle. Super springy suspension sending them to space is an odd penalty I don't remember seeing in real life.

Give me all the real life cars you want, but this won't plaster over the seemingly flawed physics or AI calculations that keep rearing their ugly head.

Reminds me of PC2.
CONTENT
  • Added Mclaren MP4/12 to F-V10 Gen1 series
  • Added Silverstone 1975 "No Chicane" layout (part of Silverstone Pack DLC )
  • Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC )
  • Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )
GAMEPLAY
  • Added support for "extra brake" device on Mclaren MP4/12 (shared with hand brake command)
  • Fixed CTD when returning to lobby after a Multiplayer race
  • Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics)
  • Adjusted physics tick rate to minimise sync errors in Multiplayer
  • Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R).
  • Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap
  • Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car
  • Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h
UI & HUD
  • Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and 'in pit' marker to Replay splits unit
  • Added toggleable full leaderboard to monitor screen (also available to MP spectators)
  • Added message to MP session end leaderboard screen when waiting for host
  • Added more compact controls bar to replay screen UI
  • Initial updades to Championship UI design
  • Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved
PHYSICS & FORCE FEEDBACK
  • Fixed FFB Caster deflection calculation
  • Re-enabled FFB scrub effect
  • Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes)
  • Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8
  • Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3
  • Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars
  • Slightly adjusted Stock2020 center of gravity height (both models)
  • Globally reduced aerodynamic effects from drafting & turbulence
  • Enabled slight collision pitch & roll damping (aiming to minimize issues with over-the-top collisions)
  • Adjusted physics tick rate in an attempt to minimize sync errors in Multiplayer
  • Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics)
  • Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen
  • Fixed viscous diff incorrectly disabled for F-Ultimate
  • Balance of performance revision for P4 class
  • Added viscous differential to Ultima GTR Road
  • Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts
AI
  • Improved AI performance in pack (both better pace & fewer incidents)
  • Fixed AI performance in practice / quali being slower than race (minor calibration still required)
  • AI race performance calibration pass for various classes
AUDIO
  • Fixed audio gear wobble
  • Added triggers to support audio engine splutter on downshifts
  • Fixed Stock Car Corolla referencing wrong sounds
  • Revised positional audio (engine sound movement when looking left-right) for all cars
TRACKS
  • Silverstone 1991: added missing physical tire barriers, smoothed segments of curb steps vs surrounding terrain to minimize chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate
  • Silverstone 2001: added start light gantry
  • Silverstone 2020: minor art pass, added missing brake markers
  • Santa Cruz: Moved to start trigger to solve missing first lap for grid slot 1; recalibrated brake marker spacing added missing dynamic brake markers
  • Spielberg Historic: Major art pass (WIP)
  • Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box.
  • Added new crane models to various tracks
  • Added TV cranes & cameramen to several tracks
  • Kansai West: fixed timing bug
  • Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line-markings; Moved start trigger and start line forward 5m in line with marshal hut
  • Brands GP/ Indy: timing bug fix

VEHICLES
  • Adjusted driver animations for Brabham BT26A
  • Adjusted driver animations for Ultima GTR Race
  • Adjusted Ultima race driver gear shift animation
  • F-Vintage (all models) - Added dynamic redline needle
  • Added F301 & F309 driver & suspension animations
 
In championship mode how do I do the following?
Select which Car I want Toyota or Chevy?
Select the paint?
change AI strength?
there is only 3 selectable options, reset progress. race distant and select. Once you hit select it just gives you a random car/skin which in the loading screen under info doesn't even tell you which make it is?

In Brazil do the drivers show up before the season starts and pull their car from hat? :)

For a quick race, my AI is set to 95% and aggression 95% and I am currently 6.3 secs faster in quali using the base tune in championship mode.

Edit: So I raised the ai strength in the quick race to 100% and now they are faster than me by a sec.
 
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O.K. - Great respect for Reiza - Team (this will be the software to buy, if i will interest in the future !)

But:
- Why i realize a relative static tyre - temperature - management in all videos of all cars ?,
compare with AMS 1 - Boxer-Cup or rF1 Mods for example?
- No influence of suspension settings to to the tyre-temperature ? (Caster, Camper etc.).
It seems that the rubbers - the material are to hard, a lot of more sensitive will be better in my opinion
- Every car seems to me, have the same tyre loudness (Scrub and skid sound for example)

In hoping, that this is not limited of the SMS-Engine !
(rF2 Engine seems to me , as an "overboosting - Engine", this will be all possible, but the program-engineers havent enough time to learn the engine and the influence of a lot of parameters - AMS2 with SMS-Engine are going a step - back, will be nice to reach the AMS1 Level and more !)
 
In a few years worth of development Reiza will iron out most if not all the possible problems the Madness Engine has and make it their own, to a certain degree, so AMS2 is on it's way to becoming a lengendary Sim in my eyes, personal opinion :inlove:....which might benefit Codemasters games down the line if Reiza share their development of the Madness Engine with them :confused: who knows what arrangement Reiza had with Mr Bell...only speculation on my part :whistling:...so a win / win scenario as far as I see it :geek::cool:
 

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