Automobilista 2 | Build 1.0.6 Available Now

Paul Jeffrey

Premium
Reiza Studios have dropped a new build update for their Automobilista 2 racing simulation, adding two new and exciting pieces of content to the simulation.
  • BMW M6 GT3 added.
  • Ginetta G55 GT4 Added.
  • Physics and AI improvements.

Another impressive collection of updates and improvements have come the way of Automobilista 2 fans recently, with build update 1.0.6 of the simulation having dropped on Steam - and with it has come new content for good measure, in the form of the BMW M6 GT3 and Ginetta G55 GT4 cars - further expanding these popular classes within the title.

To be fair, AMS 2 is currently already rather rich in content, so perhaps the most interesting aspect of this build release is yet further refinements to the AI and physics within the title - two areas where it would be fair to say Reiza Studios need to apply the most polish, so hopefully this new build represents yet another step in the right direction for the popular Brazilian development team.

AMS 2 Middle.jpg


AMS 2 V1.0.6 Update Notes:

Content

  • Added BMW M6 to GT3 class
  • Added Ginetta G55 to GT4 class
UI / HUD
  • Fixed issue where too much chat history was played back in some instances
  • Seat adjustment input is now continuous (hold to move)
  • Adjusted various background image anchors to improve display on 16:10 and triple screen
Physics & AI
  • Slightly increased longitudinal slip in Cup / Stock 2020 / Proto P3-P4 tires
  • Stiffened sidewalls for GT / Stock / Proto tires
  • Revised default tyre pressures & ranges for all cars (closer to optimal and / or as per real series regulations – requires setup reset to default)
  • Adjusted default steering lock / ratio for GT3 / GT4 cars to more accurate values (requires setup reset)
  • Revised Balance of Performance for GT3 / GT4 class
  • Revised brakes for GT3/GT4 cars
  • Corrected tyre tread width for Porsche Cayman Clubsport (265mm front / 305 mm rear), Porsche 997 3.8 Cup (275mm / 315mm)
  • Revised Porsche Cup aero, adjusted default roll bars
  • Reduced front splitter downforce dropoff with yaw in all GT/ Stock Cars
  • Fixed missing wet tire compound for Camaro GT4R
  • Adjusted Camaro GT4R suspension
  • Adjusted Copa Montana center of gravity height
  • Revised Procar, Group A, Ultima Race baseline damper rates
  • Fixed Ultima race front left, rear right fast damper ranges incorrectly available
  • Improved rear efficiency, reduced Group A rear brake torque
  • Adjusted FFB max force for F-Vee, Procar, Mini, Stock Car 2020, GT3, GT4 cars
  • Callibrated tire temperature color display range (correcting errors with some tires not displaying correct colors for optimal / overheat tires)
  • Adjusted rear wing efficiency for Stock2020, Montana
AI
  • Further smoothing out of AI lateral transitions to reduce jerkiness/weaving/abrupt lane changes
  • Added logic to prevent AI slowing on track after returning from partially outside track limits
  • Added logic for AI to be more reactive and switch switch behaviors more often
  • Initial steps to reduce the impact of small Front-to-Rear collisions between AI (as seen at race starts especially with vehicles of differing performance)
  • Reduced range of AI variation from ideal racing line
  • GT3, Porsche Cup, P4, P3, P2, F3 callibration pass
  • Minor AI aggression scalar adjustment for GT cars
  • Further wet weather callibration passes for all GT / Stock / Proto cars
Audio
  • Adjusted Mclaren 720s tire skid volume
  • Lowered tranny whine given enigne sounds feature them prominently
Tracks
  • Nurburgring: Various fixes for LODding / Z-Fighting issues; Corrected a few trackside ads;
  • Added proper groove to 24hr layout; trimmed roadverge excess polys; Various crowd corrections; Various texture updates; further correction to trackside shimmering cameras; minor optimization pass
  • Kyalami: New AIW pit lane path (fix AI hitting pit wall when leaving pit box, improved merge to the main path at T1); Relax track cut limits on some runoff areas; Minor performance, art pass & LOD fixes
  • Interlagos: Fixed floating pit box lines
  • Campo / Curvelo: Adjusted flag LOD range
  • Montreal Historic: added missing HUD map
Vehicles
  • Porsche Cayman GT4 – Fixed red cockpit material issue
  • Fixed lights for Fusca (all variants) + wiper UV mapping fix (HC1/HC2)
  • Adjusted brake glow ranges for carbon brakes (player & AI)
  • Camaro GT4R: Fixed missing RPM LEDs

Original Source: Reiza Studios.

AMS 2 is available now, exclusive to PC.

Check out the AMS 2 sub forum here at RaceDepartment for a great community resource to help you maximise your experience within the simulation.

AMS 2 Footer.jpg
 
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I noticed this while taking the porshe out on the ring, the whole track has flickering then dissapearing white lines, they are everywhere but most noticeable in this section. if you stop the car and go to photo mode it looks like mesh joins or like where a line has been painted over with black, may be intentional or bug? open clip full screen, you will see ~10 lines ahead of you, but they all flicker then dissapear and in fact there are only two. Unsure, but, damn distracting. Did not notice them on this track before. Hope it gets looked at in next release.

Outside of that, still loving it.

this seems like a triple screen setting being used on a single screen setting.
 
Different people work on new content compared to the polishing of things like physics and AI. The new content is what pays for the other folks to keep polishing.
Do you actually think the people who work on the physics and AI for new content aren’t the same people who work on fixing lingering issues in those categories for content that’s already been released? I’d be willing to bet that for the most part they are indeed the same people. To me, this actually makes the consistency with which lingering issues get addressed all the more admirable.
 
The M6 in AMS2 feels just as "boaty" and heavy as I'm used to from ACC and R3E... it's a car that I find a bit difficult to enjoy in any sim, so it's not Reiza's fault that I don't particularly care for it in AMS2 either.

Still, it's a decent car. At high and medium speeds it's stable but with a tendency for understeer and being a bit hard to brake (I guess because of all the weight?), and at lower speed it becomes a bit unstable and might oversteer if you give it to much throtle on slow corners. Just like in other sims I doubt I'll spend much time driving it, but it feels fine for what it is.

The Nords looks great now with all the added trackside detail. I think it might even surpass the Raceroom version in terms of how lively it feels. Great job.
 
Do you actually think the people who work on the physics and AI for new content aren’t the same people who work on fixing lingering issues in those categories for content that’s already been released? I’d be willing to bet that for the most part they are indeed the same people. To me, this actually makes the consistency with which lingering issues get addressed all the more admirable.
We've been told by Reiza themselves that they are different people/teams. If you want to believe they're lying then that's up to you, but since you have nothing to offer to prove that then I think we should perhaps give them the benefit of the doubt.

Also, nobody said there were multiple teams doing the same thing. The people making car models make car models. The people making tracks make tracks. The people doing AI do AI. The people doing the physics do the physics. The work very obviously crosses over constantly.

However, the point Reiza made still stands. Stopping the car modellers from modelling new cars does not help the AI bugs get fixed. Stopping the track creators from making tracks does not help the physics bugs get fixed.

But I digress. In my opinion this sim should still be labelled at Early Access. To me a "long term project" is one that is working well but lacking certain features and content, which get added over time once complete and bug free. Early Access is a beta, an incomplete product that can and will contain bugs and issues as it develops. That's what AMS 2 is and I think it should be labelled appropriately rather than be sold as a complete product.
 
We've been told by Reiza themselves that they are different people/teams. If you want to believe they're lying then that's up to you, but since you have nothing to offer to prove that then I think we should perhaps give them the benefit of the doubt.
FWIW I have a fairly strong recollection that the “different people” statement from Reiza was said in a different context than the specific like-for-like circumstances I stated here and the other thread. I’m reasonably confident that when Reiza made their statement a healthy degree of the environment at that time consisted of people saying things like “Forget the new content for now and address FFB/the replay system/UI bugs” and so forth. The 'it’s different people' statement would have been completely appropriate and (presumably) correct for Reiza in that context. If I’m wrong, then I’m wrong but hopefully that sheds some light on my perspective.
 
  • Deleted member 197115

Visit Reiza website / forum for Madness Engine UI Panel and FFB Settings files :thumbsup: (several - Silver raw worked best for me with DD2) can help with better FFB ( how much - which is a personal taste issue). Hope this helps :coffee:
Absolutely, the latest Silver Raw is a total FFB transformation. Prepare to be amazed. Beats me how default preset could be so bad.
 
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It has been a constant theme in many post about AMS2 since release. We can see the potential, we appreciate some of the content and we all would like for Reiza to raise the magic wand and fix everybody's issues, big and small, instantly.
Me too, I would like a few things to get done and I have been waiting since a few month, but I know I will have to wait some more, so no need to vent them here again.
What I can appreciate though is the amazing progress in AMS2. From yes, it is ok sometime to I am having a great fun most of the time. The FFB, the Physic, The Graphic, the Content, both cars and tracks, the AI, the VR it is all already very good, maybe even excellent.
Reiza as fulfil his promise to deliver a great SIM using the SMS engine. is it beta, early access, version 1, who cares! It is not done, Reiza is diligently improving it, as they have said they would.
Meanwhile, back at the ranch, there is a lot to enjoy, and more coming this way.
Thank you Reiza, we appreciate all your efforts.
 
I noticed this while taking the porshe out on the ring, the whole track has flickering then dissapearing white lines, they are everywhere but most noticeable in this section. if you stop the car and go to photo mode it looks like mesh joins or like where a line has been painted over with black, may be intentional or bug? open clip full screen, you will see ~10 lines ahead of you, but they all flicker then dissapear and in fact there are only two. Unsure, but, damn distracting. Did not notice them on this track before. Hope it gets looked at in next release.

Outside of that, still loving it.

I see lots of these. I play in VR and dont run any AA at all. That probably makes it worse but they are very noticeable. I have these white shimmering lines on the borders of any asphalt patch at the Nurburgring circuit (not Nordschleife) that disappear when you get close to them. I have yet to work out what causes them but you are the first person I have seen mention them so I guess I am not completely alone.

I even played with the sharpening settings in the graphics.xml to see if that was causing it.. reduced super sampling .. nothing gets rid of them. They only appear on the Nurburgring GP circuit section. The circuit itself , especially the 24hr combined version, still needs some serious performance pass if you ask me. (i7 7700K@4.8 GTX1080ti, 32gig, Vive Pro, SS 120%, no in game AA).

Absolutely, the latest Silver Raw is a total FFB transformation. Prepare to be amazed. Beats me how default preset could be so bad.

This is obviously very wheel dependant because I found this introduced a lot of "graininess" to the whole experience. I felt like I was driving on fixed tiny stones when cornering. I actually prefer the default personally. That's not to say its brilliant, but its fairly good for my CSWv1 atm.

I had a brilliant custom FFB months ago. It was perfect for all cars from NuScorpii. Then they changed the FFB again and since then, nothing has been anywhere near as good.

I gave the AI a go. At first it seemed like they had really made great strides on the AI. They have definitely fixed the random weaving down the straights. They seem somewhat aware in the corners but there is still this weird "Get back to racing line at all costs" effect that has them dramatically swerving back onto the line as they are about to enter a corner quite often slamming into another vehicle in the process. It looked good to start with as they definitely no longer weave and wobble down the track, but the more cars I tried, the less "fixed" it seemed in corners.
 
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Yep, rechecked. AI is a brain dead as ever when cornering. Stayed on the inside of one AI car and kept level entering the corner. Stayed right on the inside edge of the track... plenty of room on the outside... No dive bombing, just side by side and got blatantly rammed off the track as the AI "went straight for racing line in corner apex".

Here's the obligatory "AMS2 is amazeballs" comment for those who see nothing else. The 190E DTM is a fantastic car to drive... I think they nailed this one.
 
Ffb was pretty bad few updates ago, but i had to delete ams2 folder in documents, it helped, after another update car become shaky, deleted completely and installed the game , so everything becoma ok. Ginetta or fusca still favorite cars! But game is not finished...
 
this seems like a triple screen setting being used on a single screen setting.

the clip is just a grab of a portion my actual triple screen.
I see lots of these. I play in VR and dont run any AA at all. That probably makes it worse but they are very noticeable. I have these white shimmering lines on the borders of any asphalt patch at the Nurburgring circuit (not Nordschleife) that disappear when you get close to them.
ya. distracting. Im sure they will get it fixed.
 
Am happy with AMS 2 and little bit of patience is required these days.
But this title is embarrassing when it comes to online and for those that race online only updates and new features and new cars don't cut it any more.

80% of the I end up switching it on an off because lobbys have session has started and with 5 mins left you cant join , couple more locked lobbies and the rest have maybe 3 people if your lucky.
It be great if you can join a session that's started already as a ghost.

Online takes a while but so far there's no sign of any foundation.... Are majority a happy racing AI?

It's 2020 and we no longer buy games on CD or DVD, we have the Internet and esports on the rise.

Online racing has brought sim racing to public and even more so these days.

Pls breath some life to multilayer.
So far it's going like Rf2, one of the best sims but dead multilayer.

Yes, the game should allow drivers to join the track as a ghost if the race has already started. People see they are going to wait 6, 7 minutes to go to the track and then disconnect. Then find another server and the same thing happens. This is draining the multiplayer, that needs to be more fluid and less bureaucratic.

Certainly the multiplayer needs more features. More life as you say. Drivers being able to join the track as ghost when the race is already on, "auto continue" between sessions without the intervention of the server host, "restart session" and "change track" features on non dedicated servers, bigger chat box, country flag near the driver name, among other things. But I trust Reiza will improve the multiplayer with time.
 

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