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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well the AI just wrecked me @A1 Ring, yes it was AI-KAMIKAZEEE fault. I go to inside and right along side and he steers right into me like he panicks. I love the Beemer but the AI needs work lol
 
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.
The game has credits now, go have a look ;)
 
Not sure I agree with this. With so many different wheels and setups, I don't see how it is possible for any sim to have FFB that is great for every single piece of hardware. Now combine that with the fact that FFB feeling is subjective, and just don't see how the default settings could work for everyone.

"the fact that FFB feeling is subjective" - this is the greatest misconception of our simracing time.
FFB should not be subjective at all, it should realistically and uniformly represent a steering column feel.
In modern race cars you can fine tune the power steering, but that's all. You can't change the fundamental driving feel.
Vintage cars (Group C, F1) and today's IndyCars have no power steering, they drive as they come from the engineering lab.

Imagine a pro driver stepping into a race car and saying: "I don' like the steering feel, change it".
That is not gonna happen. You build your stamina and try to adjust to the car. Not the other way around. Like this guy:

The perfect example of a sim that has great FFB with every single piece of hardware is rF2.
It's just realistic straight out of the box.
The quintessential aspect here is the self aligning torque. According to your own equipment, you just set the FFB strength and a proper caster angle, and that's it.
If you have to dig around the forums to find the right FFB file, there's something wrong with the sim itself.
 
"the fact that FFB feeling is subjective" - this is the greatest misconception of our simracing time.
FFB should not be subjective at all, it should realistically and uniformly represent a steering column feel.
In modern race cars you can fine tune the power steering, but that's all. You can't change the fundamental driving feel.
Vintage cars (Group C, F1) and today's IndyCars have no power steering, they drive as they come from the engineering lab.

Imagine a pro driver stepping into a race car and saying: "I don' like the steering feel, change it".
That is not gonna happen. You build your stamina and try to adjust to the car. Not the other way around. Like this guy:

The perfect example of a sim that has great FFB with every single piece of hardware is rF2.
It's just realistic straight out of the box.
The quintessential aspect here is the self aligning torque. According to your own equipment, you just set the FFB strength and a proper caster angle, and that's it.
If you have to dig around the forums to find the right FFB file, there's something wrong with the sim itself.

Yet some people on the internet still complain about the FFB in rF2. "it should realistically and uniformly represent a steering column feel", can you tell me a sim that does that for every single car? I've been sim racing since the original Indycar, and Nascar games from Papyrus, not to mention that I went to racing school in the 80's, and raced lower formula open wheel cars for a time, and I haven't found one that does that yet. In fact you get a lot of feedback through a sim racing wheel, in every sim, that you wouldn't feel in a real race car. Especially those with power steering. In a real race car you get most of the feel of what the car is doing through the seat of your pants. FFB wheels attempt to simulate this in sims so the driver has a better idea what the car is doing. Go watch a bunch of videos about FFB on youtube, from simracing content creators, and you can see very quickly that people like different things in their FFB. Just because you think that rF2 has the best FFB, doesn't mean that everyone does.
 
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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.

Sadly i feel the same, i don't know what it is with this sim.

On one day it feels great and is loads of fun.

Next patch, same car, same track but all of a sudden it does not feel as good anymore.

FFB is a vague mess for me since the latest patch, very loose and with little useful feeback. No feel for the limit of the tires at all.

I remember enjoying the Porsche GT4 a couple of patches ago but today i did not even want to finish the race with this car. There was a discussion on the official forum where people claimed that cars could feel totally different within one session. So in the end i don't even know if it's just another bug or just me not having a great day.

AI is indeed much better but this game always feels like one step forward, at least two steps back.
 
Yet some people on the internet still complain about the FFB in rF2. "it should realistically and uniformly represent a steering column feel", can you tell me a sim that does that for every single car? I've been sim racing since the original Indycar, and Nascar games from Papyrus, not to mention that I went to racing school in the 80's, and raced lower formula open wheel cars for a time, and I haven't found one that does that yet. In fact you get a lot of feedback through a sim racing wheel, in every sim, that you wouldn't feel in a real race car. Especially those with power steering. In a real race car you get most of the feel of what the car is doing through the seat of your pants. FFB wheels attempt to simulate this in sims so the driver has a better idea what the car is doing. Go watch a bunch of videos about FFB on youtube, from simracing content creators, and you can see very quickly that people like different things in their FFB. Just because you think that rF2 has the best FFB, doesn't mean that everyone does.

I agree with you on the following things:
1. "Can you tell me a sim that does that for every single car? "
No, there is no such sim. rF2 has many bad feeling cars.
2. "You get a lot of feedback through a sim racing wheel, in every sim, that you wouldn't feel in a real race car."
Completely agree.
rF2 has that artificial feedback at the very minimum compared to other sims.

Now to the bottom line:
" Just because you think that rF2 has the best FFB, doesn't mean that everyone does".

Considering the vast amount of reliable information we can get these days, I think there's a consensus about rF2's FFB/physics being the most realistic simulation option we've got at the moment. It's not perfect by any means, but it's the best we have.

My message to all those thinking the opposite:
Get a Direct Drive wheel.
Pick the Sauber C11.
The Nordschleife.
Put FFB strength to around 20. Yes, 20.
Zero smoothing, zero minimum force.

Now tell me what you think.

And to stay in line with the AMS2 subject, I really wanted to love this sim. But I just can't.
 
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I agree with you on the following things:
1. "Can you tell me a sim that does that for every single car? "
No, there is no such sim. rF2 has many bad feeling cars.
2. "You get a lot of feedback through a sim racing wheel, in every sim, that you wouldn't feel in a real race car."
Completely agree.
rF2 has that artificial feedback at the very minimum compared to other sims.

Now to the bottom line:
" Just because you think that rF2 has the best FFB, doesn't mean that everyone does".

Considering the vast amount of reliable information we can get these days, I think there's a consensus about rF2's FFB/physics being the most realistic simulation option we've got at the moment. It's not perfect by any means, but it's the best we have.

My message to all those thinking the opposite:
Get a Direct Drive wheel.
Pick the Sauber C11.
The Nordschleife.
Put FFB strength to around 20. Yes, 20.
Zero smoothing, zero minimum force.

Now tell me what you think.

And to stay in line with the AMS2 subject, I really wanted to love this sim. But I just can't.

I have a DD wheel, and for the most part I like the FFB in rF2, but I also like the ffb in some other sims, and I know that others have different opinions.
 
I have a DD wheel, and for the most part I like the FFB in rF2, but I also like the ffb in some other sims, and I know that others have different opinions.
I know what you mean, and I respect that 100%.
Most people just want to have fun, and don't take this hobby too seriously.
I'm just one of those fanatics who strive towards the utmost of realism.
I will never be able to fulfill my dream of being a race car driver. But if there's a computer software praised by pros that can give me the most realistic illusion of being in a real race car, then I'm sold.
I guess I'm the kind of guy who took that Steve McQueen's line in "Le Mans" too seriously.
 
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Here it is! As promised, folloing up Bazza's suggestion and for those of you wondering what the A.I. are like beside you, and also as someone suggested at Nurburg GP!
I get two wide, I get Three wide!
Taken several hours to get the sound levels sorted out and have managed to make the sound a little better in general.

And I managed to get it all working in VR! Thought VR would be best to show what the A.I. are like beside you, as I can look around. Took alot of adjustment to get the FOV scaled down to a decent level that would work on 16.9 displays.

Anyway, this is it, Litterally one of the best offline experience's i've ever had!

Cheers Bazza!

Cheers Reiza!
 

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