Automobilista 2 | Latest Update Adds Hot Cars Series

Paul Jeffrey

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Friday has become the day of the AMS 2 update, and this week is absolutely no different as Reiza Studios deploy yet another impressive new build for their Early Access Automobilista 2 racing simulation.

As well as entering the world packed full of the usual fixes, tweaks and improvements, this latest build is also noteworthy for the inclusion of three cars from the mighty 1980's Brazilian 'Hot Cars' series - where things go crazy and sideways action is your buddy...

Content aside, Reiza continue to work wonders with the developing title, adding another pleasing pass at AI and force feedback behaviour as they build up to a V1 release. Don't worry though, plenty more has been addressed by the hard working team at Reiza HQ - the details of which you can find below:

.............

This week´s update features further housekeeping, with focus again on the FFB / physics / AI combo as these fronts begin to come full circle for v1.0 release.

Relative to last week, the FFB changes have been a slight refactoring of the way steering arm forces pass on to FFB (should provide a slightly "tighter" wheel around the center), slightly reduced the FFB filters added in previous update & added soft lock for wheels that still didn´t have it.

Further FFB changes from now will be restricted to bug fixes, track/car-specific fine tuning & those resulting from physics adjustments - these can still add up to substantial differences, and we also plan to add a couple of car-specific adjustments so users have some room to customize them to their preferences - but as far as the core system goes however we consider FFB wrapped for v1.0

IMPORTANT: "OLD DEFAULT" FFB profile has been discontinued in v0.9.3.1 - there´s only one default FFB profile (the "CUSTOM" option should only be selected if you have modified your Custom FFB file). An updated FFB guide will be posted soon.

On the physics front there´s been another round of fine tuning with most cars receiving a few updates, most substantial being big fixes for F-V10, Super V8, Copa Trucks, F-Classic G3M3 and Superkart. Brakes have also been further fine tuned, the main change being greatly reduced brake performance when cold (be careful in your first corner exiting the pits). Tyre physics on wet surface have also received attention, mostly fixing the excessive slick grip on a wet track for compounds in which that was an issue. IMPORTANT: As usual make sure to reset your setups if you had any changes from default auto-saved.

AI has received another callibration pass, and performance parameters for practice / qualifying (which before were assigned globally for every car, causing a lot of fluctuation in AI performance for those sessions relative to their race skills) now have customized values per class, offering much better balance relative to their race performance. Balance of speed in slower corners vs high have also been further callibrated to be closer to the player´s performance.

IMPORTANT: Please note that AI performance will probably be a bit faster overall so you may need to lower your AI Strength setting relative to the previous version to get the same performance from before. The AI still works better with settings around 100% Strentgh / 50% Aggression, with lower and higher values not offering the range of adjustment one would expect - revising the AI Strength logic is next up on our to-do list.

The downside in the constant flow of updates over this Early Access period is the inconvenience of having to regularly review & reset settings, so we´d like to thank you all for bearing with us through this development stage and for helping keep it pointed in the right direction - rest assured we expect things to begin settling down from now on, allowing you to stop fiddling and focus on racing!

AMS 2 Update 1.jpg


On the content side, in this build we continue to explore the 1980s Brazilian racing scene, now adding the Brazilian Hot Cars series, based on an early 80s spin-off of the popular Divisão 3 category featuring popular cars tuned up to 11 to race around the old Interlagos and Jacarepagua - those were the days!

There´s even a movie featuring the series as background titled "Os Campeões" - a Brazilian 80s rip-off of the classic "Grand Prix" movie worth checking the snippet below even if just for a glance at the glorious old layout of Interlagos!


V0.9.3.1 CHANGELOG:

CONTENT

  • Added Hot Cars (Early 80s Brazlian Touring Car Series with 3 models)

UI & HUD
  • Fixed missing Adelaide Historic loading screen
  • Fixed low-res AMS2 shortcut icon when generated by Steam
  • Show disabled text in lobby session info if practice/qual are disabled
  • Adjusted opacity of main HUD element containers
  • Fixed race over countdown
  • Added selected state to in-game chat text entry boxes
  • Fixed incorrect vehicle statistics for various touring car classics
  • Added missing F-Vee Fin statistic
  • Fixed track logos being retained from previous track selection when current doesn´t have one

FORCE FEEDBACK
  • Slightly refactored the way steering arm forces pass on to FFB (should provide a slightly "tighter" wheel around center)
  • Slightly reduced the filters that added in previous update,
  • Added soft lock for wheels that still didn´t have it (WIP).
  • Disabled Old Default FFB profil
  • FFB profiles with lockstops enabled and new exposed values in them.

PHYSICS
  • Globally reduced slick grip on wet tracks
  • Revised aero efficiency losses with yaw for various cars
  • Super V8: Fixed error in steer lock range; Adjusted default ARB & camber settings
  • Revised F-Classic front & rear wing for more consistent downfroce increments accross proportional changes of wing angles
  • Reduced bumpiness over grass & gravel to address collision issues while running off-track
  • Fixed rear brake cooling in various formula cars
  • Revised restitution values for crashing into walls and barriers
  • Moved default brake bias slightly to the front for FWD cars
  • Reduced brake efficiency when cold
  • Fixed missing 5th gear in Gol / Passat Classic B
  • F-V10: Fixed error in fast damper range
  • F-Classic Gen2: Disabled redundant engineboost function
  • F-Ultimate:Slightly increased carcass load stiffeness
  • Adjusted Roco Aero balance & default setup
  • Opala: Fixed rear brakes
  • MCR S2000: Fixed missing rear tyre warmers
  • Fixed Ultima gearbox RPM tolerance in manual shifts
  • Fixed F-V10 loud Traction control sound
  • Fixed V-10 AI bouncing
  • Fixed Opala 1986 redundant rear left damper setting

AI
  • AI performance multipliers for practice & qualifying sessions are now customized per car & proportional to their race performance
  • Improved AI skill when driving off the racing line & reduced range for factoring cars up ahead (improves their pace on initial laps & reduces hesitation while being passed)
  • Further boost to AI awareness when behind human players
  • Callibrated peak AI corner grip & grip multipliers resulting in better speed mid corner through slow / mid speed corners, more realistic speeds through fast corners
  • Improved AI skill when off the racing line (resulting in less 1st corner slowdowns and better pace over 1st lap)
  • Callibrated AI throttle application for all cars to better correspond with human ability
  • Reduced AI boost under braking during an overtake;
  • Reduced minimum straight lentgh for KERS / boost application
  • Improved AI ability through water puddles (less lifting off throttle)
  • Slightly bumped up AI speed under yellow & blue flags
  • Revised AI paths for Londrina (both layouts)

TRACKS
  • Updated TV cameras for Donington & Kansai
  • Kyalami: Updated curb textures
  • Jerez: Snap revised road noise; updated walls & barriers to latest standards; Add missing garage door collision; fixed garage door mapping/alignment
  • Montreal: Fixed bug causing cars to visually appear to float over track surface

VEHICLES
  • Added cockpit windscreen reflections to Super V8, Ultima GTR Race, Ultima GTR Road, Touring Car Classics
  • Adjusted visual brake glow ranges
  • Fixed F-Classic G3M3 RPM bar
  • Adjusted various Fusca textures
  • F_Ultimate 2019: Added rain light
  • F-Vee: Added rain light
  • MCR S2000 new liveries / updates / redesign #10 #13 #19 #20 #21 #23 #24 #14
  • F-Trainer: new community skins #21 #22 #23 #24
  • MRX P3 revised liveries

Original Source: Reiza Studios

AMS 2 is available now in Steam Early Access.

If you need help and support getting the most from AMS2, start a thread in our AMS2 sub forum here at RaceDepartment and let our great community help you out.

AMS 2 Update 2.jpg
 
The thing about the FFB is it is aligned to the games design principles. That's what people overlook and it can make debates regarding FFB full of mute points. AMS2 isn't marketed by tech blogs and talk of access to teams and licences. It's here are some cars, and this is how we have made them fun, we hope you like them. There are some broad strokes, it's French impressionists rebelling and playing with light and form. If you are judging the FFB from a reference of realism you are missing the point. It's meant to be a thing of joy, not a replication of maths and science, with deliberate concessions made to realism as they create around the edges. And the Hot cars are again, really good fun.

Anyway, well done Reiza again to keeping it all together in these trying times, can't be easy given what's happening in Brazil currently so sending love and support to them and their families and hope they are staying safe and sane.
 
...on another note, having both the AMS2 Beta and AMS2 early access Sims installed in my Steam Games I get the Beta first which is great, then at time of this post had an update for the AMS2 early access, BUT says... 'Scheduled on Friday 2am' or some other time in the future...this always amuses me :roflmao:...though i always say sod off, I'm having it now :confused::roflmao::roflmao:. and hit the download start button :roflmao:
 
AI difficulty is all over the place. I've got some pretty quick times in time trial, not far off the fastest in a couple of combinations and yet the AI will still kick my ass sometimes at really low AI strength.

Most annoying is the fact they can be really quick in qualifying and then slow in the race or 3s a lap down in qualifying and then suddenly able to stay with you in the race. At least the adaptive AI in Raceroom on seems to give you a decent race just about every time.

This said it's not a finished product so it's just something to put on the 'to do' list.
 
This said it's not a finished product so it's just something to put on the 'to do' list.
They are still working heavily on the player car (ffb, brakes, etc.), this changes not only lap times but cornering speed, straight line speed. Once the player car is settled, they will be able to adjust better the ai to correspond. Then fine tune each car. In AMS 1 they had been able to calibrate each series so you could run more or less the same ai strength across all tracks, I guess their goal is still to fine tune the ai so you can keep the same ai level all across.
 
The thing about the FFB is it is aligned to the games design principles. That's what people overlook and it can make debates regarding FFB full of mute points. AMS2 isn't marketed by tech blogs and talk of access to teams and licences. It's here are some cars, and this is how we have made them fun, we hope you like them. There are some broad strokes, it's French impressionists rebelling and playing with light and form. If you are judging the FFB from a reference of realism you are missing the point. It's meant to be a thing of joy, not a replication of maths and science, with deliberate concessions made to realism as they create around the edges. And the Hot cars are again, really good fun.

Anyway, well done Reiza again to keeping it all together in these trying times, can't be easy given what's happening in Brazil currently so sending love and support to them and their families and hope they are staying safe and sane.
Good point. For some FFB should be a replication of maths and science but we have plenty of choices of sims and games with different approaches.

On another point I suspect that Reiza might also use quite a lot of the Project CARS 2 content and DLC and re-release it but with a lot more dedication. That would make a very broad and entertaining portfolio .
 
"- Globally reduced slick grip on wet tracks

Does this mean it will be even harder to drive on the wet?? Cause I found it almost impossible to do so far!!

Hope that is for the Ai as they have no grip issues on wet tracks
I am by no means a fast driver but in the FVee on dry tracks I can hold my own against the Ai but even in light rain I got no chance even with Ai on 60 %
 
I'm going to get some stick for this but I'm starting to think that the Madness engine is broken. AI seem even faster than before the latest update, AI still crashing and flying up in the air, FFB feels like effects are reversed, steering input has slow initial response then it snaps to oversteer. I noticed this within seconds of loading AMS2 up with the latest update. I'm going to try a full re-install to see if that makes any difference.

I loved AMS1 but I think the Madness engine was the wrong way to go, sorry Reiza. Fingers crossed that you can pull AMS2 from the fire.
 
I'm going to get some stick for this but I'm starting to think that the Madness engine is broken. AI seem even faster than before the latest update, AI still crashing and flying up in the air, FFB feels like effects are reversed, steering input has slow initial response then it snaps to oversteer. I noticed this within seconds of loading AMS2 up with the latest update. I'm going to try a full re-install to see if that makes any difference.

I loved AMS1 but I think the Madness engine was the wrong way to go, sorry Reiza. Fingers crossed that you can pull AMS2 from the fire.
did you delete the AMS2 folder in "My documents" if not , do so....
 
I'm going to get some stick for this but I'm starting to think that the Madness engine is broken. AI seem even faster than before the latest update, AI still crashing and flying up in the air, FFB feels like effects are reversed, steering input has slow initial response then it snaps to oversteer. I noticed this within seconds of loading AMS2 up with the latest update. I'm going to try a full re-install to see if that makes any difference.

I loved AMS1 but I think the Madness engine was the wrong way to go, sorry Reiza. Fingers crossed that you can pull AMS2 from the fire.

It is not needed to reinstall the whole game just delete the automobilista 2 folder in documents. Start from scratch!
 
Does this mean it will be even harder to drive on the wet??
The patch has changed the level of grip for slick tyres in the wet, because they had too much grip before. Wet tyres are not mentioned so I assume they have not been changed.

It is not needed to reinstall the whole game just delete the automobilista 2 folder in documents. Start from scratch!
To be honest, he's reporting some serious issues and a reinstall fixed some problems I was having a couple of weeks ago. Not everything that can become corrupt is contained in the settings files.
 
did you delete the AMS2 folder in "My documents" if not , do so....
I have seen this recommended multiple times, but never done it because I didn't want to have to reconfigure everything. Finally did it and WOW this has changed my world. It is a night and day difference. I have been somewhat disappointed in the graphics for a while now and this step has completely fixed graphics, FPS, etc.
 
AI difficulty is all over the place. I've got some pretty quick times in time trial, not far off the fastest in a couple of combinations and yet the AI will still kick my ass sometimes at really low AI strength.

Indeed. At Cascavel, the AI cars are much faster than me in the "esse" section, but the rest of the track is ok. I tried taking that turn as quickly as the AI and always ended up leaving the track. And It's not just because of my limited talent... ;)
 

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