Automobilista 2 | New Build Time - Version 0.9.5.1 Is Now Live

Paul Jeffrey

Premium
Reiza Studios have deployed their brand new build of Automobilista 2 into the public domain - welcome to the world V0.9.5.1.

Another Friday, another new build as Reiza Studios continue their relentless development ahead of deploying the V1 build of Automobilista 2. Plenty of changes, plenty of improvements, and you can read all about them below...

From the update notes:

Another week of intense housekeeping as we approach v1.0 release - once again a lot of the focus has been on physics / FFB, with a lot of fine-tuning resulting in another good step forward all around, as the handling for most cars now become pretty representative of our v1.0 target. From now on most of the physics work will concentrate on reviewing fuel consumption, tyre & engine wear, temps & reliability properties.

On the AI side we haven´t yet concluded implementing the new AI Strength logic, so for those struggling with AI speed in lower settings we ask for a little more patience until we finalize this development tol provide more consistent performance accross the AI Strength range. In the meantime setting around 90-110% AI Strength and 50% Aggression have been quite thoroughly callibrated and should provide the best racing.

3D Animations for wipers, suspension, drivers & other moveable car parts are finally beginning to come in, although only one minor item added in this update (animated suspension arms for F-Trainer from external view) - all the remaining exports should flow very quickly from here.

Last but not least, the Dedi tool is now available from the Tools Library on Steam - please check further information about the tool, how set it up and run it as well as post feedback / reports about it here.

For those wondering about upcoming content, please hold for more information in our May Development update coming up tomorrow.

AMS 2 1.jpg


V0.9.5.1 CHANGELOG:

UI

  • Fixed spectator leaderboard position text always being forced to wrong colour.
  • Applied HUD style leaderboard to Replay/Monitor Screens
  • Fixed disabled 'View Replay' button displaying instead of 'Save Replay' button in MP session results screen
  • Fixed Time Trial Pause Menu leaderboard not displaying correctly
  • Added identification for dedicated servers in browser list
  • Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
  • Fixed Monitor camera switcher not working after changing cars
FORCE FEEDBACK
  • Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
  • Fixed error in parking force script
  • Adjusted locktstop strength
  • Fixed issue with recently added FFB filter occasionally behaving unpredictably
  • Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developments
PHYSICS
  • Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
  • Slight adjustments to all wet tyre compounds
  • Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
  • Fixed bug causing downshift protection system not to work properly
  • Adjusted shift tolerances for semiauto boxes (to avoid neutral - 1st gear not engaging in high revs)
  • Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
  • Revised engine inertia for V8, V6 engines
  • Reduced default steering lock for light formula cars, prototypes & Super V8
  • AJR: Revised rear wing aero efficiency
  • MCR 2000: Revised rear wing aero efficiency
  • F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
  • Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
  • F-Vee: fixed front left rebound damper range
  • Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
  • F-Reiza: Adjusted diffuser center of pressure, default caster setting
  • F-Classic Gen1&2: revised aero balance
  • Superkart: Adjusted default tyre pressure & ride height
  • Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
  • Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
  • Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
  • Adjusted MIT Lancer roll bar stiffness
AI
  • Further callibration of AI performance & rolling resistance for all cars
  • Improved AI pitlane manoeuvrability
  • Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
  • Fixed AI tendency to oscillate steering erratically running down longer straights
  • Fixed Roco P3 excessive AI straight speed
  • Reduced thresholds for AI to attempt overtaking in improbable circunstances
  • Further reduced AI aggression scalars & brake power
  • Further reduced AI overtaking boost under braking
AUDIO
  • F-V10: Adjusted Traction Control sounds
  • Sigma P1: revised engine sounds, engine / turbo / blowoff volume balanced
TRACKS
  • Updated Livetrack racing groove shader to become more visible as track rubbers up
VEHICLES
  • Further revisions to visual brake glow ranges
  • F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
  • F-Trainer: Added suspension animation (external)
  • F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33

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 2.jpg
 
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But quite clearly... that original screenshot shows a clear track limits violation.
You're making assumptions. My screenshot only shows a track limits violation *if* the track limits are being defined by the white line. That's certainly a rational thing to assume, but it's an assumption nonetheless. You could just was easily assume track limits should be defined by the inside border between the curbing and the grass. Is it any less valid to assume that curbing is there and you can make use of it than it is to assume curbing is there only as a device to keep you off the grass?

If anything Reiza are just making things better. It was wrong before and they’re fine tuning it. It’s totally to be expected.
Again, I don't really have much issue with Reiza refining track limits to what they think they should be. As long as it ends up being applied consistently in the final release.

Whilst it may not be explicit in the release notes - I really can’t see them pointing out every single polish to such a fine detail. It would be such a waste of time. I’m pretty sure my approach to this would be to only update people on things that were significant and not “track x, cornery, apex b has had its track limit corrected”
If you think that's a waste of time, that's fine. That is not what I suggested, however. It would not be a waste of Reiza's time to communicate this in the way I previously stated. It gives people a heads-up that the manner in which they drive the tracks that were worked on may need to change. In my opinion that's well worth the time it takes to write one bullet point for the release notes.
 
I just read the May development update, and I must say I'm impressed with all the upcoming material
they're working on... v1.0 will be out on mid June.

Spa is coming too, Silverstone, and even an off-road pack... lots of licensed cars and tracks.

What I like the most is of course the vintage touring cars packs from the 60s, 70s, 80s, Group C cars and 90s... DTM, and BTCC. Wow!

Fantastic stuff, Reiza! Thanks for listening to us and adding these vintage stuff motorsport fans love!
Please, keep it up!
 
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I understand people want every i and t crossed
What I will never understand is to be totally happy to drive sims that feel void of each other
Sorry I will never get it :unsure: :( just call me silly old fool

Mark my words one day a generation we will start to ask the hard questions, just hope I around to see it
 
My experience with AMS2 so far. Turn it on, map my shifter, go in game shifter doesn't work, check settings, shifter mapped, try AC, shifter works, load AMS2, remap shifter, load game, shifter does not work repeat x100 give up.
 
My experience with AMS2 so far. Turn it on, map my shifter, go in game shifter doesn't work, check settings, shifter mapped, try AC, shifter works, load AMS2, remap shifter, load game, shifter does not work repeat x100 give up.
You should write about this issue in reiza's forums. I'm' sure they'll work on this, you're probably not the only one. That's exactly what early access is made for.
 
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Just because something isn't instantly fixed the moment it's reported, it doesn't mean Reiza don't know about it.
I don't care that much, just my brief experience with the sim but instantly... ha.

Overall at the moment I just can't get into it, ACC is my go too now. Most of the cars just don't speak to me, I can feel Pcars all over it, I'm scared the sanitisation just won't be strong enough.

Still, hope it's a success they seem like a cool dev team.
 
I don't care that much, just my brief experience with the sim but instantly... ha.

Overall at the moment I just can't get into it, ACC is my go too now. Most of the cars just don't speak to me, I can feel Pcars all over it, I'm scared the sanitisation just won't be strong enough.

Still, hope it's a success they seem like a cool dev team.
There are many sequencial gears cars in ams2, if your wheel has paddles, you should be able to enjoy some parts of the game, unless... You don't want.
 
Just curious if anyone else is finding braking on the Opala problematic in the current release, possibly since 0.9.3.2. In maybe 70% of situations I simply cannot brake at anything more than about 60% pedal travel in this car without the back end wanting to come around. No lockups: no tire screech noise, no smoke. The back just wants to come around. I do not recall this car behaving like this previously.
 
Just curious if anyone else is finding braking on the Opala problematic in the current release, possibly since 0.9.3.2. In maybe 70% of situations I simply cannot brake at anything more than about 60% pedal travel in this car without the back end wanting to come around. No lockups: no tire screech noise, no smoke. The back just wants to come around. I do not recall this car behaving like this previously.
Yep, that describes exactly what I am getting with this car. Moving the bias to 70/30 helped a little, but you still can't brake hard without it swapping ends. I didn't drive it that much before the patch but I'm pretty sure it wasn't this bad when I did.

Edit: We're talking about the Opala Stock Cars, not the Opala OldStock, right?
 
Should I buy this guys? I have recently purchased AMS 1 and I am loving it. Don't know if I want to dive into AMS 2 just yet. What do you all think?
I think it's worth it, sure. But since it's on Steam, why not just give it a try? If you don't like it you can always refund it within the two hour limit. It only takes a few minutes to get your options set in this sim, leaving plenty of time for test driving.
 
Really? I spent hours just trying to get decent FFB and brake settings.
That's true of FFB as well for me, but the current default is now pretty adequate with a lot of suggested settings available on the official forums. I think it's enough to test the game and see if someone likes it or not. They can fine tune later if they decide to buy. As for brakes, I haven't had any issues with them. I know some have though.
 
This is a track limits violation now at Curitaba T1. Sigh….
View attachment 377585
Maybe I was just attacking the curb more than I have but I’m pretty sure that in prior releases you could have rolled the curb like that without getting dinged. If I’m correct, that would make two releases in a row where they’ve done track limits tweaking and have not mentioned it in the release notes. I don't particularly care for that.
All four tyres are outside the white line. What is the problem here?
 

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