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
 
Last edited:
White lines define the track limits. It's a fact, not an assumption.
It's a not a fact. It's an decision made by the sanctioning bodies of each race series that runs at a given track. F1 even allowed exceeding the white line and used the curbing as track limits for the exit of the infamous turn 19 at COTA.

"If a driver crosses the kerb on the exit of Turn 19 during qualifying and, as a result, no part of the car remains in contact with the red and white section of the kerb, the lap time of the driver concerned will be deleted by the stewards," wrote Whiting.
https://www.autosport.com/f1/news/139521/f1-drivers-warned-over-track-limits-abuse-at-austin
 
The simplest definition of track limits the line which runs along the edges of most of them. That tends to be the line sims use, if they're not attempting some "clever" system which estimates time gained/lost like R3E does. Personally, I have no issue with those lines being the limit. It's fair, easy to understand, and prevents exactly this kind of debate. Hence why RD uses it in our club racing rules.
 
Finally got around to trying Friday's update with the MCR2000 against the AI at Guapore. AI skill at 100 and the aggression at 50, it was all too easy to feel like a hero. Increasing aggression to 60 was better, except the first lap, where the increased aggression caused the AI pack to slow down a touch more as they try avoiding each other. In both cases, it was pretty easy to drive up to 7th place from 15th on a standing start. Moving forward from there after the first lap was nicely tough at 60 aggression.

The AI talent pool has a nice mix of speeds at 100 skill. There's excitement with an occasional AI mistake during a pass where one ends up going through braking markers, seems like 1 or 2 per 45 minute race. My preference for mistakes would be about half as often, but, still, this is not so often to be arcade.

Need to do a mixed class test with this latest version, but, man, if Reiza make first laps not quite so easy and add blocking moves, the AI will be top notch!
 
Yes, that's a fact. And the quote you paste confirm it, as it's the exception.
It’s interesting that your “fact” doesn’t seem to be mentioned in the Formula 1 Sporting Regulations. I downloaded the 07.04.2020 version from the link below and searched it for the list of terms stated after the link. Zero results having to do with track limits regulations. If track limits being defined by the white lines are in there and I missed it, by all means let me know.

https://www.fia.com/regulation/category/110
track limits
track limit
limit
boundary
bounds
 
Yes, that's a fact. And the quote you paste confirm it, as it's the exception.

It isn't the exception, it's by all practical purposes the rule now to allow crossing of white lines in F1. The rare occasion they even bother to police a corner, they make the curb the limit, the white line is never the limit. In some version of F1 rules it used to say that white lines are the limit, but maybe they took it away. Even if they didn't, it would be a bit like having a law of not stealing, but police won't fine you if you do, what kind of law is that then?

They should have made curbs the limit from the beginning since the whole white line rule never worked well, it's equally a pain to watch Codemasters esports races where drivers get constant cut penalties, would easily have been solved by proper sized curbs and making the curbs the limit.
 
It’s interesting that your “fact” doesn’t seem to be mentioned in the Formula 1 Sporting Regulations. I downloaded the 07.04.2020 version from the link below and searched it for the list of terms stated after the link. Zero results having to do with track limits regulations. If track limits being defined by the white lines are in there and I missed it, by all means let me know.

https://www.fia.com/regulation/category/110
track limits
track limit
limit
boundary
bounds
It isn't the exception, it's by all practical purposes the rule now to allow crossing of white lines in F1. The rare occasion they even bother to police a corner, they make the curb the limit, the white line is never the limit. In some version of F1 rules it used to say that white lines are the limit, but maybe they took it away. Even if they didn't, it would be a bit like having a law of not stealing, but police won't fine you if you do, what kind of law is that then?

They should have made curbs the limit from the beginning since the whole white line rule never worked well, it's equally a pain to watch Codemasters esports races where drivers get constant cut penalties, would easily have been solved by proper sized curbs and making the curbs the limit.

Section 27.3:

Drivers must make every reasonable effort to use the track at all times and may not deliberately leave the track without a justifiable reason. Drivers will be judged to have left the track if no part of the car remains in contact with it and, for the avoidance of doubt, any white lines defining the track edges are considered to be part of the track but the kerbs are not.

I saw the specific rule about the track limits some time ago, but I don't remember right now where it is.
 
I purchased this game and tried it out briefly. I lost interest pretty quickly, but I will continue to give it a try as updates come out,and I will also try more cars. I just don't get much sense of immersion due to the mediocre FF and graphics (IMHO). I don't have tons of time to race, but I try to support any sim released.
 

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