Automobilista 2 | New Hotfix 1.1.1.3 Released

Dady Cairo

Cat-Car
Premium
May 23, 2017
204
346
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I can confirm that each cockpit view with seat position + seat angel is saved.At least in the Beta build,haven't tested main yet.
Don't know if it was before that build ,had not tested it a long time as nothing was offical announced.
Sadly,i must confess that the seat - angle is not saved per car.Tried the main release today and it wasn't.Hope Renato does it ...some day.Sorry,but adjusting it once it stays for all cars.
 
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Tarmac Terrorist

Paul McCaffrey
Mar 22, 2017
399
456
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The New Update has made some suprurb improvements!
It was'nt a sizable update but boy has it put a smile on my face!

A.I. & Rain are much better but still a bit out of Joint in terms of relative performance in the dry. Everything is going in the right direction.

After what I noticed with the last fix, this new update is all I'd hoped it to be, however I've found a pretty serious bug (one that might just be rearing its head again. Best mind your fingers if you've got a DD wheel!
 

roadyroad

250RPM
Dec 7, 2013
411
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@roadyroad i never said he was involved in ams 2
i said his coment to ams 2 in a youtube video about throtlle
Ok.
Well, let's wait for the reviews of this update. Reiza's problem is that, as a "small" team, the customers are those who check the quality of each update. They are searching for the right settings. I'm fine with that (although I can't use the sim myself currently) because I knew where I got into when I've preordered the game. Some seems to not be that patient. It reminds me of ACC. Can't we learn the lesson? Just let Reiza try to make the things right with the madness engine, they did AMS1 so they know how the cars should behave, they are just trying to give us an next gen sim with an advanced technology they are trying to master.

It will be ok, they did something amazing with rfactor's engine (I did not like rfactor, simbin and reiza had done a tremendous job taking the best out of its engine), and they ll do the same with the madness engine.

We should not be to harsh with Reiza, or they'll just put their "simplier" physics in AMS2 just to please the haters, giving up the next gen sim they want to give us.
 
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roadyroad

250RPM
Dec 7, 2013
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Sadly,i must confess that the seat - angle is not saved per car.Tried the main release today and it wasn't.Hope Renato does it ...some day.Sorry,but adjusting it once it stays for all cars.
Although it would be a nice feature, I think it is a minor issue among the physics and AI topic. I would rather know that Reiza is working on physics than on this small feature.

Back in time, I remember I had to adjuqt my seat position anytime I changed car in GTR2. Was it such a problem? No. And no one ever complained about that.

Everything in a development is question of priority and money spent. I've paid for that game and I prefer my money being invested in realism and physics, not on seat adjustment.

That's just my opinion, I understand adjusting a seat position may be crucual for others, before physics and AI.
 
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Renato Simioni

Reiza Studios
Jan 6, 2010
1,664
5,916
I thought he wasn't involved in AMS2 development.
Well anyway, it must be frustrating for a developer to not be able to master a technology but old madtered things can do the trick much better. Remember GTL using the physics engine of GTR1 (so the one from... F1 Challenge) and the rfactor graphics engine, it is still enjoyable today, although more simple than more modern sims (and I've always thought it felt better than rfactor).

Sometimes simplier stuff, but mastered, is just better.
While the core of your argument is true - simpler is indeed sometimes better - it´s not applicable in this case; our AMS1 throttle map was actually a bit more elaborate than the legacy Madness system and we already had maps for several engines from AMS1 - the Madness system was a simple parameter applying globally all cars so it made sense to disable it completely for the AMS1 model rather than try merge both (which we were up to now). Other models such as turbo, DRS as well dynamic track conditions which we had models created for in AMS1 we dropped in favour of the superior ones from the Madness engine.
 
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Demichkd

25RPM
Jun 25, 2019
49
165
Very much enjoying the update. Has anyone noticed since the hot fix or possibly last update the track surface at SPA before start finish line has a strange pattern (like pie shaped cobblestones)? Didn’t want to report it if it’s just me. Started 7th and it was very apparent until I crossed the line. And then reappeared each lap only at this point.
 

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roadyroad

250RPM
Dec 7, 2013
411
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While the core of your argument is true - simpler is indeed sometimes better - it´s not applicable in this case; our AMS1 throttle map was actually a bit more elaborate than the legacy Madness system and we already had maps for several engines from AMS1 - the Madness system was a simple parameter applying globally all cars so it made sense to disable it completely for the AMS1 model rather than try merge both (which we were up to now). Other models such as turbo, DRS as well dynamic track conditions which we had models created for in AMS1 we dropped in favour of the superior ones from the Madness engine.
Thank you for your explanation. And these are really good news!!! It wasn't clear in the update notes, they now perfectly make sense.

How bad I won't ve able to run AMS2 before a few weeks... the positive thing, at this pace of updates, is that it will feel really good.when I'm back at it.
Keep on the good job Reiza!
 
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Jugulador

250RPM
Jun 6, 2015
361
714
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Is AI harder since the last upgrades or it's just me going 3-6 seconds slower than it on track/car-combos that I used to ace?
 

wolftree

50RPM
Jul 27, 2019
74
157
40
Is AI harder since the last upgrades or it's just me going 3-6 seconds slower than it on track/car-combos that I used to ace?
Several classes have had AI calibration passes that have made them faster. Not sure about 3-6 seconds faster. The FTrainer is quite a bit slower than before due to some changes to the tyres, maybe the AI there hasn't been properly calibrated to the changes.
 
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Tarmac Terrorist

Paul McCaffrey
Mar 22, 2017
399
456
41
A.I. much better overall, still a few areas like lack of ability in rain and certain class'es but yes much better. But thats now, v soon i think we're about to see better again. Count me as one very excited Simracer!
154837287_493949505343325_8960711641111686178_o.jpg
 
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Jugulador

250RPM
Jun 6, 2015
361
714
42
Several classes have had AI calibration passes that have made them faster. Not sure about 3-6 seconds faster. The FTrainer is quite a bit slower than before due to some changes to the tyres, maybe the AI there hasn't been properly calibrated to the changes.
I was 4s slower than 100% AI on Spa, racing GT4. And was 2s on Londrina Long with Copa Classic B Gol. On both cases I used to be quite faster than the AI, specially with the Gol.

But don't know if the AI improved that much or that I'm rusted... apparently both :roflmao:
 

Wolfzz

100RPM
Sep 7, 2008
181
193
Its Out, Great Long List of Updates

V1.1.1.3 -> V1.1.2.0 CHANGELOG

CONTENT
Tracks


  • Added Spa Francorchamps 1993 layout
Vehicles

  • Added Group C class featuring Sauber Mercedes C9 & Porsche 962C
  • Added Stock Car 1999 Omega series
GENERAL

  • Implemented new LiveTrack wet weather rubber washing (rubber is now gradually washed away from track surface as it gets saturated with water)
  • Expanded available opponent classes to 9 (10 total)
  • Bumped headlight range from 160 to 240m for all cars
  • Corrected number of opponents in Championship mode to match the series current total number of opponents
  • Added function to set different presets of rubber depending on type of session (making option available to player will soon follow)
  • Added new functions to control when vehicle headlights & tail lights should remain on and DRS rules remain disabled based on track wetness threshold (previously was solely based on environment light levels)
  • Replaced Spa 2020 with Spa 1993 on the calendar of pre-2005 championships
UI & HUD

  • Re-styled event rules & regulations page
  • Re-styled single player opponent settings page
  • Added help texts to online Opponent settings screen
  • Fixed wrong value link on gear 7/8 assignments
  • Fixed redundant adjustable wing setup option being available for cars without such aero components
  • Corrected tire names for various cars using street or semi-slick compounds
  • Fixed missing French & German localization for track limits setting
  • Adjusted font size on track limit warnings labels for Rules & Regulations UI screen
FFB

  • Introduced routine to reset FFB in case of FFB loss (game detects the loss and reset FFB automatically, should be seamless for player)
  • Adjusted default FFB profile for more accurate self-aligning torque, milder force spikes over big bumps and other such sudden tire oad.change; adjusted effect from braking torque (should provide better feedback during lockups); split FX signal from Low Force Boost setting
PHYSICS

  • Added slow damping function to all tires (generally improves tire damping & fixes bouncing effect at very slow speeds previously proeminent in formula cars)
  • Added intermediate & extreme tyre compounds for modern protos, GTs & formulas
  • Adjusted tire tread for 60s touring cars, Opalas, Copas Fusca, Uno, Truck, Caterham Academy & F-Trainer
  • Adjusted semi-slick tire tread (F-Trainer Advanced, Caterhams, ARC Camaro)
  • Adjusted F-Vee, Opala 1979 & Old Stock tire treads
  • Increased RPM threshold for reduced engine life in 2-stroke karts
  • Moved Metalmoro AJR diffuser center of pressure rearwards by 2cm (slightly rebalancing overall aero distribution)
  • Slightly falloff rates in rain for all slick tires (addressing issues with tires losing all adherence beyond a certain saturation point)
  • Minor stifness adjustment to GT / Proto / StockCar tire carcasses
  • Added minor preload resistance to open diffs in cars with more powerful engines
  • Adjusted Porsche 911 GT1 engine compression curve
  • Adjusted default gear ratios for Mclaren F1 GTR & Mercedes CLK in GT1 class
  • Minor crankshaft mass adjustments to F1 cars
  • Corrected 720S GT3 negative rear toe setting (setup reset recommended)
  • Moved default brake bias slightly rearwards for Copa Truck, F-Trainers (requires setup reset recommended)
AI

  • Various AI behavior improvements, adding car-specific parameters to improve their overtaking assesments both against human player and AI vs AI
  • Added car-specific overrides for previously global parameters controlling the amount of lifting off the throttle AI would do while running over puddles, & introduced new car-specific parameter controlling the amount of lifting while on wet tires (generally less than on dry tires, improves their straightline performance when going through large amounts of standing water)
  • Added several car-specific overrides for previously global AI parameters such as brake and reaccelaration distance thresholds, start reaction times, distance triggers for defending position
  • Reduced likelihood of AI crashing into wall when side by side with human
  • Increased AI drivers performance range
  • Minor AI callibration pass for performance dropoff with tire wear
  • Azure: Smoothed corridors in several locations
  • Slightly increased AI grip @ Bathurst, Nurburgring GP & Velocitta
TRACKS

  • Adelaide: reduced road mesh noise; smooth curb at entrance to T13
  • Imola: Fixed camera man pop up
  • Kyalami: removed glitchy helicopter animation
  • Silverstone: trimmed 3D grass clipping walls in some places; fixed a few object pop ups; consolidated some grand stands into larger objects (same materials); optimized shadows
  • Revised "Max AI participants" for various tracks, correcting when this differed from available garage slots
  • Disabled DOF blur in all trackside VR cams for tracks that have them (currently only Grade A tracks)
VEHICLES

  • F-V10 Gen2: fixed visual tire tread not corresponding the actual tire when switching from wet to dry
  • F-Classic (all gens): added Dirt/Scratch map + New UV channel 3 mapping for carbon fiber cockpit material
  • Copa Montana: added Dirt/Scratch map
  • BMW M6 GT3: Fixed red carpaint issue in cockpit view (car #91)
  • F-V10: Fixed visual glitch with windscreen in rain
  • Gol Classic B: Fixed front splitter glitch
  • Ultima GTR: Fixed oil pressure needle
  • F3 F309: corrected RPM bars range
  • Lancer R & RS: Livery override entry added for windscreen and wing
  • Corrected cockpit POV in Metalmoro AJR, Mclaren 570S, Ultima GTR
  • Corrected rain tire tread for F-Retros