Automobilista 2 | New Update, Silverstone And Historic F1 Cars Released

Paul Jeffrey

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Reiza Studios have deployed a new update for Automobilista 2, adding a few new historic Grand Prix cars to the title as well as the delayed Silverstone DLC release.
  • Silverstone 2020, 2001, 1991 & 1975 DLC released.
  • F-V10 Gen1 class added.
  • Lotus 49C and Brabham BT26A added to F-Vintage Gen2 series.
The slightly delayed new update to Automobilista 2 has arrived, and it looks like the wait has been worth it, as Reiza Studios drop a number of new historic Grand Prix machines to the simulation, as well as publicaly releasing the Silverstone DLC pack and its four variants of the famous British venue.

AMS 2 Update Notes:

The new Automobilista 2 update adds plenty of free new cars, several developments to championship mode, a completely revised track limit penalty system, many AI adjustments along with the usual batch of improvements & fixes in other game fronts.

The track limit penalty system & regulations have now been completely revised to adhere more closely to real racing regulations and for better consistency. A more detailed explanation on the rules for track limits as of v1.0.2.0 will follow shortly.

This update also brings the home of British Motorsports to AMS2 - the Silverstone Pack features several historical iterations of the track through the decades along with its current layout - unique fast flowing challenges perfectly suited to the cars that raced on them!

AMS 2 Update Notes 1.jpg


This pack features 4 distinct versions of this legendary track from 4 different decades - 1975, 1991, 2001 and 2020; additional layouts for the main track in each era will be gradually added in future updates.

AMS 2 Update Notes 2.jpg


FULL V1.0.1.2 -> V1.0.2.0 CHANGELOG:

CONTENT

  • Added F-V10 Gen1 class
  • Added Lotus 49C, Brabham BT26A to F-Vintage Gen2 series
  • Released Silverstone Pack featuring 2020, 2001, 1991 & 1975 versions (DLC package)
GAMEPLAY
  • Championship mode: Added Frontend standings table; Added race length scaling option; Added progress reset option; Fixed bug ensuring player vehicle respects championship configuration.
  • Added new track limit penalty system- no more slowdown penalties (except to give back positions), driver has a customizable number of track limit violations before being awarded a drive-thru penalty
  • Added penalty tolerance logic for when the cut occurs over grass/gravel or occurs after a contact with another vehicle
  • Decreased the distance in which a track limit violation invalidates the next lap
  • Track limit rules made standard for all racing sessions (whether single or multiplayer) for better consistency
UI & HUD
  • Added Brazilian-PT localization (Beta)
  • Fixed some situations where Championship was incorrectly identified as a Career championship
  • Added UI Pit Strategy screens (access via Setup screen)
  • Added Vehicle List switch option to Vehicle Selection page.
  • Fixed Time Trial info unit still showing old style in Minimal mode
  • Multiplayer chatbox now logs all messages over the session
  • Removed the fade delay from "Give back Position" HUD message so it disappears instantly when position is returned
PHYSICS
  • Reduced tyre speed effects on adhesive friction for all slick tires
  • Increased longitudinal slip (and reduced understeer as a result) for f-Retro, F-Vintage, Opala 1986 tyres
  • Adjusted F-Vintage Gen2 tyre width, diameter & gear ratios to match new official cars
  • Reduced engine inertia on all MRX engines
  • Adjusted front splitter pitch sensitivity for prototypes, GTs
  • Minor aerodynamical revisions for AJR, Stock 2020
  • F-Ultimate: Adjusted ERS charging & deployment properties (higher throttle threshold, more charging from full brakes) to minimise chances of battery running out over 1st laps
  • Adjusted car body friction & restitution (slightly less jerky when coming into contact with other cars)
  • Fixed Copa Classic CTD from missing wet compound tyre
  • Fixed Camaro SS 6th gear ratio
AI
  • Removed all "artificial" AI functions affecting their behavior in racing situations (minimises unpredictable reactions)
  • First-lap decision making on 1st lap introduced in v1.0.1.0 now applies to all race laps
  • Fixed AI tendency to put wheels on the grass on straights for no apparent reason during lap 1
  • Added initial version AI defensive driving logic (very subtle on this release to minimise potential issues)
  • Further AI refinements to reduce likelihood of accidents on lap 1, including logic for AI to be more careful when rejoining the track after going off
  • Adjusted DRS activation speeds for AI for Sigma P1 & AJR cars equipped with the device
  • Minor AI Grip tuning for Cascais, Hockenheim
  • Improved pitlane merge to main path at Hockenheim GP / National
AUDIO
  • Super V8: Muted PitLimiter sound for now until further code adjustments
TRACKS
  • Hockenheim 2020: Slightly relaxed high frequency road surface noise for a less bouncy ride
VEHICLES
  • Added F-Classic suspension animations & adjusted driver animations (all models)
  • Fixed F-Trainer driver hands position in 3rd person view
  • Stock Car Cruze 2020: Fixed chassis visual glitch
  • Camaro SS: Corrected mirror position
  • ARC Camaro: Fixed visual glitch on liveries 3,4,98,99
  • Puma P052: Corrected display RPM and Speed readings
  • Chevette: Windscreen reflection reduced
  • Stock Car Cruze, Corlla 2020: Added dynamic dirt & damage

V1.0.2.1 CHANGELOG:

  • Adjusted range of allowed track limit warnings to 1-50
  • Multiplayer chatbox history no longer logs joins/leaves and limits history playbackwhen switching page
  • Fixed session overview leaderboard not filling in Multiplayer session
  • Fixed incorrect text on pit strategy back buttons
  • Adjusted F-Vintage body aero lift (all models)
  • Fixed VW Truck crashing to desktop when loading
  • Adjusted Ultima & Camaro SS tyres (stiffer tyre sidewall, reduced a speed sensitivity, stiffer front ARB and springs) & AI tuning
  • Adjusted F-Reiza tyre tread (better retention of adhesive friction at speed)
  • Decreased AI defensive lateral movement range to reduce chances of weaving
  • Minor reduction of AI brake grip
  • Minor AI performance callibration pass for F-Vintage, Ultima & Camaro SS
  • Adjusted AI wet tyre grip for Formulas V12, V10 Gen1 & Gen2
  • Silverstone (all versions): General art passes & added remaining trackside objects (including period accurate 1975 pit building)
  • Hockenheim: fixed trees popping up in the horizon of 1977 version
  • Incremental AI speed adjustments at Imola 2019 - Chicane T11; Kansai - T11, T14, T16; Spielberg - T1, T2; Donington - Mcleans (T7); Goiania - Chicane entry; Kyalami - T13, T16; Oulton Int - chicane entry; Santa Cruz - chicane;, Taruma Chicane;Velopark - Last corner.
  • Camaro SS: Fixed tachometer
  • Brabham BT26A: Added front suspension animation & texture, material updates
  • F-V10 Gen1:- Added material to sidepod intakes

Automobilista 2 is available now, exclusively on PC.

Got questions? Have answers? Want to chat about AMS 2 and don't know where to go? Worry not my friend, we have just the place for you! The Automobilista 2 sub forum here at RaceDepartment welcomes you with open arms - come say hello!

MS 2 footer.jpg
 
Well... not so much Monaco.... that is straight from PC2.
Azure is an exception, that is true.
The other tracks are all crafted, modelled, textured and researched by Reiza themselves. If you want to compare the tracks, just try the pCars2 Donington and compare to AMS2. Just by looking at the white track limiting-lines and curbs you should already notice some differences. :D


Those who have bought the Silverstone, is it worth the $10 USD? I was going to skip this one as AMS2 already has a ton of tracks I haven't learned yet, and all of my other sims already have this track. Are the differences between the versions (years) different enough to make it feel like they are 4 unique tracks?
They feel unique by kerbing already, but the layouts are quite different, because Silverstone changed it quite often (even by relying on one outline), i can't tell you, if it is worth for you, i'm probably biased, because i like the track crafting quality of Reiza but here an overview of the track layout changes over the years on Silverstone:

https://external-preview.redd.it/mb...bp&s=80f0a639f43554135ace1056149f509838099acd
 
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Because AMS2 terrain does not feel as good as rF2 terrain full stop IMHO
more importantly they are separate engines and different meshes
You have no comparison, so this has nothing to do with opinions.
If it was that easy to transform terrain why do pCars and pCars 2 tracks still feel so lifeless ?
Dunno'...may be FFB, may be track quality. Who knows.^^
If AMS2 Nords feels anywhere near as good as rF2 version I will eat my wheel :)
It seems, you are just discussing here for a statement, rF2 being better in each way for you and this is fine, i also quite like rF2 track feel, especially Sebring and Nordschleife, but like you've said:
You are all entitled to your own opinions does not bother me why should it bother anyone else
...with the difference, that your "opinions" are not relying on any facts or sources to compare with.^^ (other than pCars2 feels more lifeless, so it HAS to be the engine, because engine=track mesh, which is not particularly true, otherwise the Blancpain Monza modtrack for rF2 would feel amazingly detailed in track mesh, which it doesn't)
 
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I love this game but I think the penalty system is too harsh and unforgiving. Even if you go to the gravel and loose like 5 seconds you still get a penalty.

The other night I got over a minute penalties at Hockenheim and the guy who was first received 52 seconds of penalties.

ACC has a much better penalty system where you don't get a penalty if you don't gain an advantage for crossing the track limits. I wish they would implement this to AMS2.

Also I wish there were more players online.
 
The reaction to a release of any sim racing product, be it full game, patch or DLC — always puts my impression of mankind back several steps.
Something comes into my mind :D
*click to expand*
ee67883e4aef00437c9cbe823df667039f6b3ca3_2_582x1000.jpeg


love this game but I think the penalty system is too harsh and unforgiving. Even if you go to the gravel and loose like 5 seconds you still get a penalty.
Yeah, it still needs some tweaks, especially, when losing time by going to the outside or being pushed wide. I think, this will also improve with time. The new logic behind the system has to be adjusted to some things for sure. :)


ACC has a much better penalty system where you don't get a penalty if you don't gain an advantage for crossing the track limits. I wish they would implement this to AMS2.
I have the impression (not knowing for sure, though, i could be wrong big time), that something like that is already working somehow. When i go wide at Copse on Silverstone 2020 and lift or immediately scrub of speed by going on the track as fast as possible again, it doesn't penalize me.
 
....i was happy to read about the championship mode but it´s still a bad joke. This: "Championship mode: Added Frontend standings table; Added race length scaling option; Added progress reset option; Fixed bug ensuring player vehicle respects championship configuration." is definetly not i was waiting for.
Only 1 Series, you can`t choose anything not your car, not the tracks and even not the AI strenght ??! I mean come on...
I am lucky i `ve plenty other sims to race with...
 
Excuse Me. I want explain, does silverstone in 1991 was logo fasters not fosters.
Licensing does not cover Fosters, so it's arranged with some similar logo. EDIT: More likely is the forbidden open alcohol and tobacco advertisement in several countries.
Please Make sure a new classic DTM car in Reiza Studios
00774460de8884987ce183d7a17e8884.jpg
They have announced such a car type already, it will take time.
 
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Unfortunately it is just the way these particular curbs were shaped, with big steps that aren’t really supposed to be driven over, and that if rode can cause the undertray to hook up with the step in a way the collision physics can’t cope so well; collision physics are in fact the source or contributor to some other issues as well, we are looking into it but it’s an area that takes some time to untangle.
GTR2 had the same problem, couldn't be solved by making parts of the car that are close to the ground deformable? So instead of this reaction, riding the kurb would instead rip off your splitter say?
 
I can't wait to buy a track from Project CARS 2 so I can drive it in the Project CARS 2 engine with a car from Project CARS 2! I might even buy the Hockenheim DLC I already bought 3 years ago.

Easy to pump out 2 DLCs in 20 days with this much old content!
Whoa...Calm down brother it's only a game. And maybe try to get laid,get rid of some of that tension you have.
 
Well... not so much Monaco.... that is straight from PC2. So I'm not so confident they make their own completely from scratch. But hey, still better than iRacing's pricing....... so that's something...

I think Jerez and Kyalami are from Pcars 3. Jerez is confirmed to appear in Pcars 3 so far.

The trackside quality is a bit different from other tracks Reiza makes. SMS tracks tend to have better quality for distanced objects.

No offence to anyone from Reiza. Personally, I find SMS tracks has pretty good trackside quality, not so much on the mesh. Especially old tracks from pcars 1 that is horrible at today's standard.

And Pcars series ends at 2. For me.
 
So i guess the season tool from AMS1 is never coming to AMS2 that's a shame... Looks like it's gonna take a while to be able to fully customize championships.
DLC its all fine specialy with such great content but i prefered Reiza focused on polish the core game before spending time on DLC... Championship mode still just useless, many cars without headlights or proper driver hands position.
 

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