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
 
Allow me to play defense to your devil´s advocate and take the bite one more time in this topic :p

While we´ve often aknowledged that our v1.0 fell short in some big ways (which have been since focusing and quickly making progress on), AMS2 is perfectly stable in 95% of the conditions and performs smoothly in most systems, and features tons of content produced to reasonably consistent standards; it also has rough edges still in need of polish, doesn´t get on with some systems, has a few limiting issues that compromise longer play times and room for improvement pretty much in all areas of the game.

Now if there has been a "v1.0" PC racing sim release in the last 10 years that wasn´t pretty much a similar mixed bag and got to set this ellusive v1.0 standard which we are now being compared to, by all means I´d like to hear it, because I played them all and don´t recall any :) They all took at least one year if not a lot more to mature into something representative of their true value. I do think we at least tried to be pretty deliberate about that being the case with AMS2 from the get-go...

Now in competing against the more mature versions of these games, you as the user is of course perfectly entitled to find AMS2 in need to improve to get your attention, but that´s a different sort of comparison .. I´m pretty confident in our ability to continue make quick progress - let´s see how that goes ;)



I don´t think any of the people I replied to were being malicious - on the contrary I think they like the game and want to see it improve. I do think some of the information and lines of reasoning being offered were misguided, which is why I´ m happy to jump in and engage from time to time - it´s good sport ;)

Thanks for the reply Renato. I hope you realize I really was playing devils advocate. If you are curious how I really feel check out my post here, where I created a letter to Reiza. Was trying to be funny (although fell short), but I really do mean this. This latest release has been a joy to play, and shows the hard work you all have put in, as well as, that you listen to your customers. It is greatly appreciated.
 
what is in AMC2?Tracks, cars, weather and menu, this is in any arcade game there, where online, the game is not played because there is nothing to do, no players, multiplayer 10 people, no career, no championship, no pilot editor names, that would create your own SSO championship with your pilots, what to do in this game, ride in a single one???
 
@Renato Simioni hi, yesterday I was quite harsh about AMS2 on the comment of Paul's post on fb, have to say that after last update ffb on Simucube2 has improved quite a lot and the sim is really enjoyable now. thanks for the had work you guys are constantly pulling out.

side note, I think most people tends to forget the state in which other sims were at launch and what they became now; also, I am not a programmer or a software engineer, but I'm sure very few people have an idea of the amount of work that goes into a simulator, as for content release or update.

and yes, the cost of a dlc made of 4 configurations of a race track is marginal with respect to the work needed, and we all know simracing isn't exactly the cheapest hobby in the world..so I don't understand what is the problem in having to pay such a small amount for any new type of content, people all around the world don't ever work for free..as far as I know.
 
what is in AMC2?Tracks, cars, weather and menu, this is in any arcade game there, where online, the game is not played because there is nothing to do, no players, multiplayer 10 people, no career, no championship, no pilot editor names, that would create your own SSO championship with your pilots, what to do in this game, ride in a single one???
dude, you have a lot to learn about simracing.
 
There is no such thing as finished software, especially sims (and many large scale games) that never have been so complex to build, as expectations are enormous, much more so than in the past. There is just software that is continuously worked on, sometimes for years, until it is eventually abandoned.
That mythical finished sim released at 1.0 that ticks all boxes on day one and has zaroo bugs or issues does not exist.
So you have to adjust your expectations accordingly (which is not incompabible with having some), taking into account all the parameters, in particular that Reiza is a small studio compared to say Polyphony Digital (whose first release of GT Sport was super bare and highly criticized).

The track DLCs in AMS2 are not released as DLC for withholding content, but mainly because of the high cost of licensing these tracks.

The past was full of "finished sims". GPL, GTR2, race07, NR2003, take your pick. The difference is back then real companies invested big money in these products.

Even today, we have products like F1 2020, or the project cars saga, or the WRC games. But of course, these are shuned by this "community" in favour of the "projects" that indeed are funded by early backing programs, and take years to amount to anything.
 
what is in AMC2?Tracks, cars, weather and menu, this is in any arcade game there, where online, the game is not played because there is nothing to do, no players, multiplayer 10 people, no career, no championship, no pilot editor names, that would create your own SSO championship with your pilots, what to do in this game, ride in a single one???

Then I wonder what I played for hours last night, and why this is on the main page ;).

1597255632792.png
 
what is in AMC2?Tracks, cars, weather and menu, this is in any arcade game there, where online, the game is not played because there is nothing to do, no players, multiplayer 10 people, no career, no championship, no pilot editor names, that would create your own SSO championship with your pilots, what to do in this game, ride in a single one???

Ok, so Reiza are dealing with dozens of cars and tracks, untold amounts of code, car physics, world physics, online etc etc.

You are well within your rights to criticise, but only if you can manage three letters.

It’s AMS not AMC.
 
what is in AMC2?Tracks, cars, weather and menu, this is in any arcade game there, where online, the game is not played because there is nothing to do, no players, multiplayer 10 people, no career, no championship, no pilot editor names, that would create your own SSO championship with your pilots, what to do in this game, ride in a single one???

"You're out of your element Donnie!"
 
Then I wonder what I played for hours last night, and why this is on the main page ;).

View attachment 397641


and why did you show me this?I saw that there is a championship with bodies of the same type, so you are one and drive it,but I do not like them,there are other cars,the championship with whom to drive,what are the crooked names of the drivers,what can not be done, so that the user would choose who to ride the championship with.
 
and why did you show me this?I saw that there is a championship with bodies of the same type, so you are one and drive it,but I do not like them,there are other cars,the championship with whom to drive,what are the crooked names of the drivers,what can not be done, so that the user would choose who to ride the championship with.

maybe because they have yet to implement the option to run a custom championship with any car you like? don't know, it's just an idea, I might be wrong. you seem to know better.
 
The past was full of "finished sims". GPL, GTR2, race07, NR2003, take your pick. The difference is back then real companies invested big money in these products.

Expectations were much lower back then. And gamers often look back to older games with rose tinted glasses, as they have fond memories of these times.

Even today, we have products like F1 2020, or the project cars saga, or the WRC games. But of course, these are shuned by this "community" in favour of the "projects" that indeed are funded by early backing programs, and take years to amount to anything.

Not to dismiss these games, but these are annual (or 2 years for WRC) franchises, iterating on the previous version of the game. Not entirely new games. That doesn't mean a ton of work did not go into them, but still an iteration over a previous game. AMS2 will also iterate except that it will not be resold as an entirely new game each year.
 
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Expectations were much lower back then. And gamers often look back to older games with rose tinted glasses, as they have fond memories of these times.



Not to dismiss these games, but these are annual (or 2 years for WRC) franchises, iterating on the previous version of the game. Not entirely new games. That doesn't mean a ton of work did not went into them, but still an iteration over a previous game. AMS2 will also iterate except that it will not be resold as an entirely new game each year.

Thats not the point. The point is you said such thing as a "v1.0 with all the flags checked" never existed. I provided examples in the past and in the present of games that were exactly like that. They come out, they have all the features (some of them even today's games dont have, or have it worse) and they worked (almost) flawlessly.

As a costumer, we don't need to know how is the "progress" of the "software development" in the next codemasters F1 game, just like we didn't need to know how it was from race to race07. The product was launched, you buy it, and it runs as advertised.
 
and why did you show me this?I saw that there is a championship with bodies of the same type, so you are one and drive it,but I do not like them,there are other cars,the championship with whom to drive,what are the crooked names of the drivers,what can not be done, so that the user would choose who to ride the championship with.

You said there was "No Championship" in post #104. I was showing there was. If it is that you do not like the cars they use for it then that is different. With ACC original release you just got GT3 car championship, and with F1 series you only get F1 championships. With AMS2 you get a specialized championship as well, but also the other modes don't lock you down to that specialized car like ACC or F1 does. You can veer from it, so it actually is providing more choices. I am not knocking those others as I love ACC, but I am not going to knock Reiza for this aspect. I would love to see other championships in the future, but again the others do the same thing, so assume you feel the same way about those sims?

Edit: Keep in mind from the games description...
At its core, it is a comprehensive simulation of the brazilian motorsports scene, featuring all major brazilian racing series, race tracks and manufacturers.
 

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