Automobilista 2 Released

Paul Jeffrey

Premium
Reiza Studios have deployed a new update to Automobilista 2 - taking the new simulation out of Steam Early Access and into V1 status - this isn't the end of progress, merely the beginning, as plenty of extra development miles are still planned by the Brazilian studio....
  • V1 release now available
  • New trailer
  • 20% Early Access discount remains during summer sale
  • Lots of new content and features

Having undergone an incredibly intense last few weeks of development, AMS 2 is now finally out of Steam Early Access, and comes packed with tons of new content, features and improvements over previous builds of the simulation.

From the release notes:


After a gruelling 3 months of work since its first Early Access release, we are thrilled to finally bring you the official release of Automobilista 2!

We are also happy to say we have also fulfilled the majority of the goals we had set out to achieve during Early Access, and the little bits that are still due should not take much longer. The official release of course does not mean the game is done - as we keep stressing AMS2 is a long-term project which will continue to see major game updates covering every front of development and bundles of new cars and tracks (free and paid) being released in a monthly basis all the way to the end of the year and beyond - the V1 milestone is all but the end of the beginning, a solid baseline upon which we will continue to build on for a long time.

With release time coinciding with the Steam Summer sale we have elected to keep the current 20% Early Access discount embedded in the pricing for a few more weeks. Not only that - with Hockenheimring scheduled to be our first DLC soon, everyone who bought the Game in Early Access or comes to buy it before the end of the Steam Summer Sale will receive the Hockenheimring DLC (which includes 1977, 1988 and 2001 historical versions) for free!

Important Notes:
  • If you already had the game in Early Access please delete your local MyDocs/Automobilista 2 folder to reset your configurations to avoid issues with this release.
  • The Stock Car 2020 series, Bathurst and championship mode as very late additions to this release and are still considered WIP
  • As previously announced, the Early Access Time Trial boards will be reset with this v1.0 release, but this may take a few hours to propagate.
There should be complementary builds tomorrow and Friday to wrap up a few loose ends on this release, but nothing that should greatly deter your enjoyment!

Below is the full V0.9.7.0 - V1.0.0 CHANGELOG:

CONTENT - NEW TRACKS

  • Added Bathurst Track
  • Added Brasilia Track (2 layouts)
  • Added Granja Viana kart track (4 layouts)
  • Added Cascais Portugal Track
CONTENT - NEW CARS
  • Added Stock Car 2020 Series
  • Added Copa Montana series
  • Added Opala Stock Cars 1979 Season
  • Added 2018 Camaro SS to Street Cars Series
  • Added F-Retro Gen1 Series (also featuring official Brabham BT44, Lotus 72E, Mclaren M23 Grand Prix cars)
  • Added Ginetta G55 GT4 Supercup Series
  • Added Ginetta G58 prototype to P1 Class
GENERAL
  • Added DRS rules for F-Ultimate & F-Reiza series ( valid only for tracks with DRS zones - Azure, Kansai, Interlagos, Montreal and Spielberg)
  • Reduced fraction of a lap that invalidates the next one if driver goes off track in Time Trial mode
  • Provisionally set pit speed limit to 120 km/h & added pit speed limiter for all historical cars to minimise potential issues in initial release (may revisit this later for historical accuracy when required features for proper functionality is coded in)
  • Reduced distance required for AI to pick up speed leaving pits
  • Removed stop-go from first speeding penalty
  • Reduced stop-go penalty from speeding penalty a 2nd Time
  • Doubled speed tolerance for temporarily going over speed limit
  • Reduced pitstop time penalty from hitting crew or wrong area
  • Reduced slowdown time to pay track limit penalty
  • Corrected F-V10 pit speed limit
  • Increased time to remove player from session when black-flagged
UI & HUD
  • Fixed Old Stock info to display correct number of gears
  • Corrected Jacarepagua Historic length info
  • Corrected Copa Montana Gearbox information
  • Added missing ibarra HUD trackmap
PHYSICS
  • Added DRS functionality to AJR Chevy V8, Sigma P1, F-Reiza, F-Ultimate
  • Added parameter for blending Physx & original physics for vehicle collisions with walls (hopefully eliminating "sticky wall" effect)
  • Front and rear wings for all formula cars now detatch with damage
  • Slightly reduced draft effects
  • Further revisions to adhesive friction curve with velocity & minor tread adjustments for all tyres (dry & wet)
  • Slightly increased load stiffness with tyre pressure for F-Ultimate, F-Reiza, F-V10, GT, Prototype classes
  • Increased front tyre sidewall stiffness for Stock Car, Ultima Race, Sprint Race & all prototypes for better compliance & less bouncing at high speed
  • Stiffened up default SuperV8 suspension rates
  • Fixed Metalmoro AJR excessive brake duct cooling
  • Revised aero & suspension damage properties for cars that still had provisional values
  • Fully revised kart physics & AI (all classes)
  • Further callibration of AI throttle application
  • Minor adjustments to P3, P4, Super V8, F-Vee, Copa Fusca, Copa Uno, Opala 1979 & Old Stock tyres
  • Decreased brake fade when below optimal temperature
  • Adjusted default steering lock for Karts, F-Vee
  • Revised F-Vintage & F-Retro V12 engine torque curves
  • Removed onboard brake bias and adjustable roll bars for cars that shouldnt have it
  • Slightly inreased base tyre carcass load stiffness for
  • Minor tyre tread adjustments to F-Retro, GT4 tyre treads
  • Lowered FFB smoothing for F-Trainer, F-Vintage, MCR
  • Lowered brake heating for steel brakes
  • Slightly increased SuperV8 downforce
  • Fixed minor innacuracies in F-Ultimate & F-Trainer tyre diameter
  • Reduced Camaro SS tolerance for shifting without clutch
  • Adjusted suspension damage thresholds
  • Adjusted Sigma diffuser aero
  • Fixed Opala Old Stock engine (now uses proper 300 HP variant)
  • Reduced ARC Camaro default steering ratio
  • Moved Fusca default brake bias slightly rearwards
AI
  • Improved AI throttle application logic so it differs from slow to mid & high speed corners (less hesitation exiting those corners)
  • Enabled different throttle, brake and line accuracy ranges according to AI driver skill (custom AI drivers per series to better explore these ranges still to be added)
  • Reduced range for AI drivers to stray off ideal line & smoothed transitions when exploring different lines
  • Adjusted AI damper rates to avoid bouncing / rolling over higher curbs
  • Further increased AI Strength range (slower @ 70%, faster @ 120%) for all cars
  • Slightly increased AI willingness to condede position when overtaken
  • Adjusted AI speed under blue flag / off track / damaged car
  • Reduced maximum AI lateral offset from ideal line
AUDIO
  • Adjusted surface sound gain (prevent crackling on limiter)
  • Disabled automatic toggling of headphone downmix mode.
  • Fixed error where 4.0 channel configuration in windows resulted in 5.1 mixing mode in-game
  • Placed limiter on surface sound bus .
  • Limiter in stereo output mode is controlled from game code; output set to -6dB to avoid possible output overloading
  • .F-Vintage: Updated gear change sound
  • Ultima GTR (both versions) adjusted gearchange sound volume.
  • Adjusted engine sound position & gearbox sound position for all cars (gearshifts should no longer be offset to the side)
  • Fixed "moving" shift sounds on multiple open wheelers
  • Improved Caterham Academy engine loops
  • Improved loops on several 4-cylinder Duratec engine sounds
TRACKS
  • Updated trackside advertising for international tracks
  • Updated 3D grass shader
  • Updated road shader
  • Disabled 3D grass rendering in rear view mirrors
  • Adjusted far fog climate values (adds a little more haze to the horizon)
  • Imola: Fixed transparent trees
  • Kyalami Historic: Improved AI fast line
  • Revised trackside TV cameras for Adelaide, Adelaide Historic, Interlagos, VeloCittá
  • Fixed bug with Ortona crowds
  • Fixed Azure map coordinates
  • Added ambient reverb to new tracks that still didn´t have them
VEHICLES
  • Added wiper animations and cockpit vibrations for Metalmoro AJR, Sigma P1, Opala (all variantes)
  • Added DRS wing animation for F-Ultimate, F-Reiza, Sigma P1, AJR Chevy & Honda Turbo
  • Added suspension animation for F-Ultimate, F-Reiza, F-V10, F-V12, F-Vee
  • Adjusted driver model & animations for Ultima GTR, AJR, ARC Camaro, Puma GTE, F-Classic G1M2, G3M2
  • Corrected bugs in 3D animations of F-Vintage, F-Trainer
  • Adjusted MRX collision mesh
  • Revised backfire logic for all cars that have it (less backfiring in upshifts, more in downshifts / lifting)
  • Increased headlight range at night for all cars
  • Fixed duplicated Uno in Copa Classic B
  • Adjusted upper driver model LOD switching (fixes the driver appearing to "duck" as car approaches TV cam)
  • Fixed RPM bar / lights for G55, Opala
  • Improved Vertex AO for F-Classic tyres
  • Added batch of new liveries for Kart GX390
Original Source: Reiza Studios

Automobilista 2 is available now, exclusive to PC.

Want help getting the best out of the simulation? Start a thread in the AMS 2 sub forum here at RaceDepartment and let the community help you out!
AMS 2 1.jpg
AMS 2 release footer.jpg
 
Last edited:
IIRC up through 0.9.7 EA you could only save a replay after the conclusion of a race session and only once you made it back to your pit box after taking the checkered flag.

I’m only about 60-70% confident in that so hopefully somebody will correct me if things are different in 1.0 or my memory of how the EA builds worked is wrong.

Thanks for your answer. Yes I know that and your solution works but this is as far as I know the only possible solution to save a replay. This was okey in EA but not in 1.0 version. They need to fix that as soon as possible....to be able to save replays is at least for me extremly important. I cant believe its still the same in 1.0. I know I praise Reiza all the time and I love AMS2 but this is a huge nogo. Sorry
 
Thanks for your answer. Yes I know that and your solution works but this is as far as I know the only possible solution to save a replay. This was okey in EA but not in 1.0 version. They need to fix that as soon as possible....to be able to save replays is at least for me extremly important. I cant believe its still the same in 1.0. I know I praise Reiza all the time and I love AMS2 but this is a huge nogo. Sorry
I don't think they are really worth saving yet :p Virtual wheel rotation is way different in replay in most if not all cars I have tried, tyre and drivetrain sounds are missing, the TV cams leave you looking at an empty track a lot of the time and then there is the fact you can't save until a session finishes. IMO you're better off trying to record live at the moment.
 
was a very huge fan of AMS, but, you know what ?I wont buy this one (for the moment)...
All I see or read about it makes me wonder about a title a bit more "simcade" than the AMS1 ...We'll see in the future how it goes, and off course, I'll try "by myself" before end of the year... but for now, I'm off
@++
You are off:))) just you misss a lot, i do not switch iR now!
 
is there way to lock FPS?

I don't need 200 FPS while my graphics card is on fire.

Would rather run closer to 75hz for my monitor refresh rate.

I know there is vsync option but why is there no option in documents to cap fps.

But I would like to run 85fps as higher fps = less input lag.

@Renato Simioni

edit: nvidia custom profile allows individual game fps cap. thank god.

from 80 celcius to 52 celcius with 85fps cap.

................


so far I agree with the poster below. the ginnetta gt4 just lets go. no indication it will spin and can't be recovered when it starts to spin.

I think you should be able to use the command line parameter "-fpslimit 85" like in PC2.
 
I don't think they are really worth saving yet :p Virtual wheel rotation is way different in replay in most if not all cars I have tried, tyre and drivetrain sounds are missing, the TV cams leave you looking at an empty track a lot of the time and then there is the fact you can't save until a session finishes. IMO you're better off trying to record live at the moment.

Thanks Andy I will do that till Reiza fix this;) Cool to see you here in RD Forums....I know you from Weekly hotlaps challenges in AC;)
 
How do I stop my G29 from rattling to death over kerbs.

The only option that works is running gain at like 20 percent.

But than there is no ffb.

Is there something in ffb custom settings I can adjust?

Have you already tried turning down FX to 0 for starters? Kerbs aren't supposed to rattle your G29 to death to the best of my knowledge.

Which track/kerb/car best represents the issue for you? And which FFB settings should be used to reproduce the behaviour you have seen?

Screenshots of your FFB settings and screenshots of the Telemetry HUD with FFB meter when driving over one such kerb would be welcome (to be able to compare what happens on your end with what happens on whoever tests this on Reiza's end).

Thanks.

P.S. Does this happen with a fresh profile too?
 
is there way to lock FPS?
I don't need 200 FPS while my graphics card is on fire.
Would rather run closer to 75hz for my monitor refresh rate.
I know there is vsync option but why is there no option in documents to cap fps.
But I would like to run 85fps as higher fps = less input lag.
@Renato Simioni
edit: nvidia custom profile allows individual game fps cap. thank god.
from 80 celcius to 52 celcius with 85fps cap.
MSI Afterburner is your friend. Way better frame limiter than what nVidia offers. Also with the option to run scanline sync, which is basically vsync smoothness with vsync off input lag, the best of both worlds.
 
Quoting Renato:

V1.0.0.1 hotfix has just been deployed:

  • Fixed loading screen crash when joining in-progress multiplayer sessions
  • Adjusted FFB clipping, aero & default steering ratio for Stock 2020 & corrected minor wheelbase / track width discrepancies
  • Adjusted Ginetta G55 & G58 max FFB force to reduce clipping
  • Bumped up SuperV8 engine output slightly to bring it closer to latest engine specs
  • Bathurst: Updated road & trackside ads textures, fixed triangulation glitch in main road at the pitwall area
  • Added missing Cascais loading screen
  • Fix DRS trackside board issues at Interlagos, Kansai, Spielberg
  • Corrected windshield water wiping animation for Ultima GTR Road version
 
As a big fan of smaller, non-formula cars, I'm so happy to have the Ginetta G55 in the sim. Fantastic car IRL and it looks great in the sim too. It's fun to drive although the default FFB is v heavy, I had to dial it down significantly. I think the FFB could be tweaked somewhat, but I'm nit-picking.

I don't seem to be able to turn off the steering wheel in the G55 though? I can get it so that it's static, but it's still there, unlike other cars and that bothers me. Bug? Hopefully not a feature.

Either way, I'm a big fan of AMS2. If we get more GT4s, the Mini Cooper and (why not?) even some Radicals and FWD touring cars, then I'll be over the moon. Add that to the amazing Caterhams and the P3 and P4s that we already have and what a sim we'll have :)
 
The P4 class Metalmoro in a thunderstorm versus 95/80 AI is a huge amount of fun. The player car is fully raceable even in these worst of conditions (no PCARS2 killer puddles!) and the AI can race each other too. The AI pull off some realistic overtakes and don't fall away too much when overtaken. The AI cars do tend to use the slippy kerbs a bit too much and lose traction out of corners as a result.


Some cosmetic issues do remain in VR, the cockpit instruments are not backlit as they should be. I know Reiza have already said they are aware of the wheel in drivers legs graphics and missing the shifter nominations!

That aside, because the racing is great and I know it will be fixed in time, the VR performance is great with 31 AI car on track and the storm conditions it's a smooth 45fps (the FPS counter is in the top right-hand corner and this does drop to 44/43 on the main straight but that isn't noticeable in the HMD).

The Lancers at night however...that's a slightly bigger problem!


Neither the player car nor the AI has headlights, driving by lightning flash is a whole new challenge!
 
Still too much movement for my taste
Then something is wrong, world movement at 100 locks the view to the car and is the same as i had with AC. I tend to go back and forth between 90-93 or 95 depending on how im feeling. Feels basically the same as AC and ACC. Unless you didn't turn off the g force movement and high speed camera shake, i turn those off completely except the g force is at like 6. also camera and helmet leaning are completely off.
 
The P4 class Metalmoro in a thunderstorm versus 95/80 AI is a huge amount of fun. The player car is fully raceable even in these worst of conditions (no PCARS2 killer puddles!) and the AI can race each other too. The AI pull off some realistic overtakes and don't fall away too much when overtaken. The AI cars do tend to use the slippy kerbs a bit too much and lose traction out of corners as a result.


Some cosmetic issues do remain in VR, the cockpit instruments are not backlit as they should be. I know Reiza have already said they are aware of the wheel in drivers legs graphics and missing the shifter nominations!

That aside, because the racing is great and I know it will be fixed in time, the VR performance is great with 31 AI car on track and the storm conditions it's a smooth 45fps (the FPS counter is in the top right-hand corner and this does drop to 44/43 on the main straight but that isn't noticeable in the HMD).

The Lancers at night however...that's a slightly bigger problem!


Neither the player car nor the AI has headlights, driving by lightning flash is a whole new challenge!
It is because real lancer had fake lights. As the one in the game ;)

295818_646329_lancer_3_tompapp_783.jpg
 
I'm close to throwing down on this. However, how it is really? What makes me worry is the PC2 "feel". I see the reviews are pretty solid on Steam. Just for example, I think ACC is the gold standard for physics. How does it compare? Obviously much broader in scope cars and tracks wise.
 

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