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
 
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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.


I kind of wonder if it comes down to what wheel base you are using. I am running a SC2 pro and to be honest, the FFB feel in AMS2 feels a lot better than ACC. I am not an expert by any means, but I would rather drive AMS2 than ACC right now. VR might have a bit to do with that, but I really like the feel in AMS2 and doesn't feel anything like PC2 to me anymore. I loaded up PC2 the other day just to compare and it still feels like trash. Nothing like AMS2 IMO.
 
I kind of wonder if it comes down to what wheel base you are using. I am running a SC2 pro and to be honest, the FFB feel in AMS2 feels a lot better than ACC. I am not an expert by any means, but I would rather drive AMS2 than ACC right now. VR might have a bit to do with that, but I really like the feel in AMS2 and doesn't feel anything like PC2 to me anymore. I loaded up PC2 the other day just to compare and it still feels like trash. Nothing like AMS2 IMO.
I have a TSXW and the FFB and I am more than happy with AMS2...and as GOV47 says..."I loaded up PC2 the other day just to compare and it still feels like trash. Nothing like AMS2 IMO".
 
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.


For me AMS2 and rfactor 2 are the gold standard with ACC not too far behind.
Dont worry about pcars feel its definitely not there, i hate pcars and love ams2, they are nothing alike apart from visuals.

G29 here but 25 years of simracing and some years and tears racing irish touring cars RT2000 in the past , im far from an expert but i feel i know good ffb and physics, pcars is terrible this is sublime as expected from reiza.
 
I kind of wonder if it comes down to what wheel base you are using. I am running a SC2 pro and to be honest, the FFB feel in AMS2 feels a lot better than ACC. I am not an expert by any means, but I would rather drive AMS2 than ACC right now. VR might have a bit to do with that, but I really like the feel in AMS2 and doesn't feel anything like PC2 to me anymore. I loaded up PC2 the other day just to compare and it still feels like trash. Nothing like AMS2 IMO.

Im running a G27 that I've had for years. PC2 feel mainly like crap (even with 3rd party FFB files), but I keep it installed for the historical content and the smooth way it runs on my system.

A question, is the anti-aliasing better (options etc) in AMS2 than PC2? This has always been a minor issue with PC2 with 1080p, but now that I'm running 1440p its less of an issue. However, Im a clean line junky.
 
more bugs (replay, key assignment, collisions etc...)
need for better ffb the feeling is not bad but it's not great either, the Ginetta is weird the really strange driving is not credible as for some F1 classic and V8, others like stockcar '20, ultima, MCR S2000, F1 75's are superb!
the circuits are generally well done but not all finished yet need work!
but at the end I love this game.
 
I kind of wonder if it comes down to what wheel base you are using. I am running a SC2 pro and to be honest, the FFB feel in AMS2 feels a lot better than ACC. I am not an expert by any means, but I would rather drive AMS2 than ACC right now. VR might have a bit to do with that, but I really like the feel in AMS2 and doesn't feel anything like PC2 to me anymore. I loaded up PC2 the other day just to compare and it still feels like trash. Nothing like AMS2 IMO.

I only picked it up yesterday so I am not very familiar with the custom FFB files etc.

With the SC2, are you using custom files or default?

thx
 
I see most people are happy with AMS 2 v1.0. This is very good. Some have some gripes, but
are the least. It's very early yet, so no worries, the Sim will be polished with updates.

I saw Mount Panorama, or Bathrust in a couple of videos, and it reminds me of the PC 2
version although less detailed, less trees and buildings as it's still a WIP... but I'm wondering
if this could be the same track, and if Reiza will add tracks from PC 2 to AMS 2... maybe Nords
and Spa among others?
 
I see most people are happy with AMS 2 v1.0. This is very good. Some have some gripes, but
are the least. It's very early yet, so no worries, the Sim will be polished with updates.

I saw Mount Panorama, or Bathrust in a couple of videos, and it reminds me of the PC 2
version although less detailed, less trees and buildings as it's still a WIP... but I'm wondering
if this could be the same track, and if Reiza will add tracks from PC 2 to AMS 2... maybe Nords
and Spa among others?

Bathurst was built from scratch
 
The G55 is the most fun I've had with my clothes on since the neighbours asked me to stop getting in the rig naked, or close the curtains. No idea how it compares to the real car, but not sure I care!

Sure there are annoying gameplay quirks but hopefully they'll get sorted ("slow down to avoid a penalty" - I went off you muppet!).

Nice job Reiza! And nice the realtime lap delta appeared today (unless I missed it before faffing around with settings), though it seems to jump around a bit.
 
I'm a very weak person when it comes to simracing so I decided to purchase the game again. This time I was able to map my pedals so everything is working now.

Took me an hour to find the sweet spot for the brake pedal calibration and sensitivity but I feel this is the weakest part of the sim (as a result of using Madness engine). Kinda reminds me of PCars2 here.

I'm not impressed by the AI so far either but hopefully Reiza will be able to do a better job with it than SMS.

Everything else looks/feels great and is already a step up from PCars2.
 
  • Deleted member 197115

They said that?

if PC 2 has lots of tracks, it'd be easy to have them - bought or any deal - from them. I thought
Reiza could use some of their tracks, and even cars, then modify them if they wished.
Could be SMS specific licensing for the track, or (what is most likely) SMS wouldn't give it for free.
 
They said that?

if PC 2 has lots of tracks, it'd be easy to have them - bought or any deal - from them. I thought
Reiza could use some of their tracks, and even cars, then modify them if they wished.

They have said it, yes. They said that certain things from SMS have given them a head start, such as trackside assets, but the actual tracks themselves are their own work.
 
Well, we don't know; they could have some kind of deal. I remember Renato said long time ago
that they were getting along very well and that SMS were very generous with them. Go figure...

Thing is, I wouldn't be surprisesd if AMS 2 could have some PC 2 tracks and cars in the near
future.

And, regarding cars, I was also thinking that the german touring cars they announced, could
be the DRM in PC 2...
 
Well, we don't know;
We do actually. What I posted right above your post is what they said on their own official forums in response to a post similar to yours. If memory serves, they also said a direct port of PC2 content will not happen because licenses don't work that way. It doesn't matter how "friendly" Reiza is with SMS, it's about content licensing and SMS do not have the right to just hand content to Reiza for their own sim. Generic assets sure, unique licensed content no.
 
With royalty paid to SMS off each sold copy of AMS2, this is not unlikely scenario.
Again, the deal between SMS and Reiza is irrelevant. That is unless SMS were clairvoyant enough to see that they'd be licensing their engine to somebody in the future, and negotiated the right to hand the content they made over to other companies with the license holders. Which to be fair, is highly unlikely.

Reiza will need to get hold of their own licenses before they can even think about asking SMS about importing content from one game to the other.
 

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