Automobilista 2 | StockCar 2021 Headlines New Hotfix Update

Paul Jeffrey

Premium
Reiza Studios have been busy once again, deploying another new hotfix update for the Automobilista 2 racing simulation.

The new hotfix build, deployed on Tuesday evening addresses a number of aspects of the simulation during this stage of ongoing development, focusing on fixes and tweaks around hot topic subjects such as AI, physics and force feedback behaviours within the title.

On the content front, the new update also introduces the latest season of the Brazilian StockCar Series - the premium national championship in Brazil and some of the most enjoyable cars in modern sim racing. The new 2021 content has been made available for free to owners of the simulation.

AMS 2 Middle.jpg


V1.1.2.5 Hotfix Notes:

CONTENT

  • Added Stock Car 2021 series

UI & HUD
  • Fixed AI name occasionally disappearing from list in session timing board
  • Fixed name text being partially clipped in session timing board
  • Added missing DRS on trackmaps of circuits featuring DRS zones (Azure, Hockenheim, Imola, Kansai, Montreal, Nurburgring, Silverstone, Spa-Francorchamps, Spielberg)

PHYSICS & FFB
  • Further tweaks and cleanup of new TrueForce device and Logitech sdk support
  • Added pneumatic trail, caster trail, rar wheels forces as customizable variables FFB script
  • Fixed in-session per vehicle FFB adjustments not being maintained when restarting a sessionRevised F-Retro tires
  • Minor tire tread adjustments for F-Vintage, F-Trainer, GT3, P1, intermediate & wet compounds
  • Initial pass on tire wear revisions for various compounds (WIP)
  • Adjusted splitter / Front Wing height sensitivity for Group A, F-Vintage, F-Classic, Copa Classic, Hot Cars, Ginetta G58, Camaro GT4R, F-Trainer, Superkart, ARC Camaro
  • Corrected error on Opala differentials introduced in the previous build which led to it not being fully open
  • Adjusted Ginetta G58 damper rates
  • Adjusted pneumatic trail for Porsches & F-Vintages
  • Reduced pitch & yaw sensitivity for Group C cars
  • Adjusted Procar default rear ARB & clutch setting
  • Minor timing adjustments to F-Ultimate gearbox

AI
  • Further callibration of AI wet weather performance
  • Further customized AI brake distance offsets per car
  • Minor Bathurst AI Grip adjustments

AUDIO
  • Updated SprintRace transmission whine
  • Updated Porsche 911 GT1 engine & turbo sound
  • Updated McLaren F1 LM: engine sound

TRACKS
  • Cascais: Minor art & performance pass
  • Silverstone: Minor art & performance pass
  • Added VR trackside cams to Snetterton 300 & VIR Full
  • Added rainblockers to indoor section of Speedland kart layouts
  • Updated trackside ads for Interlagos & Goiania

VEHICLES
  • Super V8: Fixed incorrect team names
  • Stock Corolla: Fixed Brake disc visual glitch
  • Omega StockCar: Fixed the RF wheel arch edge loops
  • Fixed base windscreen textures to fix white windscreen problem on some cars when users turn on livery overrides

Original Source: Reiza Studios

AMS 2 is available now, exclusive to PC.

Start a thread in the AMS 2 sub forum today to get engaged with your fellow Automobilista 2 fans!

AMS 2 footer.jpg
 
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Well I don't know because I wonder if those people have played all the cars and tracks or picked one they did not like or did not set it up well, or have an old setup for ffb.

I think naturally people are circumspect in this genre

This patch is as per the recent trend a really good patch, including many additions. The gt3 Porsche is fast becoming a favorite car, and is at the top of my list.

I have been playing a lot of Assetto Corsa original with the rain patch and weather patch, and Kunos cars mostly, specifically the major one I drive is the Audi R8 LMS thing, and usually very high quality tracks and/or those are Kunos' tracks. And who doesn't like the Cali one, the sandy one - Bridgehampton nearly forgot its name (but that one is a mod and on Rf2). Mugalo, etc. Just for clarity great race tracks to race on. Its of a quality like many of the Kunos ones.

AMS2 measures up really well to that. I thoroughly enjoy racing in this game now. Ok, the AC driving model is a little bit more refined, but its also got its limitations, yet I do not think AMS2 is any worse by any 'im missing out' margin, both are really good. But the model is only some of the picture - its the whole racing and race-day, setups, AI, etc, online when you can get them online with what you want... rr3, AC amd AMS2, Rf2, its a pack of titles and they are all roughly round the same. I do not fire up ACC as much but its the nature of that game.

Other cars I like are well most of them, but roco and MCR2000, gt3s and 4's and f1's old and new (Brabham name spelt wrong, is great, texaco one too) , group c, etc, you name it and its probably good, have not taken spools around lately did at adelaide online that one time last patch.

Tracks themselves have come a long way - and while I used to think oh well its on the level of raceroom or below which I find very good as a game, its firmly in the pack with AC original too now, and who knows I am measuring on fun and goodness in racing. They all handle different a bit. I can correct the steering as per discussions here, I can drive fast in them and have a good time, I can try and do time trials and have a good time.... racing is good.

I think AC is way more polished and refined but its also got many more years, but AMS2 is getting there. Its as simple as that. I also use the content manager mod with that title. So it puts you in/out, and its front-end is web based Im certain. Bit different. Rf2 dont know what on earth... it doesn't take 2 years to make a menu... So I think all those are in a pack and enjoyable to a high degree.

I am sorry because of opinions differing but I just want to point out its ok to have one - but please...I've already thought about mine and cannot be argued with to change it - this game is really good now. Its not as 'tight' and 'real' and exact or refined as AC original maybe, its more diverse though, but say what you like. Next time I am in an Audi I guess I'll compare but one thing I like about AMS2 is that its not a matter of sticking to one car, perhaps which I tend to do in AC - and which is a strength of the title to my mind, (or fewer cars) but also its a different experience of goodness as well when you can drive so many 'curated' cars in AMS2.

Its pretty clear to me, and has been for maybe 3 months. The title is going somewhere great and is definitely somewhere good. Not sure of individual monthly directions you know of course, but there is a defined experience there in terms of gameplay and I do not mind firing up the game. What may that be more exactly as a game is more than car physics - its the graphics, yes, the sounds got better, the scale of the tracks is good, the cockpits, I am sure vr is good, the rain is good, the dynamic-ness (lol) yes is good. I think it does a lot well, and it probably just needs more time. How much I don't know. But there's definitely cars in there I would say more or less may as well be considered top tier. All those titles I mentioned do something well and I think AMS2 now does things well, and I am more than willing to have a few races in it. I won't spend all day playing any of them.

No, maybe AMS2 is not as 'sleek' as going around modded Watkins glen in Assetto Corsa at full bore in the Audi R8 LMS/ultra what is it, but I also seem to like the challenge of the Porsche gtr gt3 at Portugal - a tight twisty circuit that never allows full pace for too long. Two different experiences. So maybe AMS2 is more chunky or slidy, but its still good. I like AMS2 Brands Hatch as I think its the best version. One needs to look harder if they can't find anything.

Those races could be a gt3 porsche time trial kind of thing beating a ghost car (sure...) or a historic circuit like interlagos 88, spa 93, in an older f1 car, whatever it is, thats a different thing, a product differentiation. It could be a historic "any" track, brands hatch I think in this engine is the best one, nord too way up there, maybe not rfactor 2 level not sure, I have all the dlc's so I think a lot of my 'its great' thing are derived from there. I think those tracks are all high quality.

One thing I absolutely like too is taking imola 88 with any range of car and doing that track. I think when pushing it through that track most cars bring about a really good challenge. And I do not feel like (as opposed to july-arpril maybe last year) the engine, pyshics, ffb is getting to me, its a heart pounding, smashing, teeth grinding kind of driving experience. But right at the edge of my skill I will often spin out, maybe on the final lap or some such and I will try to race again. So I see it as a positive - and I try to be authentic because lets face it, I have like many every sim, but AMS2 is climbing up the list and is in the pack.

I have not gotten back to the stock car, drove it last month. Maybe I will include it next time I have it on. It was a good update batch so I want to see this car. I personally won't admonish him for saying that I just found it interesting it was a bone of contention [or as big of one] because there's many cars in the game, despite it being the stock car patch.

I never gel with the stock car and I have tried so hard. But do not think I won't one day use it as the basis for a series of races in the championship menu. I think stock cars are meant to be like that - we used to watch them race here in my country. They are not meant to be point and shoot like driving down to the shops. I don't know why they are a thing, I think they are too skittish, but its a skill based thing, I think - its the irony that sport is made out of. In soccer, and I should play fm2021 much more too because of its patches, its a ball but no hands.. Makes no sense, well then we have stock cars.

__


lol on a lighter note - the gerbles over at their forums are still trying to work out differentials and locking. Abstracting a problem only gets you so far.

I know AMS2 is better than ever - but at some point that 'information' has to go through the steering wheel in your hand.

That wheel has usually, at most, 16 bits or some such of inputs. Of those supposed 16 bits - you, as a person, trying to enjoy yourself, get a thrill from winning a race, may only want to use at most 12 bits or 8 bits - heck people play this on controllers. There will be no huge influx of people when its finally solved. They are not waiting down at the front gate.

IF as a game you want to feel the thrill then why give a player more control. Thats just a thought. But I am suggesting its not exactly the worlds biggest problem. I think though, its a stepping stone to a more 'ac-like' driving experience.

So for me, those cars could be bouncing and I think thats bad. But the minor things wrong with such things now, across many cars where many miss out on the quibbles, for those who already own it I do not consider it a major problem - they own it.

For anyone else we are all the converted here - I can see why non owners may want to wait but I doubt they would. Point to any sim thats got it all.

_

So I do not think AMS2 is dumb or not good enough, I think its going to be more fully-fledged. Difference.
 
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New update released V1.1.3.5!

"This release comes exactly one year since our initial Early Access release on March 31 2020, and we have been pushing hard as we have through this whole year to celebrate the occasion with another major update!

Unfortunately some of the new features and core developments we had hopes to wrap in time for this update didn´t quite make it in time, but the work obviously isn´t lost - while this update isn´t quite the beefed up step we had hoped to deliver, our users can still look forward to these valuable developments making into the game in the coming weeks and months.

Our March update still packs a good punch with another sizeable list of improvements & fixes, additional layouts for the Historic Jacarepagua circuit, and a new historical class - the Formula Retro Generation 2, featuring the iconic Lotus 79!

The most significant physics development in this update is the substantial reduction of driveline friction levels, resulting improved functionality in LSD cars, better driveability and slightly higher top speeds. The default preload and ramp angles have been adjusted for most cars, so setup resets on cars with LSD is recommended.

Championship Mode has also received an important update in preparation for the Custom Championship feature, as now players are able to have up to four championship seasons in progress. A batch of new championship options will be added in an complementary update before the weekend. Custom championship itself is still under development for additional features and has been pushed to May.

We´ll share a bit more details about the ongoing developments in this update and upcoming ones in our upcoming Development Update.
011 (1).jpg

V1.1.3.5 CHANGELOG

CONTENT

  • Added F-Retro Gen2 Series (featuring Lotus 79 & generic F-Retro Gen2 Model1)
  • Added more Jacarepagua Historical layouts (2005, Oval, Sul, Stock Car Roval)

GENERAL
  • Reduced Multiplayer safe join buffer time in practice / qualifying from 180 to 90 seconds
  • Added option to set maximum limit on the number of AI in official championships
  • Fixed GT1 Championship lap length race sessions incorrectly treated as timed sessions

UI & HUD
  • Updated HUD (will reset customizations): Restyled car info and added vehicle damage widget; Restyled tacho unit
  • Added hints and tips to loading screens.
  • Added warning to opponent settings screen when the number of opponents is grater than the number of available liveries
  • Fixed championship AI aggression input not clamping to correct range
  • Increased loading screen tip refresh time to 20s
  • Added 'Wheel Only' option to 'Display Cockpit And Driver' setting
  • Added extra vehicle info to Vehicle Selection screen informing availability of tire compounds, DRS, boost, adjustable turbo, adjustable onboard brake bias & roll bars, head lights, pit limiter on the currently selected vehicle (accuracy of current info pending further revisions)
  • Restyled Race and Test Day settings screens
  • Fixed untranslated 'Opponent Aggression' label on opponent settings screens

PHYSICS & FFB
  • Fixed FFB pulling to the left under braking or to the right on power (FWD vehicles only)
  • Substantial reduction of friction levels for various wheel bearing models for reduced overall driveline losses, improved functionality in LSD cars, better handling entering & exiting corners, better driveability under traction and slightly higher top speeds
  • Adjusted default preload and ramp angles in most LSD cars (setup reset recommended)
  • Updated engine torque / power curves to suit new wheel bearing values
  • GT / Stock / Proto / wet tire wear adjustments
  • Adjusted F-Retro, F-Ultimate, F-Classic, F-V12, V-V10, F-Reiza, F-Ultimate tire carcass inflation shape
  • Slightly steeper engine compression curve for Cosworth 1974 engine in F-Retros
  • Slightly higher wear rate for soft compound in GT3 / P1
  • Minor rear wing efficiency adjustment for F-Retros
  • Revised aero drag in formula cars
  • Added customized values for tire pre-conditioning per car (replacing old global function)
  • Increased damage rate for grinding & clutchless shifts in manual boxes
  • Adjusted StockV8 2020/2021, Montana, F-Retro, Omega StockCar, Mini UK aero yaw sensitivity
  • Disabled onboard roll bars in GT5, GT4, GT3, F-Retro Gen1, F-Reiza, F-Ultimate
  • Disabled redundant turbo range in Hot Cars / Copa Classic cars
  • Lowered Opala CoG height; stiffened suspension rates to minimise issues with lifting inside wheels
  • Minor adjustments to H-pattern gearbox syncro parameters

AI
  • Increased range of AI performance & some initial customization per series
  • AI Callibration pass to account for new AI range parameters & new driveline physics update
  • Slightly increased AI prudence against human drivers
  • AI aggression is now scaled down during in/out laps of practice & qualifying sessions
  • Fixed issue with AI skill range at extreme ends of the scale and effective lower cap of 84% in multiplayer
  • Fixed bug where the AI skill from personality wouldn't load properly in first session (leading to reduced spread of performance)

TRACKS
  • Weather, climate & HDR revisions for more consistency across the daytime and weather variants
  • Minor adjustments to weather and climates for clouds & HDR behaviour
  • Increased maximum render distance for far terrain at higher graphics settings
  • Spa-Francorchamps: Fixed bad bumps at the outside run-off of Pouhon and Fagnes; Minor art & performance pass
  • Jacarepagua Historic: Reduced road mesh noise; Minor art & optimization pass
  • Interlagos Historic: Reduced road mesh noise; Increased poly density for outer link road
  • Hockenheim: Reduced road mesh noise for all Historic layouts
  • Cascais: Fixed fix flipped armco at T9
  • Goiania: Updated trackside data
  • Revised default date for all tracks
  • Added VR cams for Campo Grande, Cascavel, Snetterton, Curitiba, Londrina
  • Minor art pass to Hockenheim Historic layouts
  • Minor art passes to Jacarepagua and Spielberg

VEHICLES
  • Adjusted LOD settings for wheel and tires in open wheel cars to avoid gaps between transitions at lower detail levels
  • Fixed dark external mirrors in several formula cars
  • Corrected suspension animation to account for camber settings in F-Vintage cars, F-Classic Gen3, F-V10 Gen2
  • Sigma P1: Fixed glitch on cockpit front end
  • F-Trainer and F-Trainer Advanced: Fixed suspension artifacts on cockpit view; Added missing chassi parts to cockpit view; Fixed chassi parts misplacement in LodA.
  • F-Vintage: Fixed engine damage issue
  • Chevette: Fixed cockpit red paint issue"
 

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