Automobilista 2 | Update 0.8.2.0 Is Here

Paul Jeffrey

Premium
Reiza Studios continue working hard on the journey to version 1.0 of Automobilista 2, recently releasing the second major public build update for the sim.

Build 0.8.2.0 is the culmination of multiple beta hotfix and build releases over the last few days, and should mark a significant step forward in both the way the vehicles within the sim behave, as well as the the current intelligence of the AI drivers within the title.

On the content front, version 0.8.2.0 also adds new layouts for both Snetterton and Velocittá, as well as an historic variant of the centrepiece Interlargos circuit and a first pass at the new photo mode within the game.

Automobilista 2 Version 0.8.2.0 Update Notes:

IMPORTANT
: In order to ensure you completely reset your build to the latest changes, it´s strongly recommended to delete your MyDocs/Automobilista 2 settings folder and start anew - make sure to callibrate your controller, and that your pedals are callibrated to the complete 1-100 range (some users have reported needing to callibrate pedals twice for it to register - we´re still investigating it).

CONTENT
  • Added Snetterton 100 layout
  • Added Velocittá CD layout
  • Added Interlagos Historic External Ring layout

GENERAL
  • Further updates to rain spray (longer life, draw distance, smaller from front wheels)
  • Reduced threshold for track limit penalties (still subject to further tuning)

UI / HUD
  • Implemented initial version of in-game Photo Mode
  • Added back Random Weather option
  • Added vehicle statistics to track loading screen
  • Updated car class colour definitions & added short class name icons
  • Multiplayer Browser: Player count corrected to sort numerically instead of alphabetically; fixed incorrect
  • Lobby Screen: Fixed activation of "Invite" button; added class and vehicle name to driver table column headings; fixed private/password icon showing for all servers
  • Removed redundant session time acceleration button from Multiplayer monitor screen

PHYSICS
  • Corrected error in fast damper rates incorrectly applying to cars without 2-stage damping (resulting in overall incorrect or altogether broken dampers in some cases)
  • Updated semi-slick treads on various Caterhams for more accurate performance on a wet track
  • Adjusted carcass load stiffness for F-Vee / Copa Fusca / F-Uno / Copa Truck / F-Classic / F-Trainer / F3 / P4 tyres
  • Removed excessive rolling resistance from wet tarmac & concrete (AI & player)
  • Further revised MRX aero, suspension rates & default setup
  • Adjusted ideal temperature ranges in several compounds (correcting sizeable errors in P4, F-Classic Gen1 tyres
  • Fixed wrong tread width on F-Vee front tyre
  • Fixed F-Classic Gen3 Model1 7th gear
  • Updated rental kart physics (narrower track, rear tyres)
  • Applied Balance of Performance for cars in P3 class

AI
  • Implemented new AI Aggression logic
  • Fixed AI suspension rate issue that could cause AI cars to vibrate violently
  • Slightly Increased AI smoothness when moving laterally (both calm and urgent) & AI simplied tyre peak slip angle, combining to slightly more natural changes of direction

TRACKS
  • Interlagos Historic: Complete art pass
  • Incremental art passe to Oulton Park, Spielberg
  • Updated night lights & fixed flags for Brands Hatch, Imola, Goiania
  • Added period-accurate night lighting to historical tracks
  • Updated Kansai trackside cameras

VEHICLES
  • Copa Uno: Added missing lower LODs
  • ARC Camaro: Full field livery update
  • F-Classic:Fixed needle vertex AO, mirror material on LODs of G1M!; Added rear light to G1M2, G2M3; Fixed gearshift lever animation for G3M3
  • Updated wet and inter tyre textures for F-Classics & F-V12
  • Caterhams: Fixed carbon material
  • Roco 001: Fixed gearstick animation
  • Sprintrace: Added windscreen reflection, corrected drift gearshift animation (paddles instead of sequential
  • AJR: Added Tubarão #5 2020 Chevy V8 livery; added chrome parts to v
  • F-Reiza: fixed duplicated livery
  • F-V12: Added new Community Skins
  • F-Ultimate: Updated liveries for Reiza / Milano / Groove teams (logos/materials)

AI & PHYSICS UPDATES

This build features some major physics and AI improvements - it is recommended to reset your setups and AI Aggression setting.

On the AI side, the AI Aggression system has been completely revamped, changing the way the AI evaluates passing opportunities and how that blends with the AI Aggression setting - 50-70% is a good starting point, with 100% almost sure to result in at least some AI-to-AI crashes.

The AI performance range has also been adjusted but as overall callibration is still in progress you may still observe inconsistencies against player performance as you go from class to class and through different sessions and weather conditions - this should be evolving consistently as we progress through Early Access. AI performance on the run-down to the 1st corner and generally over the first lap likewise will still be callibrated further in upcoming builds.

On the physics side, the biggest change is the addressing of an error that was causing fast dampers not to be disabled in cars that didn´t have suspensions with 2-stage damping (pretty much all cars in the game except the F-V10, F-Reiza, F-Ultimate and SuperV8) - this effectively meant dampers would not work right at certain speeds or were broken altogether, fixing this has gone a long way towards rectifying some of the handling anomalities reported since Beta began. While not all will have substantial handling differences, pretty much every car is worth revisiting with this update.

One of the positive side-effects of this correction is that Force Feedback may feel better / more consistent than before, as a result of the suspension now working properly (rather than development of the FFB system per se).


Original Source: Reiza Studios

AMS 2 is available now on Steam Early Access.

Need help making the most from the sim? Head to the RaceDepartment Automobilista 2 sub forum and post a question for our awesome community, who will be more than happy to help you out!

AMS 2 Update 8.2 - 1.jpg
 
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I really wish I could feel the amazing FFB everyone is talking about, but on my Simucube it's terrible, the worse ffb of any sim by far, it certainly doesn't feel attached to the road, more like floating on it with grip feeling on or off, I hope Reiza and Granite manage to work together to get this sorted as for now its unplayable.
 
FFB is really good on my TS-PC and I'm able to slide and catch the slide,,, most times! I would like to be able to avoid the walls or re-enter the track without being on a rocket powered pendulum in a frictionless world. Turning the car to face backwards so you don't get an advantage from leaving the track is OK, heading to the wall with zero friction and then spinning like a "tilt-a-whirl" as you try to rejoin the racing surface is tedious.
 
Is this site always one day to late or is Summer time
RD staff are unpaid volunteers. This isn't our job, we do it in our own free time. We also have just one main news editor, which is Paul. So please, give us a break if we're not right up to the second on all the latest happenings in the real and sim racing worlds.

(Incidentally, this news was posted almost the moment it happened, in the thread I started before the official article. Given that Reiza are in Brazil, patch releases are often very late at night European time.)
 
FFB is really good on my TS-PC and I'm able to slide and catch the slide,,, most times! I would like to be able to avoid the walls or re-enter the track without being on a rocket powered pendulum in a frictionless world. Turning the car to face backwards so you don't get an advantage from leaving the track is OK, heading to the wall with zero friction and then spinning like a "tilt-a-whirl" as you try to rejoin the racing surface is tedious.
Maybe you could post your ingame FFB settings as a have a TS-PC-Racer too...
Many thanx an happy Eastern to all here!
 
RD staff are unpaid volunteers. This isn't our job, we do it in our own free time. We also have just one main news editor, which is Paul. So please, give us a break if we're not right up to the second on all the latest happenings in the real and sim racing worlds.

(Incidentally, this news was posted almost the moment it happened, in the thread I started before the official article. Given that Reiza are in Brazil, patch releases are often very late at night European time.)

Sry I know you are doing the best, Happy Easter
 
"AM2 has the best physics, it is already much better than AMS1."

Version 0.8.1.0 had the suspension completely broken with serious consistency problems
oh wait ... facelpamm

100 points for backers , true physics expert

I was really quite baffled going through several youtube videos and no one was talking about the physics issues. It was quite apparent to me that the physics were off. I'm looking forward to trying this update. I hope this fix helps the issues that I was having.
 
SETA tire model is arguably the most advanced one, even if pCars haters don't believe so.


Here you can find what it simulated as in pCars1, in pCars2 some parameters were added and maybe the AMS one is more advanced, since they use an updated engine and not the same of pCars2


That's a fair point, but I think this arms race about who has the most advanced tire model isn't all that fruitful to be honest. It also needs to be utilised correctly, as is the case with Automobilista, just to name one. PCars, PCars2 and AMS2 so far have a less convincing track record.
 
SETA tire model is arguably the most advanced one, even if pCars haters don't believe so.


Here you can find what it simulated as in pCars1, in pCars2 some parameters were added and maybe the AMS one is more advanced, since they use an updated engine and not the same of pCars2


Niels Heusinkveld demonstrated with his gmotor-based tire model that you don't need an ultra / super /mega advanced tire model to get it right.
 

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