Automobilista 2 | Update 1.0.0.3 Now Live

Paul Jeffrey

Premium
Reiza Studios have released a brand new update for Automobilista 2 - bringing the simulation up to version 1.0.0.3 status and adding a nice list of improvements and changes.
  • New update deployed to public build.
  • Multiple Bathurst changes.
  • Push-to-pass implemented for various series.

Another Automobilista 2 update is fresh off the production line and available to download the next time you fire up the simulation on Steam, and although not classified as a major build release, it comes complete with a number of useful goodies and fixes that further expand and improve this latest racing simulation to hit the market.

The new build should be the third and final hotfix for the post V1 version of the sim, with a more substantial update planned to be deployed to the software at the end of the month.

AMS 2 Update.jpg

  • Update notes from the new build.
  • Further monthly major build updates planned at the end of each month.
  • AI improvements for various series.

Reiza Studios have confirmed the future development plans of for the simulation consist of monthly build updates towards the end of each month, with hotfix releases only planned should they be required following a major new patch. As such, this third hotfix for V1 should be the final one until the end of July, unless any major issues present themselves between now and then.

The Beta build of the sim, available to early adopters and the previous crowdfunding campaign backers, will continue to receive updates as and when they are available, prior to rolling out to the main public build of the simulation.

AMS 2 Footer.jpg


V1.0.0.3 Changelog:
  • Added real driver names to Stock Car 2020 series & fictional names to ARC Camaro series (all series will feature dedicated driver names and AI personalities by the next update)
  • Bathurst: Adjusted track, curbing and wall geometry in several places: elevation at The Cutting, curb height at Quarry, curb width & angle at McPhillamy Park, walls at Forrest's Elbow, curb width at The Chase and curb height at Murray's corner; tweaked foliage placement & types; added more details to the roads & environment; added crowds; added several buildings; added distant villages; finished power lines & night lighting; adjusted livegrass placement; adjusted shadows and optimization; added hires adverts textures; Fixed wrong normals on 150m board
  • Recalibrated brake marker spacing at Goiania, Cascavel, Guapore
  • Corrected object orientation and reset pivot on dynamic brake marker objects. at Velopark, Interlagos, Campo Grande
  • Adjusted onboard cameras for Camaro SS, Chevette, Fusca, F-Trainer, Uno, MCR2000, Sprint Race, Ultima GTR (full revision to follow in next update)
  • Super V8: corrected RPM display range
  • Sprintrace, Corolla, Stock Car 2019, Copa Uno: Fixed stickers flickiring and interior LOD issues
  • Added wiper animations to Copa Uno & Uno Copa Classic B
  • Corrected windshield wiping animation for MIT Lancer R & RS, Stock Car 2019, Copa Montana, Metalmoro AJR, Sigma P1, Opala 1979, 1986 & Old Stock
  • Fixed Goiania layout for first round of Stock Car 2020 championship
  • Added missing Stock Car Push-To-Pass functionality (not allowed in 1st lap, 5s delay between button pressing & activation) to Copa Montana, Stock Car 2019 & Stock Car 2020
  • Stiffened front tyre sidewalls for F-Reiza, F-Ultimate,Stock Car, Ultima GTR (Road & Race), Copa Truck, F3, F-Trainer, Sprint Race, Montana, Caterhams & all Prototype classes
  • Removed medium tyre compound option for StockCar 2020 (only hards available now as per 2020 rules)
  • Lowered default diff preload & viscous lock settings (requires setup reset to take effect)
  • Minor AI callibration to Stock2020, F-Retro, G55 series

Original Source: Reiza Studios

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 Header.jpg
 
That's in-house naming between track devs for dynamic/moveable (when colliding with them) objects.
Ah, shame they don't move if you keep braking too late (or early) :D

Does anyone remember the REVS manual? Something like "Use anything that's fixed as a brake marker; don't use anything that can be moved. I remember a driver was asked how he managed to brake so late and said 'I was using the third hay bale' so some joker has gone and moved it. Next session, the driver comes barreling down the straight; no bale, just the corner..." (I might not have it exactly right...)
 
Ah, shame they don't move if you keep braking too late (or early) :D

Does anyone remember the REVS manual? Something like "Use anything that's fixed as a brake marker; don't use anything that can be moved. I remember a driver was asked how he managed to brake so late and said 'I was using the third hay bale' so some joker has gone and moved it. Next session, the driver comes barreling down the straight; no bale, just the corner..." (I might not have it exactly right...)
Nelson Piquet used to say that the best braking reference is the corner itself and that is why he turned from a Grade-A racer into a low rank after the accident that blinded one of his eyes, taking away all of his depth notion.

I think that it can work in RL or with a good 3D setting on the virtual. I tried to learn a track like it on RL kart and it worked relatively fine, but I'm no pro and don't have a good vision to risk it on a faster vehicle. Maybe that is why he is trice F1 world champion and I'm not lol.
 
It's a fantastic game when we are talking about racing under dry conditions but rain is just awful.
Absolutely unrealistic icy sh*t.
It's just as bad as PC2.
Tried at least ten times and could not finish one race. I was leading by ten seconds when rain was coming and everything was ruined suddenly. Phisics is terrible.
I'm not a slow driver under rainy conditions, won several online races in ACC.
What a pity.
 
It's a fantastic game when we are talking about racing under dry conditions but rain is just awful.
Absolutely unrealistic icy sh*t.
It's just as bad as PC2.
Tried at least ten times and could not finish one race. I was leading by ten seconds when rain was coming and everything was ruined suddenly. Phisics is terrible.
I'm not a slow driver under rainy conditions, won several online races in ACC.
What a pity.
Strange, I've done several rainy races in multiple cars and have not experienced the "icy ****" you claim from PC2.
Actually I lied once I did cause I stayed out on track with slicks.
Did you change your tires to wets?
are you driving through the puddles or avoiding them?
Running the normal racing line or altering it.?
Water + rubber = slippery

What cars and tracks has this happened on so I can test it and report.
 
It's a fantastic game when we are talking about racing under dry conditions but rain is just awful.
Absolutely unrealistic icy sh*t.
It's just as bad as PC2.
Tried at least ten times and could not finish one race. I was leading by ten seconds when rain was coming and everything was ruined suddenly. Phisics is terrible.
I'm not a slow driver under rainy conditions, won several online races in ACC.
What a pity.
I fell that, maybe, AMS2 is the sim with most grip under wet conditions.

But, yeah, all sims are extremely unrealistic at wet conditions... it's all about fluid mechanics... ask any engineer about how many nights he stayed awake during university because of it lol.
 
I'm 15 hours in and I just cant shake the feeling of the car rotating around its centre point and four wheel drifting through many corners.

It also has so many bugs and broken features that it should no way be called v1.+

If you read the Devs post prior to V1 they mentioned a V1 release was simply a stable version to release to the public and that many features had yet been implemented and will be a long term project.

Regarding the center of rotation, the only car I noticed that in is the stock car and that's because you are literally sitting further back than normal near the center of the car....very similar to a DTM car.

Yes it's rough around the edges, has bugs and many missing features but I knew that prior to purchasing what I was getting into.
 
Last edited:
Regarding the center of rotation, the only car I noticed that in is the stock car and that's because you are literally sitting further back than normal near the center of the car....very similar to a DTM car.

Every race car engineer's dream is to have the driver dead centre and they do their utmost to achieve that within the restrictions of the particular vehicle. Yet people seem to want or expect a race car to feel like a road car...?
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top