Automobilista 2 | Update V1.0.2.7 Now Available

Paul Jeffrey

Premium
Reiza Studios have deployed a new update to their Automobilista 2 racing simulation - adding various fixes and improvements as well as the first pass at a new multiplayer broadcasting suite within the title.
  • New multiplayer broadcasting suite added.
  • Numerous physics updates.
  • Art and optimisation passes on several tracks.

A new update is here for Automobilista 2 - the final such build release for August as the studio prepare for their next major deployment towards the end of September.

In this new build AMS 2 benefits from several small tweaks and improvements to many aspects of the core gameplay and of course several pieces of content within the title - as well as a first release of the new broadcasting tool that is now available in multiplayer situations for racers to improve the realism and performances of online race streaming.

You can check out the full update notes from the latest build, and advisories from Reiza Studios about V1.0.2.7 below:

AMS 2 Middle.jpg


Update Notes
  • Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when "-selectds" switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI)
  • Added broadcast control / spectator screens for Multiplayer sessions
  • Adjusted Lobby to support broadcast role assignment
  • Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency
  • Slightly increased tolerance for momentarily exceeding pit speed limit
  • Altered title/subtitle text behaviour and position to prevent overlap with block elements
  • Polished engine sample loops of F-Ultimate. Fixed MRX_P3 engine sound wrong position.
  • Adjusted Puma P052 turbo sound volume
  • Tweaked engine sound parameters for better bottom end / subwoofer utilization
  • Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values
  • Fixed error in parameters for hump mode in viscous differentials
  • Increased brake cooling when static
  • Reduced heating rate of steel brakes
  • Increased operating window of GT, Prototype & Stock Car series tyres
  • Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards
  • Adjusted Copa Montana default setup
  • Mclaren MP4/12: Reduced extra brake pressure
  • Minor increase of pneumatic trail for radial Tyres (vintages, road)
  • Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player
  • Minor BoP balancing for P3 class
  • Minor Center of Gravity and aero center of pressure adjustments to F-Retros
  • Corrected V12 engine performance for Vintage & Retro series
  • Added new differential hump values to all viscous rear diffeential variants
  • Generally reduced differential preload values
  • Slightly increased AI throttle application range for low to mid powered cars
  • Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates)
  • Reduced AI lateral field speed distance & effect
  • Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance
  • Minor smoothing of AI lateral movement
  • Fixed Hockenheim 1988 TV trackside cameras
  • Brands Hatch: Corrected circuit info
  • Jerez: Minor optimization pass
  • Guapore: Updated trackside ads
  • Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line
  • Added tracklights for Spielberg Historics & Silverstone 2001
  • Silverstone: Updated 2020 Intl TV cams
  • Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits
  • Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture
  • Silverstone 1975: Fixed missing trackside buildings on no-chicane layout
  • Snetterton: Fixed crash at race end.
  • Oulton Park:fixed pit exit warning bug (track cut); Track cut mesh optimized, add grasscrete runoff, removed apex curbs; Rebuild triggers. Fixed timing bug (Start trigger was not crossing pit lane)
  • Kansai: Fixed start trigger not crossing pit lane
  • Reimplemented BT26, F-V10, F-V12, F-Reiza & F-Ultimate suspension animations (fixed wheels appearing to float)
  • F-Trainer: Fixed RPM LED & bar scaling
  • Adjusted F309 Driver animations
  • F-Reiza: Adjusted Driver animations
  • Adjusted gear shifter animation parameters on F-Retros, M23 and F-Classics
  • Fixed driver head position on the F-Classic G3M2
  • Added exhaust backfires to Stock Car 2020
  • Increased exhaust downshift backfires for SuperV8
  • StockCar Corolla -Added damage & dirt maps + deformable mesh

Notes from the developer:

lease note that cars with relevant default setup changes (specially differential changes which most cars have had adjusted) requires you to reset your car setup to default in case any modifications were made to the previous default - to reset all setups (autosaved or not) you may opt to delete the contents of Documents\Automobilista 2\savegame\123456789\automobilista 2\tuningsetups folder (noting the bold number folder will vary from system to system); you do not however need to delete your entire user profile folder.



Original Source: Reiza Studios

AMS 2 is available now exclusively for PC.

Want to race with us online? Looking for a valuable and deep source of knowledge about the simulation? Want to catch up with fellow fans of AMS2? No worries, head over to the AMS 2 sub forum here at RaceDepartment and get yourself a new thread started today!

AMS 2 Footer.jpg
 
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I turned off reflections completely and that appears to have solved some of the issue

Turning off reflection will allow for your GPU to work less hard and gives better fps, if removing reflection helps, maybe other settings can be lower as well. Have you use all the performance optimizations in CM, they helped me in getting better performance.
 
Which is why I said you may have to make time for the hobby you enjoy. Personally, I don't consider sim racing to be an "on the go" hobby, for the reasons I mentioned above. Name whatever sim you like, unorganised public server racing is and always has been very poor quality and generally a load of crap. It's why communities like RD exist in the first place!

True, but still nice to just get in and try to have a race with other humans when you have the time. Even if it is a **** show at times. Which is why I gravitated to iRacing for a long time b/c there were always races when I had time to race. I usually don't have many issues finding some decent open servers in ACC during the week US evening times. Sadly the sims I really like right now (Raceroom and AMS2) have about 3 people online in the evening in the US most days. I understand the 'making time' argument, and a lot of us do. I have have an AC league I run in every week on Sat nights. That said, I like racing whenever I get the chance, and don't always know when that is.

If I get an hour on a Tuesday evening to race, it would be nice to hop in AMS and have a race. If the AI gets better it won't be as much of an issue. It is getting better but still not quite there.
 
Personally I don't like play online because normally they put too much time in pratice\qualifying and races with 10 laps. maybe it can be a very boring experience for many players.

I prefer short races 3\5 laps without pratice\qualifying. More dynamic, with no wait.
 
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Maybe you didn't read it but Renato said so in a couple of of the Youtube interviews pre launch.
Or rather he said if somebody did figure out how to mod the game they would not actively prevent it!

Going by AMS 1 standard what he likely meant was if somebody figures out how to put PC2 content into AMS 2 that would be fine with him!
But maybe that isn't ok with SMS/ Codemaster
I think that is precisely not what was meant.

There will never be support for stealing content from PC 2 and transferring it to AMS 2. Or any other title. But if modders can figure-out how to make cars or tracks from scratch, Reiza would not oppose.
 
But if modders can figure-out how to make cars or tracks from scratch, Reiza would not oppose.
The file checks that are now in the game prevent modding. I don't doubt that a totally new car could potentially be created by someone with the right knowledge, but as things stand you wouldn't be able to modify the menus in order to make that car selectable in the game. I may be wrong, but I'm pretty sure those checks were not in the game initially, which means they've been added since.
 
I think that is precisely not what was meant.

There will never be support for stealing content from PC 2 and transferring it to AMS 2. Or any other title. But if modders can figure-out how to make cars or tracks from scratch, Reiza would not oppose.

So you think that Reiza / Renato has made a 180 degree since AMS 1?
Patrick was helped bringing out tracks and cars that would have needed expensive licensing and most if not all ripped with phony approvals.
Not that anybody minded as it is the best tracks for AMS 1.

So yes I am 100% confident that was exactly what was meant!
Same way with Kunos, SMS and Studio 397!
 
So you think that Reiza / Renato has made a 180 degree since AMS 1?
Patrick was helped bringing out tracks and cars that would have needed expensive licensing and most if not all ripped with phony approvals.
Not that anybody minded as it is the best tracks for AMS 1.

So yes I am 100% confident that was exactly what was meant!
Same way with Kunos, SMS and Studio 397!
Yes, it is a 180. Different platform. Different scenario. Different result. AMS 1 was built on a mod-friendly platform (hundreds of mod tracks and cars already available prior to its development). AMS 2 is not.
 

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