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
 
Last edited:
Sorry to read that, but do not give up, it does not have to be this way, I do not have those issues with CV1/GTX1080ti.
I'd be interested to know what you did to get rid of the aliased shadows. AMS 2 looks great in VR, but the shadows appear to be completely exempt from any kind of AA in VR. It's the only thing which lets the game down graphically for me.

They said if someone can figure out how to mod it they wouldn't prevent them aka if someone figures out how to mod it, they can
Can you provide a link to the source of this please? I haven't seen Reiza say that anywhere before. In fact, the sim uses CRC checks to actively prevent modding anything other than skins so... yeah. They have prevented it. I've also been asked not to disclose any of the information I have on unpacking and repacking files, which to me is again active prevention.
 
I'd be interested to know what you did to get rid of the aliased shadows

I wish I could help you, but it has been a while and a continuous process, between checking and unchecking this and that in custom shader many tabs and options and video settings in CM, plus updates in CSP and SOL different settings.
Eventually where I am now is a good place for me in VR with AC. Hopefully it will stay that way, or maybe with the wizards constantly making it better, it will even improve,
Their is so much going with AC that I can hardly keep up, fortunately I have a few friends smarter than me that help get the best of it. It is more alchemy than science, but I love it. :)
 
Anyone tried F-Retro around 1975 Silverstone? I don’t know if it’s something Reiza did to the physics on this class in the latest update, if it’s the track, or a combination of both. I just cannot for the life of me manage to get through the simple Abbey kink without losing the back end.

Just an FYI for anyone that saw the posts of mine about this in the thread for the prior update. The changes to F-Retro in this 1.0.2.7 update combined with a couple of minor setup tweaks from the default seem to have more or less solved this issue for me.

After resetting to defaults for this current update, all I did was add +1 rear wing and drop the back end by 3mm and the rear of the car is now manageable for me where previously it wasn’t even with +2 clicks of rear wing.
 
Maybe you mix it with Kunos and ACC because they said that. Never seen Reiza saying such thing.

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
 
You have to change UDP to 1, or IMO temps wont work
Thanks for that info. Two questions though…

Set UDP protocol version to Project Cars 1 or set UDP update frequency to a value of 1?

Did you see this as a solution with reference to a specific telemetry app or did you see this information in the context of it being for the game in general and applicable to any telemetry app?
 
Thanks for that info. Two questions though…

Set UDP protocol version to Project Cars 1 or set UDP update frequency to a value of 1?

Did you see this as a solution with reference to a specific telemetry app or did you see this information in the context of it being for the game in general and applicable to any telemetry app?
set udp protocol to project cars 2 AND UDP update frequency to 1. Yeah this was a specific solution but it should apply to any telemetry app...
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top