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 visited a friend who still have a sim rig. I was able to finally try AMS2...

Wow. Just wow! I ran the Ginetta GT4 at Oulton park. The whole package was there. Everything just worked. Everything was well calibrated out of the box. Even on an old worn G25.

What stood out was how much input modulation and smoothness give a super immersive driving experience.

It was so good that I think I’ll buy AMS2 even if Idon’t sim race anymore.

It’s a shame this game doesn’t have more active users!

Keep up the good work Reiza!
 
No active users.....multiplayer is dead.....

Not sure if I am the exception, and I assume I am, but I only play single player in sims. I have tried multiplayer, but I typically don't for 2 reasons. I stink and don't want to ruin the experience for others, and when I do decided to join 90% of the people are fantastic (example: spin you out and they stop their own racing until you get back on the track), but unfortunately with sim racing one person can spoil the fun. Mr. Punterama, or Sir Cockyteen who likes to let those lesser in talent know about it.

Who knows maybe I am not as much of the exception as I would have though?
 
No active users.....multiplayer is dead.....
Not true.

This is not Call of Duty. People don't just sit around on servers waiting aimlessly for 10+ people to show up and give them a race worth taking part in. People take a look, see empty servers, and leave. Everyone does it, so the servers are perpetually empty. Also, the whole concept of drop-in-drop-out does not really work in online racing, where a time and practice commitment is necessary to get the best out of it.

It doesn't matter how good the online facilities may be, or how much content a race sim has. (The content argument is always dumb for AMS 2 since it has so much already.) What matters is getting people online at the same time and in the same place. How do you do that? With organised racing communities like RaceDepartment.

It may mean having to race at times that don't fit exactly into your schedule, but hey... that's life. Sometimes you need to make time for the hobbies you enjoy, instead of expecting the world to make time for you.

Who knows maybe I am not as much of the exception as I would have though?
I don't think you're an exception at all, to be honest. The silent majority play most of their games in singleplayer modes and/or offline. The perception is just skewed since many of the people finding and joining online racing communities like this one are also the ones actually racing online. The ones playing offline are less likely to bother, since there isn't a lot to be gained from doing so.
 
Love the look of the next 3 months!
I honestly had no idea that the upcoming car content shown in that roadmap image would all be free. I just had it in my head that some of it would be DLC. It sure seems like that's only the tracks though. Assuming that roadmap image is correct and current, of course.
 
Personally I prefer multiplayer, but actually the great majority of people that buy racing games play it only offline.

And why AMS2 multiplayer has such a small number of drivers is something I really can't understand. Maybe things will change after the ranking system is launched and the arrival of more mainstream content to the game.

Anyway, I'm having good fun doing offline races on it.
 
It may mean having to race at times that don't fit exactly into your schedule, but hey... that's life. Sometimes you need to make time for the hobbies you enjoy, instead of expecting the world to make time for you.

When you don't want to plan ahead there are many other sim games with active players to play with. The game is played for sure but sadly not enough to enjoy on the go :)
 
...
Who knows maybe I am not as much of the exception as I would have though?

Far from it, most players are offline/single-player or only play with friends; any given percentage of those will only want to play in those modes because they don't want to be involved in online "PvP" play.

*Some are intimidated by the idea of online play; I think online is kinda caught in a vicious circle.
The people who race online have been racing online 'for ages' and are fast.
The people who don't race online, but want to, are slow and fearful of these mighty speed kings of grip, these masters of the racing-line.

Both groups want more online activity, but new-comers have understandable concerns; they don't want risk ruining the online session for another player and they don't want to be 3s off the grid pace because that's not fun - you're basically hot-lapping with the added pressure of being a moving target.

Aside from Reiza doing something in the game** I think something that would help, especially in this early stage, would be a way to give more visibility to the Clubs and Rookie leagues that host n00b-friendly races - Goffik's Club-Race (to name one) was my first PvP, I had a blast (and a punt) but it was fun, friendly and exciting.

There is fun, n00b-friendly racing to be found, it's the finding that's the issue; not every racer is on the AMS2/RaceDept forum or Discord...the people at Reiza are obviously busy, but perhaps a shout-out to one Rookie-Friendly -Club per Road Map would help those who want to race online get started.



*Me, and I'm not alone in this.
** No idea, don't ask me.
 
The game is played for sure but sadly not enough to enjoy on the go :)
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!

It's a bit like other hobbies such as airsoft. Sure, I can go to my local site on my own to play whenever I want. But, it will mean playing with a bunch of random people who don't know or respect each other. The quality of the experience is very poor, cheating is rife, and I end up feeling like I've just wasted time I could have spent doing something else. But if I set a date and time in advance, let all my airsoft mates know, and perhaps even hire a site to ourselves, we get good quality games, no disrespect or cheating, and we come away having had a bloody good time.
 

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