Automobilista v1.5.0 Released

http://steamcommunity.com/games/431600/announcements/detail/1577814808047087426

Automobilista v1.5.0 RELEASED
29 DECEMBER - REIZA STUDIOS
Automobilista v1.5.0 is now out - includes new official multiplayer ranking system, a beautiful new kart track, new realism features and more !

V1.5 is the culmination of years of simulation development, and the definitive version of Automobilista.


Introducing Race Rank:
Race Rank is the first step in an online ranking system for Automobilista. The scope of it’s release for Automobilista is to rate players as they race online and produce a leaderboard of all entrants. The aim for the leaderboard is not only to drivers from the fastest downwards, but also give prominence to those who race recently to keep people actively racing.

A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as virtualxperience.net.

Below is the Changelog for v1.4.93 -> v1.5.0:

NEW CONTENT
  • Added Buskerud Kart track (2 layouts)
  • Added Mendig Langschliefe layout

GENERAL
  • Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player's server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
  • Added "TIRE SETS" option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
  • Added "RETURN TO PITS" option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi realistic or realistic timings)
  • Fixed various issues with Steam Achievements
  • Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
  • Added Game tag to results file with property "Automobilista"
  • Added Steam ID and Race Rank to player entries in Results files
  • Added Game Version and Profile in use to title bar on Dedicated Server
  • Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
  • Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
  • Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in

USER INTERFACE
  • Redesigned Monitor UI screen
  • Added Escape Menu Confirmation option to Display settings
  • Fixed multi join screen sometimes showing wrong track map
  • Added RaceRank leaderboard to Profile page
  • Auto select users time on TT Leaderboards
  • Refactored internet connection type settings
  • Garage UI now shows fuel by decimal point when step is less than 1.0
  • Optimized UI files, removing unused files and entries

AI
  • Tweaked AI suspension rates to smooth ride over curbs a bit
  • New AI code which uses actual car width to calculate road width

AUDIO
  • Enhanced surface sounds positioning
  • Fixed various little sound replay bugs
  • Lowered spotter default volume to 75%
  • Replay surface sounds are now positioned (both pre 1.49 and new replays)
  • Remote vehicles now also have tire sounds (although highly approximated)
  • Tweaked dirt residue sound calculation (should hear it more often)
  • Audio now is smoothly faded in / out when pausing / resuming game
  • Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
  • Added "Trackside Camera Audio Directionality" into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
  • Fixed RPM limiter sound not being played
  • Added new crowd samples (club, national in addtion to old grandprix type)

CONTENT FIXES & UPDATES
  • New TV helicopter camera sample
  • Removed helicopter sound from ambient audio sample
  • Added audio environment settings to all circuits
  • Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
  • Updated Headlight textures in various cars
  • Fixed rear view mirror resolution inconsistencies
  • Granja: Revised AI paths in all layouts
  • Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
  • F-Trainer: Updated series skin set
  • Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / innacurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tireamanagement / startskill multipliers
  • AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
  • F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
  • Caterham: Fixed double arms in various models
  • F-Reiza: Updated LCD display
  • Ultima: Fixed unbalance front brake torque in road versions
  • TC: Classics: Corrected some pitch errors in external sounds

GENERAL NOTES:

Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here.

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

 
I noticed something that i dont remember Before in AMS and that is that AI slows down when you slow down and you are far to the side of the track. You can even have 2 Wheels on the grass the AI slow down almost to stand still and seem to Think you are in the middle of the road. I dont remember that from maybe a couple of builds back. Maybe i am confusing AMS with rF2 but i remember i was really impressed with AMS AI and thought it was one of the best, and one thing i was amazed by when i bought AMS maybe 2 years ago was that they didnt slow down when they came Close to you which was something that was normal in AC at the time.

Is this normal behavior or just me?

Anyway, super sim. Must have. :)
 
Alright, really confused here. Just fired up AMS for the first time since 1.5 and its a slide show. My FPS counter says I am getting 100+ frames but there is no way that is true. It looks like I am getting less than 20. I have a GTX 1080 so no issues there. Anyone else having this issue?
 
I noticed something that i dont remember Before in AMS and that is that AI slows down when you slow down and you are far to the side of the track. You can even have 2 Wheels on the grass the AI slow down almost to stand still and seem to Think you are in the middle of the road. I dont remember that from maybe a couple of builds back. Maybe i am confusing AMS with rF2 but i remember i was really impressed with AMS AI and thought it was one of the best, and one thing i was amazed by when i bought AMS maybe 2 years ago was that they didnt slow down when they came Close to you which was something that was normal in AC at the time.

Is this normal behavior or just me?

Anyway, super sim. Must have. :)

AI issues to be patched soon. A few things went backwards in the latest couple of builds. But we know they can make it right because it was much better prior.
 
Damn it, is it Win 10 update that makes it impossible to get AA in AMS? I cant find any solution. Try with AMS config program and put it on 4xAA etc and no AA in the sim. Try with Nvidia control panel = no AA. Its the only sim/game i cant get AA which is weird. I asked about this before but wondered if anyone knew of solutions. I think people use inspector? I dont want yet another program just to get AA, argh.
 
I am using Nvidia Profile Inspector with the attached settings to good effect on AMS and Windows 10.



Damn it, is it Win 10 update that makes it impossible to get AA in AMS? I cant find any solution. Try with AMS config program and put it on 4xAA etc and no AA in the sim. Try with Nvidia control panel = no AA. Its the only sim/game i cant get AA which is weird. I asked about this before but wondered if anyone knew of solutions. I think people use inspector? I dont want yet another program just to get AA, argh.
 

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