Paul Jeffrey

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AMS Brit Pack DLC 6.jpg

Reiza Studios have revealed several new images from the slightly delayed upcoming 'Brit Pack' DLC, the first paid DLC due to be released following Version One update of the new Automobilista Motorsports Simulator title by the talented Brazilian studio.

As with all content additions to the sim, the 'Brit Pack' DLC looks to contain some highly detailed new tracks and vehicles, already available to play in the Beta addition of the title and receiving rave reviews from players.

The 'Brit Pack' is the first of 5 DLC packages due to come to Automobilista, bringing in total 15 new pieces of content, from new cars and series to some of the most impressive circuits in both modern and historic configurations.

Additional to the new DLC offering, Automobilista will also receive an update to version 1.1, with more details regarding the updates and fixes to the game due to be released at a later date.

The 'Brit Pack' DLC will contain three classic British race circuits and four British club racing vehicles:

Tracks
  • Brands Hatch
  • Cadwell Park
  • Oulton Park
Cars
  • Ultima GTR (road & race spec)
  • MCR Sports 2000
  • Caterham (several models)
  • Formula Trainer (semi-fictional wingless trainer car like Formula Ford)

The 'Brit Pack' DLC will be free to Reiza DLC Season Pass holders and Early Access Crowdfunding contributors. The pack can be purchased via Steam on Friday 30th September.

AMS Brit Pack DLC 3.jpg


The Automobilista sub forum here at RaceDepartment is the best place to read the latest news, discuss the game with fellow fans, download awesome mods and of course have a great time in our many club and league racing events. Check it out today.

AMS Brit Pack DLC 1.jpg AMS Brit Pack DLC 2.jpg AMS Brit Pack DLC 4.jpg AMS Brit Pack DLC 5.jpg AMS Brit Pack DLC 7.jpg

Will you be getting the Brit Pack DLC on its release? How are you enjoying Automobilista at the moment? Let us know in the comments section below!
 
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The Ultimas are a bit to much of a handful for me to keep them a race length alive, but this MCR is just awesome and like this Formula Trainer very much. Both have this grippy but tricky handling model and are pure addictive. AI works fine as well at 116 with the MCR for me.
 
Oulton Park "classic", what can i say. Sterling effort chaps.
Entertaining track and quite the challenge; blind bends and of course the notorious off-camber Knickerbrook which was later changed. Epic.

MCR is a great little race car - much better than anticipated with the small engine.
 
I downloaded AMS last night, but the MCR doesn't seem available yet.

I'd say whilst my experience of working with a simulator developer is just 1, it is amazing the level of detail and thoroughness that has gone into it. In this respect, we are incredibly lucky Swansea University run one of the MCRs as part of a motorport engineering course - it means there is a lot of data available, even MIRA wind tunnel data!

From what I have seen of the preview youtubes (private links so can't share I'm afraid), it looks and sounds spot on and lap times were exactly right at Brands Indy. It should sound good - think the samples were taken from my youtube channel :)


I am also interested to hear your impressions once you try the new car. It looks like a fun one.
 
Is well worth trying the MCR on the beta version at the moment.

There has been a correction to the mass (now much lighter; weight is aligned to the fastest front running carbon bodied cars), the steering rack is now quicker matching the real car (and i know it's right as I measure that one myself!)... as well as some further geo changes, and possibly a boost to lower end torque although that's speculation on my part.

It's now a good few seconds per lap quicker, and spookily close to real lap times. I tried Brands Indy, GP, Silverstone and Donington and got to around lap record pace in each with a few laps. In fairness, I'm a much better sim racer than real racer (for now... only first season...), and I'd expect to be faster without fear of injury or more importantly a bill for damage, so the car feels right on real life pace.

The only real differences are the gear change which in real life needs to have a lift on the throttle to engage gear, and apparently a blip on the throttle to shift down without the clutch - although nobody to my knowledge does that, thus nobody is left foot braking. There is potential a little too much grip at lower speeds and the lap time is a little more weighted toward straight line speed in the real thing (am a few mph faster in real life on my data, but slower in some corners), but honestly this is the last few percentage points of accuracy - in my sample of 1 sim car vs. real race car, this is a truly exceptional effort.

Now - somebody contact Clive at MCR, get a car built, and come racing .... ;)
 
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That's a pity. I thought the MCR2000 was brilliant as it was and was ideal as a club racing car for AMS. But if the majority want it more realistic and more slippery, then so be it. Me, well I just prefer it when a car feels just right in the game and I'm not to bothered about ultra realism.
 
I still have AMS "normal" downloading, so not done back to backs yet... but initial feeling is it is both more realistic, and "better"...

No discernable change in grip - my comments above apply to both versions of the car vs. real life, and in any case- we're really at the finer margins now. It's an exceptional recreation of the real car.

It's only a few seconds quicker also, so still very much a club racer.
 
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