The Latest Automobilista 2 Beta Update Is Here

Paul Jeffrey

Premium
Reiza Studios have deployed a new build of Automobilista 2 - and it comes with some significant reworking of the current simulation force feedback properties..

Yes, a new and fresh beta update has been deployed to the public version of Automobilista 2.. available to download the next time you restart your Steam client.

Given the designation of V0.8.4.0, the latest update to the sim introduces a welcome range of improvements and enhancements, not least of which is improvements to the brake behaviour and feel within the title - something that has proven to be a hot button subject within the community since the game released.

Also seeing further attention from Reiza developers is the force feedback within the sim, with a 'new default' profile having been added to take advantage of the changes in how ffb is represented within this latest and future builds. You can read more details about these changes in the update notes at the end of this article.

In terms of content, the new inclusions as part of V0.8.4.0 are three kart layouts for the Brazilian Interlagos venue, although physics, AI and artwork for a number of vehicles have been revised.

Update 0.8.4.0 Release Notes:

BRAKES
for all cars, including optimum temp ranges, wear, fade & failure properties have all been thoroughly revised according to the brake materials and specs of each car. These will address the brake failure issues from v0.8.3.2 and should hopefully provide more realistic wear and more "feel" on some cars.

CUSTOM DATE option has been temporarily removed from session options, now sessions will always run on default date for that track - with that we have also addressed the bug that would cause a new track selection to retain the default date of the previous track, which could be particularly problematic when for example the user switched from a Brazilian track with a December Summer default date to an European track, leading the latter to load with winter weather and temperatures with fairly big impact on physics that the user wouldn´t have an obvious visual cue for. Next step will be to add a custom season option along with seasonal foliage (which besided the added visual variety will provide the visual cue for different temperatures). Option to customize date may be added at a later stage once we have more systems feeding correctly from such a specific setting.

FORCE FEEDBACK: we have included an additional "NEW DEFAULT" profile featuring several Force Feedback developments, as an option to the "OLD DEFAULT" profile in the FFB UI - those with existing game settings will remain with "OLD" until they opt to switch to "NEW" . As the Gain, Low Force Boost and FX sliders work quite differently in the "NEW" profile, we want to give people the chance to opt into the new once they have understood how the Sliders may need to be adjusted.

Main differences with "NEW DEFAULT" relate to the Low force Boost slider. and how it interacts with the Gain slider.

In AMS2 "OLD DEFAULT" profile, Gain slider was a confusing device as overall output FFB path was setup badly, with Low Force Boost applied after Gain slider - this was problematic as essentially then you have as many combinations of what happens with signal as there are settings on Gain slider, leading to big inconsistencies (this explains some of the difficulties users had finding a good all-around FFB setting that worked well with all cars, specially on more powerful wheels).

With the "NEW DEFAULT" profile, Low Force Boost is applied before Gain slider, leading to more consistent behavior - it is now factored in the same order as AMS1.

Sample of differences in LFB curve with OLD vs NEW profile:

Reiza Update Image 1.png
Reiza Update Image 2.png


In the next build we will be adding further functions, including an updated tyre scrub formula & a minimum force configuration. Future builds will see a custom FFB multiplier per car so that users can fine tune each car to their preference. Once these and some other minor adjustments are completed, we believe AMS2 FFB will be ready for v1.0 release and by then "old" default profile will have been completely phased out.

CONTENT
  • Added Interlagos Kart track (3 layouts)
GENERAL
  • Disabled custom event date setting
  • Fixed bug that would cause a new track selection to retain the default date of the previous track
  • Fixed multiplayer client rebroadcasting (could cause clients to be dropped from server)
UI & HUD
  • Added pedal input & engine power/torque data to telemetry screen
  • Fixed reported issues with VR / Triple HUD customization (needs validation, will reset any previous edit in those types of display)
  • Reenabled HUD selection for Options screen in-session
FORCE FEEDBACK

Added "New Default" FFB profile, with the following changes vs "old Default:
  • "Remapped" Gain slider
  • Improved Low Force Boost formula
  • A more detailed calculation of steering linkage ratios and how they influence force transferred over to the rack;
  • Overall small change in FFB output;
  • More accurate self-aligning torque and factors in residual Mz, camber inclination Mz; steer gyro Mz;

PHYSICS & AI
  • Updated brake disc thickness, optimum temps, wear, failure, fade properties with variations depending on brake material, fixing brake failure issues from previous build & improving brake feel on some cars
  • Minor adjustments to F-Classic tyre tread (all gens)
  • Adjusted AI tyre rolling resistance in F-V12, F-3, Roco
  • Minor AI performance update for Brands Hatch, Campo Grande, Donington, Guapore, Montreal, Oulton Park, Snetterton, Velocittá
VEHICLES
  • Puma P052: Updated missing LOD levels, cockpit display, rim blur, windscreen
  • Copa Truck: Added new parameter for Trucks to spawn in their pit slot rather then inside the garage, fixing bug in tracks where they wouldn´t fit the garage
  • Adjusted MRX & Roco collision mesh
  • Opala OldStock: Fixed bodywork mapping distortion
  • Gol Copa Classic: Added missing LOD levels
  • F-V12 : Updated #22 #23 community skin
  • Copa Uno: Completed livery updates for all cars in the series


Original Source: Reiza Studios.

Automobilista 2 is available on Steam Early Access now.

If you need help and support getting the most from AMS2, start a thread in our AMS2 sub forum here at RaceDepartment and let our great community help you out.


AMS 2 Update 1.jpg

AMS 2 Header.jpg
 
Wow the New Default FFB is a bigger improvement than I expected, it's so super silky smooth, well-weighted and full of detail on the DD2. The Caterham 620R is a delight to drive.

Switching between the Old and New FFB at Brands Hatch both the smoother FFB and far better brake modulation are immediately noticeable. Brake hard and late into Druids hairpin with the old default FFB and rear of the 620R is difficult to catch when the car begins to slide, it's difficult to work out where the level of grip is. With the new default FFB and update braking the rear of the 620R will still begin to slide but the slide is much clearer in the wheel and can be countered far more realistically, once the slide is caught the weight returning to the front tyres is much better. Get on the marbles with the new default FFB and the sensation of losing grip is obvious. With the old FFB I was struggling to match the 620R AI at 100, with the new FFB I'm back on pace with them.

The Caterham 620R AI cars are also much improved in this build and can now race wheel to wheel, survive minor contact (previously they often span of wildly) and retain racing speed. You'll see that I make contact with the yellow 620R when overtaking but the same car quickly comes back at me. The Ai here is set at 100 ability and 80 aggression, the faster 100% AI can run 1:31.2 laps and my comparable player lap times are onscreen. Hopefully, you'll also be able to see with the new FFB the wheel is so much more alive in this build, the sensation of the front tyres hooking up is so much more pronounced.

 
Oh man they have just stolen my car paint from the GTP mod for NR2003.
But such semi-criminal act is probably what can happen when you use your custom paint for online MP. :sneaky:

CatsAreTheWorstDogs: It took me about 1 bloody month painting it :mad:

View attachment 366333View attachment 366334

This is not stolen content
This is one of the Endurance Brasil's Livery actually
Wich is based on Porsche 917 ...


btx20481_1_orig.jpg


btx15733_1_orig.jpg

Think before say...
 
The ffb is absolutely broken for me. Who claimed that it would change? The old profile was very good. Now the feeling is flat with a scrubbing noise on my wheel
weight transfer is less fluid and the wheel has little force in the mid-range

Not too much sensitive gyroscope effect on the wheel

the brakes, the cars simply do not brake. Have a feeling high ABS.
One step back here

many vehicles still have very hard suspension with high rebound

some vehicles still rotate near a center pivot and sway oddly
When will it be repaired

Net code is horrible


Some people need to adjust their FFB settings...
 
For me (t300) the new default setup is a very good step forward. Just had to increase the main spring by 5 clics. Almost no more PC2 feeling. Very good job :)
Anothet thing: pedal`o meter and ffb meter are welcome and needed, but i would like to have them on the "main screen" - cocpit view like all other sims have :sneaky:

this!! we need to either toggle some elements on/off in the telemetry hud or be able to display pedal inputs in the cockpit hud...! I'm sure it's something Reiza has planned to do and is just a matter of patience before it's possible...
 
Where are the pedals and FFB input meters graphics then?

you should be able to switch between three different hud views (cockpit, telemetry, no hud) by pressing left and right on your d-pad (on your wheel). At least that's the default setting for my T300. One of the three hud views (the telemetry hud) has pedals input and ffb displayed...! Try all your buttons on the wheel or assign one in the settings if it's not already assigned.
 
Is it just me or did the brake markers disappear from the first and penultimate corners on the short version of Spielberg? I could swear they were present on the short layout in prior builds but maybe I’m mistaken.
 
I tested quite a few cars and I just can't get rid of the graininess of the new FFB. Not sure if its supposed to be "road noise" but it makes my belt driven wheel feel like a geared one. Wish we had a finer level of tuning for FX. All cars feel more stable to me. Maybe the FFB is conveying more info than I realise and I am reacting quicker but the F-Vee and the F-Trainer seem miles more stable in the rear (for better or worse). Even the 620R seems less prone to the rear kicking out on hard acceleration. These are probably all placebo effects as there is nothing in the patch notes to indicate any of this should be any different.

No idea what the bar graphs for the FFB represent in the Telemetry HUD. Anyone got any info on that?

The tyre temp indicator on the mini hud is still broken. The tyres are always green. The VR Edit hud seems to work properly now.

FWIW, my old FFB settings on Fanatec CSWv1
Old Default: 70/60/25/0
New Default: 90/60/20/0

Was hoping the new update would fix the graininess just feels like noise than anything useful but then only when i turn the wheel, in comparison to other sims FFB i can feel much less detail, there is just none of the nuance in the lower levels & then the mid forces feel very exaggerated.
 
Oh man they have just stolen my car paint from the GTP mod for NR2003.
But such semi-criminal act is probably what can happen when you use your custom paint for online MP.
True, is does look very similar in the colors used and scroll shapes etc,... the artist that produced / created that did not use your exact file and map this car but did use your awesome livery for a reference and spent time to create their own based off yours...nice work on your creativity BTW :thumbsup::thumbsup:
 
Was hoping the new update would fix the graininess just feels like noise than anything useful but then only when i turn the wheel, in comparison to other sims FFB i can feel much less detail, there is just none of the nuance in the lower levels & then the mid forces feel very exaggerated.

Did you watch the FFB review video I linked above? No idea what hardware you have, but chances are there are settings amiss that are causing your problems.
 
This SIM is really getting better every time,
The update on the FFB is very good, it feels natural, easy to adjust, on par with the best out there.
Their is still a long way to go as far as details in the game, but to me, the bases are covered, the way the cars feel and the FFB is much improved, to a point where even if it was to stay like that, it would be good on those 2 aspects.
This SIM as already enough to offer that it is a must have to any SIM driver worth his salt..
 

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