Automobilista 2 To Debut Active Suspension, Proper Wet Line

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After a long delay, the Automobilista 2 November Dev Update is here. Developer Reiza Studios has been hard at work to deliver a first in sim racing for v1.5.3 – and much more.

Image credit: Reiza Studios

Originally planned to release much earlier, including an October launch for another in-game update, the Automobilista 2 Dev Update suffered a few setbacks. The latest deep-dive by Reiza Founder and Lead Developer Renato Simioni explains that the upcoming update will actually be the result of two dev cycles, as opposed to just one like originally planned. New challenges kept appearing, and “we would not have a new public release until we felt everything was as good as we could possibly make it“.

The AI calibration work for the enormous amount of car and track combinations Simioni already mentioned in our pre-v1.5 interview took significant time as well. This should make fiddling with the AI difficulty setting on a per-track basis a thing of the past, as the the computer-controlled opposition should perform much more in line with the player. AI pit stop strategies have also been adjusted for them to race in a much more realistic way.

Automobilista 2 November Dev Update: Physics & Audio​

The result is noticeable in the physics, for instance. What v1.5 had started in the tire model overhaul should now be finished after ironing out carcass issues. For the amount of cars in AMS2, this took quite some time. Additionally, smaller physics refinements took place.

A given sim car may have millimeter accurate suspension geometries, 1:1 aero map and engine torque curve perfectly matching dynamometer figures, if the tires are not gripping and letting go as they should, the experience just won’t be captured.
Renato Simioni, Founder & Lead Developer of Reiza Studios

One area that received lots of attention in particular are the wet weather physics. Already somewhat implemented before, grip on the dry racing line in the wet will now be significantly reduced, forcing racers to adapt a different line. Simioni proudly states that “the end result from these developments is wet weather driving like nothing ever seen before – incredibly fun, very challenging, occasionally scary but (provided you are on the right tires and with a reasonable setup) seldom frustrating.”


Meanwhile, as the video above shows, Reiza has reworked some external sounds. The Brazilian studio has more examples available on their YouTube channel. The cars shown feature more authentic sounds when passing by – and while likely not a super important element for many sim racers, “it was important for us to capture that in AMS2“, Simioni writes.

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The 1992 McLaren MP4/7A will debut in AMS2. Image credit: Reiza Studios

Automobilista 2 November Dev Update: New F-Hitech​

The most striking addition in the Automobilista 2 November Dev Update, however, has to be the new F-Hitech class that comes in two Gens. They portray the 1992 and 1993 Formula One seasons – but not just in the looks department. Instead, Reiza has gone for something no other sim has released thus far: active suspension.

1993 is regarded as the peak of technology in F1. Cars had ABS, Traction Control, Launch Control, automatic gearboxes, but above all, active suspension revolutionized the concept of car setups. Constantly measuring and adjusting the ride height to any given part of a racing track made the cars much less sensitive to bumps and potential changes in aerodynamics as a result.


To go with the new Gens, the 1992 McLaren MP4/7A and the 1993 McLaren MP4/8 are introduced. The latter is already featured in rFactor 2 as official content and does feature some of the technical gizmos, but no working active suspension. In AMS2‘s version, even a primitive version of DRS is implemented: Drivers can lower the rear of the car on straights to stall the air flow over the rear wing somewhat, giving their cars more top speed.

The two McLarens will get support, too. Gen 1 sees four additional models with different engine layouts and amounts of electronic aids. In Gen 2, three further models are available, representing the peak of the era.

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A 1991 version of Montreal forms part of the Historical Track Pack Pt.2. Image credit: Reiza Studios

Historical Track Pack Pt. 2​

Alongside 2022’s Brazilian Racing Legends Pt. 1 DLC, the first Historical Track Pack made its debut in AMS2. Now, its follow-up adds four more layouts of the past for tracks that are already in the sim. Interlagos will feature 1991 and 1993 versions, representative of Ayrton Senna’s two wins at the circuit. Montreal will appear in its 1991 guise, with new kerbs and a tightened final chicane compared to the 1988 version already present. And Catalunya receives a 1991 makeover that includes the high-speed version of Campsa used until 1994.

The pack yet again increases the number of period-correct tracks for many of the seasons present in AMS2. Once the update is out, we will be sure to update our Automobilista 2 F1 Season Guide accordingly!

Automobilista 2 November Dev Update: More Small Improvements​

In addition to these big changes, many smaller improvements are part of the Automobilista 2 November Dev Update. These include drivers’ helmets and overalls now being matched to their car designs instead of being random (and head movement finally working more realistically). A new shader fixes issues that had previously plagued sparks as well. To read all the details, check out Simioni’s original post in the Reiza forums. v1.5.3 does not have a confirmed release date yet.

Finally, the community also got a teaser of the incoming Le Mans circuit. The track should still launch in this year. Simioni’s outlook: “With this update AMS2 should be in a great place for its 2023 grand finale at some point in December.” Meanwhile, check out our guide to custom championships in AMS2 to make the wait time a bit more interesting!

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AMS2 is likely going to Le Mans very soon. Image credit: Reiza Studios

What do you think of the Automobilista 2 November Dev Update? Let us know what you are most looking forward to on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
Yeah, the haters could just move on and play a game they actually like. Not sure what they gain from wasting their time here. It's a really good update, anyone who thinks the physics haven't changed has not been paying attention. But go back to iRacing with its dull FFB and complete lack of feeling mid corner and enjoy.
Anyone in the beta can see how hard Reiza worked on this, so the hate is pretty sad tbh when other studios get away with it. Would love to see even half the detail shared by Reiza in the vague as hell patch notes from Turn 10.
 
Na, based on what I wrote it won't be a gamechanger because the standards have already been set by old games from 15 years ago called Live For Speed and Netkar Pro which have oversteer (not only limited to specifically power-oversteer) vehicle behaviour/action/reaction that is 100x more natural, intuitive, and "organic" than the weird, broken, "digital", janky traits deeply rooted in AMS2's physics engine.

So go back to Live For Speed because it's the ONLY GAME supported for over 20 years, ONLY GAME where devs listen to community and of course ONLY GAME great in everything LOL.

Sorry for that offtopic but LFS community made me to hate so much because they so sure about LFS is the only game doing many things as if they never joined any other community or played any other game.
 
Premium
Funny how everytime ANY developer announces ANY upgrade, patch, content drop, bug-fix or future plans all of the self-named "experts" seem to reply with all the answers.

I own every simracing title out there and I have a blast in ALL of them. From AMS1, AMS2, rF1 rF2, RRE, AC, ACC...even Pcars2 fur gawds sake. They all provide me with FUN and a little escape after a shitty day at work.

I have zero time to contemplate the "poor" tire flex in (insert your fav to hate on here) or "unrealistic" suspension travel in (insert your fav to hate on here).

Way I see it; we have 5-6 really great sim titles to enjoy and have fun racing in. The mere fact that Reiza (or any and all ) of the developers are still tweaking to provide us with even more fun is...well....win/win.

Go have fun in whatever sim title you prefer. Simple as that.

Cheers,
/V
 
'AMS2 has such potential' is something I have said several times. The only think we need right now is a proper online feature. Just look how RF2 has been transformed. I would love to see this on LFM. Please make it happen.
you can take a look at racecraft.online, it's not so well populated as LFM, but you can find few players there during EU evenings.
 
Premium
If a game is 3 years after release still not in the state i would want it to be then i definitely would move on because clearly thats not gonna happen if it did not happen until now.

Apparently, some simracers are having a harder time saying goodbye to Reiza—based on the fun romp they had together with AMS1—than Glen Close in Fatal Attraction.

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If a game is 3 years old after its release and still not in the state I would want it to be, then I definitely would not still be posting about it.
 
Premium
Just had a look in steam.
No update.
Is it normal, or i understood something wrong ?
 
Premium
Just had a look in steam.
No update.
Is it normal, or i understood something wrong ?
AMS2 V1.5.3 hasn’t been officially released yet … recent comments posted here regarding the newest content is referring to the Beta version currently being tested. The official version should be out soon, however.
 
Now we just need to port ALL of these historic tracks back to AMS 1 please - then all will be right with the world. Thank you, thank you.
i tried ams1 and ams2 back to back not long ago and ams1 still drives miles better, goes to show that more complicated physics engine doesn't mean a better representation of how a car feels
 
Reiza's gameplan feels poorly planned and executed. Now, it may not be solely the physics keeping people away but one thing is for sure: A lot of people aren't getting what they want from AMS2. It is consistently the lowest played sim and has been for over 3 years. When you fail to make ANY of your deadlines, people notice this.

They add too much noise and not enough polish. Adding ovals without a full set of oval rules and the ai is atrocious on ovals. Continually adding new cars when anyone with common sense could see the handling was obviously not up to par and now creating a much larger task in correcting all the cars and with that focusing on ai instead of MP when these same physics updates and fixes also bork your ai, so you are literally wasting hours of work. Now they are adding Lemans that, if you want to do it right, will also require new features that are not in the game yet. Can you just get something right first and then expand?

The physics after this next update I would say are solid and yes the physics are definitely a reason some people don't like this game (for whatever reason) but all this other stuff is killing people' s interest as well. A lot of poor planning, over promising and inconsistency has killed a lot of people's hopes for this game. Like, you have the bulk of the content being Formula 1....yet I STILL can't do an ACTUAL F1 start of formation and standing start? Are you serious?
RE: Ovals. This is also a pretty big oval ai update, they redid the lines for all ovals. The ai is also updated to be more race-y and far less suicidal.

Honestly this game puts rF2 to shame when you try to race indycars at indy
 
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i tried ams1 and ams2 back to back not long ago and ams1 still drives miles better, goes to show that more complicated physics engine doesn't mean a better representation of how a car feels
I still love AMS 1. What reiza did with that engine/game was remarkable. I just can't get on board with the madness engine. You really can take liberties with it and get away with just insane slides. I did have high hopes for 2, don't get me wrong though AMS2 is fun, it's just not really a precision racer to me. Maybe in time I'll come round to it and see the light but right now AMS 1 feels so much better, you can have the car right on the edge.
 
I still love AMS 1. What reiza did with that engine/game was remarkable. I just can't get on board with the madness engine. You really can take liberties with it and get away with just insane slides. I did have high hopes for 2, don't get me wrong though AMS2 is fun, it's just not really a precision racer to me. Maybe in time I'll come round to it and see the light but right now AMS 1 feels so much better, you can have the car right on the edge.
ams2 is still very slidey, you don't have a feeling of connection to the road in it
 
Premium
I still love AMS 1. What reiza did with that engine/game was remarkable. I just can't get on board with the madness engine. You really can take liberties with it and get away with just insane slides. I did have high hopes for 2, don't get me wrong though AMS2 is fun, it's just not really a precision racer to me. Maybe in time I'll come round to it and see the light but right now AMS 1 feels so much better, you can have the car right on the edge.
Some gentlemen prefer blondes … you’re entirely welcome to like what you like. Seems to me that a game engine that continually has a predilection for slides, based on the overwhelming response of most feedback, would be an ideal candidate for pre-war & 1950s Grand Prix racing. After all, if the tires feel like they are a bit too skinny to fit the machinery, why fight it? Perhaps if a DLC of primitive tracks is difficult enough, everyone will be thankful for a relatively more forgiving tire model.

As someone who prefers AMS2 over its predecessor, I’m of the opinion that AMS2’s current updates already deliver the goods across many different eras. But Automobilista is always game to have a go, if that’s your thing.
 
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Taste is like colors, everyone has a favorite. I like AMS1 but the FFB is too strong to my liking and the F-Vintages don't feel at all like what I have seen/read about the cars they are meant to represent.

My taste in a racing sim is one that brings the joy of feeling like driving my dream racing cars, not the feeling of frustration because the car is artificially difficult to drive (GPL, F1 Carrer Challenge are 2 good examples).

AMS2 to my taste brings me the best balance of joy/challenge and makes me feel like Clark, Seena,Schumache, Verstappen etc. That's something that no other sim right now offers me. RF2 comes close, but it's too barebones and as a mainly offline player, needs too much tinkering to do championships and stuff.
 
Some gentlemen prefer blondes … you’re entirely welcome to like what you like. Seems to me that a game engine that continually has a predilection for slides, based on the overwhelming response of most feedback, would be an ideal candidate for pre-war & 1950s Grand Prix racing. After all, if the tires feel like they are a bit too skinny to fit the machinery, why fight it? Perhaps if a DLC of primitive tracks is difficult enough, everyone will be thankful for a relatively more forgiving tire model.

As someone who prefers AMS2 over its predecessor, I’m of the opinion that AMS2’s current updates already deliver the goods across many different eras. But Automobilista is always game to have a go, if that’s your thing.
Entirely true. It's horses for courses. What may appeal to some won't appeal to others. Such is life! Still, I stand by my original point - it would be great to have those historic tracks ported over to AMS 1 like reiza did when they released their RF2 content.
 
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