Modern and Classic Monza Released for Automobilista 2 in Latest Update

Automobilista 2 Monza 00.jpg
Classic and modern layouts of Monza have been released by Reiza Studios as the latest DLC for Automobilista 2 along with a game update.

While the addition of Monza to a sim isn’t usually news, Reiza Studios has found a way to make the release exciting. Included with the modern version of Monza we see in nearly every sim on the market are two vintage editions of the Italian track. Both the 1971 and the 1991 vintages of the track are included.

The 1971 version includes multiple layouts, and fans of the classic Monza version in Assetto Corsa will be familiar with this very long, very fast track. The included oval is flat out in nearly any car you’d be likely to drive in this sim, and the adjoining circuit is also likely to find the top speed of your car.

The 1991 version complements the Formula Classic cars in AMS2 perfectly. Though the 1991 version has far more in common with the current Monza circuit than it does with the 1971 version, there are still enough differences to challenge those who might be bored with the ever-popular sim racing track.

Automobilista 2 Monza 01.jpg


In typical fashion, Reiza also included several improvements and fixes to the sim. Here is the official changelog:

V1.2.3.1 -> V1.2.4.1 CHANGELOG

CONTENT
  • Added Monza featuring Modern GP, Junior, 1971 GP, 1971 Junior, 1971 10Km, 1971 10Km without chicane, 1991 GP layouts (all part of the Monza DLC Package)


GENERAL
  • Implemented Real Weather API for 5 days in the past and 4 days in the future from today
  • Improved status messages related to real/historic weather availability
  • Fixed real historic weather for circuits that lay in half-hourly timezones
  • Real Weather now uses real/forecast data for wind speeds.
  • Added Real Weather databases for Monza and Salvador
  • Updated recent historic weather data for all other locations
  • Fixed error in Curitiba Real Weather that was causing weather data to not be found by the game
  • Fixed valid weather API response failing to parse in some cases
  • Fixed a case where a weather API call wouldn't be made when it should
  • Fixed Championship Editor not persisting mandatory stop setting correctly


UI & HUD
  • Reorganized and refreshed session overview and pre-event leaderboards to increase number of rows and allow grouping by class.
  • All in-game environment information (time/temp etc) is now updated live on all screens.
  • Added event session information, current vehicle setup, and current pit strategy to session overview and pre-event screens.
  • Fixed lobby page starting in wrong state
  • Fixed Per Vehicle FFB input on setup screen not capturing mouse movement
  • Fixed pedal bar overlap on telemetry HUD
  • Adjusted loading screens to show real weather icon when appropriate[


PHYSICS
  • Further minor tire tread adjustments for GT3, GTE, StockV8, F-Ultimate F-Reiza, F-V12, F-Classic, DPi & P1 cars
  • StockV8 2019: Minor aero revision
  • F-Ultimate: Added custom track ERS maps optimizing boost for straights in all GP layouts
  • Corrected extreme weather tire tread for F-Reiza & F-Ultimate
  • Ultima GTR Race: Revised default setup
  • Adjusted parked FFB forces for several cars to reduce rattling while standing still
  • Increased default steering lock setting for several cars with high steering rotation


AI
  • Improved AI overtaking logic
  • Improved AI behaviour when behind a slower car in Practice/Qualifying sessions.
  • Adjusted AI lateral movements for smoother / more natural reactions
  • Decreased AI performance in 70-100% Strength range
  • Improved AI blue flag behaviour
  • Adjusted AI brake power & grip
  • Various adjustments to AI overtaking parameters
  • AI corner & straightline callibration passes
  • Adjusted AI wet launch performance for GTs & F-Ultimate
  • Taruma: Adjusted AI line to keep AI from leaving the track at T7 entry
  • Fixed duplicated F-Ultimate driver (Patrice Daigneau)
  • Minor GT Classics AI adjustment


AUDIO
  • Updated grass roll sample
  • Fixed issue where skidding on grass at high speed could trigger tarmac skidding sounds
  • F_Ultimate: Fixed missing exhaust sound for local reverb
  • Opala (all variants): Fixed missing startup sounds.
  • Passat HC: fixed low RPM sound mixing
  • F-Retro: Adjusted startup sound
  • F-Classic G2M1: Improved sound loops, fixed missing startup sound
  • Montana: fixed missing startup sound
  • Fixed recently introduced issue with interior engine sound on late 70's DFV engined formulas & polished some loops
  • Porsche RSR '74: polished all engine loops
  • Sauber C9 Increased backfire off throttle, polished some loops
  • BMW M1 Procar: Polished all engine loops


TRACKS
  • Montreal: Minor LOD adjustments
  • Various 3D crowd LOD adjustments
  • Hockenheim 1988 GP/Short: Moved rolling start location


VEHICLES
  • F-Vintage (all models): Detached the cockpit gear shift; Adjusted the driver feet position on cockpit view; Adjusted hand animations during gear changes
  • Mini JCW UK: Detached cockpit gear shifter; Adjusted hand animations during gear changes
  • Iveco Truck: Added driver animations; Fixed cockpit camera; Detached cockpit gear shifter; Fixed driver outfit assignment.
  • ARC Camaro: Added dirt/damage texture; Added dangling damaged parts; Changed the driver model; Detached the gear shifter on the cockpit; Adjusted the driver shifting animation; Revised collision models; Changed wiper position and Changed the bonnet model to allow the bonnet to be detached when damaged; Added the inner bonnet bits on cockpit view; Merged the boot with the rear wing; Adjusted the cockpit view to match the driver model position; Changed the cockpit interior to make room for the driver legs; fixed driver LODs; Fixed cockpit rear view camera
  • Metalmoro AJR: Fixed missing gear indicator in LCD display
  • Stock Cruze & Corolla 2021: Added livery overrides
  • Porsche RSR 74: Fixed cockpit steering wheel´s pivot position
  • F309: Fixed RPM lights
  • MetalMoro AJR: New display layout; Fixed car thumbnails
  • BMW M8 GTE: Corrected rpm lights
  • Ginneta G40 GT5/CUP: Add gauges glow
  • Corvette C3: Added gauges lights

Automobilista 2 Monza 05.jpg


Have you tried the new build of Automobilista 2? Let us know your thoughts on the feeling of driving on any of the new Monza layouts.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

WHEN TF they will release a tool for some offline championship that could even match that of AMS or AC???
They totally miss the point...and continue to do so ignoring modding community
They should be ignoring the mod community, most of it it's garbage, and in most cases, never matching the game's quality. It takes a huge amount of engineering effort to properly support mods (SDK, documentation, QA, ETC...), while it doesn't generate any revenues to pay Reiza's bills. It's not a smart business move for a small studio, that's why Projects Cars never really supported it either. If you have read their forums and roadmap instead of simply bitching, you would have found out that they are going to continue focusing on offline and online modes.
 
It is true... Just start Project Cars 2 and see for yourself. Oh right, you're not a Project Cars player... you're above that... you're into "automobilista". :roflmao:
Yes, I'm into AMS1... AMS2 not so much yet. But what you're talking about is just crap. Reiza is very transparent have have told us EXACTELY what assets they have used from SMS so it's not like they're trying to hide anything.

Even the tracks where they have used SMS assets (not a lot) they have redone the track surface and most everything else by themselves.
 
They should be ignoring the mod community, most of it it's garbage, and in most cases, never matching the game's quality. It takes a huge amount of engineering effort to properly support mods (SDK, documentation, QA, ETC...), while it doesn't generate any revenues to pay Reiza's bills. It's not a smart business move for a small studio, that's why Projects Cars never really supported it either. If you have read their forums and roadmap instead of simply bitching, you would have found out that they are going to continue focusing on offline and online modes.
I take you love to "pay to play"...


As for it being garbage, the huge improvements AC1 had with the modding community, not to mention games like GPL or others prove you wrong.

Nothing can beat dedicated passionate individuals with no time constraints to improve something. And i dare to say if we had access to the source code of any of these games, we would be way ahead now.

But of course, that wouln't protect these devs positions, most of which ironically started as modders themselves. They were able to "go pro", now they gatekeep hard, closing the doors to modding as much as they can so they can keep their income and stay earning a living out of this niche.

And yes, not necessarily reiza's fault here, because the Madness engine was a comercial product, but they started as modders and seem to live well with this new situation, and so did Ian Bell, who would have never got a break if the original F1 2002 wasn't open to modding.
 
D
  • Deleted member 241736

I love it how you can simply recycle Project Cars 1 and 2 content and assets and re-release it as a brand new DLC.
I miss u at the Hockenheim grid, today as you talk like a PRO. AMS2 is more for relaxed people with a certain intellect so plz delete it.
 
Last edited by a moderator:
They should be ignoring the mod community
Very funny comment, as what is AMS2 if not a mod on the SMS engine, or what is AMS1 if not a mod on the RF1 engine. Reiza is, at the core, a team of modder, improving on content they did not create. Very talented modders.

It is regrettable that, at this point, the mod community is not given the tools to add content to AMS2.
Might not be possible, but if it was, I have no doubt it would help AMS2 player base grow, as the modding community would fill gaps that will take years to Reiza to do at the pace they are going at the moment.
 
Premium
Very funny comment, as what is AMS2 if not a mod on the SMS engine, or what is AMS1 if not a mod on the RF1 engine. Reiza is, at the core, a team of modder, improving on content they did not create. Very talented modders.

It is regrettable that, at this point, the mod community is not given the tools to add content to AMS2.
Might not be possible, but if it was, I have no doubt it would help AMS2 player base grow, as the modding community would fill gaps that will take years to Reiza to do at the pace they are going at the moment.
That makes ACC a mod too? Since they are using the Unreal engine
 

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Shifting method

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