AMS 2 | Build Update 1.1.0.4 Now Available

Paul Jeffrey

Premium
Reiza Studios have today deployed a sizeable new update for Automobilista 2 - adding many fixes and improvements to the simulation following on from the major release of earlier this month.
  • Significant Spa update.
  • New tyre physics.
  • Improved AI.

Not content with a massive build release to see in the New Year, Reiza Studios have again taken a chunk out of your internet download allowance with the release of build 1.1.0.4 earlier today - adding yet further refinements to their current generation racing title.

Considered by the studio as a 'complementary' release, but seen by almost everyone else as a major build update, V1.1.0.4 deployed to the simulation earlier today - and with it comes a wide range of satisfying sounding improvements to a simulation that continues to make great strides from what was a shaky start to development.


AMS 2 Middle 2.jpg


Update Notes

Automobilista 2 has been updated to v1.1.0.4 - this is a substantive complementary update to the release from two weeks ago, the highlights being several improvements & corrections for Spa, new tire & driveline physics developments along with some new AI logic that should greatly improve their skill dodging traffic in multiclass races.

Please note that while there is no need to delete your Automobilista 2 settings folder in this update, several cars require a setup reset to default to receive some of their latest adjustments as marked in the changelog below.

V1.1.0.4 CHANGELOG

GENERAL

  • Reduced pit speed limit of historical classes from 120 km/h to 100 km/h to minimise issues with AI overshooting its pitbox
  • Disabled mandatory pitstops in GT1 90s Championship

UI & HUD
  • Fixed issue where UI would become unresponsive when restarting a race from the post session leaderboard screen
  • Lobbies now always use descending order when sorting lobbies by player
  • Custom even screens now display full vehicle name instead of abbreviated version
  • Fixed English label on FFB GAIN INCREASE mapping
  • Added GT1 HUD icon

PHYSICS & FFB
  • Added several new gearbox, clutch, crankshaft, driveshaft & wheel bearing models to better suit various types of drivelines
  • Reduced differential viscous hump & clutch lock ratios
  • Revised F-Retro & F-Classic tire carcass (all gens)
  • Further stiffened carcass sidewall for GT1 / GT3 / GT4 / Prototype / Stockcar tires
  • Further tire tread adjustments to F3, Mini, Sprintrace, Stock Car, Caterhams, F-Retro, F-Classic (all gens), F-V12, F-Ultimate, Porsche Cup, GT3, GT4, Copa Truck, Street Cars
  • Fixed error in tire models for BMW Procar, Group A & Opala 1986 cars
  • Reduced water dissipation for Formula Vee / Copa Fusca / Uno / Opala 1979 / Opala Old Stock tire treads (makes them slightly less efficient on a wet track)
  • Revised Porsche Cup physics (reduced inertia, more low end engine torque, default setup adjustments, new custom tire tread) (requires setup reset)
  • Further fine tuning of FFB max force for 570S, Caterham 620R, Ginetta G55, Opalas, Porsche Cup, BMW Procar, Group A, GT1 cars
  • Slightly reduced aero draft effect (all cars)
  • Slightly adjusted Mercedes CLK GT1, F-Ultimate default setup (requires setup reset)
  • Reduced GT1 & Opala rear brake torque (all cars)
  • Increased pit speed limit in GT1 class to 100 km/h
  • Mclaren 570S GT4: adjusted aero center of pressure; fixed rear right fast damper range; increased brake torque; adjusted default setup (requires setup reset)
  • Adjusted engine compression curves for GT1 cars, Mclaren 570S GT4, Ginetta G55, F-Retro, Caterhams
  • Fixed error in Group A damper and rebound travel (requires setup reset)
  • Slightly raised Roco 001 CoG height
  • Slightly stiffened Mclaren F1 LM front suspension rates
  • Opened up differential adjustments for Caterhams with LSD
  • Disabled downshift autoblip for Mclaren F1 GTR, Porsche 911 GT1, MCR 2000; enabled for Metalmoro MRX P2,
  • Slightly increased downforce from F-Classic Gen1 diffuser
  • SprintRace: Adjusted rear wing center of pressure; increased bodywork drag
  • Reduced engine inertia for F-Trainer, Caterhams
  • Raised minimal front ride height for F-Classics (requires setup reset)
  • Adjusted gear ratios for Procar, Group A cars (requires setup reset)
  • Adjusted default roll bars, dampers for all Porsches (requires setup reset)
  • Fixed inverted slow / fast damper rates in Porsche Cup cars (requires setup reset)
  • Fixed asymetrical right front ride height setting in Porsche Cayman Clubsport (requires setup reset)

AI
  • Added new overtaking logic - AI cars now evaluate speed of cars further ahead to dodge slow traffic more efficiently
  • Fixed bug causing AI simulated times to fluctuate widely
  • fixed issue where AIs would brake without reason on pit entry or exit
  • Further general AI performance callibration for throttle & brake application, tire rolling resistance & drivetrain losses (to better match player straightline speed), launch speed (slow starts still remain an issue with Group A & Procar)
  • Increased AI speed on wet tracks while running slicks
  • Slightly increased AI aggression scalars per vehicle
  • Further reduced AI jerkiness in lateral movement
  • Reduced AI brake distance offsets
  • Fine tuned AI brake performance
  • Update AI fuel load logic for practice sessions (now uses same as quali - further customizations of fuel levels per car will follow in subsequent builds)
  • Slightly reduced AI quali performance & improvedp practice performance (all cars)

AUDIO
  • Minor sound loop corrections on transmission whine samples for GT3R and M6 GT3, Sprint race and Super v8 samples.

TRACKS
  • Updated weather probability ratios (a bit less rain generally)
  • Spa: Extensive art & performance pass; added night lighting, added more static objects around scene, more trackside objects; fixed some tree & treeline shadows, fixed holes in paddock area looking from Bruxelles; added new kart building and marshall huts, updated pit fence and other fences; updates to foliage and outside terrain/roads to match the 2020 look; reduced foliage around Blanchimont; Generated new AI paths (much better fast line); adjusted track cut runoff limits
  • Imola 1988: Fixed a few wall and terrain gaps; Minor AI grip increase
  • Goiania: Rebuild armco collisions in attempt to fix ireported ntermittent collisions
  • Curitiba: Further road mesh noise revisions
  • Curvelo: Reduced road mesh noise
  • Guapore: Reduced road mesh noise
  • Ibarra: Updated trackside cams for reverse layout

VEHICLES
  • MetalMoro AJR: Fixed tail lights, external mirrors;
  • MetalMoro MRX: Adjusted RPM LED ranges for P3 variants
  • Further fine tuning of exhaust parameters (for cars producing less backfiring)
  • Further adjusted carbon visual brake glow range
  • Added new Metalmoro AJR liveries (including a new batch of community skins)


Original Source: Reiza Studios

AMS 2 - available now exclusively to PC.

Want to know more about the sim? Got a trick or tip to share with the community? Fire up a thread in the AMS 2 sub forum here at RaceDepartment and share that knowledge!

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Maybe a dumb question but how can I see - let’s say in stock car 2020 championship mode, if a particular Race has mandatory pitstop or not ?

There is no information isn’t it?
I made a video all about exactly what you've just mentioned! And it does'nt notify you until its too late, if you wanna check that out have a look at my profile and you'll find my channel. I put the video on the Reiza forum. Thing is im not too worried about it as I am sure they'll fix it, they are so good at ironing out flaws in the sim. Another thing is choosing "Recommended" under tire change in pit strategy does seem to work, have you had any experience with that?
 
No joke mate, i guess feeling everything the car is doing isnt for everyone! I know many still prefer AC FFB :roflmao: Now that is a joke :whistling:
Horses for courses mate. One day people may actually get that FFB is totally subjective, and down to personal preference. Well, actually they probably won't so we'll have to put up with this pointless argument for evermore, but we can hope.
 
Your experience of FFB depends on strongly on the wheelbase you use, your personal preference, how tuned are the FFB settings etc. For me, AC FFB is uninformative and bland, AMS2 is lively and fun even if not that informative, while R3E is clinical but very informative and realistic. Another person might have a totally different opinion and they would be equally right. In the end, they're all fine sims.

The best Reiza can do is to try to offer options for custom FFB builders to try to cater to different tastes and equipment. The Default I feel is "good enough" right now. I wish they added more sliders to let us accentuate some of the forces, such as vertical load or slip effect, as in R3E.
 
I made a video all about exactly what you've just mentioned! And it does'nt notify you until its too late, if you wanna check that out have a look at my profile and you'll find my channel. I put the video on the Reiza forum. Thing is im not too worried about it as I am sure they'll fix it, they are so good at ironing out flaws in the sim. Another thing is choosing "Recommended" under tire change in pit strategy does seem to work, have you had any experience with that?
yeah i will take a look.

Because of "recommended" tires i did not realize something wrong so far. It seems too work.

What does not work is sometimes the pitstop himself. Even you make an strategy and activate it before the race, the game sometimes forget that.

So while driving i have to manualy open the pitstop menue and choose my created strategy once again. Its not a game-breaker if you know it must be done but unnecessary bug.

Like already mentioned at the first place would be nice to know if a pitstop is needed or not
 
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Horses for courses mate. One day people may actually get that FFB is totally subjective, and down to personal preference. Well, actually they probably won't so we'll have to put up with this pointless argument for evermore, but we can hope.
I haven't driven my real car for ages, but I had to go to the shops on Saturday and let me tell you the FFB in an Astra is absolutely crap. :whistling:
 
I haven't driven my real car for ages, but I had to go to the shops on Saturday and let me tell you the FFB in an Astra is absolutely crap. :whistling:
Well you've not got it set up right mate, I had a similar problem with my old Astra 1.6L, but feck me! It was like night and day after i replaced the wheel assembly with a Fanatc CSW and played with the settings a bit, feels lovely now! Graphics on the sky are still a bit shite but thats cause I live in Norfolk and its a bit miserablle outside, however im looking forward to the update 'Real life' (my favorite sim by far!) are bringing out later this year in the summer patch!
 
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If you want "real feedback", drive a real car.

Short of that, I'll have my sim-ffb with all the extra toppings please. ;)

And so many people will agree with you, they say they want simulation but what they really want is active FFB. Your post needs to be a sticky to remind us all that a lot of us are in it for the FFB effects, so when reading over the top comments pro or con a particular SIM FFB, we can take it with the ton of salt we should.
Thank you for not being shy and admit publicly your addiction.
 
Well you've not got it set up right mate, I had a similar problem with my old Astra 1.6L, but feck me! It was like night and day after i replaced the wheel assembly with a Fanatc CSW and played with the settings a bit, feels lovely now! Graphics on the sky are still a bit shite but thats cause I live in Norfolk and its a bit miserablle outside, however im looking forward to the update 'Real life' (my favorite sim by far!) are bringing out later this year in the summer patch!

It’s meh for me. Open World only, no Championship Mode, no Career. No free content, you have to grind hard to buy just 1 car :D
 
And so many people will agree with you, they say they want simulation but what they really want is active FFB. Your post needs to be a sticky to remind us all that a lot of us are in it for the FFB effects, so when reading over the top comments pro or con a particular SIM FFB, we can take it with the ton of salt we should.
Thank you for not being shy and admit publicly your addiction.
That's not to say I want faked effects at the expense of physics-based FFB either. If the physics didn't matter, I would not be playing sim's.
But lets be real about "real car steering feedback", there's really very little of it.

Even though I have excellent tactile and motion effects in addition to the ffb, I still appreciate detailed ffb that supports and enhances the overall feedback experience. Much of my Sim-experience is about being immersed in the driving / Racing experience. In that way, I want to escape reality for a short time. :D

Others may play sim's for very different reasons. From a purely competitive perspective, minimal ffb-effects may be much preferred.
From a authenticity perspective, realistic ffb may be the ultimate goal.

Nothing wrong with any of these views imo. It's just that ffb remains one of the most subjective aspects of our hobby / hardware.
 
Some cars great, some not so much for me.
GT1's I'm trying so hard to love, but I just can't come to terms with them. No connection to the race track at all for me especially on braking.
Front wheels just lock as soon as any pressure applied to pedal (I'm running load cell) and if i move the bias rearward enough to make fronts not lock then the rears lock and entry oversteer spins me on corner entry . Cannot find the point of efficient braking on any of the GT1s and it frustrates me. Love this Class of cars!
Maybe slightly better after update but still not feeling it.
Keep on keepin on though Reiza!
Major Improvements from where you started and I am having a blast with most of the other cars on offer from the sim.
We'll get there!
 
But lets be real about "real car steering feedback", there's really very little of
So true.
Even though I have excellent tactile and motion effects in addition to the ffb
I have no experience with motion, but I find that tactile is excellent at giving feedback, better than the wheel in many cases, definitely a great complement.
In VR, we get a lot of “realistic” visual clues also.
As you mentioned FFB is very personal and I also agree that the their is no right and wrong, just preferences on a very crude and limited simulation devices.
My money is on the haptic suits, just surprised that they are not already available.
 
Physics though, hmm, having raced predominantly RaceRoom & RF2 perhaps I'm too used to their interpretation of physical engines over the MADNESS one and what Renato is pulling from it. I can't shake the feeling of "bounce" in some cars and an immense amount of understeer in others, like really extreme amounts of understeer. More time is needed to better investigate and enjoy this Sim overall.

The bouncy FFB can be reduced significantly by the Silver Raw custom FFB mentioned yesterday. I guess the bouncing is more a feature of the physical tyre-model and can't happen with the usual brush-tyre-model in all other sims minus iRacing (?). I experienced that a lot during karting as well since the tyres doesn't really slide, but bounce over the tarmac when loosing and regaining traction. It was very annoying and exhausting from the 'FFB' as well I can tell.

About the understeer: the last updates cured a lot and better check out the current state. I think that AC understeers a lot more and Raceroom is rather similar to AMS2 or even worse like with the Group 4. Be sure that you don't lock up your tyres (listen to the sound). Many cars want this perfect amount of brake-input to slow down best and be still maneuverable. Lowering the global brake-sensitivity might help or the brake-pressure in the setups. Also be sure that the graphical and physical wheel are always in sync. There is no car in AMS2 I know that doesn't sync perfectly. Increasing the steering-lock-setting is making it more sensitive unlike other titles.

But there are cars like the Retros and Vintage F1 also lack front-grip when on the throttle or even while coasting due to rear-biased longitudinal weight transfer and trailbraking is crucial to corner this cars. Cars with a spool like karts, Super V8, Copa Trucks or this midget Camaro want to be driven with throttle-oversteer and cars like the P-classes are similar. But even when watching GT3-onboards the drivers usually (all I saw) are targeting the early entry of a corner (slowest point) and go early on the throttle rather than carrying lots of speed through it. If you do this method in ACC, you suck big time, in AMS2 it's the same trick:thumbsup:
 
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