AMS 2 | Build Update 1.1.0.4 Now Available

Paul Jeffrey

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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!

AMS 2 Footer.jpg
 
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This is the the latest public version 1.1.0.4 with the default setup for the FClassic G3M1. It only happens in an AI race with too many AI opponents (here 19 but I get similar results for anything above 12 AI opponents). What happens is that the physics break somehow (CPU becoming overloaded?), causing excessive bouncing. The only factor that I was able to identify making a difference was the number of AI opponents, lowering graphics settings etc. doesn't help. You can mitigate it a bit by deflating the tyres, but as soon as they go above 1.2 bar the bouncing begins.

I agree that for most car/track combinations the bouncing is negligible after some recent updates. In fact, the same car in time trial or practice mode runs nice and smooth, minimal bouncing.


Hmm that is odd indeed, I was running default setup and 24 AI cars in that video above I just did but that is on a fairly beefy system - it does also have some further minor tire carcass adjustments on the F-Classics which will feature in the upcoming v1.1.0.5, I´m skeptical the previous version would be so problematic as we did test with it, and also how AI cars could interfer with player physics that way but software development does sometimes surprise you :)

Could you please share your system specs, and also check the hotfix later today if you´re able - maybe we are in luck and fixed it without knowing it :)
 
The default camera options will not always be suitable for everyone tho, if you´re finding the ride excessively unpleasant please make sure to check them and the tooltips that describe them within the UI so you can tweak it to something that may suit you better.
I've never really had much of an issue with the camera movement tbh, Legacy and 15 Head Movement is fine for me but it's the actual car behaviour that gets me, Porsche Cup is a good example, even after latest update it's still some way off IMO.
The inside line at T14 on Interlagos is a one example of what I mean, I've yet to see the real cars behaving that way.
 
MAJOR PROBLEMS AFTER UPDATE!

Since this last update my AMS2 installation is completely unsuable for any multiplayer action. I get dissconnected from servers, I get dissconnected from my own muliplayer usually at end of quali, not only am i getting constant disconnects they are more often than not resulting in a complete CTD, no error, no 'Automobilista 2 has stopped working' message, all of a sudden its just gone! Ruined a race I had been really looking forward to yesterday, did an hour of practice with folks on a new server id joined, 15 mins of quali. Quali ended, Disconnected! Other bugs seem to have come back aswell! V upset!:(
 
well the f309 in Ecuador when I put it to 2 clutch and 89 ramp all round, sometimes 87 and in between for either depending, circa that... oops, yes very good!

The team will get there I am sure. You can really push that car round that track. And of course any track with the stock 2019, and bathhurst was good, and the Mansell car lol yes indeed ->> iirc the white texaco at Bathurst has gotten a bit worse but can still be pushed at speed round there. And stock as I said, anywhere, wonderful! (where you would expect a stock 2019 to go well, im not liable for silly choices)

Its my thought that with the loosening, the texaco car is just more slipery and/or I am having an off day with it. Did not try lotus old retro (similar year to texaco), but that used to be ok.

Again - stock 2019 at Bathurst is just pinpoint accurate and lifts off and puts down as you would expect. Texaco I hit the wall with damage off; not fast lap times, about 2:19.8 to low 2:20.?'s. But now the bathurst power slide is all the more greater of use.
 
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Hmm that is odd indeed, I was running default setup and 24 AI cars in that video above I just did but that is on a fairly beefy system - it does also have some further minor tire carcass adjustments on the F-Classics which will feature in the upcoming v1.1.0.5, I´m skeptical the previous version would be so problematic as we did test with it, and also how AI cars could interfer with player physics that way but software development does sometimes surprise you :)

Could you please share your system specs, and also check the hotfix later today if you´re able - maybe we are in luck and fixed it without knowing it :)
Can imagine it depends on available CPU power. Mine is low-end for sure but runs the game reliably at 60 fps (w/v-sync) with low-medium settings: Win10 x64, i7-7700HQ 2.8 Ghz, 8 GB RAM, GTX 1050 2 GB, HGST Travelstar 7K1000 HDD w/7200rpm.
 
I noticed a big improvement with the Ai since I last try this game(beta build). Some nice immersive touches added as well. Being able to adjust FFB is welcome.
Unfortunately I had a big problem with the ffb, in some cars there was no ffb at all. Has there been any reports of this? It could of course be my wheel.
 
And the next one incoming already:

Automobilista 2 has now been updated to v1.1.0.5 - this is a hotfix to further complement our latest release with some additional improvements and corrections.

The update is large in size (1.6GB) because of a build error changing the checksum of some large files that have otherwise remained unchanged - we apologise in advance if that causes any inconvenience.

V1.1.0.5 CHANGELOG

GENERAL
  • Fixed bug that could lead to vehicles receiving draft from vehicles far behind them


UI
  • Fixed distance to screen value on triple screen setup


PHYSICS
  • Further driveline adjustments & fine tuning, fixing issues with clutch slipping in upshifts with some cars
  • Adjusted default clutch setting for Stock cars, Montana, Camaro GT4R, Porsches
  • Fixed bug with F-Retro wet tires breaking physics
  • Fixed bug with F-Ultimate slicks breaking physics if driven on wet
  • Adjusted default gear ratios for M1 Procar, Group A cars


AI
  • Further improvements to AI lateral weaving/abruptness of movement
  • Added new improvements to AI behaviour when it predicts it´s going to run off the road (should reduce some causes of abrupt lateral movement / loss of control)
  • Further general A performance callibration


AUDIO
  • Caterham Academy: adjusted sounds, improved audio loops
  • Copa Fusca: Fixed engine sound drop-off during gear shifts
  • SprintRace: further improvements to audio loops
  • M1 Procar: increased volume when driving in swingman view


TRACKS
  • Spa: various fixes for lodding pop-ups, further optimization
  • Velopark: Improved wall collisions; fixed some terrain gaps; improved shadows; adjusted tire stack height; adjusted 3D grass to fix instances of wall clipping; removed shadow casting & reflections from transparent face
  • Interlagos Historic: Added startlights; removed shadow casting from transparent fences
  • Oulton Park: Added missing track lights
  • Curitiba: Adjusted HUD map zoom
  • Curvelo: Adjusted render mesh to match updated physical noise


VEHICLES
  • Added community liveries: Copa Fusca - Fernando Goncalves #888 / Luiz Gonzaga #09 / Marcos Cruz #20 / Tom Emilsen #3422 / Troyan Donut #61 / Filomena Silva #00
  • Caterham 360 Superlight - Allan Nenes #25 / Gasper Zupan #2
  • Caterham 620R - Gyda Marvik #25 / Chris Shire #26
 
MAJOR PROBLEMS AFTER UPDATE!

Since this last update my AMS2 installation is completely unsuable for any multiplayer action. I get dissconnected from servers, I get dissconnected from my own muliplayer usually at end of quali, not only am i getting constant disconnects they are more often than not resulting in a complete CTD, no error, no 'Automobilista 2 has stopped working' message, all of a sudden its just gone! Ruined a race I had been really looking forward to yesterday, did an hour of practice with folks on a new server id joined, 15 mins of quali. Quali ended, Disconnected! Other bugs seem to have come back aswell! V upset!:(
Brilliant news! It turns out it might be my internet gear thats gone tits up, which means i don't have to reinstall the whole game and AMS2 is just fine (especially seeing as it seems no one else is reporting this issue! Happy days! Yay!:). However it does mean my interent gears all knackered which is gunna put me in a bit of a pickle..... Oh poo!, now im upset again:(
 
The update is large in size (1.6GB) because of a build error changing the checksum of some large files that have otherwise remained unchanged - we apologise in advance if that causes any inconvenience.
FYI my update was way smaller than what’s mentioned in the change log. Less than half actually. I think we’ve all got used to differing sized updates via Steam to some degree but I just wanted to mention this one in case anyone else encounters such a substantial difference.
 
Some of the difference in the cars is loads after a quick drive.

The formula Reiza is superb, tight ffb and handles light a dream, then the one with the halo (imo) isnt anywhere as good in ffb or handling.

The good thing is, that some of them IMO are superb, which means with further work, they all will be! im sure.

Back to it :)
 
The formula Reiza is superb, tight ffb and handles light a dream,
If only I could see where I’m going in it. :)

Yeah, I know I could raise the seat up but when I do that enough to see over the suspension rocker humps the overall view just seems too unrealistic for my tastes. The weird thing is that I spent a lot of time in that car in AMS1 and never had much of an issue with the view. I even did a side by side screenshot comparison of cockpit views between the two games and the difference looked tiny. For some reason the AMS 2 version just breaks my brain when it comes to seeing “through” those suspension humps.
 
Fixes a ton of little gremlins that had been there since the big 1.0.1 update. The issues with cars understeering and not breaking free under hard acceleration have been taken care of. I'm loving a lot of the old cars that I hadn't checked in on since they were broken months ago.
 
The bounciness can't be reduced by using different FFB profile as it comes from the cars physics. When the GT1 cars got released I gave them a try and the GTR suffered from excessive bouncing. No idea if it is fixed with this update, but this problem has been going on for quite some time now, in some cars more extreme than in others. I know that one can't completely judge the physics from the replay cams, but the car bounced like crazy in fast corners, allmost like a go-kart indicating too much stiffeness and seemingly no springs. It's the one thing that keeps me away from enjoying AMS2, together with the numb FFB when you turn in. Both of those things were present in PC2 allready, so I think there is still some work that needs to be done in that area. It's not a hater comment btw, but meant as feedback.

The Custom-FFB minors the effect of this bumps and than if feels rather realistic, but just got my F1 GTR record on the Nordschleife back and it's as good as gone;) It's called shattering and I know it happens with the real Porsche GT3, so probably related to a light front-axis not able to keep the tyres down when putting full pressure on it. Probably also not a good combination to get decent front-end-feel with cars of that longitudinal weight distribution. But FFB feels better when increasing the tyre-pressure and seems even to help with lap-times, at least for the Nordschleife. Getting the front to grip seems also an issue with the real F1 GTR. It wasn't designed as a race-car...
 
Just bought Spa, hopped in the M6 and multiclass P1/P2/Ginetta w/helmet cam. Oh baby is this fun. I love that you hear more of the other cars with helmet cam and of course also able to adjust head movement. AI definitely improved. Yes Reiza you just keep rockin!!
 
The physics are out of this world, ie, they might work on the moon, but back here there's a fundamental misunderstanding of how cars behave.

Watched your video. You dropped an F-Bomb in there in case you didnt realise but anyway.. I gave this a go myself and I think this is a victim of their drivetrain/differential work where they have decided to actually fix some of the fundamentals. This car probably needs re-tuning now as a direct result combined with some improvements /adjustment to the tyres to equally compensate for the changes. As you say, its way too sensitive on throttle at low speed. Its also hard to get the tyres up to temp too.

Still, the fact they seem to be actually addressing some of the fundamentals of the drive train increases my confidence that this will now start to improve all cars across the board. I'm OK with some cars going backwards in order to go forwards but I wish they would be more open about what their plans are and what areas they think need improvement so that this isn't just guess work on our behalf (After all, we have no idea if this is how they think it should handle or not.. we are left with hope alone that it isn't). Maybe they think that would effect sales.. dunno.
 
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Watched your video. You dropped an F-Bomb in there in case you didnt realise but anyway.. I gave this a go myself and I think this is a victim of their drivetrain/differential work where they have decided to actually fix some of the fundamentals. This car probably needs re-tuning now as a direct result combined with some improvements /adjustment to the tyres to equally compensate for the changes. As you say, its way too sensitive on throttle at low speed. Its also hard to get the tyres up to temp too.

Still, the fact they seem to be actually addressing some of the fundamentals of the drive train increases my confidence that this will now start to improve all cars across the board. I'm OK with some cars going backwards in order to go forwards but I wish they would be more open about what their plans are and what areas they think need improvement so that this isn't just guess work on our behalf (After all, we have no idea if this is how they think it should handle or not.. we are left with hope alone that it isn't). Maybe they think that would effect sales.. dunno.
Thanks for a sensible response.
My problem is that in both AMS1 and 2, the big hp, high power to weight ultima treats small throttle inputs like a 50%+ application of throttle as do some of the vintage F1s.

As you say, reiza won't give clarification regarding these bizarre physic interpretations, which also probably still extend to the camaro, the Australian v8sc and the cat620r, all of which have virtually no rear grip.

Also, some of these cars are very rotatey, and instead of a measured dose of throttle kicking out the rears(or just chirping), the car appears to rotate.

Again, I'd be happy to shut up, but without acknowledging the problem, I can only assume they have no intention of fixing these cars.

Consider how impossible it'd be to drive the maclaren under pressure or God forbid in the wet.

There's no way real life cars with this degree of sensitivity wouldn't kill hundreds of customers.
 
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The physics are out of this world, ie, they might work on the moon, but back here there's a fundamental misunderstanding of how cars behave.
Looks more like you run out of skills:whistling:. I'm on P1 in TimeTrial around the Nordschleife and did for every crash about two or three successful laps, but yes, precise pedal-inputs are mandatory and the usual ACC 0%/50%/100% throttle inputs isn't enough:p. You need to give the car the exact amount of throttle and brake that it demands and that's the fun and challenge about it ;)

Btw one real owner of the GTR-edition, so with more downforce, but less horses, crashed his car during a presentation around Goodwood. They weren't even taking lap-times. But I also usually crash on the first run and need some adjustment to get warm with it, but once I'm warm, it's predictable. The Ultima GTR Road isn't due to it's bump-steer and insufficient aero, but the real car has the same issues.
 
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