AMS 2 | Kyalami Grand Prix Circuit Headlines New Content Additions In Latest Update

Paul Jeffrey

Premium
Reiza Studios today deployed a brand new update to their Early Access Automobilista 2 racing simulation - adding new content, improved netcode and a raft of fundamental improvements to the title.

Update time! Yes, Friday, the start of the weekend, for most of us two days to rest and relax and more importantly - Automobilista 2 early access update time!

In this new build from Reiza Studios, the developing AMS2 simulation enjoys quite the array of changes and improvements, not least of which is some gratefully received netcode advancements for those with an online fancying, and AI balancing tweaks to be enjoyed by those that like their racing thrills against computer controlled opponents.

In content news, the latest build adds the impressive modern layout of Kyalami, plus the P2 specification Sigma P1 (with the updated 2020 P1 variant expected to arrive in sim once the real world version races on track). In old school content news, today's build adds the Passat to the Copa Classic FL category - however this car is know to cause a CTD at present, an issue that Reiza are currently investigating and expect to hotfix in the very near future.

Quick note - This is the last weekend to buy Automobilista 2 with the current 40% discount over its v1.0 price - as we have crossed the halfway point in our Early Access roadmap, by Monday pricing will be adjusted accordingly to be 20% off its v1.0 full price, remaining that way until its official release.


V0.9.0.1 CHANGELOG:

CONTENT

  • Added Kyalami Grand Prix Circuit
  • Added Sigma P1 to P2 Class
  • Added Passat to Copa Classic FL Class
GENERAL
  • Update App Key used in Live Motion SDK
NETCODE
  • Reduced Fade Accel parameter to minimise chances of "ghost" car-to-car collisions in a Multiplayer Session
UI & HUD
  • Fixed back button on TimeTrial screen
  • Amended all brake bias labels to include F / R qualifier and all values to include front and rear.
  • Fixed telemetry HUD screen anchors (affects ultrawide positioning)
  • Fixed in-game menu anchors on various pages (audio, camera, controls & gameplay options screens, save/load setup, quick/full setup edit screens, VR)
  • Added Track Altitude information to loading screen
  • Added current time of day to Session Overview / Pause screens
  • Added Imola 1972 & Modern trackmaps
  • Added Stock Car Driver names
  • Updated missing tire names for Caterhams, F-Ultimate, Copa Classics
  • Added chat box to lobby page, multiplayer & pre-event screens
  • Fixed bug with incorrect engine torque statistic in vehicle selection & loading screen due to reversed metric / empiric system conversion
  • Adjusted naming for various Metalmoro MRX models
  • Fixed track country label on lobby page
  • Added exit confirmation to pre-event screen
  • Coodown lap now defaults to manual player control
PHYSICS
  • Standardized ranges, adjusted drag & lift increments per setting for cars with adjustable radiator & brake ducts
  • Adjusted brake heating for all prototypes & GT cars
  • Minor adjustments to Ultima Race, StockV8, F-Vintage tyre treads
  • Reduced roll inertia for StockV8, SuperV8, Ultima Race, Ultima
  • Slightly reduced grip off the ideal racing line
  • Reduced Metalmoro AJR diffuser efficiency
  • Adjusted StockV8 diffuser center of pressure slightly rearwards
  • Adjusted Roco, MRX, ARC Camaro engine torque curves
  • Moved default brake bias rearwards for Sprint Race, StockV8, Ultima Race
AI
  • Slightly increased AI awareness of human players
  • AI performance tuning for GT3, StockV8, P1, P2, P3, P4, Ultima Race, Sprint Race, F3, F-Vintage classes
TRACKS
  • Spielberg: fixed hole in garage floor; replaced incorrect pit building walls & pit doors; remapped garage and pit stall locations; removed excess grid assignments (32 cars supported); rebuilt triggers.
  • Brands Hatch. Fixed bug with cars appearing to float over the track; adjusted rolling start location; revised track limits; fixed garage door collision
VEHICLES
  • AJR: Adjusted Driver Animation; Added Imperio #175 & Mottin Racing 46 liveries
  • MRX: Corrected RPM LEDs for all variants
  • Ultima Race: Adjusted collision mesh
  • Puma P052: New liveries/updates/redesign for #01 #02 #04 #06 #07 #08 #10 #11 #12 #13 #19 #42 #53 #54 #69; Added community skins #17 #91


Original Source: Reiza Studios

AMS 2 is available now in Steam Early Access.

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 Kyalami.jpg
 
Last edited:
I don't know what's going on but things are getting weird. Due to a couple of issues I've been having, I totally reinstalled AMS 2 and removed all traces of it's config files before trying this patch. I jump into the game, get myself set back up again, and... the FFB feels crap. I know, I know, there is nothing in the patch notes about FFB this time. Comparing the FFB files shows there's been no changes too. Yet the New Default which felt pretty good before now feels utterly dead. That includes my slightly tweaked version I was using with the Custom option too.

Combine that with the fact that my World Movement setting defaults to 50 instead of the 75 clearly stated in one of the previous patches, and I'm starting to wonder if I have the same version as everyone else. :O_o:

The new Sigma looks and sounds fantastic, but until I figure out what's going on with my FFB it feels pretty crap. :(
 
Each week it seems AMS2 receives at least one update with many adjustments. The team is reallly dedicated to meet our expectations and to show us something is always happening.

Publishing an update must take time each time. The time used for that is less time to develop the game but it is really important in terms of communication, that's a smart move Reiza. No neverending roadmap update without any proof, just multiple updates to show the job.

In the last topic about AMS2 I've written about my experience under rainy conditions, amazing, so natural, maybe the best I have experienced, this is more than promising. I hope next updates will focus on the F1 classic and gen's cars, something is wrong with them unfortunately.

If everything keeps going like this, AMS2 will be THE sim imo. And I'm not an AMS1 fan (although I always felt it was great, something in the handling didn't work for me, something with the loss of grip I couldn't become used to ; it disappeared in the Reiza pack for rfactor2).
 
Last edited:
Another thing about AMS2 : how refreshing it is to discover tracks not available in other sims, and these tracks from Brazil have something special ; many are perfect for light or slow categories, that usual GT or F1 tracks make boring. Short, addictive, fun, with elevation changes. In a different category, Ibarra from Ecuador is unique (the best reason to get the Reiza pack for rfactor2 imo).

It reminds me of all the tracks for GTR2 from all around the globe, different tracks, different ways of racing.

We all know that AMS2's tracks are seen as a weak point, because they are not popular worldwide, but for me it's its strength. We never know, with the current growing sim racing interest, maybe these tracks will meet the light. I hope so.
 
I personally am a little disappointed that the most recent updates haven't addressed tyre model/suspension/physics -- like Reiza is satisfied with the current models, and have done all that they can within the engine they're using for the game and have moved on to other areas.
I know they've been working their asses off and banging out updates beyond what any other dev has ever done (big applause), but for me the current state of the game reflects none of the physics modeling which made AMS so special for me.
If anyone can fix this engine, it's Reiza. I just hope it's possible
 
for me the current state of the game reflects none of the physics modeling which made AMS so special for me.
I don't know... for me, with the FVee across three platforms, I rank AMS2 > rF2 > AMS1, but all versions are pretty similar and it's just FFB and/or car setup differences (rF2 default needs the most tweaking). Other cars? I haven't yet driven enough to decide.
 
Back
Top