AMS 2 | Update 0.8.7.1 Is Here - Now Includes Time Trial

Paul Jeffrey

Premium
Automobilista 2 Early Access fans rejoice - a new build, new features and new content is now available.

Released last night, version 0.8.7.1 of AMS 2 is in the wild, and with it comes a first pass at the new Time Trail functionality within the simulation, as well as the inclusion of the very cool looking 1986 Opala Stock Car season!

V0.8.7.1 CHANGELOG:

GENERAL

  • Enabled Time Trial Mode
  • Player now has complete control in pits if Pit Stop Control is set to "Manual" in Gameplay Options (no longer gets automatically held up due to incoming traffic)
  • Implemented new CutTrackFraction logic for detecting how far back a track limit infringement in previous lap invalidates the next one (5% of track length in practice, 10% in qualifying, 15% in Time Trial)
  • Fix bug where spawning in garage in between sessions would cause Trucks to crash into the garage
CONTENT
  • Added Opala Stock Cars 1986 Season
UI & HUD
  • Added missing F-Trainer A vehicle specs; Corrected Puma GTB, Super V8, Lancer R & RS, Copa Classic specs
  • Fixed AJR V6 short name in session config screen
  • Added new 'Full' variation of the Laptime Info HUD element (gives past lap info or Time Trial info depending on game mode/session)
  • Moved Laptime info position slightly higher in default layout
PHYSICS & FFB
  • Added "Tyre Scrub to Rack" effect to FX FFB slider (New Default profile only
  • Added "Min force" FFB funcion, disabled by default (can be activated in custom FFB file)
  • Minor FFB adjustments to various cars to better suit New Default profile
  • Increased FFB smoothness for FWD cars
  • Fixed remaining issues with excessive brake wear
  • Revised drivelines for all TC Classics, AJR, F-Vintages, F-Classics Lancers, Ultimas to correct excessive drivetrain losses & inertia
  • Fixed suspension physics for Copa Classic B Passat
  • Minor adjustments to tyre tread & carcass for Copa Classic, Lancers, Opalas, Ultima Race, AJR, Stock Car & F-Classic
  • Added wet tyre options for Lancers & Copa Classics
  • Corrected excessive engine boost in Lancer R & RS
  • Fixed wrong default tyre option in some TC Classics that could cause CTDs
  • Reduced front ride height range & moved diffuser center of pressure forward by 8cm in Metalmoro AJR for more accurate aero balance (all variants)
  • F-Classics Gen1&2: moved diffuser center of pressure forward by 2cm for more accurate aero balance, increased diffuser downforce loss with yaw
  • F-Classic (all Gens): Adjusted default setup (stiffer rear ARB, corrected ride height inconsistencies); fixed V8 engine wear range
AI
  • Disabled glitchy AI function that would cause it to behave erratically while trying to weave out of the way under blue flag in Practice & Quali (AI will now just reduce speed to let faster car by)
  • Adjusted AI behavior under yellow flag (a bit less overzealous)
  • Revised AI damper rates for all cars
  • Minor AI performance tweak to Londrina (both layouts)
TRACKS
  • Corrected environment & track temperature ranges for South American tracks
  • Interlagos Kart: Fixed layout 3 fences and walls missing when running less than High Track Detail
VEHICLES
  • Passat Copa Classic B: Updated interior textures, corrected collision mesh
  • Puma P052: Updated cockpit interior textures; updated liveries for #03 #05 #08 #35 #36 #52 #65 #78 & added Community skins #55 #56 #58 #60
  • Sprint Race: Added rear brake lights

To get an idea of the future development direction for Automobilista 2, check out the recent development roadmap HERE.

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.
 
I would love it to be the equivalent of Gran Turismo's special permits to unlock categories of cars, it would give more of a solo challenge than just racing.
No offense, but this is a simulator, not an arcade game. I myself hope that there will be more singleplayer options by the time the sim hits v1.0, such as custom championships and perhaps eventually some kind of career mode. But unlocks? Absolutely not, terrible idea. :thumbsdown:
 
No offense, but this is a simulator, not an arcade game. I myself hope that there will be more singleplayer options by the time the sim hits v1.0, such as custom championships and perhaps eventually some kind of career mode. But unlocks? Absolutely not, terrible idea. :thumbsdown:

Juste an idea ^^, I'm nostalgic for the only playstation car game that I like, except if we count Driver in this category lol
 
If this unlock thing is going to stay then Im glad I still havent taken the plunge and opened my wallet.:sneaky:
If I want mandatory career mode and some patronizing slash childish unlock demand before I can use the cars I have payed for then I would buy one of the many arcade games instead.

CatsAreTheWorstDogs: But if the cars can be unlocked the same way as in rF1 then its acceptable. But still strange decision.:rolleyes:
 
If Reiza were to ever spend any effort developing things that aren’t necessarily “sim-like”, I for one would like to see “OG editions” of cars. No, I don’t mean original gangsta’. I mean open gearing. I’m pretty sure I’d be willing to pay for this as DLC.

So many of the cars feel like they have gear ratio limitations that are holding back their performance potential. That’s not in any way a knock against Reiza’s choices of gear ratios and their restrictions as we currently have them. I have every bit of confidence those are as accurate as can be with the limitations presenting their own challenges. Again, I’m just talking about my own desire for “plausible fantasy” material if Reiza were to ever go that route as game development progresses over the coming years.
 
The Opala 86 Stock Cars are fun to drive, the car weight and body roll are really noticeable through the wheel. I think this sort of car is what AMS2 does best, fast enough to be fun and with handling that is challenging near the limit yet still controllable.

The AI also race each other more often in this build, here in this short 1 lap clip, the blue AI Opala is side by side with the white/red AI for most of the lap. There is some door to door contact too but both cars survive that. The blue car uses different lines to attempt the overtake and eventually gets it done with a good move up the inside into the fast right-hander at Paddock Hill. The AI has come a long way in a short time.
The AI cars were set at 100% ability and 80% aggression for this race. The fastest AI lap times at 100% skill are 1:41.5 and a close match for my player laps of 1:41.7 and looking at the time trial boards that all looks reasonable to me.

Time Trial mode is working well too, putting it in Beta first clearly paid off as it was a bit messy in there but seems to be working well since the EA release.

Another good step forward once again, I continue to be impressed with how quickly Reiza make improvements to this game.
 
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