Automobilista 2 | New Update, Loads Of Content Now Available

Paul Jeffrey

Premium
Reiza Studios have released their much anticipated new 'landmark' Automobilista 2 game update - including a whole heap of new content for the simulation.

Yes it's here folks - the new build release of Automobilista 2 and some nice new free and paid content for good measure. We've got GT3 and GT4 cars from the likes of Mercedes, Porsche, McLaren and Chevrolet, the German Nurburgring circuit in different configurations, some fresh updates to the force feedback of the game, AI improvements and a load more goodies - certainly marking this one out as a key new update in the development of Automobilista 2 since it left Early Access.

Before we move on to the update notes, be sure to check out a couple of key messages from Reiza about this build:

Release Promo - Temporary free access to the Nurburgring track!

With the Nordschleife and 24h layouts not quite ready for this release, we have elected to temporarily offer the other modern Nurburgring layouts FREE to all users until the long layouts are added to the package at some point next week.

Please be advised that upon the addition of the Nordschleife & 24h layouts, all Nurburgring versions will revert to being available only for owners of the DLC or packages that include it.

Updated Force Feedback

This update adds fresh Force Feedback developments, the most significant being:

- Damping now adjustable via in-game FFB menu *
- Enhanced tyre flatspots **
- Enhanced feedback during braking
- Enhanced road feel (adjustable via FX slider) ***
- Improved scrub effect (adjustable via FX slider)
- Effectively eliminated FFB "deadzone" around center in some cars
- Improved gyro moment accuracy
- Now using SETA patch offset/deformation for mechanical trail (much more "organic" feel on edge of grip)
- Tyre temperature and pressure will affect feedback
- More distinctive oversteer / understeer feedback

* We recommend using damping in game vs on wheel setting. Damping in game scales with vehicle, so roughly same level for all cars. On wheel / driver damping doesn't scale with wheel gain, so if you have gain too low, damping will overwhelm FFB signal.

** flatspots are currently presented in "raw" form. Given tire is split into many small patches, you will receive "impulses" as there are "flat patches" on tire. It depends on amount of wear on individual patch. Hence the note "raw signal".

*** Road feel is based on physical surface mesh roughness / bumps - which on real vehicles would be "fed back" to the driver via vibration "travelling" thru chassis and as a result will be felt on steering rim especially cars and race cars that have racks bolted directly to chassis, without any sort of insulating "rubber mounts" - take note this would only "vibrate", not "move" wheel rim left-right. Given our gaming controllers are effectievly "1DOF" device - ie. able to move only left or right, we are shaping this vibration such that it can be felt on them too.

IMPORTANT: Custom Force Feedback profiles may be affected by code changes to the FFB system and not work as before the update. If you find that is the case consider sticking to the default profile until the author of the custom alternative updates his version.


Update Notes;

CONTENT
  • Added GT3 series (currently featuring 2015 Mercedes-AMG GT3 & 2016 Porsche 911 GT3 R & 2019 Mclaren 720S GT3)
  • Added GT4 series (currently featuring 2018 Mclaren 570S GT4, 2017 Camaro GT4-R & 2016 Porsche GT4 Cayman Clubsport)
  • Added 2020 Porsche Carrera Cup Brasil (featuring Porsche GT3 Cup 3.8 & 4.0)
  • Added Nurburgring Track (GP, Veedol & Sprint layouts - DLC TRACK, FREE TO ALL USERS FOR A LIMITED TIME

GENERAL
  • Added support for overriding default liveries with user liveries (more info for this soon)
  • Updated Force Feedback system & Added Damping slider to FFB menu
  • Championship mode: Adjusted Stock Car championship rules to better match real regulations ( refuelling permitted in pitstops; use formation+rolling start; added mandatory pitstop; increased minimum race to to 15 mins to allow AI sensible pitting options

UI & HUD
  • Added support for additional UI track filters
  • Fixed incorrect label on FOV options tab when in unselected state
  • Disabled 'Reset to defaults' button in main setup screen when fixed setups are used
  • Fixed RR compound decrease button altering wrong value
  • Further reduced opacity of disabled menu options on in-game screens
  • Fixed incorrect current lap in displayed on HUD when rolling start used
  • Gaps now shown in laps rather than time for lapped vehicles on weekend results
  • Added lobby detail page to multiplayer browser
  • Extended MP player interaction dialog to include Vote To Kick
  • Allowed Player interaction dialog acces to all users (previously host only)
  • Updated all in-game leaderboards to allow access to Player interaction dialog (left click / Joypad X)
  • Fixed player name clipping on in-game MP leaderboards

PHYSICS
  • Revised tyre treads in GT, Prototypes, Stock Cars, Super V8 for more longitudinal slip & improved force combining
  • Slight reduction to parking force FFB (all cars)
  • Fixed missing autolift function in Mini gearbox
  • Adjusted Max force for MRX (all variants)
  • Reduced default viscous lock & preload baseline in cars in LSD diffs
  • Slightly increased speed sensitivity in road tyre tread (60s Classics, F-Vee, Copa Fusca & Uno)
  • Slightly further reducing lock per clutch in LSD differentials
  • Corrected rev range error in Group A engines
  • Adjusted default gear ratios for Group A
  • Adjusted F-Ultimate sidewall stiffness

AI
  • Scaled the pit exit speed by the outlap slowdown factor (this prevents the AI going offroad after leaving the pits in Taruma)
  • Adjusted AI code to minimise weaving
  • Adjusted AI calculations for enforced pitstops in timed races
  • Further AI callibration pass for Group A, Procar & 125cc karts

TRACKS
  • Added animated helicopter & drones to Adelaide, Brasilia, Brands Hatch, Cadwell Park. Campo Grande, Cascavel, Curitiba, Imola, Jerez, Silverstone, Montreal, Silverstone 2001,
  • Hockenheim (all versions): Minor art & performance pass
  • Montreal: Object LOD fixes & Minor art & performance pass
  • Londrina: Adjusted triggers & start location
  • Donington: Object LOD fixes; Minor art & performance pass
  • Added VR cams for Adelaide, Kansai & Montreal
  • Goiania: Fixed marbles
  • Taruma: Minor art & performance pass
  • Oulton Park: Fixed broken pitcrew/pitbox marker animations in Oulton / Fosters layouts
  • Added helicopter & drone animations to Granja, Londrina, Hockenheim, Ibarra

VEHICLES
  • F3 (F301) - Revised and updated liveries including new community skin; Updated leather textures on head rests.
  • Metalmoro MRX: Added dirt / damage effects + Dangling damaged parts + new colliders (all variants)
  • Camaro SS - Corrected LOD D glitch
  • Added Gol) Dirt/Damage effects + Detachable boot lid (all variants)


Original Source: Reiza Studios

AMS 2 is available now, exclusive to PC.

The AMS 2 sub forum here at RaceDepartment is a great place to hang out and discuss the simulation with your fellow sim racing fans. Head over, say hello and come join in the action - start a new thread today!

AMS 2 Update Footer.jpg
 
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Did a few laps racing the GT3s in the AMG at Imola, very impressed by the improved FFB. I like it much better.
If adding the GT3 is what it takes to help new people get into AMS2, then it has never been a better time to jump in, this is the best AMS2 we have had so far. Reiza said it is a long cycle developement, I am enjoying every step so far. This last step is a big step in the right direction, will be fascinating to see where it ends, but from what I felt was a very shaky start, I have to admit, this caterpillar is morphing into a spectacular butterfly. Reiza, you have a new fan.
 
Tried the Porsche at Nurburgring. FFB feels better. Car and track look great. But holy cow, bouncy bouncy bouncy bounce. Camera and car as well. They should really fix the camera movement. Needs to be dampened a lot.


Not a camera issue.

The Cayman is even worse.

P.S.
With the same idiotic steering and throttle inputs the car would spin out ten times IRL...
 
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I like the new cars and the track and so i wanted to buy the Nürburgring and the nords in advance. Nice that everybody can enjoy it now for free until the nord come. Things that i don't like or which needs to be adjusted in my humble opninion:

FFB: Still felt very lifeless (no wheel feel and to strong around the middle (DD1 with GT2 wheel), so i switched back to the custom one i had and that still worked better. That one is lighter around the middle and you can feel under/oversteer which is completely missing for me in the default one.

AI: GT3 on Nürburgring is the worst i experienced so far in AMS2. You drive side by side with them and suddenly they just ram you away to get in the racing line for the corner. All of my races had that problem. They are aware of you but in the end they don't care they just ram you away.

Break feel: Is just not there for me with the GT3. I drove The GTE's in rfactor 2 recently and they felt much better in this regard.

The AI is the biggest problem for me and i hope there's gonna be a fix soon. Like i said, i didn't have that behavior in other classes before the patch.
 
I like the new cars and the track and so i wanted to buy the Nürburgring and the nords in advance. Nice that everybody can enjoy it now for free until the nord come. Things that i don't like or which needs to be adjusted in my humble opninion:

FFB: Still felt very lifeless (no wheel feel and to strong around the middle (DD1 with GT2 wheel), so i switched back to the custom one i had and that still worked better. That one is lighter around the middle and you can feel under/oversteer which is completely missing for me in the default one.

AI: GT3 on Nürburgring is the worst i experienced so far in AMS2. You drive side by side with them and suddenly they just ram you away to get in the racing line for the corner. All of my races had that problem. They are aware of you but in the end they don't care they just ram you away.

Break feel: Is just not there for me with the GT3. I drove The GTE's in rfactor 2 recently and they felt much better in this regard.

The AI is the biggest problem for me and i hope there's gonna be a fix soon. Like i said, i didn't have that behavior in other classes before the patch.
You can try to delet your AMS2 folder under documents and start from scratch.To be sur not useing old setups or ffb profiles and then try again.
It solved my obscure bugs at least.
 
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Gave the Gt3 and GT4 cars a brief try. Wanted to get my name at the top of a leaderboard for a few hours :). They seem like a lot of fun...each with different handling characteristics. I haven't played with the new FFB damper yet. I can already feel better detail in the tire scrub effect...very nice feeling on braking now. The wheel still feels a little wobbly around center for me with some cars. I agree with what one person said...PLEASE FIX THE CAMERA BOUNCE IN VR. I get motions sickness quicker with this game (depending on the car) as much as I do in Dirt Rally and this should not be the case. In my opinion this should be a top priority. Love the progress though.
 
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