Automobilista 2 | V1.0.5.5 And Nürburgring Pack Now Available

Paul Jeffrey

Premium
It's here! Reiza Studios have finally finished the little bits of extra polish, and now the Nurburgring Nordshliefe DLC is here for Automobilista 2!

We've been waiting with bated breath for this mammoth track track to come to Automobilista 2, and now that time is here folks - new track, and it's probably the biggest and best of them all.

As an added bonus, Reiza Studios has also wrapped up the new DLC in yet another sizeable game update - adding further tweaks, refinements and improvements to the simulation - details of which can be found below:

CONTENT
  • Added Nurburgring Nordschleife layout *Part of the Nurburgring DLC Pack (Steam Store Page for standalone DLC should be available soon)

GENERAL
  • Fixed reverse grid in Championship mode

UI & HUD
  • Added Vehicle Selection filters
  • Fixed track image anchors on lobby details page
  • Fixed 'Left Monitor Bezel Width Right' input
  • Added Credits screen to UI
  • Fixed various missing / incorrect filters for cars & tracks

PHYSICS & FFB
  • Fixed coordinate conversion when reading SETA contact patch offset
  • Fixed curbs pulling inverse way on cars where steering arms are "behind" steering axis.
  • Fixed minor road noise confribution being partially unequally handled on front right wheel
  • Fixed issues with Mini FFB using new profile
  • Adjusted tire treads for additional longitudinal slip in GT / Stock Car / Prototype tires & adjusted load damping to minimise hysteresis
  • Adjusted tire treads for adittional longitudinal slip in rain race tires
  • Corrected front tire tread width in GT / Prototypes (305mm / 315mm)
  • Adjusted default diff settings & roll bar values for Porsches
  • Revised low rev band torque curves & suspension rates for GT cars
  • Adjusted Porsche Cayman suspension travel & helper spring deflection length
  • Fixed error in main driveline syntax (potentially improves rear differential functionality)
  • Corrected Porsche Cup engine power figures to latest specifications; adjusted FFB Max force & CoG height
  • Reduced engine inertia in GT3/GT4 cars
  • Slightly increased engine inertia for Group A cars
  • Reduced engine inertia & spring rate range for Metalmoro MRX (all variants)
  • Various weight and engine power adjustments for better BoP accross GT3 / GT4 classes
  • Further revised suspension rates on all GT3 / GT4 cars
  • Fixed Mercedes AMG GT3 camber range for front wheels
  • Minor adjustment to StockCar 2020 CoG height & aero
  • Reduced Copa Fusca FFB Max force and raised stactic ride height by 1cm
  • Reduced F-Reiza FFB max force

AI
  • Further improvements to AI Lateral player avoidance and line selection when side-by-side with players
  • Improved AI player avoidance in situations where more than one player is present (MP)
  • AI callibration pass for GT / Stock / Prototypes
  • Adjusted AI lateral movement smoothing values to minimise aggressive weaving in some types of cars
  • Reduced aggression scalars for tintop series

AUDIO
  • Porsche GT3-R: Set tranny whine to cutoff sound in neutral; fixed missing onboard sound for AI cars and in replays
  • Fixed McLaren 570S GT4 missing sound in Chase view.
  • Increased bottoming sound effect for GT3s & GT4s

TRACKS
  • Velo Citta: Rebuilt pitlane triggers & adjusted far corridors in pit lane at U-turn (remove corridor over lap, possible source for pit lane DQ issue) calibrated some brake marker spacing/distance (dynamic/static road line markings); Minor performance pass
  • Imola: added DRS zones triggers as per latest GP configuration
  • Added drone animations to Velocittá, Velopark, VIR
  • Fixed rain blockers at VIR
  • Adjusted Nurburgring GP TV cameras

VEHICLES
  • McLaren 720S GT3: added five new liveries; fixed collision mesh bug; Added cockpit vibrations, dirt / damage effects + dangling damaged parts
  • Mclaren 570S GT4: Added dirt / damage effects, dangling damaged parts + new colliders + carbon material fix + carbon material UV mapping fix + mesh changes (Rear bumper/lights); Adjusted cockpit POV so it doesnt clip driver model
  • Camaro GT4R - Corrected samll sidewindow material
  • Fixed Porsche Cup 4.0 rear tire dimensions
  • Added damage, dangling parts & dirt map for Fusca (all variants)


Notes from the developer:

IMPORTANT! The latest physics modifications to GT3 / GT4 cars require a setup reset to default in setup UI to take effect - no need to delete all your settings, just go into the setup screen and click "Reset to Default" when choosing any of the new GT3 / GT4 cars added in v1.0.5.0 (other cars haven´t had setup range changes so shouldn´t need a reset).

IMPORTANT! As previously announced, with the release of the Nurburgring DLC Pack, the Nurburgring layouts included in the previous update are now only available for owners of the DLC or the packages that include it.

Our next game update towards the end of the month will add layouts combining variants of the modern track with the Nordschleife. Next year we also plan to include an historical version of the track to this pack, with no additional charge to those that already own it.



Original Source: Reiza Studios

Automobilista 2 is available now, exclusively on PC.

Check out the RaceDepartment Automobilista 2 sub forum for a place to hang out with fellow AMS 2 fans, share tips and tricks to maximise your experience with the simulation and grab all the latest news regarding the title.

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Last edited:
The 911 is a rear-engined car. It is expected that due to the weight transfer when you apply the throttle, the car understeers, not oversteers. Presence of on-throttle understeer is a natural feature of this car, not evidence of invisible TC.

Here is an onboard video of a Cup car taking T1 of Nurb:


As soon as the car has turned the corner, he pretty much floors the throttle. No wheel spin, no squirming, just accelerating in straight line. While the Cup car has enough torque to spin if you stab the throttle in low gears when no TC is available, it's not the spin-happy shopping trolley that some sims make it out to be.

It is more typical for Porsches to lose the rear end under braking or when entering a corner too fast, as the weight moves towards the front and the heavy rear loses traction, sending the car into pendulum motion. Neither TC nor ABS help you here, so the Cup car should still be somewhat tricky to drive even with a full set of driver aids available.

this video shows the exact opposite of what you are trying to say. He’s very careful post apex, both in the video’s first 5 seconds on the final turn and then at turn 1.

What I am saying is at the point where the driver in the video first engages the throttle (that 10-20%), at that same point in AMS2 just floor it at 100%. The car will just under steer like crazy when it should be spinning out.

The rear engine of the Porsche does make it tougher to spin than other cars, but it doesn’t work miracles.
 

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