Automobilista 2 V1.3.6.0 Release Candidate Now Available

V1.3.5.2 -> V1.3.6.0 CHANGELOG
GENERAL

  • Fixed an issue that would lead to incorrect session times being applied to non-race session on championship load
  • Fixed incorrect pit window opening lap in custom championships and ensured minimum session scaling accounts for mandatory pit setting
  • Fixed number step issue when changing race 1 session start time in a custom championship
  • Added 'Static Wheel' option to Cockpit Driver/Wheel setting and prevented wheel ever being displayed when 'Off' selected.
  • FFB profiles slots now reset on every return to pits.
  • Clutch damage is now repaired when engine damage is repaired
  • Fixed some cases where clutch could incorrectly receive damaged when autoclutch is enabled
  • Added mandatory FFB "fade-in" on session start / out of pits now applied always after unpausing the game.
  • Fixed an issue that could leave F-Ultimates in a broken state after viewing instant replay
  • Corrected 2022 Stock Car Pro Series Championship calendar
  • Updated shared memory project header to V12 - Adds clutch state and ERS deployment mode info

UI & HUD
  • Added Filter functionality to multiplayer browser
  • Updated Imola & Galeao track maps to reflect latest changes
  • Onboard TC/ABS adjustment input messages are no longer displayed when those systems are unavailable
  • changed the text of the four options of the 'Display Cockpit Wheel/Driver' setting to less confusing names

PHYSICS
  • Further tire carcass & tread adjutments for GTE / GT3 / GT4 / GT1 / DPi / P1 / F-Ultimate Gen1 / Gen2
  • Revised all slicks tread sensitivity to wet surface
  • Super V8: Revised tire model, suspension, inertia, included real life setup options for springs, ride height, camber, rear wing, tire pressures, engine inertia and added flexible axles; Added 3.27:1 final drive ratio for Bathurst; Slightly raised rear roll center djusted spring rate range to match RL car springs and options
  • F-Ultimate (both gens):
  • Revised setups for default setups (setup reset recommendeD)
  • Adjusted heating and inertia slightly in 80s and 90s Formula clutch, and Super V8
  • Copa Truck: Revised driveline elasticity
  • Reduced flash heating in basic/road & carbon clutches
  • Cadillac DPi: Removed application of slow-to-fast dampers. Remodeled 3rd element. Adjusted suspension travel to add bumpstop functionality (main and 3rd element). Balanced aero/ride height to remove squatting. Adjusted tire pressures to suit new carcass model. Remodeled damping and springs (ready for beta)
  • Revised drafting & dirty air effect model
  • Fixed atmospheric wind not being applied to some aerodynamic surfaces
  • Added Non-linear clutch wear effect on performance
  • Clutch damage is no longer scaled with the damage scale setting
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo
  • Globally revised draft / dirt air properties for all high performance cars
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo, Porsche Cup
  • Revised engine inertia for Porsche Cup, Cadillac DPI, Ultima Race, GT1, Stock Car Brasil 2019-2022, Copa Montana
  • F-Ultimate (both gens) Adjusted body drag coefficients for more accurate top speeds & overall performance; Revised throttle map, fuel consumption and engine inertia; corrected fuel tank size, increased downshift blip to help drivability; Revised ERS mapping; increased contrast between attack and qual mode; Monza and Spa energy saving to stay within per lap discharge allowed; ERS torque is now applied to beginning of driveline instead of wheels
  • Revised default setups & minor physics adjustments for Metalmoro AJR, Ginetta G58, Porsche Cup, Stock Car 2019, BMW M4, BMW M8, Corvette C8R, Cadillac DPi, Porsche Cayman GT4 Cayman to better suit latest carcass revisions (setup reset required)

AI
  • Fixed an issue where Custom AI Driver track specific overrides would only apply to a single model within a class
  • Increased likelihood of AI mistakes in qualifying hotlaps
  • Added dedicated driver names for F-3, F-V10 Gen1, F-Retro Gen1
  • Stock Car 2019: Corrected Diego Nunes driver name
  • Imola: Updated AI lines & corridors
  • Toned down AI performance with slicks in the wet to match latest physics revisions for player slicks on a wet surface
  • Reduced AI rolling resistance in F-Ultimate (both gens), GT3

AUDIO
  • Porsche Cup: Updated onboard sounds
  • F-Retro G3 TE: Assigned proper interior AI sound; increased volume of turbo whine

TRACKS
  • Galeao: Fixed lap not counted when pitting; Added dynamic brake markers, cones, pit signs; Corrected Max AI participants to 31
  • Laguna Seca: Improved rolling starts
  • Campo Grande: LOD fixes
  • Oulton Park: Minor LOD fixes
  • Jacarepagua: Adjusted garage positions for larger vehicles clipping pitwall on Oval and SCB layouts
  • Donington: Added variable crowd attendance per session; LOD fixes in GP layout
  • Imola: Reduced track cut limits on concrete runoffs; Minor graphical tweaks; fixed innacurate latitude and longitude of Imola (was pointing to the Imola city and not to the Imola racetrack) Updated DRS and S2 trigger points
  • Santa Cruz: LOD fixes
  • Spa-Francorchamps: Fixed a hole in an interior garage wall; Minor LOD fixes
  • Updated trackside cameras for all Hockenheim Historic tracks

VEHICLES
  • TC Classic / Hot Cars: Added sponsors to all Passat, Puma GTE, Puma GTB & Fusca liveries
  • Puma GTB: Added dirt map; Adjusted lights materials and textures; Adjusted lights uv maps; Added the cockpit gauge lights; Adjusted the shift gaiter rigging; Adjusted cockpit vibrating mirrors parameters; Adjusted collision (detachable/wobbling hood)
  • Copa Truck: Added dirt map to Mercedes, VW & MAN models
  • Puma GTE: Added dirt map
  • Puma P052: Added dirt map
  • F-Classic G1M2: Added dirt map; adjusted carbon material uv maps ch3 (dirt) on LOD A and cockpit; Redone the suspension animations adding visual camber; Fixed the RR axle mesh skin
 
Humm, don't see an update, is this a preview of beta peeps? @Wolfzz
Oh yes it is for the Steam beta branch


AMS2 users have the two following beta branches available:

ReleaseCandidate: This is the latest release candidate, currently V1.3.6.0 build 1993. To access this build, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select the “ReleaseCandidate” branch for the dropdown menu. This branch will be disabled after the official public release and return you to the default AMS2 branch, if you then want to opt in for the beta in a next update you just need to repeat this process.

PreviousBuild: This option allows users to revert back to the previous release version in case they encounter any issues with a new update, or want to compare changes if they are interested in doing so. To access it, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select “PreviousBuild” branch from the dropdown menu. To revert to the current build, just repeat the process and select “None” from the dropdown menu.
 
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V1.3.5.2 -> V1.3.6.0 CHANGELOG
GENERAL

  • Fixed an issue that could leave F-Ultimates in a broken state after viewing instant replay
    • PHYSICS
      • F-Ultimate (both gens) Revised throttle map, fuel consumption and engine inertia; increased downshift blip to help drivability; Revised ERS mapping
Thank you Reiza.
Looking forward to this.
Hehe I get the feeling that my many pictures of unrepaired damage in TT mode has helped.:D

CatsAreTheWorstDogs:
I will keep an eye if the unrepair thing does return after next update.
Like what have been mandatory since day one.:whistling:
 
hey looks like they are making the changes to the GT tires that they did with pro and F1 gen 2..I dont really want to put in the beta...well, scared I might brake the game. Mine has a bug where when in VR i cant hit the "back" button and have to hit escape on my keypad and am always afraid if i add a mode or do anything it might make a mess..let me know if they feel different..hopefully similar to pro and gen 2 please.
 
Just tried the beta for about a hour, crashed to desktop twice. Never had the game crash ever since it was released. Once it is out of beta hopefully it won't happen again.
 
I put in several hrs in the past 2 days no issues.

The new stiffer carcass has greatly improved the overall handling and feel of the cars updated, P1 class feels great, tho I feel the overall forces might need to be adjusted as I had to lower the per car gain to 50% and was still getting alot of clipping in high speed corners on my Thrustmaster TX.

The Porsche Cup sounds nice and the carcass update has helped minimize the excessive bouncing.

My understanding, is that they have implemented the stiffer carcass on the classes listed above and they will be going through them to fine tune.
looking forward to that, as this new carcass has been a positive step forward in the overall driving.
 
Thanks Kurupt. Was about to go for the beta but think I will wait for the main update. When you say clipping, do you mean when the car will do that little bite to apex at mid corner. It is a strange behavior yet cant help but fell sometimes it might be somewhat realistic, if it is the thing im thinking of, as though the tires are scrubbing mid corner. I hate to say, but you can get rotation to a point to where the cars begin to feel less realistic and I dont cross that line even if it means losing pinch of time. Of course most often doing things like that just slows you down. But good to hear they did the same thing to all the tires. Hopefully, they are keeping a close eye on feedback to fine tune the changes. This is really a big opportunity for the game. I have never felt any other sim even come close to how the Gen 2s feel when they grip up in a high speed corner, and if they can get all of the cars feeling like that it should bring the game to a higher level.
 
So I thought about this and think I have found a good way to explain the new tires. In the past with this and all other sim games the tires always have grip lets say at 100 percent. As you enter a turn, you have the grip but if you put to much force through a tire it begins to lose grip until you have the car slip. With this new tire physic, it is like you are getting the other half of the coin, instead of it just being about losing grip, now you can feel the tires gripping up as you go into a turn and to my knowledge no other game has that and that is what makes these feel so real. It allows you to feel as the tire grips up so you know where the edge is as you approach the limit.
 
I dont really want to put in the beta...well, scared I might brake the game.
Exactly like me. And Im not even on VR.
The game is so unstable that I have got "disappeared" many laps in TT mode because the game crashed before they got uploaded/saved.
Hehe and it has allways been new WRs :sleep:
With this new tire physic, it is like you are getting the other half of the coin, instead of it just being about losing grip, now you can feel the tires gripping up as you go into a turn and to my knowledge no other game has that and that is what makes these feel so real. It allows you to feel as the tire grips up so you know where the edge is as you approach the limit.
I know its difficult but could you elaborate a bit (more)?
Because my oppinion is that the F1 Gen2 compared to Gen 1 has more weird/unrealistic grip destribution/change at least mid orner and exit.
So Im hoping the new carcass thing can make it less weird. :)
 
I know its difficult but could you elaborate a bit (more)?
Because my oppinion is that the F1 Gen2 compared to Gen 1 has more weird/unrealistic grip destribution/change at least mid orner and exit.
So Im hoping the new carcass thing can make it less weird. :)
Both F-Ultimates already have the new carcass.
 
Both F-Ultimates already have the new carcass.
And so what?
I asked Johny for an elaboration because I was interested in his description of this grip change behaviour in specially the F1 G2.
Because as I mentioned this car has no advantage compared to the Gen1 - realism-vise.
In my oppinion.
 
I tried the V8s after the new beta release and they feel a lot better. Predictable drifts in the big cars, and a generally more "raceable" feeling. I've always been a little disappointed in the V8s, they've felt like fat-arsed road cars, rather than heavy race cars. Anyway, before I do a proper race hitout with them, I have to say they are going in the right direction. Hopefully, the 1983 F1 cars are in line for these updates too.
 
The reason Im a bit snappy is because Im a bit disappointed with the F1 Ulti Gen2.
At least when I drive it on the limit(!) does strange things mid corner and exit.
From controlable slightly drifting as in Gen1 it suddenly becomes understeering - and then either abrubtly get grip back or often just sail away in picnic mood.
And no its not because I cant control such Ultimates - hehe just check my Gen1 positions on LBs :laugh:
 
Exactly like me. And Im not even on VR.
The game is so unstable that I have got "disappeared" many laps in TT mode because the game crashed before they got uploaded/saved.
Hehe and it has allways been new WRs :sleep:

I know its difficult but could you elaborate a bit (more)?
Because my oppinion is that the F1 Gen2 compared to Gen 1 has more weird/unrealistic grip destribution/change at least mid orner and exit.
So Im hoping the new carcass thing can make it less weird. :)
ok, so I was going to talk about the changes in the grip behavior but to be honest when I took the Gen 2 out at Kansai or any track with sweeping high speed turns you could feel the tire gain grip on the entry part of the 1st corner. However, I noticed after the first week this seemed to be dialed back and when I just went back and tested it, they felt like they normally do. With that being said, I have not put in the beta and Reiza makes changes in the game through out the month and if they are dialing the amount of stiffness or whatever they are doing, they may have reverted the tires to the previous model before the update this weekend. Before, and this is hard to explain, the tires had a feeling at corner entry that you could very easily feel as you approached the limit with the tires. They honest to goodness felt just like a real car if you have ever pushed one to the edge how you can feel exactly where the limit is. The pro car had it too but a much thinner window because obviously that is a heavier car with smaller tires. Got my fingers crossed that this will be back with the new update and that it will be as good as I think it was. I will post an update after it drops.
 
ok, so I was going to talk about the changes in the grip behavior but to be honest when I took the Gen 2 out at Kansai or any track with sweeping high speed turns you could feel the tire gain grip on the entry part of the 1st corner. However, I noticed after the first week this seemed to be dialed back and when I just went back and tested it, they felt like they normally do.
Thanks for trying to explain this further Johny :)
Because what immdiately got my interest in your explanation was the gain in grip thing just before the grip is either lost or a skilled driver is able to keep the car up on this adhesion knife edge further.
Because if Reiza is able to implant such a behaviour in tyre grip change up on the tiny plateau of tire/tarmac adhesion every skilled driver want to stay on - then AMS2 will have a tire behaviour every other racing sim could probably only dream of.
Because both normal road heroes (who knows what they are doing ;)) and more skilled trackday or race drivers does know - that there is a point just before the tires loose grip in a corner where the grip is shortly raised!

CatsAreTheWorstDogs: Except in some few posts by myself in different forums I have never seen this discussed.:(
 
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Thanks for trying to explain this further Johny :)
Because what immdiately got my interest in your explanation was the gain in grip thing just before the grip is either lost or a skilled driver is able to keep the car up on this adhesion knife edge further.
Because if Reiza is able to implant such a behaviour in tyre grip change up on the tiny plateau of tire/tarmac adhesion every skilled driver want to stay on - then AMS2 will have a tire behaviour every other racing sim could probably only dream of.
Because both normal road heroes (who knows what they are doing ;)) and more skilled trackday or race drivers does know - that there is a point just before the tires loose grip in a corner where the grip is shortly raised!
Doesn't really sound that groundbreaking. Any racing simulator worth playing has tyres that reach peak grip at some positive slip angle and then lose it (more or less) rapidly past that point. I do agree that the current AMS2 tyre models communicate extremely well the difference in grip at different speeds and slip angles.
 
Doesn't really sound that groundbreaking. Any racing simulator worth playing has tyres that reach peak grip at some positive slip angle and then lose it (more or less) rapidly past that point.
Looks like you didnt exactly get my point.
Because what is urgent here is that just before the grip is lost the grip is actually RAISED.
More or less abrubtly or high dependent of car type and tire tech.

CatsAreTheWorstDogs: The proof of this grip change abrubtedness and high can be seen in the often fatal highsider that can happen in MC racing. Where the MC in a corner is controlled drifting at the edge of tire/tarmac adhesion but then suddenly abrubt get a lot of the extra grip Im talking about - which does catapult the driver up in the air with often bad consequence :cool:
 
Highside123.jpg
 
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