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Automobilista 2 V1.6.8.5 & New 2005 Endurance DLCs RELEASED!

[p][/p][previewyoutube][/previewyoutube][p]Automobilista 2 V1.6.8.5 is now live! The new update brings 2005 Endurance racing back to life with two new DLCs along with a substantial game update.

As is tradition for AMS2, the new DLC content will have a free trial period over the weekend for all users to check out and enjoy it.

Users who for whatever reason encounter issues with the new V1.6.8.5 or who might have an imminent league race to run may still remain on the previous V1.6.8.1 by right-clicking on AMS2 in the Steam library -> Properties -> Beta and selecting the previousbuild branch.


Check out the full update notes & changelog below:

HISTORICAL ENDURANCE PACK PT1

2005 LMP1 Class[/p]
  • [p]Audi R8 LMP1[/p]
  • [p]Courage C60[/p]
  • [p]Dallara SP1[/p]
[p]2005 LMP2 Class[/p]
  • [p]Lola B0540 V8[/p]
  • [p]Lola B0540 Turbo[/p]
[p]2005 GT1 Class[/p]
  • [p]Aston Martin DBR9 GT1[/p]
  • [p]Corvette C5.R[/p]
  • [p]Dodge Viper GTS-R[/p]
  • [p]Maserati MC12 GT1[/p]
[p]2005 GT2 Class
[/p]
  • [p]Porsche 996 RSR[/p]
[p]2004 GTR Class
[/p]
  • [p]BMW M3 GTR[/p]
[p]
FREE BASE GAME CONTENT

[/p]
  • [p]Milano GT36 GT2[/p]
[p]
HISTORICAL TRACK PACK PT3
[/p]
  • [p]Circuit Du Mans 2005[/p]
  • [p]Road Atlanta 2005 (Full & Short layouts)[/p]
  • [p]Spa Francorchamps 2005 (GP & Endurance courses)[/p]
[p]

As usual the new DLCs will have a free trial period for all AMS2 users over the weekend.

V1.6.8.5 RELEASE NOTES

GENERAL

V1.6.8.5 introduces Temporal Anti-Aliasing (TAA) as a new anti aliasing option; TAA smoothes jagged edges caused by geometry, textures and shadows by combining previous video frames with the current frame, providing better results and in some cases improved performance over MSAA. You can enable TAA in the Graphics and Performance settings, a new TAA sharpening option is also included.

There has been further progress on the issue of autosaving / autoloading setups to further mitigate (if not outright eliminate) chances of saved setups being incorrectly restored.

Endurance headlights have been updated to feature a slightly stronger glare effect at night; so far the current era GTP, LMP2s, GTE, GT3 as well as the new 2005 cars have received the updates.

Finally, new presets have been added for the new 2005 Endurance content emulating FIA GT seasons from 2004 & 2005, ALMS & ELMS 2005 seasons

PHYSICS

A new round of physics refinements for many of the existing classes, most notable of which being once again GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP, all of which also having default setup and / or setup ranges revised which should mean old setups will probably not work for these classes without significant adjustments and it´s better to start them afresh; many others have received further minor tire adjustments as per the changelog below but those should not impact their performance or existing setups to a significant extent.

AI

All classes have received extensive AI behavior & performance calibrations revisions, focused primairly on traction & braking performance, elaborating their throttle application to logic to factor several specific circumstance into how fast or slowly they apply the throttle; this in turn has allowed for less compromising on the baseline rate of AI throttle application in each class and as a result their performance out of corners should be more balanced against their human opponents.[/p][p][/p][p] AI racecraft & behavior adjustmewnts should generally result in reduced twitchness & more natural / flowing behavior from AI drivers when changing lines (be it for passing / defending or just positioning relative to traffic ahead); less aggressive throttle stomping in mid / high speed corners (which for GT cars could lead to them understeering offline or even off track altogether in some corners); traction / braking more balanced with thats viable for humans; less AI "rubber banding" effect (AI overtaking then getting overtaken back); more balanced AI drafting relative to player and each other; fractionally less risk of being pit manouvered or getting stuck glued with an AI car hanging around the outside of the player especially at lower Aggression settings.

On the topic of AI Aggression, we have further adjusted the different options to further distinguish behavior in each level; it is now generally recommended to gravitate around Medium or High Aggression settings in most cases for more realistic racecraft from the AI, with Medium being more suitable for longer distance races, endurance and / or heavier cars, and High more appropriate for sprint races, formulas & club level racing.

Low should only be mainly used by novices and / or those using controllers that offer more limited precision, as it will lead to AI being very careful especially around the player; Max Aggression on the other hand raises the general aggression for the whole field which increases risks of pile-ups and general erratic behavior; Medium & High will still feature some individual AI drivers with higher aggression personalities and the higher diversity provided by those settings will generally make for more dynamic races; please note this still largely dependent on individual driver AI personality variables so things may change or not work the same when running modded AI files.

We have improved sorting of AI drivers based on their qualifying skill when a qualifying session is not run or skipped mid-way, removing a randomizing function that could bring slower drivers up the grid and contribute to the formation of clusters of AI cars when qualifying sessions aren´t run in real time.

AI in Multiplayer has also been substantially improved both in terms of behavior as well as visual fidelity.

.
V1.6.8.1 -> V1.6.8.5 CHANGELOG

GENERAL

[/p]
  • [p]Added option for Temporal Anti-Aliasing[/p]
  • [p]Fixed several small issues and inconsistencies with the logic of the vehicle setup names[/p]
  • [p]Fixed bug that could cause gear ratios to be incorrect in default setup[/p]
  • [p]Prevented deleting the currently active vehicle setup (resolves setup loading issues that could occur when active setup had been previously deleted)[/p]
  • [p]Fixed LOD fade setting causing flickering shadows in VR and Triples setups[/p]
  • [p]Added controller profiles for Logitech RS50[/p]
  • [p]Fixed issue where real weather wouldn't be found on the first try if the machine clock was ahead of time[/p]
  • [p]Fixed dialogs staying open when in-game menu closes automatically such as when the last player hits ready in MP[/p]
  • [p]Adjusted LiveTrack mud dirt properties[/p]
[p]
UI & HUD
[/p]
  • [p]Added Euro Enduro GT 2004 & 2005, Euro Enduro LM 2005 & ALMS 2005 presets[/p]
  • [p]Updated vehicle logo graphics[/p]
  • [p]Reinstated missing real weather status feedback text on race and session settings dialogs[/p]
  • [p]Blanked default setup description[/p]
  • [p]Disabled track tabs on the setup load/save menus (this resolves an issue where the tuning setup changes made by the user could be ignored if he had manually saved a setup to a track's tab previously)[/p]
[p]
PHYSICS
[/p]
  • [p]Minor tread adjustments for LMDh / GTP, GTE, GT3 (both gens), GT4, G55 Supercup, Ligier JS2-R, GT Open, Lamborghini Huracán ST, Lamborghini Diablo ST, GT1, Group C, Group A, M1 Procar, F-USAs (all), F-Retros (all), F-Classics (all), F-HiTechs (both gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens), Vintage Cars[/p]
  • [p]Minor tire thermodynamics adjustments to the Lamborghini Miura, Ginetta G55 Supercup, Ligier JS2-R and Ligier JS P4[/p]
  • [p]Revised default setups for F-Ultimate Gen2, GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP (setup ranges are updates so older setups should not work correctly - please start fresh)[/p]
  • [p]Revised dirty air effects for modern formulas, GTs & Prototypes[/p]
  • [p]Ligier JS2-R: Minor frontend aero adjustment; Adjusted ARB & front brake torque[/p]
  • [p]Lotus 23: Corrected tread width; revised chassis polar moment of inertia[/p]
  • [p]Group A: Adjusted chassis polar moment of inertia[/p]
  • [p]Adjusted crankshaft mass for Diablo & Miura SV V12 engine[/p]
  • [p]Lamborghini Revuelto: improved active aero behavior; adjusted peak torque from hybrid system; Added ERS-EV Launch (ICE starts at 60 Km/h)[/p]
  • [p]Lamborghini Miura: Adjusted pushrod geometries; Adjusted bumpstop spring & damper rates; Adjusted brake torque & bias; Adjusted crankshaft mass[/p]
  • [p]Revised FFB for GT1 cars[/p]
[p]
AI
[/p]
  • [p]Improved AI throttle application logic, adding several functions to scale rate at which AI goes full throttle according to specific circumstances[/p]
  • [p]Extensive class-specific calibration pass to AI throttle usage & braking points[/p]
  • [p]Increased overall rate of AI driving mistakes (frequency and severity of mistakes will still vary according to the series and and driver personalities, with mistakes happening less often at the upper racing classes relative to club / amateur levels)[/p]
  • [p]AI in practice / qualifying sessions now use more of the race blue flag logic allowing them to navigate slower traffic more efficiently[/p]
  • [p]AI drivers of the same vehicle grid groupings now get ordered for the grid based on their non-race skill with random factor[/p]
  • [p]Improved fidelity of remote AI vehicles in Multiplayer, fixing issues such as cars appearing to move sideways and front wheels pointing in the wrong direction[/p]
  • [p]Further adjustments to drafting & AI drag scalars during AI-on-AI battles[/p]
  • [p]Adjusted AI dynamic corridors for all tracks (slightly higher baseline values for less wheel stepping offroad at lower Aggression settings)[/p]
  • [p]Adjusted AI corridors around the apex curbs for Brands Hatch, Cadwell, Donington, Oulton Park, Silverstone 1975 & Termas Rio Hondo[/p]
  • [p]Oulton Park: Add speed boost at Clay Hill and Water Tower Removed any boost from Knickerbrook; Updated Oulton Classic AI line[/p]
  • [p]Monza GP 1971: Adjusted corridors to exclude the runoff region along S/F straight[/p]
  • [p]AI calibration pass for F-Vintage (both gens), F-Junior, GT3 (both gens), Ligier European Series[/p]
  • [p]Slightly increase AI willingness to concede when being overtaken from the inside[/p]
  • [p]Adjusted AI peak slip angles for all tintop classes[/p]
  • [p]Adjusted AI differential settings for all LSD cars (slightly more power & coast lock)[/p]
  • [p]Termas Rio Hondo: Slightly reduced AI Grip[/p]
  • [p]AI calibration pass for Vintage Cars T1, F-Ultimate Gen2, GT1, LMDh / GTP, Ligier European Series[/p]
  • [p]AI wet calibration pass for GTE / GT3 / GT4 / GT Open / Lambo ST[/p]
  • [p]Azure: Adjusted corridors at T1 and Mirabeau to mitigate chances of AI cars hitting the barrier in those corners[/p]
  • [p]Spa-Francorchamps (all layouts) : Fixed issues leading to AI drivers often turning into concrete wall near La Source during race start[/p]
[p]
TRACKS

[/p]
  • [p]Azure: Fixed the geometry issue between the Cardio center and Sports institute buildings[/p]
  • [p]Bathurst Historic 1983: Adjusted trackside crowd distribution[/p]
  • [p]Le Mans: updated foliage & ground materials and textures, raised brightness a little. New curb & raceline textures.[/p]
[p]
VEHICLES
[/p]
  • [p]Revised cockpit POV to correct standard for GT1, Group A, Group C, LMDh / GTP, LMP2, GTE, GT3 (both gens), GT4, Copa Truck[/p]
  • [p]Added glass cracks texture[/p]
  • [p]Adjusted cockpit gear shifting animation timing for GT1, Group C[/p]
  • [p]Lamborghini Miura SV: New paint materials with orange peel, extra dirt and metallic flakes, new popup lightglass material, new lights textures; Improved cockpit with customizable leather and stitches colors, updated gauges glow texture, smoothed gauges cluster; Added Livery Override support for custom paints and vinyls, custom interior configurations[/p]
  • [p]Lamborghini Revuelto: Fixed exhausts glowing too early[/p]
  • [p]Aston Martin Vantage GTE: adjusted RPM LEDs range[/p]
  • [p]LMDh / GTP: (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; Alpine A424: improved rear lights glow texture[/p]
  • [p]LMP2 (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; updated paint materials[/p]
  • [p]GTE (all): increased front lightglows size and brightness; fixed number plate z-fighting[/p]
  • [p]GT3 Gen2 (all models): increased front lightglows size and brightness[/p]
  • [p]BMW M8 GTE, Corvette C8.R: added extra dirt to all exterior materials, updated cockpit lights and materials, updated leaders lights color, added flashing display LEDs[/p]
  • [p]Porsche 991 RSR: added extra dirt to all exterior materials, fully updated display (new textures, new LEDs, new pit limiter container)[/p]
  • [p]Aston Martin Vantage GT3 Evo: updated yellow headlights textures[/p]
  • [p]Audi R8 GT3 Evo2: updated display[/p]
  • [p]BMW M4 GT3: updated steering wheel textures[/p]
  • [p]F-Reiza: Added 2 new teams to increase grid to 24[/p]

Automobilista 2 V1.6.8.1 Now Live

[p]This is a hotfix to address a couple of minor issues with the latest release & smooth a few rough edges remaining with the new content.[/p][p][/p][p]As of this update the cars from the Lamborghini Dream Pack Pt2 are available only for those who own it.[/p][p][/p][p]V1.6.8.1 CHANGELOG[/p][p][/p][p]UI & HUD[/p]
  • [p]Fixed missing localised strings for ICM HUD Options page and Setup Autoload gameplay settings[/p]
[p]PHYSICS[/p]
  • [p]Minor tread adjustments to Vintage Cars´ tires[/p]
  • [p]Slightly reduced effects of dirty air in aerodynamics of GT cars [/p]
  • [p]Lamborghini Revuelto: Minor engine heating ajudtment[/p]
[p]AI[/p]
  • [p]Adjusted AI max aggression threshold for heavier tin tops to prevent over-driving by the AI [/p]
  • [p]Further AI throttle application adjustments to cars with higher power-to-weight ratio, with slightly   more nuanced calibration to each car / engine power delivery characteristics[/p]
  • [p]AI calibration pass for GT3 Gen2, Vintage Cars Tier 1[/p]
[p]AUDIO[/p]
  • [p]Lamborghini Murcielago R-GT: Fixed opponent engine sound inaudible in live play.[/p]
  • [p]Lamborghini Revuelto: Fixed audio artifact on gearshifts [/p]
[p]VEHICLES[/p]
  • [p]Added damage to blinkers for Lamborghinis Miura SV & Revuelto[/p]

Automobilista 2 V1.6.8 & Lamborghini Dream Pack Pt2 RELEASED!

[p]Along with another substantive list of improvements to both Single & Multiplayer, the new AMS2 update is accompanied by the release of the Lamborghini Dream Pack Pt2, bringing four more distinct but equally iconic V12 machines from the prestigious Italian brand - Lamborghini Miura SV, Lamborghini Diablo SV-R, Lamborghini Murcielago R-GT and the brand new Lamborghini Revuelto.[/p][p][/p][p]Each of these cars offers a completely unique driving experience relative not only to each other, but to every other car in the game - a true V12 treat for every sim racing enthusiast![/p][p][/p][p]As is tradition for AMS2, the new DLC content will have a free trial period for all users to check it out, but this should only last for 24h this time so don´t sit it out!  [/p][p]Users who for whatever reason encounter issues with the new V1.6.8 or who might have an imminent league race to run may still remain on the previous V1.6.7.2 by right-clicking on AMS2 in the Steam library -> Properties -> Beta and selecting the previousbuild branch.[/p][p][/p][p]Important Note Regarding Car Setups:

By default, AMS2 V1.6.8 disables the autoloading of both user-made and autosaved setups when loading a new event; this means that car setups will be always reverted to their factory defaults when you load a new track (you can still manually load your saved setups from the setup screen).

Autoloading has been at the root of a few long-standing bugs (such as some setup variables occasionally loading incorrectly or lingering on from a previously selected car into a new event, sometimes without the user even realizing it); this creates obvious problems for which definitive fixes on what is a particularly convoluted area of the codebase are still proving elusive. The alternative solution for the time being has been to disable the function altogether so user always is ensured the car is reset to its original factory state upon session load - this also dispenses with the need to reset setup whenever a car receives a setup-impacting physics update.[/p][p][/p][p]Users willing to risk the occasional hiccup in the autoloading system in order to keep its convenience will find an option to switch it back on from the Gameplay menu.  [/p][p][/p][p]
V1.6.7.2->V1.6.8.0 CHANGELOG

CONTENT


Lamborghini Dream Pack Pt2 DLC
[/p]
  • [p]Added Lamborghini Miura SV to Vintage Cars class[/p]
  • [p]Added Lamborghini Diablo SV-R to Diablo Super Trofeo class[/p]
  • [p]Added Lamborghini Revuelto to Hypercars class[/p]
  • [p]Added Lamborghini Murcielago R-GT to GT1 2005 class[/p]
[p]
GENERAL
[/p]
  • [p]Extensive revisions to both Default & Default+ Force Feedback profiles[/p]
  • [p]Added option to disable car setup autoloading (disabled by default)[/p]
  • [p]Fixed several issues and inconsistencies with the extra time for the remaining participants to finish the race in multiplayer, such as an issue where the extra time could be very different for each user[/p]
  • [p]Fixed vehicle reset timeout not being reset between sessions[/p]
  • [p]Fixed a issue where the race session wouldn't end if every player retired without finishing in multiplayer[/p]
  • [p]Display the abandoned lap number next to retired/DNF/DQ participants instead of a gap on the race final-results page in multiplayer[/p]
  • [p]Fixed logic issue with applying cockpit exposure from last loaded vehicle to all other vehicles in session[/p]
  • [p]Massively optimized the CPU impact of LOD Fades[/p]
[p]
UI & HUD
[/p]
  • [p]Fixed pit limiter controller input messaging being active when the vehicle has no limiter installed[/p]
  • [p]Fixed incorrect Le Mans 24Hr grid size shown in UI[/p]
  • [p]Fixed various minor localization errors[/p]
  • [p]TC Vintage Cars Tier 1 & 2 rebranded to Vintage Cars Tier 1 & 2[/p]
[p]
PHYSICS
[/p]
  • [p]Revised vintage all-weather tire treads[/p]
  • [p]Revised thermodynamic effects of being below optimal temperature for all slick tires[/p]
  • [p]Revised BMW 2002 Turbo & Corvette C3 physics[/p]
  • [p]GTE / GT3 (both gens) / GT Open: Revised aerodynamics, driveline & chassis for all models, improving differential response & correcting minor polar moment of inertia & unsprung mass inconstiencies; BoP pass for both GT3 classes[/p]
  • [p]Revised diffuser stall properties for all cars featuring the device, correcting some inconsistencies & slightly increasing stall factor upon heavy bottoming[/p]
  • [p]Revised front suspension of F-Vee (both gens) & Fuscas to better simulate torsion resistance provided by leaf springs[/p]
  • [p]Mclaren F1 LM: Revised aerodynamics[/p]
[p]
AI

[/p]
  • [p]Adjusted AI Aggression setting impact on AI care with human rivals; critical scalars (fixing reversed effect from higher aggression settings); track corridor scaling[/p]
  • [p]General adjustments to AI corner exit & braking points[/p]
  • [p]General adjustments to AI dynamic track corridors to minimise AI cars from stepping off-road mid corner[/p]
  • [p]Various adjustments to AI performance & racecraft in ovals for classes with dedicated oval variants[/p]
  • [p]Various layout-specific adjustments for AI blue flag, overtaking & dynamic corridor scalars for all Grade 1 & 2 tracks[/p]
  • [p]Minor global adjustment to how much the AI cars slow down under blue flags and how far behind the car behind is before it begins getting out of the way for GTE, GT3 (both gens), GT4, Stock V8s, Super V8, Lambo Super Trofeo, Porsche Cup[/p]
  • [p]Increased baseline distance from which AI in faster formula cars start moving out of the racing line when under blue flag[/p]
  • [p]AI Calibration pass for F-V10 (both gens), F-Reiza, F-Ultimate (both gens) when AI is running intermediates / wets / extremes on a drying track[/p]
  • [p]F-V10: Calibrated AI wet track launch performance[/p]
  • [p]Curvelo: Improved AI line thru the short cut esses in Short layout where it often would hit the wall[/p]
  • [p]Watkins Glen: Adjusted the grid box locations for improved AI standing starts[/p]
[p]
AUDIO
[/p]
  • [p]Fixed wind sound disappearing in monitor view when viewing opponents onboard cameras[/p]
  • [p]Adjusted tire scrub and skid sound for BMW 2002, Chevrolet Corvette C3.[/p]
[p]
TRACKS
[/p]
  • [p]Azure: Fixed issue causing LOD settings to be ignored on some objects; Fixed some zfighting buildings; LOD optimization for some buildings, TSO, and billboard crowds[/p]
  • [p]Curitiba: Move start trigger to the road markin[/p]
  • [p]Road America: Fixed a collision wall alignment at the T10 bridge[/p]
  • [p]Added support for 48-car grids at Jacarepagua & Gateway Ovals[/p]
  • [p]Fontana: Updated tracksdie cameras to 4-lap cycles for both modern & historical oval layouts[/p]
[p]
VEHICLES
[/p]
  • [p]Normalised 'Cockpit Exposer" percentage variable for all tin-top vehicles[/p]
  • [p]Lamborghini Huracan GT3 EVO2: Added extra dirt to all exterior and glass materials, fixed number plates z-fighting, updated LEDs emmissivity and textures; new rcf and override paint materials replacements with orange peel and extra dirt[/p]
  • [p]BMW M4 GT3: Added extra dirt to all exterior and glass materials, fixed number plates z-fighting, updated LEDs emmissivity and textures; new rcf and override paint materials replacements with orange peel and extra dirt[/p]
  • [p]Porsche 963: Fixed brake discs glow issue[/p]
[p][/p]

Automobilista 2 September 2025 Development Update

[p]Greetings everyone!

Just a month after the release of V1.6.7 and two months after v1.6.6 release to the day, we are again on the verge of another exciting AMS2 update as V1.6.8 is due to be rolling out very soon!

It is in fact not just one, but two major updates to be delivered in the coming weeks, along with three DLC packages which will extend the AMS2 world into one of the most memorable eras for Endurance Motorsports.

In this dev update we will cover what is incoming with the new update but also take a glance into what you may expect just a few weeks later – strap tight!

MULTI & SINGLE PLAYER DEVELOPMENTS [/p][p]AMS2 V1.6.8 once brings several improvements to both Multiplayer and Single Player components of the game. On the Multiplayer front, we have conclude Stage 2 of the ongoing MP overhaul, and with it the most notorious MP reliability issues - some being part of this game engine for well over a decade - have finally either been resolved or greatly mitigated. [/p][p] [/p][p]We now enter Stage 3 of the overhaul, which is the development of further resources & tools for the Multiplayer environment now that the system is reliable enough to warrant that investment. In any case, If you haven´t raced in AMS2 recently due to issues encountered in the past this might be a good time to revisit it and find a much more enjoyable & stable experience. [/p][p]On the Single Player front, another host of AI developments as we push to refine the single player experience in preparation for the arrival of the much anticipated Career Mode in 2026; several parameters dedining AI racecraft behavior either when racing for position or under blue flag have received track-specific scalars that allow for further refining their racecraft specifically to the properties of each track layout; this allows for less compromises when configuring the AI for each car. as we can also further customize those AI racecraft variables for each track, beyond what it would already be able to calculate on the fly based on current track width, corner radius etc.[/p][p] [/p][p] PHYSICS & FORCE FEEDBACK IMPROVEMENTS

On the physics front, the vintage all-weather tires are the latest and last batch to receive post v1.6 refinements. We have also revised thermodynamic effects in all slick tires, adjusting effects of cold tires on the various friction coefficients - this should address some imprecision from slick tires before they fully get up to temp.

Another notable physics change is a revision to modern GT drivelines (GTE, GT3 & GT Open) that should improve differential response in corner entry and exit. The GT classes have also received further chassis revisions to correct issues found with chassis polar moment of inertia and unsprung mass of various models.

Even more substantial than the physics updates is the overhaul of both Default & Default + Force Feedback profiles, greatly improving the quality of details provided by both options especially under braking and mid-corner.

LAMBORGHINI DREAM PACK PT2

All these improvements arrive just in time for what is bound to be some of the most exciting new content of the year, as along with V1.6.8 we will be releasing the second part of the Lamborghini Dream Pack – a Bonafide V12 fest with four of the most iconic models from the prestigious Italian brand:

Lamborghini Miura SV[/p][p]The Miura SV was the final and most refined evolution of what is considered to be the first true Supercar; Featuring improved handling, a more powerful 385 hp V12, and wider rear tires, the Miura SV was both beautiful & groundbreaking due to its mid-engine design. The car will join the newly rebranded Vintage Cars class

Lamborghini Diablo SV-R Super Trofeo[/p][p]A track-only version of the Diablo SV, the SV-R was Lamborghini’s first official race car and the first used for its one-make Super Trofeo series in 1996 – the class now simulated in AMS2.

Lamborghini Murciélago R-GT[/p][p]Developed in collaboration with Reiter Engineering and Audi Sport, the R-GT was a race-spec version of the Murciélago built for FIA GT and Le Mans. It will be debuting the GT1 2005 class in AMS2 where it’s soon to receive a lot of competition!

Lamborghini Revuelto[/p][p]The Revuelto is Lamborghini’s latest hyper car and its first HPEV; combining a new 6.5L naturally aspirated V12 with four electric motors, active rear wing, and dampers – all duly simulated in AMS2. The Revuelto will be joining the Hypercars class. The Lamborghini Dream Pack Pt2 will sell for US$ 9,99 or the equivalent regional conversion.[/p][p]

Important Note Regarding Car Setups For V1.6.8:

AMS2 V1.6.8 will disable the autoloading of both user-made and autosaved setups when loading a new event; this means that car setups will be always reverted to their factory defaults when you load a new track (you can still manually load your saved setups from the setup screen).

Reason for this being that autoloading has historically been at the root of a few long-standing bugs such as some setup variables occasionally loading incorrectly or lingering on from a previously selected car into a new event, sometimes without the user even realizing it; this creates obvious problems for which definitive fixes on what is a particularly convoluted area of the codebase are still proving elusive; the alternative solution for the time being has been to disable the function altogether so user always is ensured the car is reset to its original factory state upon session load - this also dispenses with the need to reset setup whenever a car receives a setup-impacting physics update.

LATER ON... All of the above and more you may look forward to with the imminent release of V1.6.8; but another update is already far along and expected to be released within a few more weeks.[/p][p]

Below are some of the highlights of what comes next:[/p][p]

HUD OVERHAUL [/p][p]Originally planned one driver of the HUD intends to deliver a refreshed & more legible look that is more in tune with the UI design since its V1.6 overhaul, improving delivery of information to the user, including better flexibility to provide more detailed information than the current HUD is able to provide. HUD widgets will typically be more compact on screen, being mindful of wasting precious screen real estate unnecessarily. Some of the widgets will pack secondary levels of information to improve the driver´s situational awareness; as examples, fuel gauges will now include estimates of laps remaining and the primary leaderboard offers options to show gap to leader, intervals, or automatically rotate between the two.
These options and others will now also be available for adjustment live in-car, while new widgets conveying the current and upcoming environmental and weather status will allow users to react to the situation around them and get the information for better-informed strategy decisions.

The car info gadget will also receive several new additions which should help drivers get a clearer picture of what's going on underneath the bodywork: All the information about tires and brakes remain available as before, but brake icons now also double as wear indicators. Engine, gearbox, and clutch, are no longer condensed into a single item and each now offers up their own damage state; the gearbox value will indicate the damage state of the worst affected gear, while the clutch will show wear as its main value plus additional warnings when it is overheated and at risk of slipping and further damage, which should force driver to limit the torque applies to allow the clutch to cool down.


TEMPORAL ANTI-ALIASING SUPPORT

Another important new QoL feature is the implementation of temporal anti-aliasing (TAA), a new anti-aliasing option parallel to those already supported by the game.


TAA smoother out jaggies by combining previous video frames with the current frame. It reduces "jaggies" and shimmer from motion, providing a stable image with less performance impact than the other anti-aliasing methods; this should be a very good option not only for those with lower end systems but also for users running higher screen resolutions and especially VR users who current anti-aliasing options are restricted.
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TAA as implemented in AMS2 carries some advantages relative other TAA implementations (such as seen in Unreal):
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  • [p]Better at eliminating / reducing ghosting from moving objects as much as possible[/p]
  • [p]Scene-aware and will anti-alias less on trees as a) they don't need it as much except for the edges and b) this prevents that very common "smeary" look you see often[/p]
  • [p]Properly applies TAA before particles or glass so users don't get "trails" behind objects like in Unreal, and transparent objects like windshields won't have their scratches smeared across them[/p]
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TIME TRAVELLING TO 2005 The AMS2 time machine is being switched back on again for a journey through the history of Endurance Motorsports in these final months of 2025; its first stop is going to take us back 20 years to 2005 - a time when prototypes had open tops, and GT racing was dominated by V12 engines.
AMS2 users will be able to experience 2005 endurance racing from both sides of the Atlantic - in America ALMS had found strong footing with the Sebring 12h and the Petit Le Mans at Road Atlanta as the main events; in Europe ELMS raged on around its crown jewel Le Mans 24h.
So popular was GT racing back then that it couldn´t be kept to mere sideshows to the prototypes; they warranted their own FIA GT championship with its own 24h crown jewel event – the 24h of Spa.
You will be able to experience these events in AMS2 with the tracks exactly as they were 20 years ago, featuring most of their participants.

There is plenty more to say and share about this content and we assure you we are as excited as you probably are to get to it, but all in due time - all these details will be shared over the course of few weeks that still separate us from their release.

STEAM AUTUMN SALE The Steam Autumn Sale is running on a new schedule, having just started yesterday and scheduled to run until October 6th. AMS2 is 50% off with all DLCs also being listed with discounts up to 70% off - don´t miss out!
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That covers all we had for this one! We look forward to catching up again very soon with the release of AMS2 V1.6.8 along with the new Lamborghini Dream Pack![/p][p][/p][p][/p]

Automobilista 2 V1.6.7.2 is Now Live

[p]A small update to address some outstanding issues from the latest patches

UI & HUD[/p]
  • [p]Fixed Antiroll settings being incorrectly disabled for all cars[/p]
  • [p]Fixed in-game options menu navigation order[/p]
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PHYSICS[/p]
  • [p]Ligier JS P4: Corrected rear spring asymmetry; Adjusted brake thermodynamics[/p]
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VEHICLES[/p]
  • [p]Ligier JS P4: Added final ai drivers and liveries; Fixed LOD issues with mirrors and rear fender mesh; Improved telemetry logo resolution[/p]
  • [p]F-Vee Gen1: Fixed engine issue from previous build; Prevented Seatbelt clipping thorugh car body[/p]
  • [p]F-Vee Gen2: Prevented Seatbelt clipping thorugh car body[/p]
  • [p]McLaren 720s GT3: fixed rain light LOD issue[/p]
  • [p]F-Ultimate Gen2: Added missing WINGS override for custom liveries[/p]
  • [p]F-Trainer (All): Revised FFB[/p]