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Automobilista 2 February 2021 Development Update

Greetings everyone!

It´s hard to believe that we have already hit March 2021 - time is flying by faster than a Sauber Mercedes C9 set to max boost!

This means this Dev Update has actually run a couple of days late as we focused on wrapping the big update just deployed this past Sunday - February just wasn´t long enough :)

March is likewise shaping up to be another very busy month as we gear up to what should hopefully be another major update - one that will mark the first anniversary since AMS2´s initial EA release.

For that reason, we´ll be keeping this dev update a bit leaner than usual, focusing on the information that´s most important as we approach this new milestone.

[h2]LAYING DOWN THE GROUNDWORK[/h2]

Sunday saw the release of v1.1.2.0 update to AMS2, which has just been complemented by the v1.1.2.1 hotfix earlier today, with another minor update scheduled to be deployed before the end of the week.

While the rate of development has remained pretty intense from the very first public release, the last couple of months in particular has seen a big influx of updates to physics, AI and FFB, and regular users would have been forgiven for feeling like the game was under maintenance. We apologize for the inconvenience, but it has truly been to better serve you :)

On the physics front, the core of the dev work has been focused on tire and driveline development - these are two components of the physics engine that were completely new in the Madness engine relative to what we had been used to up to AMS1 - they are also much more sophisticated, which has proved to be a steep learning curve to get on top of.

Things did pick up pace in recent months, and physics for certain cars went through some big changes in between updates, occasionally with some sideways steps or even slightly backwards before things come together to lurch forward again - we realize this may have been a bit frustrating to go through for the users, but it was important to get it done and cover most ground in the shortest amount of time so we could establish the stable baseline we´ll be relying on moving forward.



As physics change, the AI needs to be adjusted to suit since they run on simpler tire and driveline models relative to the much more complex physics used in the player´s car - the AI has received plenty of developments of its own, with several adjustments to their behavior and an increased breakdown of previously global parameters allowing for car-specific tuning of various aspects which compose their overall performance - this allows for more detailed fine tuning of AI in any given series, which is crucial in a sim featuring everything from rental karts to racing trucks.

The latest update has also seen some valuable FFB development, with the default profile now providing more accurate self-aligning torque and various handling dynamics such as brake torque, wheel lockup, and traction loss also becoming more detailed through the FFB.

These three fronts are key for a satisfying driving and racing experience, and while all will continue to evolve through AMS2´s shelf life, we have hopefully reached a state from which progress should become more incremental, and users thus can be more reliant on the experience remaining a lot more consistent from one update to the next.

We now have the solid baseline needed to introduce & flesh out more gameplay features to make the best use of all this groundwork - that is the plan as we enter this 2nd year in AMS2 development, and the first big step should arrive already later this month.



[h2]THE NEXT UPDATE[/h2]

Next month will mark the first anniversary since the initial Early Access release of AMS2 on March 31th 2020, and over this first year we have mostly focused on developing the simulation core and assembling a large, diverse content base; the second will still be primarily about introducing new gameplay features that make best use of all this groundwork.

Given the extent of the physics updates in recent months and their impact on the performance of several cars, we have decided that a reset of Time Trial boards and its setup DB will be in order with our March update; likewise a substantial update to championship mode with several new options will mean saved championships from the current version will no longer work after the late March update.

So a bit of inconvenience ahead, but a necessary clean slate to bring these game modes up to par - while it´s always possible this may again be necessary further down the line in case of a major breakthrough, we assure that at least for the foreseeable future things should remain much more stable.



There is a lot of cool stuff coming up with the next update and subsequent months that we are eager to share, but we´ll leave that for the Dev Update we´ll be posting later this month just before the new version is released, so we can cover them in more detail :)

In the meantime we hope you all manage to stay safe and enjoy a fun time with AMS2 or whatever else tickles your sim racing bone - we hope it´s contributing to that crucial little bit of indoor joy while we continue to hunker down in these tough times!

AMS2 V1.1.1.2.1 Live Now

This is a minor hotfix to complement and correct a few things from the latest release.

[h3]V1.1.2.1 Changelog:[/h3]
  • Fixed bug where blue flag could be triggered incorrectly in some instances
  • Minor adjustments to aero / tires for Group C cars & Omega
  • Minor Group C BoP adjustment to improve 962C pace against Sauber C9 (slightly better aero efficiency)
  • Minor AI callibration pass for Prototypes, SprintRace & SuperV8
  • Adjusted Turbo Volume for Sauber C9
  • Increased wet grip for concrete, low grip roads, curbs & astrotruf
  • Spa-Francorchamps 1993: New AI path revision addressing some slow corners; minor art pass correcting some objects popping
  • Ibarra: Reworked outer terrain export settings to solve LOD pop in rear view mirror
  • Updated StockCar Omega interior textures

Automobilista 2 v1.1.2.0 RELEASED!

The new Automobilista 2 update brings some fantastic historical content, another batch of major FFB, physics & AI developments along with several improvements & fixes.

[h2]V1.1.1.3 -> V1.1.2.0 CHANGELOG[/h2]

[h3]CONTENT[/h3]

Tracks
  • Added Spa Francorchamps 1993 layout
Vehicles
  • Added Group C class featuring Sauber Mercedes C9 & Porsche 962C
  • Added Stock Car 1999 Omega series


[h3]GENERAL[/h3]
  • Implemented new LiveTrack wet weather rubber washing (rubber is now gradually washed away from track surface as it gets saturated with water)
  • Expanded available opponent classes to 9 (10 total)
  • Bumped headlight range from 160 to 240m for all cars
  • Corrected number of opponents in Championship mode to match the series current total number of opponents
  • Added function to set different presets of rubber depending on type of session (making option available to player will soon follow)
  • Added new functions to control when vehicle headlights & tail lights should remain on and DRS rules remain disabled based on track wetness threshold (previously was solely based on environment light levels)
  • Replaced Spa 2020 with Spa 1993 on the calendar of pre-2005 championships


[h3]UI & HUD[/h3]
  • Re-styled event rules & regulations page
  • Added help texts to online Opponent settings screen
  • Fixed wrong value link on gear 7/8 assignments
  • Fixed redundant adjustable wing setup option being available for cars without such aero components
  • Corrected tire names for various cars using street or semi-slick compounds
  • Fixed missing French & German localization for track limits setting
  • Adjusted font size on track limit warnings labels for Rules & Regulations UI screen


[h3]FFB[/h3]
  • Introduced routine to reset FFB in case of FFB loss (game detects the loss and reset FFB automatically, should be seamless for player)
  • Adjusted default FFB profile for more accurate self-aligning torque, milder force spikes over big bumps and other such sudden tire oad.change; adjusted effect from braking torque (should provide better feedback during lockups); split FX signal from Low Force Boost setting


[h3]PHYSICS[/h3]
  • Added slow damping function to all tires (generally improves tire damping & fixes bouncing effect at very slow speeds previously proeminent in formula cars)
  • Added intermediate & extreme tyre compounds for modern protos, GTs & formulas
  • Adjusted tire tread for 60s touring cars, F-V3,, Opalas, Copas Fusca, Uno, Truck, Caterham Academy & F-Trainer
  • Adjusted semi-slick tire tread (F-Trainer Advanced, Caterhams, ARC Camaro)
  • Increased RPM threshold for reduced engine life in 2-stroke karts
  • Moved Metalmoro AJR diffuser center of pressure rearwards by 2cm (slightly rebalancing overall aero distribution)
  • Slightly falloff rates in rain for all slick tires (addressing issues with tires losing all adherence beyond a certain saturation point)
  • Minor stifness adjustment to GT / Proto / StockCar tire carcasses
  • Added minor preload resistance to open diffs in cars with more powerful engines
  • Adjusted Porsche 911 GT1 engine compression curve
  • Adjusted default gear ratios for Mclaren F1 GTR & Mercedes CLK in GT1 class
  • Minor crankshaft mass adjustments to F1 cars
  • Corrected 720S GT3 negative rear toe setting (setup reset recommended)
  • Moved default brake bias slightly rearwards for Copa Truck, F-Trainers (requires setup reset recommended)


[h3]AI[/h3]
  • Various AI behavior improvements, adding car-specific parameters to improve their overtaking assesments both against human player and AI vs AI
  • Added car-specific overrides for previously global parameters controlling the amount of lifting off the throttle AI would do while running over puddles, & introduced new car-specific parameter controlling the amount of lifting while on wet tires (generally less than on dry tires, improves their straightline performance when going through large amounts of standing water)
  • Added several car-specific overrides for previously global AI parameters such as brake and reaccelaration distance thresholds, start reaction times, distance triggers for defending position
  • Reduced likelihood of AI crashing into wall when side by side with human
  • Increased AI drivers performance range
  • Minor AI callibration pass for performance dropoff with tire wear
  • Azure: Smoothed corridors in several locations
  • Slightly adjusted AI grip @ Bathurst, Nurburgring GP & Velocitta


[h3]TRACKS[/h3]
  • Adelaide: reduced road mesh noise; smooth curb at entrance to T13
  • Imola: Fixed camera man pop up
  • Kyalami: removed glitchy helicopter animation
  • Silverstone: trimmed 3D grass clipping walls in some places; fixed a few object pop ups; consolidated some grand stands into larger objects (same materials); optimized shadows
  • Revised "Max AI participants" for various tracks, correcting when this differed from available garage slots
  • Disabled DOF blur in all trackside VR cams for tracks that have them (currently only Grade A tracks)


[h3]VEHICLES[/h3]
  • F-V10 Gen2: fixed visual tire tread not corresponding the actual tire when switching from wet to dry
  • F-Classic (all gens): added Dirt/Scratch map + New UV channel 3 mapping for carbon fiber cockpit material
  • Copa Montana: added Dirt/Scratch map
  • BMW M6 GT3: Fixed red carpaint issue in cockpit view (car #91)
  • F-V10: Fixed visual glitch with windscreen in rain
  • Gol Classic B: Fixed front splitter glitch
  • Ultima GTR: Fixed oil pressure needle
  • F3 F309: corrected RPM bars range
  • Lancer R & RS: Livery override entry added for windscreen and wing
  • Corrected cockpit POV in Metalmoro AJR, Mclaren 570S, Ultima GTR
  • Corrected rain tire tread for F-Retros

Automobilista 2 V1.1.1.3 Now Live!

Automobilista 2 has now been updated to V1.1.1.3 - this is another complementary update to our latest release, adding some further improvements and corrections.

The most significant development involves physics & AI under wet weather, correcting various performance inconsistencies accross all cars under the various combinations of tires and wetness saturation levels.

[h3]V1.1.1.1 -> V1.1.1.3 CHANGELOG[/h3]

UI & HUD
  • Fixed Time Trial info incorrectly hiding current lap time in live sessions
  • Adjusted element/text size of audio device and controller model selection inputs to better suit long names
  • Exposing assignments for Gear 7 & 8 and Telemetry HUD mode switching
  • Added GT1 and G40C to vehicle filter definitions



PHYSICS
  • Further substantial reduction of slick adhesion on a wet track
  • Further adjustments to wet tires for various cars
  • Disabled legacy manifold pressure function (now solely using our own AMS1-based throttle mapping to adjust throttle response for each engine)
  • Disabled redundant legacy function applying aero torque to the frontend when car was airborne (could cause cars to nosedive after getting airborne)
  • Further adjusted aero draft effects
  • Corrected tire tread dimensions for Copa Classic, F-Trainer
  • Fixed error in Group A / Procar front tire tread
  • Fixed error in F-Ultimate tires speed effect
  • Adjusted tire tread optimal temperature range for Caterhams, ARC Camaro, Copa Truck
  • Further adjustments to dry tire falloff rates on wet surface (including grooved / road tires)
  • Minor default setup adjustments for Metalmoro AJR, Sigma P1, Metalmoro MRX, Roco 001, Mclaren 570S, Mclaren 720S GT3, Mercedes AMG GT3, Porsche GT3-R, Porsche Cup & all Copa Classic cars (setup reset recommended)
  • Metalmoro AJR: Small aero revisions; adjusted engine compression curves for Nissan V6 & Honda Turbo variants; Disabled redundant DRS icon for Nissan V6 & Honda turbo variants
  • Slightly reduced crankshaft mass for F-Trainers, MCR, ARC Camaro (less engine inertia)
  • F-Retro: Small aero revisions to all cars
  • Disabled AJR DRS icon for V6, Honda variants
  • Reduced F1 pitstop tire change timings


AI
  • Added car-specific overrides for AI performance on a wet track (on slicks & wet tires) & added new parameter to callibrate AI performance with wet tires on a drying track
  • Further AI callibration passes
  • Further slightly reduced AI CoG height scale to minimise chances of AI cars rolling over high curbs
  • Slightly raised AI lateral movement rate for overtaking & passing boosts (to mitigate getting stuck on straights)
  • Slightly reduced AI braking point offset
  • Reduced AI lifting off throttle over puddles to 50%
  • Slightly increased range of performance from AI drivers



TRACKS
  • Nurburgring: Minor art pass & fixes
  • Revised VR trackside cams at Silverstone & Spa-Francorchamps to disable DOF blur (ongoing process to be applied to all tracks)
  • Further weather probability adjustments (slightly less rain in rainy locations)


VEHICLES
  • Fixed missing wiper animations on Ginetta G40 Cup & Ginetta G55 GT4
  • Added Dirt/Scratch map for F-Retros, Lotus 72E, Mclaren M23 & Brabham BT44
  • Analogue gauges now light up when lights are on

Automobilista V1.1.1.1 Hotfix Is Now Live

Automobilista 2 V1.1.1.1 is now live - this is a hotfix to complement our latest release with some further improvements & corrections.

[h3]V1.1.1.1 CHANGELOG[/h3]

GENERAL
  • Reverted track base grip & range to pre v1.1.1.0 values (corrects Time Trial grip levels being slightly lower in the last release)
  • Track rubber state is now reset if session starts wet
  • Fixed race length being overwritten by active session length when sending MP Lobby data
  • Removed redundant / pre-release folders for livery overries
  • Fixed AI being limited to host´s car class in servers with high player:ai ratios.


UI & HUD
  • Fixed incorrect drive axle data on session on loading screen
  • Minor German localization adjustments


PHYSICS & FFB
  • Various minor default differential & suspension adjustments for all cars (setup reset recommended)
  • Slightly raised brake cooling rates
  • Reduced slick water dissipation further reduces slick efficiency on a wet track)
  • Increased drafting air scale (slightly increases drafting effects for all cars)
  • Raised F-Reiza FFB max force scale


AI
  • Fixed bug causing AI to be excessively slow in first session of a race weekend
  • Further fine tuning of aggression scalars per car
  • Further AI performance callibration passes
  • Further AI rain performance callibration with both wet & slicks
  • Reduced ARC Camaro AI CoG height to minimise chances of it rolling over high curbs
  • Added corner-specific AI performance adjustments: +10% exit of T8 @ Adelaide Modern; +5% exit of second last & last corners @ Spielberg GP; +10% Exit of Stowe @ Silverstone 91 +10% Entry of Luffield1 @Silverstone 91 +10% Exit of chicane @ Silvestone 75; -10% Exit of Luffield @ Silverstone Modern; +10% Exit of Oak Tree hairpin & exit of final corner at VIR Full / Grand +10% Radillon & -5% Exit of Stavelot @ Spa


AUDIO
  • Fixed missing gearbox grinding sound for some manual cars that were missing it


TRACKS
  • Nurburgring: Minor art & functionality pass
  • Imola: Minor art & functionality pass; revised AI paths & trackside cameras
  • Goiania: Updated AI paths
  • Spa-Francorchamps: Added DRS boards at detection & activation points
  • More drones moves/removed at various tracks


VEHICLES
  • F-Vintage Gen 1&2: Added dirt / scratch map
  • Brabham BT26: Added dirt / scratch map; fixed rear wing livery overlap
  • Puma GTE: Added 3 new liveries
  • Ginetta G40 Cup: Updated liveries #10 #20
  • ARC Camaro: adjusted driver position, edited the cockpit to have more room for the driver feet, detached cockpit gear shifter