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Automobilista 2 April 2021 Development Update


Greetings everyone! I´m happy to be back with a new edition of our Development Update, after a small hiatus last month.

Regular readers of these articles may have grown a bit anxious by the fact we skipped our traditional catch-up last month - unfortunately a lot of the things we were working on in recent months had a few detours and took a bit longer to come together, while other things were shifted up the queue in order to advance some other priorities, leaving me short of news and of time to give you any sort of valuable insight in the last month.

The good news is that a lot of these exciting developments are coming to a head in the very near future, so we have a lot of exciting material to share with you this month - let´s dive into what we have been working on and the long, substantial list of developments we have delivered and will be delivering in the coming weeks.

[h3]April Progress[/h3]


This month’s highlight on the content side of things has been the addition of the Formula Retro Generation 2 series, featuring two of the most iconic cars of the late 70s ground effect era with the Lotus 79 and the Brabham BT46B

Sim racing old-timers may recall the rFactor GP79 mod released way back in 2006-2007 - the mod was one of the first comprehensive projects for good old rF1, featuring both cars and tracks from the 1979 season which proved quite a popular release back in the day. It was also my first big modding project in sim racing as part of the Grand Prix Classics modding team, and the one that effectively launched my career as a professional developer.

It was thus an interesting experience to revisit this era of motorsports almost 15 years on, look back on reference material collected and stored since then “just in case”, to ultimately realize how strong the Dunning-Kruger effect can be when you are starting a new activity! At the time, we thought we were rocking with this:
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This is where we are 15 years later:
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Technology in sim racing and in general has certainly come along way, and the fact that devs and users alike are always pushing for things to be better is a big factor in driving that progress. Still it´s worth sometimes to look back and realize just how far things have come in these 15 years, and how somehow we still managed to enjoy what we had back then - evidence perhaps that the secret to satisfaction lies to an extent in appreciating the good things one already has, instead of always looking for what may still be missing.

From a personal perspective, the most valuable thing in this trip down memory lane was in realizing what a privilege it is to still be doing the work I enjoy so much 15 year later - I can only be thankful to the sim racing community for continuing to grant me that privilege, as I don´t see myself being as happy doing anything else!

With that little reflection out of the way, let’s get technical and look into how the game has actually improved in recent weeks:

Driver customization: it’s been a long time coming but after finally working out some exporting woes we are expanding on the customization of driver characters in AMS2 - out goes the generic driver and suits with the same generic group of drivers and personalities, in comes the customized grid per series, with period accurate suits and helmets with a series specific grid of drivers.


The customization will go beyond the cosmetic, as AI opponents will soon have a larger spread of personalities, including additional variables determining their skill in wet weather, managing tire wear. The work is still ongoing but we hope that by the late May update all series will have their own selection of drivers.

We are aware that many users would love the option to customize driver liveries, names and personalities themselves - while that is a bigger, complex project, in a longer timeframe we hope to deliver on at least some of those requests.

We have also finally concluded some significant physics revisions, with April´s updates delivering a substantial reduction of friction levels in the driveline models, which in turn results in a much improved power delivery and differential performance, especially in cars featuring a limited-slip differential. Further fine-tuning is surely always ongoing, but the thick of the work has been concluded. Since the revisions for the most part actually resulted in faster cars, we have opted to preserve the Time Trial leaderboards and not wiping the slate clean as we expected at the time of the last Dev Update.

Lastly, the track team has been conducting an extensive revision of tracks, specifically exports from early on the AMS2 development cycle for a Performance Optimization pass, with some good improvements gathered.

[h3]Vehicle Classes[/h3]

With recent releases including more cars and adding to the ever-expanding car roster in Automobilista 2, some users have expressed the preference for future new cars to be added to existing classes, instead of expanding into additional classes with relatively few cars - first off we´d like to assure this will happen, with more official cars, generic ones or both still to arrive to beef up some of the existing classes.

For some perspective on what our approach is, and the kind of hurdles one needs to navigate in a project of this size - there´s naturally an unspecific limit as to how far we can go with licensing cars and tracks to represent a given series when the game is not licensed for it, but what we can do is to sample a number of interesting series - modern and historical - with a selection of the more appealing cars and tracks to a very compelling (if not quite complete) degree, so that´s what we tend to go for, as offering a diversity of motorsports experience essentially is what AMS2 is about.

Users of course will have their own ideas on how many models in each class are enough to make up a compelling selection - generally we find 4-5 cars in a class make up a very meaty grid so that´s typically our target in series where diversity of models are of significance (little value in doing several models in spec series when cars are fundamentally the same underneath).

Then it´s important to consider that while we may have the goal to reach licensing deals with A, B, C, D brands covering several models spread through various classes, these don´t always materialize at the same time - whether because one deal takes longer to come together or because we can´t quite cope with the financial requirements of licensing all 4 at once. In that case, once we have A, B in the bag, paid for and modelled, there´s little reason not to begin with those and add C and D later if and when those deals materialize.

It helps if you see the game as a sticker book, with several blank spots still to be filled. As always, it´s important to keep in mind we still have a long road ahead - with some patience, you may expect things to continue to fall into place bit by bit.[​IMG]

[h3]Coming up Next[/h3]

As alluded earlier, some of the developments we have been working on for a few months now expected to be wrapped within the next update or two. Here are some of the highlights:

On the Audio front, we working on the implementation of a less CPU intensive & more informative surface audio model, as well as additional sound effects producing an overall richer sonic experience.

The art team is doing some further work car and track Graphics, tuning shaders and climate variables to go along with the new seasonal foliage options in order to boost the visuals even further for the next update, some early results already partially demonstrated in the screenies below. We have also began taking some early dabs at the code side of things, currently experimenting with boosting shadow quality settings where some incremental improvements may be expected soon.

The long awaited Custom Championship feature will finally arrive in the late May update, allowing users to customize their own championship season with classes, calendar and rules of their choice - it´s been a long wait but hopefully for good reason, as the tool will be a lot more resourceful than we had originally planned.

We have picked up many requests for improvements to Gamepad Support so that will also be receiving some love in time for the next update.


Community Plans - We are looking into setting up some regular activities to boost community´s interaction with AMS2 - the good old Time Trial of the Week or TTofW from AMS1, in which a given car/track combo is selected as the week´s leaderboard of choice will make a comeback, and we are also looking to set up an infrastructure for regular, open and (to begin with at least) strictly for-fun Multiplayer races - no fixed timeline for these yet but they should both be a matter of weeks rather than months.

The much-anticipated Multiplayer Rating System remains on the backburner for now as we work through these priority tasks, but it´s soon to be back in the agenda for a Q3 or Q4 release.

[h3]Weather is About to Get Real[/h3]

One of the main upcoming features we have been working on is the addition of Real Weather, integrating Automobilista 2 with live weather forecast systems to provide accurate weather conditions for any location featured in the game. Beyond that, users will have the option of customizing the date / season for your event, with AMS2 to feature a database of weather conditions for each circuit in the game going back 40 years, and also factoring weather forecasts into the following day.

With the reintroduction of the option to customize session date, the track team has been busy producing some variations in track art to represent the different seasons through the very different regions featured in the game.


One caveat is that at least for now we will not feature the option to race on snow, so some creative licensing is being taken ensure tracks in heavy snowy winter locations have been cleaned off before the session (snow may still be present in trackside foliage).

Also worth taking note that the new seasonal foliage will eventually add substantial texture load to all tracks, so you may want to plan ahead for a big update and potentially 15-20 extra GB of disk space in time for the Late May update.

[h3]Racin´ USA Expansion Pack[/h3]


As the US racing season kicks into high gear, we are thrilled to announce our venture into the amazing North American motorsports scene with the upcoming release of the Racin’ USA Expansion Pack Part One.

The Pack - originally planned as a single, massive expansion pack - has been split it into three standalone parts, each including a number of tracks and cars - the first centered around the US thriving sports car scene; the second on its single-seater heritage and the third on the world of oval racing, with some overlap between them adding up to a cohesive whole. We expect to release all three parts before the end of the year.


On the car front, Part One will offer the GTE class, initially featuring the Porsche 911 RSR, BMW M8 and Corvette C8R, along with the Cadillac DPI-R prototype; on the track front, WeatherTech Raceway Laguna Seca, the street circuit of Long Beach and the iconic Daytona International Speedway make up for a fantastic initial lineup to kick off our North American adventure.


Part One of the Racin’ USA Expansion Pack will be arriving in late May along with our next major update, selling for US$ 12.99 / 9.99€, with parts Two & Three expected to be priced similarly. Worth reminding that owners of the AMS2 2020-2022 Season Pass as well as AMS2 early backers already have all parts of this and other forthcoming DLCs secured.

[h3]Weekend DLC Sale[/h3]


Heads-up for those still looking for the DLC tracks or who may have their interest picked by the upcoming release of the Racin´ USA pack - we currently have a Steam sale featuring discounts for all AMS2 DLC items and packages - don´t miss out, the promo runs out tomorrow!

[h3]Automobilista 2 Developer Q&A on Facebook[/h3]

We have noticed discussions ongoing in the community about Automobilista 2, with seemingly some confusion about the sim and the direction it is going in. I have recently done a bit of Q&A in a closed Facebook group of AMS2 users, and it seemed like it was a productive way to cover some of the common questions for users who may not be keeping track of our regular interactions here, so we thought it would be a good idea to do another one with the community at large in our main Automobilista 2 Facebook page.

We will launch a post next weekend (May 8-9) on our AMS2 Facebook Page to start collecting questions about anything related to AMS2 development, and I´ll do my best to reply them as clearly as possible on the 10th - the questions and their answers will then be compiled into an article to be posted in our forum and the AMS2 Steam store page.

That covers it for this month! We hope this makes up for our absence last month, and look forward to catching up again after our next big update later in May.

Automobilista 2 V1.1.4.5 RELEASED

Automobilista 2 has been updated to v1.1.4.5 - this is a complementary update to our mid-April release, introducing another batch of fixes & improvements.

The build also introduces the option for G923 to disable Trueforce and run AMS2 with Legacy Logitech support in case you have issues with the new tech - just follow these instructions: https://www.youtube.com/watch?v=FfUD0622LyQ just follow these instructions

[h3]V1.1.4.0 -> V1.1.4.5 CHANGELOG[/h3]

GENERAL
  • Fixed custom livery overrides not respecting duplicate livery rules
  • Adjusted crowd/character visibility in various game modes and session types
  • Fixed issue where only LODb of some meshes would hide based on session type
  • Small fix to G923 Initialization
  • Added Game launch command line switch "disableTF" for users with issues running Logitech G923 TrueForce to fallback to legacy mode


UI & HUD
  • Fixed onboard roll bars and brake bias both showing brake bias value on vehicle browser
  • Fixed punctuation on some loading screen tips plus some small German string tweaks
  • Fixed clipping on HUD warning message
  • Added extra batch of loading screen tips
  • Corrected various innacuracies in vehicle information


PHYSICS & FFB
  • Adjusted rear wing base drag for F1, Prototype & GT cars
  • Adjusted Mini JCW tire tread
  • Adjusted CoG height for Group A, Procar, Mini, Porsche Cup
  • Camaro SS: Adjusted brake torque & CoG height
  • Roco 001: Adjusted chassis inertia & unsprung mass
  • Reduced brake fade range when under optimal temp range for all cars
  • Enabled onboard adjustable brake bias for MCR 2000
  • Slightly reduced FFB resistance when car is stopped


AI
  • Increased AI qualifying pace
  • Increased AI prudence against human players
  • Callibrated AI rolling resistance for R-Retro Gen1 & Gen2
  • Reduced minimal AI Strentgh range (results in slightly slower AI in the 70-99% range)
  • Adjusted AI Grip multipliers in Donington, Bathurst
  • Silverstone 2020/2001/1991: Adjusted AI performance at Maggots, Becketts, Chapel
  • Imola: Adjusted AI performance at Tosa, 2nd Acque Minerali leg and Variante Alta


TRACKS
  • Silverstone: Added outer terrain to all track detail levels; fixed unsafe pit exit error in modern layout
  • Montreal: Added missing DRS zone2 line; Fixed floating walls; Updated livegrass texture; Performance pass
  • Hockenheim 1988 Short: Fix missing csm curbs; Remove unwanted fence bit at T3


VEHICLES
  • Added liveries for driver helmets & suits
  • Camaro SS: Fixed obstructed rear view looking back from cockpit
  • F-Ultimate 2019: disabled DRS light until functionality is implemented

Automobilista 2 V1.1.4.0 RELEASED!

Automobilista 2 V1.1.4.0 is now live - this time our usual complementary update has evolved into a major mid-month update in its own right, featuring another large batch of improvements and one fan-tastic new piece of content: the Brabham BT46B!


As with the 1997 Mclaren MP4-12 and its extra "steer-brake pedal" released last year, Automobilista 2 V1.1.4.0 pays tribute to another unique car in motorsports history: the Brabham BT46B - aka the fan car - made into folklore for its creative implementation of ground effects at the dawn of the new aero revolution during the late 70s.

Designer Gordon Murray came up with the concept In attempt to boost the performance of the BT46 against the mighty Lotus 79, which had been dominating the 1978 F1 season up until then - under the pretense of improving airflow and cooling through the drivetrain (which it actually also did) the fan in the BT46B would blow faster as the engine revved up, and as it did it would suck the air from underneath the car, generating astronomical levels of downforce in the process.

The car raced only once - the Swedish GP of 1978, and duly won it in dominating fashion at the hands of Niki Lauda. Bernie Ecclestone - who owned the Brabham team and at the time was also beginning to take a leading role in the newly formed F1 constructors association - decided to retire the concept to avoid stirring a feud with other constructors; contrary to common misconception, the BT46B was never banned or deemed illegal, and went into retirement with the distinct achievement of winning 100% of the races it entered.

Now the Brabham BT46B has been brought back to life in Automobilista 2 to continue taking the fight to the Lotus 79 for ground effect supremacy!

There is a lot more good value in this new update - check out below the full [h3]V1.1.3.5 -> V1.1.4.0 CHANGELOG[/h3]

CONTENT
  • Added Brabham BT46B to F-Retro Gen2 Class


GENERAL
  • Added new MAX AVAILABLE setting to Custom Event Opponents screen to limit number of AI opponents according to the number of liveries in the selected car or class
  • Excluded player livery from AI selection when enough liveries are available to not have duplicates
  • Added support to disable pitstop refueling for series that don´t allow it


UI & HUD
  • Added extended vehicle information to loading screen
  • Fixed selected state opacity on various start buttons
  • Extended pause menu and added full size photo and replay buttons
  • Added scrolling to long help texts in vehicle setup screen.
  • Fixed gear tacho gear indicator not changing colour at redline.
  • Merged / rearranged car info widget into a single element
  • Adjusted colours/opacity of some car info elements to improve legibility.
  • Fixed pit/formation speed limit and cooldown lap notice not enabled by default in some modes.
  • Fixed over-sized container on relative times widget.
  • Fixed inability to enable relative times widget in light mode HUD editor.
  • Restyled custom event session selection.
  • Fixed menu/weather input registration on practice/qualifying session settings.
  • Restyled HUD pit board
  • Fixed start new championship list always displaying selected state
  • Fixed help text alignment on session settings and custom event opponents pages
  • Fixed Opponent Number Type option not persisting across opponents dialog launches.
  • Enabled localisation for loading screen tips


PHYSICS & AI
  • Revised unsprung mass values (spindles & wheels) for all cars to correct minor discrepancies
  • Minor tire tread adjustment to F-Retro, F-Vintage
  • Disabled pitstop refuelling in F-Reiza, F-Ultimate
  • Adjusted default coast differential ramp angles in F-Retros / MRX / Camaro SS
  • Minor F-Retro Gen1 / Gen 2 aero revisions
  • Added longer final gear ratio for F-Retro cars (all models)
  • Sigma P1: Increased default preload, increased default final gear ratio
  • F-Classic: Increased minimum front ride height
  • Porsche GT3-R: Reduced minimum rear ride height
  • F-Retro: Revised suspension rates
  • Reduced gearbox wear in sequential & semi-auto boxes
  • Reduced 1970s Cosworth DFV RPM critical range for engine life time
  • Added blown diffuser emulation to F-Reiza
  • Adjusted front wing max height for F-Retros, F-V10 Gen1
  • Adjusted critical RPM range for engine lifetime in GT1, GT3, GT4 cars
  • GT5 AI calibration pass
  • AI callibration pass for Ginetta G40 Cup, GT5, F-Retro Gen1, Gen2, Mini UK & Stock Car 2020 / 2021
  • Minor adjustments to AI awareness vs player car



TRACKS
  • Added initial logic for loading trackside crowd / objects according to session type (initial implementation covers only 2D crowd which now does not show in test day / practice sessions)
  • Spielberg Historic: Increased supported grid size to 20; Fixed crowds season (summer to spring)
  • Londrina (Long/Short): Update curb mapping to support new colors texture; Performance pass reduce draw calls 15%; Reworked sponsor adverts on temp stands
  • Goiania: Performance pass reduced draw calls 40%
  • Interlagos (GP/kart): Performance pass reduce draw calls 30%; New pit lane path for GP layout
  • Jacarepagua Historic: Fixed broken normals on mountain treeline; Additional performance tweaks (draw call/chunk size); Fix podium LOD popping; deleted cones in middle of the road in Oval layout; adjusted pitlane path exit to minimise chances of AI crashing
  • Hockenheim Historics: Conform render to reduced road noise; Performance pass reduced draw calls by 35%; Improved livegrass texture
  • Imola 1988: Performance pass reduced draw calls by 28%; Fix a few minor object LOD popping;
  • Added missing start lights
  • Cascavel: Minor advert tweaks
  • Added VR cams for Oulton Park, Goiania, Velocittá & Velopark
  • Reduced or removed chance of fog / foggy rain in random weather depending on track


VEHICLES
  • F-Classic: Fixed wheels offset in suspension animations; Added camber values to the suspension animation in G1M1, G2M1, G2M3
  • F-Reiza: Added camber values to the suspension animation
  • F-Ultimate 2019: Added camber values to the suspension animation
  • F3 F309: Fixed visual artifacts in rear suspension; Added camber values to the suspension animation; Adjusted the graphic offset
  • Stock Car 2021: Updated liveris fro Julio Campos, Rafael Suzuki, Bruno Baptista
  • Added period-accurate driver helmets, suits & gloves to F-Retros, F-Classics & F-V12 (WIP and still with generic textures, further customization soon to come)
  • Corrected Lotus 79 RPM shift light range
  • Fixed F-Reiza cockpit antenna
  • Brabham BT44: Fixed shift warning light
  • Karts & Trucks: Corrected normal map size

Automobilista 2 v1.1.3.5 RELEASED!

This release comes exactly one year since our initial Early Access release on March 31 2020, and we have been pushing hard as we have through this whole year to celebrate the occasion with another major update!

Unfortunately some of the new features and core developments we had hopes to wrap in time for this update didn´t quite make it in time, but the work obviously isn´t lost - while this update isn´t quite the beefed up step we had hoped to deliver, our users can still look forward to these valuable developments making into the game in the coming weeks and months.

Our March update still packs a good punch with another sizeable list of improvements & fixes, additional layouts for the Historic Jacarepagua circuit, and a new historical class - the Formula Retro Generation 2, featuring the iconic Lotus 79!

The most significant physics development in this update is the substantial reduction of driveline friction levels, resulting improved functionality in LSD cars, better driveability and slightly higher top speeds. The default preload and ramp angles have been adjusted for most cars, so setup resets on cars with LSD is recommended.

Championship Mode has also received an important update in preparation for the Custom Championship feature, as now players are able to have up to four championship seasons in progress. A batch of new championship options will be added in an complementary update before the weekend. Custom championship itself is still under development for additional features and has been pushed to May.

We´ll share a bit more details about the ongoing developments in this update and upcoming ones in our upcoming Development Update.

[h3]V1.1.3.5 CHANGELOG[/h3]

CONTENT
  • Added F-Retro Gen2 Series (featuring Lotus 79 & generic F-Retro Gen2 Model1)
  • Added more Jacarepagua Historical layouts (2005, Oval, Sul, Stock Car Roval)


GENERAL
  • Reduced Multiplayer safe join buffer time in practice / qualifying from 180 to 90 seconds
  • Added option to set maximum limit on the number of AI in official championships
  • Fixed GT1 Championship lap length race sessions incorrectly treated as timed sessions


UI & HUD
  • Updated HUD (will reset customizations): Restyled car info and added vehicle damage widget; Restyled tacho unit
  • Added hints and tips to loading screens.
  • Added warning to opponent settings screen when the number of opponents is grater than the number of available liveries
  • Fixed championship AI aggression input not clamping to correct range
  • Increased loading screen tip refresh time to 20s
  • Added 'Wheel Only' option to 'Display Cockpit And Driver' setting
  • Added extra vehicle info to Vehicle Selection screen informing availability of tire compounds, DRS, boost, adjustable turbo, adjustable onboard brake bias & roll bars, head lights, pit limiter on the currently selected vehicle (accuracy of current info pending further revisions)
  • Restyled Race and Test Day settings screens
  • Fixed untranslated 'Opponent Aggression' label on opponent settings screens


PHYSICS & FFB
  • Fixed FFB pulling to the left under braking or to the right on power (FWD vehicles only)
  • Substantial reduction of friction levels for various wheel bearing models for reduced overall driveline losses, improved functionality in LSD cars, better handling entering & exiting corners, better driveability under traction and slightly higher top speeds
  • Adjusted default preload and ramp angles in most LSD cars (setup reset recommended)
  • Updated engine torque / power curves to suit new wheel bearing values
  • GT / Stock / Proto / wet tire wear adjustments
  • Adjusted F-Retro, F-Ultimate, F-Classic, F-V12, V-V10, F-Reiza, F-Ultimate tire carcass inflation shape
  • Slightly steeper engine compression curve for Cosworth 1974 engine in F-Retros
  • Slightly higher wear rate for soft compound in GT3 / P1
  • Minor rear wing efficiency adjustment for F-Retros
  • Revised aero drag in formula cars
  • Added customized values for tire pre-conditioning per car (replacing old global function)
  • Increased damage rate for grinding & clutchless shifts in manual boxes
  • Adjusted StockV8 2020/2021, Montana, F-Retro, Omega StockCar, Mini UK aero yaw sensitivity
  • Disabled onboard roll bars in GT5, GT4, GT3, F-Retro Gen1, F-Reiza, F-Ultimate
  • Disabled redundant turbo range in Hot Cars / Copa Classic cars
  • Lowered Opala CoG height; stiffened suspension rates to minimise issues with lifting inside wheels
  • Minor adjustments to H-pattern gearbox syncro parameters


AI
  • Increased range of AI performance & some initial customization per series
  • AI Callibration pass to account for new AI range parameters & new driveline physics update
  • Slightly increased AI prudence against human drivers
  • AI aggression is now scaled down during in/out laps of practice & qualifying sessions
  • Fixed issue with AI skill range at extreme ends of the scale and effective lower cap of 84% in multiplayer
  • Fixed bug where the AI skill from personality wouldn't load properly in first session (leading to reduced spread of performance)


TRACKS
  • Weather, climate & HDR revisions for more consistency across the daytime and weather variants
  • Minor adjustments to weather and climates for clouds & HDR behaviour
  • Increased maximum render distance for far terrain at higher graphics settings
  • Spa-Francorchamps: Fixed bad bumps at the outside run-off of Pouhon and Fagnes; Minor art & performance pass
  • Jacarepagua Historic: Reduced road mesh noise; Minor art & optimization pass
  • Interlagos Historic: Reduced road mesh noise; Increased poly density for outer link road
  • Hockenheim: Reduced road mesh noise for all Historic layouts
  • Cascais: Fixed fix flipped armco at T9
  • Goiania: Updated trackside data
  • Revised default date for all tracks
  • Added VR cams for Campo Grande, Cascavel, Snetterton, Curitiba, Londrina
  • Minor art pass to Hockenheim Historic layouts
  • Minor art passes to Jacarepagua and Spielberg


VEHICLES
  • Adjusted LOD settings for wheel and tires in open wheel cars to avoid gaps between transitions at lower detail levels
  • Fixed dark external mirrors in several formula cars
  • Corrected suspension animation to account for camber settings in F-Vintage cars, F-Classic Gen3, F-V10 Gen2
  • Sigma P1: Fixed glitch on cockpit front end
  • F-Trainer and F-Trainer Advanced: Fixed suspension artifacts on cockpit view; Added missing chassi parts to cockpit view; Fixed chassi parts misplacement in LodA.
  • F-Vintage: Fixed engine damage issue
  • Chevette: Fixed cockpit red paint issue

Additional AMS2 V1.1.2.5 update

  • Fixed version number still displaying as v1.1.2.4 in main menu instead of v1.1.2.5
  • Stock Car 2020/2021: Revised tire carcass physics, suspension rates, front splitter aero; reduced default caster; Minor adjustment to FFB max force
  • Stock Car Cruze 2019: Stiffer damper default damper rates; Minor adjustment to FFB max force
  • Increased FFB smootheness in 60s TC cars
  • Minor Group C soft tire tread adjustment
  • Further F-Retro tire tread adjustments
  • SuperV8: Minor tire carcass adjustment, CoG height reduction
  • Spa-Francorchamps: Added some remaining minor trackside objects; missing start lights
  • Brands Hatch: Fixed trackside cameras not working in Indy layout
  • Further trackside advertising updates for Stock Car tracks
  • StockCar Corolla 20/21: Removed Suzuki driver name sticker from steering wheel
  • Further trackside advertising work for Stock Car tracks