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Automobilista 2 News

Automobilista 2 V0.9.5.1 RELEASED!

Another week of intense housekeeping as we approach v1.0 release - once again a lot of the focus has been on physics / FFB, with a lot of fine-tuning resulting in another good step forward all around, as the handling for most cars now become pretty representative of our v1.0 target. From now on most of the physics work will concentrate on reviewing fuel consumption, tyre & engine wear, temps & reliability properties.

On the AI side we haven´t yet concluded implementing the new AI Strength logic, so for those struggling with AI speed in lower settings we ask for a little more patience until we finalize this development tol provide more consistent performance accross the AI Strength range. In the meantime setting around 90-110% AI Strength and 50% Aggression have been quite thoroughly callibrated and should provide the best racing.

3D Animations for wipers, suspension, drivers & other moveable car parts are finally beginning to come in, although only one minor item added in this update (animated suspension arms for F-Trainer from external view) - all the remaining exports should flow very quickly from here.

Last but not least, the Dedi tool is now available from the Tools Library on Steam - please check further information about the tool, how set it up and run it as well as post feedback / reports about it here.

For those wondering about upcoming content, please hold for more information in our May Development update coming up tomorrow.

V0.9.5.1 CHANGELOG:

UI
  • Fixed spectator leaderboard position text always being forced to wrong colour.
  • Applied HUD style leaderboard to Replay/Monitor Screens
  • Fixed disabled 'View Replay' button displaying instead of 'Save Replay' button in MP session results screen
  • Fixed Time Trial Pause Menu leaderboard not displaying correctly
  • Added identification for dedicated servers in browser list
  • Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
  • Fixed Monitor camera switcher not working after changing cars


FORCE FEEDBACK
  • Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
  • Fixed error in parking force script
  • Adjusted locktstop strength
  • Fixed issue with recently added FFB filter occasionally behaving unpredictably
  • Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developments


PHYSICS
  • Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
  • Slight adjustments to all wet tyre compounds
  • Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
  • Fixed bug causing downshift protection system not to work properly
  • Adjusted shift tolerances for semiauto boxes (to avoid neutral - 1st gear not engaging in high revs)
  • Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
  • Revised engine inertia for V8, V6 engines
  • Reduced default steering lock for light formula cars, prototypes & Super V8
  • AJR: Revised rear wing aero efficiency
  • MCR 2000: Revised rear wing aero efficiency
  • F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
  • Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
  • F-Vee: fixed front left rebound damper range
  • Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
  • F-Reiza: Adjusted diffuser center of pressure, default caster setting
  • F-Classic Gen1&2: revised aero balance
  • Superkart: Adjusted default tyre pressure & ride height
  • Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
  • Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
  • Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
  • Adjusted MIT Lancer roll bar stiffness


AI
  • Further callibration of AI performance & rolling resistance for all cars
  • Improved AI pitlane manoeuvrability
  • Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
  • Fixed AI tendency to oscillate steering erratically running down longer straights
  • Fixed Roco P3 excessive AI straight speed
  • Reduced thresholds for AI to attempt overtaking in improbable circunstances
  • Further reduced AI aggression scalars & brake power
  • Further reduced AI overtaking boost under braking


AUDIO
  • F-V10: Adjusted Traction Control sounds
  • Sigma P1: revised engine sounds, engine / turbo / blowoff volume balanced


TRACKS
  • Updated Livetrack racing groove shader to become more visible as track rubbers up


VEHICLES
  • Further revisions to visual brake glow ranges
  • F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
  • F-Trainer: Added suspension animation (external)
  • F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33

Automobilista 2 V0.9.3.1 RELEASED - Now updated to v0.9.3.2

This week´s update features further housekeeping, with focus again on the FFB / physics / AI combo as these fronts begin to come full circle for v1.0 release.

Relative to last week, the FFB changes have been a slight refactoring of the way steering arm forces pass on to FFB (should provide a slightly "tighter" wheel around the center), slightly reduced the FFB filters added in previous update & added soft lock for wheels that still didn´t have it.

Further FFB changes from now will be restricted to bug fixes, track/car-specific fine tuning & those resulting from physics adjustments - these can still add up to substantial differences, and we also plan to add a couple of car-specific adjustments so users have some room to customize them to their preferences - but as far as the core system goes however we consider FFB wrapped for v1.0

IMPORTANT: "OLD DEFAULT" FFB profile has been discontinued in v0.9.3.1 - there´s only one default FFB profile (the "CUSTOM" option should only be selected if you have modified your Custom FFB file). An updated FFB guide will be posted soon.

On the physics front there´s been another round of fine tuning with most cars receiving a few updates, most substantial being big fixes for F-V10, Super V8, Copa Trucks, F-Classic G3M3 and Superkart. Brakes have also been further fine tuned, the main change being greatly reduced brake performance when cold (be careful in your first corner exiting the pits). Tyre physics on wet surface have also received attention, mostly fixing the excessive slick grip on a wet track for compounds in which that was an issue. IMPORTANT: As usual make sure to reset your setups if you had any changes from default auto-saved.

AI has received another callibration pass, and performance parameters for practice / qualifying (which before were assigned globally for every car, causing a lot of fluctuation in AI performance for those sessions relative to their race skills) now have customized values per class, offering much better balance relative to their race performance. Balance of speed in slower corners vs high have also been further callibrated to be closer to the player´s performance.

IMPORTANT: Please note that AI performance will probably be a bit faster overall so you may need to lower your AI Strength setting relative to the previous version to get the same performance from before. The AI still works better with settings around 100% Strentgh / 50% Aggression, with lower and higher values not offering the range of adjustment one would expect - revising the AI Strength logic is next up on our to-do list.

The downside in the constant flow of updates over this Early Access period is the inconvenience of having to regularly review & reset settings, so we´d like to thank you all for bearing with us through this development stage and for helping keep it pointed in the right direction - rest assured we expect things to begin settling down from now on, allowing you to stop fiddling and focus on racing!

On the content side, in this build we continue to explore the 1980s Brazilian racing scene, now adding the Brazilian Hot Cars series, based on an early 80s spin-off of the popular Divisão 3 category featuring popular cars tuned up to 11 to race around the old Interlagos and Jacarepagua - those were the days!

There´s even a movie featuring the series as background titled "Os Campeões" - a Brazilian 80s rip-off of the classic "Grand Prix" movie worth checking the snippet below even if just for a glance at the glorious old layout of Interlagos!
[previewyoutube][/previewyoutube]


V0.9.3.1 CHANGELOG:

CONTENT
  • Added Hot Cars (Early 80s Brazlian Touring Car Series with 3 models)


UI & HUD
  • Fixed missing Adelaide Historic loading screen
  • Fixed low-res AMS2 shortcut icon when generated by Steam
  • Show disabled text in lobby session info if practice/qual are disabled
  • Adjusted opacity of main HUD element containers
  • Fixed race over countdown
  • Added selected state to in-game chat text entry boxes
  • Fixed incorrect vehicle statistics for various touring car classics
  • Added missing F-Vee Fin statistic
  • Fixed track logos being retained from previous track selection when current doesn´t have one


FORCE FEEDBACK
  • Slightly refactored the way steering arm forces pass on to FFB (should provide a slightly "tighter" wheel around center)
  • Slightly reduced the filters that added in previous update,
  • Added soft lock for wheels that still didn´t have it (WIP).
  • Disabled Old Default FFB profil
  • FFB profiles with lockstops enabled and new exposed values in them.



PHYSICS
  • Globally reduced slick grip on wet tracks
  • Revised aero efficiency losses with yaw for various cars
  • Super V8: Fixed error in steer lock range; Adjusted default ARB & camber settings
  • Revised F-Classic front & rear wing for more consistent downfroce increments accross proportional changes of wing angles
  • Reduced bumpiness over grass & gravel to address collision issues while running off-track
  • Fixed rear brake cooling in various formula cars
  • Revised restitution values for crashing into walls and barriers
  • Moved default brake bias slightly to the front for FWD cars
  • Reduced brake efficiency when cold
  • Fixed missing 5th gear in Gol / Passat Classic B
  • F-V10: Fixed error in fast damper range
  • F-Classic Gen2: Disabled redundant engineboost function
  • F-Ultimate:Slightly increased carcass load stiffeness
  • Adjusted Roco Aero balance & default setup
  • Opala: Fixed rear brakes
  • MCR S2000: Fixed missing rear tyre warmers
  • Fixed Ultima gearbox RPM tolerance in manual shifts
  • Fixed F-V10 loud Traction control sound
  • Fixed V-10 AI bouncing
  • Fixed Opala 1986 redundant rear left damper setting


AI
  • AI performance multipliers for practice & qualifying sessions are now customized per car & proportional to their race performance
  • Improved AI skill when driving off the racing line & reduced range for factoring cars up ahead (improves their pace on initial laps & reduces hesitation while being passed)
  • Further boost to AI awareness when behind human players
  • Callibrated peak AI corner grip & grip multipliers resulting in better speed mid corner through slow / mid speed corners, more realistic speeds through fast corners
  • Improved AI skill when off the racing line (resulting in less 1st corner slowdowns and better pace over 1st lap)
  • Callibrated AI throttle application for all cars to better correspond with human ability
  • Reduced AI boost under braking during an overtake;
  • Reduced minimum straight lentgh for KERS / boost application
  • Improved AI ability through water puddles (less lifting off throttle)
  • Slightly bumped up AI speed under yellow & blue flags
  • Revised AI paths for Londrina (both layouts)


TRACKS
  • Updated TV cameras for Donington & Kansai
  • Kyalami: Updated curb textures
  • Jerez: Snap revised road noise; updated walls & barriers to latest standards; Add missing garage door collision; fixed garage door mapping/alignment
  • Montreal: Fixed bug causing cars to visually appear to float over track surface


VEHICLES
  • Added cockpit windscreen reflections to Super V8, Ultima GTR Race, Ultima GTR Road, Touring Car Classics
  • Adjusted visual brake glow ranges
  • Fixed F-Classic G3M3 RPM bar
  • Adjusted various Fusca textures
  • F_Ultimate 2019: Added rain light
  • F-Vee: Added rain light
  • MCR S2000 new liveries / updates / redesign #10 #13 #19 #20 #21 #23 #24 #14
  • F-Trainer: new community skins #21 #22 #23 #24
  • MRX P3 revised liveries


EDIT:
  • A small v0.9.3.2 hotfix now has now been deployed - changelog:
  • Fixed bug causing only Stock Car V8 cars to load when attempting a multiclass race with it
  • Added option to switch autoclutch and auto gears On / Off from Gameplay screen (previously in Controls screen only)
  • Fixed series livery assignment in multiplayer and multi-class events
  • Fixed selected state of brake bias option in IBM
  • Reduced AI brake power in non-formula cars
  • Reduced AI Throttle application variation with AI skill
  • Adjusted AI speed sensitiviity relative to car in front (improves start / 1st lap performance)
  • Adjusted F3 & AJR, Ultima Race aero yaw sensitivity
  • Adjusted Opala 1986 & Hotcar tire physics
  • Fixed Opala wheelbase error

Automobilista 2 V0.9.2.1 RELEASED!

This update is largely focused on FFB, physics and AI developments, but it also features a large assemble of improvements & fixes in all fronts, adds the option to save Replays to your Replay Gallery , new options to the HUD system along with new gameplay features and the first stage of our revamped lighting, featuring HDR & climate revisions.

As usual, when there are substantial physics & FFB changes some recallibration is in order to bring car-specific FFB & AI values up to the latest specs - both of those fronts have already been largely revised to suit the new developments but it may take another build to get the best of them for all cars in the game.

There is one last round of FFB developments to come before v1.0, at which point the "Old Default" profile will be discontinued. We recommend switching to "New Default" in the FFB configuration screen if you haven´t done so already.

With this FFB update tyre flatspots from a hard wheel lock-up under braking will be more perceptible in high performance slicks,, although currently most tyre compounds will allow for only mild tread flatspotting - further development to come here.

Be advised you must reset your car setups to properly experience recent physics developments - setup changes are auto-saved and reloaded whenever you choose the same car so if you have an old setup change it will still be applying with potentially incompatible changes from the new build- to avoid such issues, upon loading a car in v0.9.2.1 make sure to go into Setup screen & click "reset to default"; if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).


V0.9.2.1 CHANGELOG:

UI & HUD
  • Added Replay Gallery
  • Added "Save Replay" button to replay screen (only available at end of session)
  • Fixed "Cancel" button not working on keybinding and similar confirmation screen
  • Removed redundant ABS / TC ranges from setup screens of cars with no assists available & disable TC/SC/ABS values from Gameplay options screen when aids are 'OFF' or 'Authentic'
  • Added KERS / BOOST / P2P display to HUD;
  • Slightly increased width of leaderboard and added a first pass strategy for longer driver names
  • Applied grey text for position and driver name text for AI drivers
  • Added 'Full' variant of car info HUD gadget (enable via hud editor)
  • Fixed telemetry screen unit text localisation
  • Fixed telemetry screen right side temp bars escaping tire outline
  • Corrected number of corners for Kyalami (15) & Santa Cruz (14)
  • Corrected vehicle stats for Karts & Trucks
  • Fixed page title on in-game gameplay options screen


FORCE FEEDBACK
  • FFB calculations now account for any change in caster trail and scrub radius, with improved braking feel, overall smoother output & better weight transfer feel
  • Fixed issues with FFB spiking & occasionally producing strong jolts when wheels loose contact with ground (load loss) and added filtering to smoothen out abrupt transitions
  • When front tyres are not loaded FFB will now present only gyroscopic torque, fixing bug that could cause steering to get very heavy in some airborne situations
  • Improved parking force function


PHYSICS
  • Thoroughly revised tyre physics for all cars
  • Revised FFB values for all cars to suit new tyre physics & FFB developments
  • Fixed error in Ultima Race / P1 tyre treads resulting in a much faster hard tyre compound;
  • Added initial implementation of Push-to-Pass rules & functionalities for Stock Car V8 (still missing first lap block, 5s delay between pressing button & boost deployment, windshield LEDs for boost use/availability)
  • Added KERS functionality to F-Reiza;
  • Added temporary max boost button for F-Classic Gen1 cars
  • Revised ERS system for F-Ultimate
  • Thoroughly revised brake systems for all cars covering response curve, torque, optimal temp ranges, effects of being off temperature, cooling properties & default brake pressure
  • Removed brake duct values from cars that don´t have one
  • Fixed error in F-Classic Gen1 (both models) diffuser properties leading to no loss of aero efficiency with yaw & other diffuser revisions
  • Reduced undertray scrape friction for all cars
  • Set default Traction Control setting to 10% for all cars when the assist is enabled
  • Adjusted head physics properties & reduced range of movement
  • Revised body aero effects for MRX, Roco, StockV8, Sigma P1
  • Further reduced body drag for all Caterhams
  • Revised Super V8 power, weight, weight distribution to more up-to-date references
  • Fixed Sigma P1 fuel consumption & overheating
  • Fixed errors in Opala´s wheelbase / track width / height offset
  • Adjusted torque curve on lower RPM ranges for Caterhams, F-Classic Gen1, Roco engines
  • AJR Chevy & Honda Turbo variants from P1 class, now have Traction Control and ABS available when driving assists are set to 'Authentic" as per real-life counterparts
  • MRX from P2 class now has Traction Control available when driving assists are set to 'Authentic" as per real-life counterparts
  • Increased downshift protection for all cars


AI
  • Increased AI speed midcorner for all cars
  • Reduced AI speed drop when conceding position to overtaking cars
  • Slightly reduced AI start reaction range
  • Increased AI care when around human players
  • Fixed bug cuasing Fusca from Copa Classic FL to occasionally rol
  • Revised AI performance in practice & qualifying
  • Adjusted AI performance to more realistic ranges when accelerating or skipping a session


AUDIO
  • Further polished Sprint Race onboard audio samples


TRACKS
  • Added first pass for ongoing lighting revamp with HDR & climate visual updates
  • Added new armco textures to Brands, Oulton, Interlagos and Kyalami
  • Added new gravel detail maps to Brands and Oulton
  • Created a library of various detail / normal tarmac maps for various surfaces (rough / new / smooth etc) - currently only applied a few of them to Oulton Park, Kyalami, VIR, Cadwell, Jerez
  • Added customization pass to trackside marshalls & crowds
  • Revised track limits for Kyalami 2020, Donington Park
  • Brands Hatch. Fixed misaligned sector 2 trigger on GP layout causing lap times not to register
  • Fixed bug with 1st lap not registering at Imola 1988 & 2001
  • Cascavel: Fixed timing bug where delta time would read incorrectly when crossing S2 trigger; removed excess garage/pit spots to match grid spots count
  • Santa Cruz: Fixed issues on rolling starts & repositioned rolling start location; added more garage spots; Corrected missing animated marshals/crowds (change winter to autumn).


VEHICLES
  • Puma P052: Fixed RPM LED scaling; Fixed LOD C tyres
  • F-Classic Gen1: Fixed cockpit carbon material
  • MetalMoro MRX Duratec P2: Fixed lights on LOD B
  • Passat Copa Classic B: Fixed cockpit side mirrors
  • Formula Vintage Gen2: Fixed exhaust position
  • F-V10 Fixed gap between wheel rim and tyre from cockpit view
  • Puma P052, GTB: Fixed rain streaks direction
  • Puma GTE: Added rear lights
  • MetalMoro AJR & MRX::Updated headlights color
  • Sprint Race: Improved exterior mirrors
  • Fixed Copa Classic Fusca fender lodding out
  • Opala Old Stock: Fixed UV mapping in bonnet
  • F_Ultimate: Adjusted collision mesh
  • StockCar V8: Fixed central mirror position
  • Adjusted brake glow ranges for carbon brakes
  • Several updates to Sigma P1 model & cockpit
  • Added new Sigma & MRX liveries in P2 class
  • Revised MCR Sports 2000 liveries: #01 #02 #03 #04 #05 #06 #07 #08 #09 #11 #12 #15 #16 #25 #26 #29 & Community liveries #17 #18 #42


EDIT: Small silent hotfix just went up including the following changes:
  • Added missing lighting adjustment (cause of overly dark lighting in some circunstances before this fix)
  • Kyalami 2020: Adjusted some clipped road line overlays, further track limit fine tuning, added missing T5 runoff curb, fixed collision issues with concrete walls
  • MCR2000: Added rear brake lights

Automobilista 2 v.0.9.1.0 RELEASED!

[previewyoutube][/previewyoutube]
The Kyalami Grand Prix Circuit is now available in Automobilista 2! Also featuring in this update is the Sigma P1, which despite the name actually raced in P2 class for most of 2019, thanks to a somewhat overweight drivetrain. That´s the P2 car in the game now - the 2020 car promises to be a big step forward to bring the fight to the AJRs in P1 class, and once it gets to race it will have a version in AMS2 as well!

With these additions we are now up to 40 unique racing classes, 40 venues for over 70 layouts! Check out the full updated car & track llist here.

The new update rectifies some netcode issues that have made close racing difficult in Multiplayer mode up to now - all good for quality online action now!

The new buil also brings a round of AI performance callibration in this build to balance performance vs player following recent modifications, as a result you may find necessary to adjust AI Strength from what you were running before in certain series in order to get the same performance from the AI )the goal being for less adjustments needed from series to series).

IMPORTANT! This is the last weekend to buy Automobilista 2 with the current 40% discount over its v1.0 price - as we have crossed the halfway point in our Early Access roadmap, by Monday pricing will be adjusted accordingly to be 20% off its v1.0 full price, remaining that way until its official release.

V0.9.0.1 CHANGELOG:

CONTENT
  • Added Kyalami Grand Prix Circuit
  • Added Sigma P1 to P2 Class
  • Added Passat to Copa Classic FL Class


GENERAL
  • Update App Key used in Live Motion SDK


NETCODE
  • Reduced Fade Accel parameter to minimise chances of "ghost" car-to-car collisions in a Multiplayer Session


UI & HUD
  • Fixed back button on TimeTrial screen
  • Amended all brake bias labels to include F / R qualifier and all values to include front and rear.
  • Fixed telemetry HUD screen anchors (affects ultrawide positioning)
  • Fixed in-game menu anchors on various pages (audio, camera, controls & gameplay options screens, save/load setup, quick/full setup edit screens, VR)
  • Added Track Altitude information to loading screen
  • Added current time of day to Session Overview / Pause screens
  • Added Imola 1972 & Modern trackmaps
  • Added Stock Car Driver names
  • Updated missing tire names for Caterhams, F-Ultimate, Copa Classics
  • Added chat box to lobby page, multiplayer & pre-event screens
  • Fixed bug with incorrect engine torque statistic in vehicle selection & loading screen due to reversed metric / empiric system conversion
  • Adjusted naming for various Metalmoro MRX models
  • Fixed track country label on lobby page
  • Added exit confirmation to pre-event screen
  • Coodown lap now defaults to manual player control


PHYSICS
  • Standardized ranges, adjusted drag & lift increments per setting for cars with adjustable radiator & brake ducts
  • Adjusted brake heating for all prototypes & GT cars
  • Minor adjustments to Ultima Race, StockV8, F-Vintage tyre treads
  • Reduced roll inertia for StockV8, SuperV8, Ultima Race, Ultima
  • Slightly reduced grip off the ideal racing line
  • Reduced Metalmoro AJR diffuser efficiency
  • Adjusted StockV8 diffuser center of pressure slightly rearwards
  • Adjusted Roco, MRX, ARC Camaro engine torque curves
  • Moved default brake bias rearwards for Sprint Race, StockV8, Ultima Race


AI
  • Slightly increased AI awareness of human players
  • AI performance tuning for GT3, StockV8, P1, P2, P3, P4, Ultima Race, Sprint Race, F3, F-Vintage classes


TRACKS
  • Spielberg: fixed hole in garage floor; replaced incorrect pit building walls & pit doors; remapped garage and pit stall locations; removed excess grid assignments (32 cars supported); rebuilt triggers.
  • Brands Hatch. Fixed bug with cars appearing to float over the track; adjusted rolling start location; revised track limits; fixed garage door collision


VEHICLES
  • AJR: Adjusted Driver Animation; Added Imperio #175 & Mottin Racing 46 liveries
  • MRX: Corrected RPM LEDs for all variants
  • Ultima Race: Adjusted collision mesh
  • Puma P052: New liveries/updates/redesign for #01 #02 #04 #06 #07 #08 #10 #11 #12 #13 #19 #42 #53 #54 #69; Added community skins #17 #91

EDIT:
A silent hotfix just went up to address the Passat crash & other minor tweaks - no change in version number. Changelog below includes entries that were missing from original v0.9.1.0 changelog:
Fixed crash while loading Passat from Copa Classic FL class
Adjusted turbo and dump valve volume for Lancer R & RS
Adjusted volume for running on dirt for all cars.
Slightly reduced bump amplitude from grass & gravel
Slightly reduced aero drag from Caterham (all models)
Switched MRX P4 tire compound to a stiffer option
Adjusted Super V8 engine for more accurate power output (20 HP more)
Minor adjustment to AI performance in Copa Classic FL class
Adjusted MRX & F-Vintage AI throttle application tweak
Lowered F-Ultimate AI upshift logic to better optimize engine torque curve

Automobilista 2 V0.8.7.1 RELEASED!

Time Trial mode is now available - please note that not all car / track combos will have boards available yet, the ones that are still missing will be added over the coming days.

Also please be advised that we plan to reset all Leaderboards by the time we hit v1.0.

V0.8.7.1 CHANGELOG:

GENERAL
  • Enabled Time Trial Mode
  • Player now has complete control in pits if Pit Stop Control is set to "Manual" in Gameplay Options (no longer gets automatically held up due to incoming traffic)
  • Implemented new CutTrackFraction logic for detecting how far back a track limit infringement in previous lap invalidates the next one (5% of track length in practice, 10% in qualifying, 15% in Time Trial)
  • Fix bug where spawning in garage in between sessions would cause Trucks to crash into the garage


CONTENT
  • Added Opala Stock Cars 1986 Season


UI & HUD
  • Added missing F-Trainer A vehicle specs; Corrected Puma GTB, Super V8, Lancer R & RS, Copa Classic specs
  • Fixed AJR V6 short name in session config screen
  • Added new 'Full' variation of the Laptime Info HUD element (gives past lap info or Time Trial info depending on game mode/session)
  • Moved Laptime info position slightly higher in default layout


PHYSICS & FFB
  • Added "Tyre Scrub to Rack" effect to FX FFB slider (New Default profile only
  • Added "Min force" FFB funcion, disabled by default (can be activated in custom FFB file)
  • Minor FFB adjustments to various cars to better suit New Default profile
  • Increased FFB smoothness for FWD cars
  • Fixed remaining issues with excessive brake wear
  • Revised drivelines for all TC Classics, AJR, F-Vintages, F-Classics Lancers, Ultimas to correct excessive drivetrain losses & inertia
  • Fixed suspension physics for Copa Classic B Passat
  • Minor adjustments to tyre tread & carcass for Copa Classic, Lancers, Opalas, Ultima Race, AJR, Stock Car & F-Classic
  • Added wet tyre options for Lancers & Copa Classics
  • Corrected excessive engine boost in Lancer R & RS
  • Fixed wrong default tyre option in some TC Classics that could cause CTDs
  • Reduced front ride height range & moved diffuser center of pressure forward by 8cm in Metalmoro AJR for more accurate aero balance (all variants)
  • F-Classics Gen1&2: moved diffuser center of pressure forward by 2cm for more accurate aero balance, increased diffuser downforce loss with yaw
  • F-Classic (all Gens): Adjusted default setup (stiffer rear ARB, corrected ride height inconsistencies); fixed V8 engine wear range


AI
  • Disabled glitchy AI function that would cause it to behave erratically while trying to weave out of the way under blue flag in Practice & Quali (AI will now just reduce speed to let faster car by)
  • Adjusted AI behavior under yellow flag (a bit less overzealous)
  • Revised AI damper rates for all cars
  • Minor AI performance tweak to Londrina (both layouts)


TRACKS
  • Corrected environment & track temperature ranges for South American tracks
  • Interlagos Kart: Fixed layout 3 fences and walls missing when running less than High Track Detail


VEHICLES
  • Passat Copa Classic B: Updated interior textures, corrected collision mesh
  • Puma P052: Updated cockpit interior textures; updated liveries for #03 #05 #08 #35 #36 #52 #65 #78 & added Community skins #55 #56 #58 #60
  • Sprint Race: Added rear brake lights