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Automobilista 2 News

Automobilista 2 V1.5.3.5 Now Live

V1.5.3.5 is now live - this is another complementary update to the latest release, pushing to address some of the remaining physics & AI issues and performance discrepancies.

AI remains unstable for the faster 125cc & Superkart classes, we´ll need a bit more time to fully get on top of these. The slower 4-stroke karts however shouild be working well.

[h3]V1.5.3.5 CHANGELOG[/h3]

GENERAL
  • Slightly increased wetness level of Damp Track Preset
  • Further minor reduction of initial water puddle size scalar so that puddles don´t grow as deep over a wet session


PHYSICS
  • Fixed excessive tire wear when flatspotting tire on a wet surface
  • Further minor reduction of initial water puddle size scalar
  • Revised oval tire treads for Super V8, StockV8 (2019-2022), Montana, Opala 86 & Omega 1999
  • Minor tire tread adjustments for all karts & Superkart, tintop oval variants (Stock 2019-2023, Super V8, Opala 86, Omega 99, Copa Montana)
  • F-Retro Gen1: Adjusted undertray collision for generic models & Mclaren M23; Minor aero adjustment for Lotus 72E
  • F-V10 Gen2: Made default gear ratio one click higher
  • Kartcross: Slightly increased rear wing downforce; Increased AI field spread. AI adjustments
  • Rallycross: Moved default brake bias slightly forward; AI adjustments
  • Minor adjustment to front splitter yaw sensitivity for StockV8 2019-2023 & Copa Montana
  • Revised intermediate tire tread for F-V10 (both gens), F-Reiza, F-Ultimate (both gens)
  • Further launch control adjustments for F-HiTechs & Rallycross cars


AI
  • AI lines redone for Buenos Aires (6S, 12, 15 layouts), Cleveland, Interlagos 91/93, Road America (both layouts), Brasilia External, Campo Grande, Cascavel, Imola 1972, Imola 2001, Nurburgring RX, Tykki Dirt 1
  • Further adjusted AI fuel load & tire wear performance scalars for all cars
  • Revised AI tire wear rates, correcting excessive wear for GT and Prototype classes
  • Adjusted Ai brake usage for Opalas, Corvette C3 & C3R, Fusca FL
  • Increased AI field spread for F-Dirt, Kartcross
  • AI wet & damp calibration pass for F-Vintage (both gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens)
  • AI adjustments & calibration for tintop oval variants, Rallycross, Kartcross
  • AI calibration pass for F-Retro Gen2


TRACKS
  • Minor adjustments to track grip ranges for all surface types
  • Watkins Glen: Revised track limit at T1 to exclude run-off area as legal road
  • Spa Francorchamps 1993: Fixed safety car not returning to pits in a FCY causing caution period to never end


VEHICLES
  • Fixed missing windscreen in cockpit for F-Classic G4M2 & F-Hitech G1M2
  • F-Vee (both models): Adjusted front suspension animations to correct lifting front wheels at speed
  • F-Vintage G1M2: further adjusted rear height offset

Automobilista 2 V1.5.3.4 Now Live

This is a complementary update to the latest release with some further improvements & fixes.

This update also switches of the F-HiTech & Historical Track Pack Pt2 free trial period, from now on they are available only to those who own those respective packages.

Full changelog below:

[h3]V1.5.3.4 CHANGELOG[/h3]

GENERAL
  • Reverted new camera switch behaviour on Cockpit Configuration page pending further assessment
  • Added -ffb_nofade launch command switch to disable FFB effect smooth fade in/out on pause and session start


UI & HUD
  • Added Motorsports Presets for Formula HiTech Gen1-2
  • Removed spurious help text from Scheduled FCY setting
  • Fixed redundant Gol FL boost setting in setup menu


PHYSICS
  • Disabled F-Classic qualifying tires until better support exists for AI cars to run them
  • Adjusted baseline tire pressures for F-HiTech Gen2 cars (setup reset recommended)
  • Improved launch control efficiency for F-Hitech G1M2 & all Gen2 engines
  • Nissan GT-R: Revised suspension geometry


AI
  • Redone AI lines For Interlagos 91/93, Oulton Park Classic, Watkins Glen (all layouts), Spa 1993
  • Further adjusted fuel load AI scalars for all classes, factoring fuel tank capacity along with car charateristics
  • Fine-tuned AI tire degradation to more closely match that of player for all classes
  • Further increased function to discourage AI from decididng to run off-track
  • Ai calibration pass for GTE, Porsche Cup (wet), Copa Classic B & FL, F-V12, F-Ultimate Gen1, F-HiTech Gen2, Kartcross, Superkart
  • Adjusted corridors at Daytona RC Bus Stop Chicane and Velopark 2010 to discourage drivers from driving off track and bouncing off inside wall respectively


TRACKS
  • Added dedicated safety car pitbox to Oulton Park, Watkins Glen
  • Barcelona GP: Fixed a physical irregularity in the track surface near the Europecar corner exit


VEHICLES
  • Added colour matching driver outfits & helmets for all drivers in Copa Classic B/FL, Copa Fusca, Copa Uno, HotCars
  • Further increased speed thresholds for F-Classics & F-HiTechs to produce undertray sparks (further improvements to their visuals & dynamics still in progress

Automobilista 2 V1.5.3.2, F-HiTech & Historical Track Pack Pt2 RELEASED!


The new AMS2 update has finally arrived, bringing the game to version 1.5.3.2.

The two new DLCs pages are live on Steam however they will remain free for all users through the weekend until a minor complementary update on Monday so everyone gets to enjoy the new content.

Please note these are only sold independently, neither are part of the 2020-2022 Season Pass nor the Premium Packs.

IMPORTANT: Given the continued physics overhaul, all setups have again been reset. By the complementary update on Monday all physics development will be frozen until from public releases until the next milestone update sometime in 2024.

Time Trial boards will come live again over the next few hours.

[h3]V1.5.0.5-V1.5.3.2 CHANGELOG[/h3]

CONTENT

Tracks - Historical Track Pack Pt2 DLC
  • Added Barcelona 1991
  • added Interlagos 1991
  • Added Interlagos 1993
  • Added Montreal 1991


  • Added Barcelona National layout (Part of Circuit de Catalunya DLC)


Cars - Formula HiTech DLC
  • Added Formula Hitech Gen1 class (featuring MP4/7 & 3 generic models)
  • Added Formula HiTech Gen2 (Featuring Mclaren MP4/8 + 3 generic models)


GENERAL
  • Added Multiplayer logging to help debugging common multiplayer reliability issues (dedicated thread for reports incoming soon)
  • Added launch control support
  • Added 'Scheduled Full Course Yellow' option to Race Settings screen
  • Added dedicated safety truck model to Copa Truck; Corvette Z06 Pace Car to F-USA 2023; AMG GT for F-Reiza, F-Ultimate Gen1/Gen2; pace kart to kart classes; Porsche RSR to F-Retro Gen1-3; BMW 2002 to GT Classics, F-Vintages & TC Vintages; BMW M3 to F-Classic, F-HiTech & F-V12
  • Added safety car blinking lights which go off when the safety car is about to return to the pits
  • FCY: Safety car no longer leaves the pits in a conflicting situation when leaders are speeding by on oval tracks; Fixed issue where the detection of illegal overtakes during full course yellow would keep track of the wrong driver (displayed in the follow label) and wouldn't remove the illegal overtake message once the correct driver could be ignored; severely damaged vehicles are no longer prevented from pitting the pit entry is closed on long oval races (PIT OPEN label will now be displayed for severely damaged vehicles); damaged vehicles no longer penalised for not staying with leaders; Improved detection of struggling vehicles that can be overtaken under FCY to prevent unfair penalties
  • Corrected legacy issue with motion blur being always force enabled in replays (now it will respect user setting); Fixed legacy issue causing to run low motion blur even if user had it set to high
  • Fixed legacy bug in driver head animation from external view where the angular G-force passed with orientation inverted, leading to a tendency to bend helmet left
  • Increased the default distance between each AI vehicle during full course yellow
  • Fixed driver helmet animation not being in sync with the vehicle G-Forces during replays
  • Disabled gear shift animations when car is set with automatic shifts in either or both directions
  • Fixed bug where a vehicle (AI or player with auto pit on) could get stuck in garage in single player (in practice or qualifying) if another vehicle was within a blocking distance near it
  • Fixed issue that would cause missing tires not to be reset after pitting or session restart
  • Enabled spotter on all ovals in authentic mode
  • Fixed mandatory stop min tyres incorrectly being limited to maximum setting of 3
  • Fixed vehicles with exactly two Final Drive settings always running the shorter ratio
  • Tightened up track limit detection thresholds
  • Fixed issue on oval tracks where a vehicle in the pitlane would appear in first place or last place on live leaderboards even if it wasn't physically in such positions
  • Fixed issue where the safety car wouldn't move in time from waiting position if the leader was leaving the pits
  • Fixed issue where a player could be unable to drive in multiplayer if he joined a practice or qualifying session in progress that had safety car setting enabled and only one free user slot available (also could cause the session to be unable to advance to race if this user didn't quit)
  • Fixed issue on oval tracks where a vehicle in the pitlane would appear in first place or last place on live leaderboards even if it wasn't physically in such positions
  • Fixed issue where the safety car wouldn't move in time from waiting position if the leader was leaving the pits
  • Fixed issue where a player could be unable to drive in multiplayer if he joined a practice or qualifying session in progress that had safety car setting enabled and only one free user slot available (also could cause the session to be unable to advance to race if this user didn't quit)
  • Private sessions: Fixed player vehicle being rendered as ghost; Fixed opponent vehicle ambient shadows sometimes visible
  • Fixed late joiners being stuck in a visible state in private qualifying if local player was on track when they joined
  • Enabled spotter on all ovals in authentic mode
  • Fixed issue where Authentic Aids setting could become out of sync for a client in multiplayer
  • Increased maximum pit speed limit allowed to 240 km/h
  • Redefined setup folder to force-reset setups


UI & HUD
  • Message 'YOU CAN PUSH NOW' is now displayer for the leader (instead of the caution message) when the safety car is already out of road limits when the race is about to resume from full course yellow
  • Entering Cockpit Configuration screen will now switch view to cockpit
  • Various corrections to track grade filter
  • Fixed incorrect Limiter state in HUD widget after returning to garage with limiter enabled
  • Fixed Auto-advance countdown being incorrectly displayed on non-host clients when the server does not have it enabled
  • Onboard camera group on Replay mode now cycle on command rather than automatically


PHYSICS
  • Continued V1.5 physics overhaul for all classes
  • Revised FFB for all cars
  • Revised ideal brake range for all cars
  • Revised aero dropoff with yaw for all high-downforce cars
  • Revised turbo altitude scaling BoP for GT3, GT4, GTE
  • Added launch control system for F-V10 Gen2, Corvette C8 Z06, Mclaren Senna, Rallycross
  • Updated logic for tires pre-race heating in case of skipped formation lap to minimise discrepancies in handling over first few corners
  • Adjusted idle RPM range for all F1 engines
  • Minor fine-tuning adjustments for Group A & GT1 engines


AI
  • AI fast paths redone for several track layouts (full list here)
  • Disabled all track-specific AI Grip multipliers (persisting performance variations from track-to-track now adjusted exclusively via AI paths)
  • AI calibration pass for all classes in dry & wet
  • Fixed a bug in AI drivers´ assessment when overtaking a car ahead causing them to pull aside too early and lose the draft
  • Adjusted AI brake application for all classes to better match that of human driver
  • AI behavior adjustments: Increased function to reduce chances of AI deciding it should go of-track only as last resort; Adjusted AI speed difference & distance thresholds for taking defensive action; Reduced avoid ratios to minimise jerkiness in line switches; Increased threshold for AI carefulness with human players; Increased wall check awareness; Adjusted front & side buffer ranges; further brake usage fine-tuning to various classes
  • Adjusted AI launch performance for classes with newly added launch control system
  • Adjusted behavior under blue flag to prevent AI from moving erratically on out lap
  • Fixed an issue where AI could sometimes be aware of other vehicles in private sessions
  • Revised & tightened Ai driver Skill ranges for Formula Classics Gen1-4, Formula V12, Formula V10 Gen1-2, Formula Reiza, Formula Ultimate Gen1-2, Formula USA Gen4, GTE, GT3, Stock Car Brasil 2019-2023
  • Adjusted interclass AI performance of Lotus 98T, Mclarens MP4/4, 5B and 6 Sigma P1 from P2 class
  • Slightly increased AI tire wetness threshold for slightly earlier switch to wet tires and slightly later from wets to dry
  • Slightly reduced AI performance boost for qualifying hot laps
  • Increased AI care with human players
  • Added function to independently configure how much AI slows down in cool down lap for each class
  • Added AI fuel load density scalar to adjust AI performance when running higher fuel loads
  • Adjusted standard pit strategy thresholds for when AI decides it is worth making a pitstop for tires (lower for F1 cars, higher for 4 / 6 nut wheel cars)
  • Defined number of AI dry hotlaps in qualifying for F1-style cars (min 1, max 2 hotlaps) and non-F1 style cars (min 2, max 3 hotlaps)
  • Adjusted AI overtaking aggression parameters for all oval variants
  • Added AI "cheat" function to prevent it from overshooting pitbox in higher pit speed limit settings
  • Slightly increased AI lifting off throttle under blue flags
  • Revised AI tire wear rates & resulting degradation (combination should lead to AI suffering less performance degradation with tire wear and coming in earlier for tire pitstops
  • Further adjustments to AI performance with wets on dry track & slicks on wet track
  • increased AI global wall check awareness; slightly decreased front buffer range & increased side ranges
  • Barcelona: Fixed AIW alignment at start / finish junction in chicane layout


AUDIO
  • Added offline dirt sounds
  • Updated external engine sounds for Ford DFV engines (F-Vintage G1M1 & G2M2, Lotus 49C, Brabham BT26, Brabham BT44, Brabham BT49, F-Retro Gen1, F-Retro Gen2, F-Retro Gen3, McLaren M23, Lotus 72E, Lotus 79)
  • Updated V8, V10 & V12 external sounds for all F-Classics
  • Updated F-V12 internal & external sounds
  • Adjusted tires scrub and skid sound volume for F-USA Gen1, F-USA Gen2.
  • F-Junior: Adjusted Player & Oppponent engine sound parameters
  • Fixed issue with some sound effects continue to play when switching view target
  • Closed cockpit cars: adjusted chassis rattle sound effects
  • BMW M4 GT4: revised engine limiter and traction control sound
  • Chevrolet Corvette C3 & C3R: adjusted chase camera engine sound volume


TRACKS
  • Adjusted LiveTrack grip range for Buenos Aires, Montreal (all versions) & Hockenheim 2020
  • Corrected an error that prevented actual track starting lights from working at Kansai, Santa Cruz, Taruma
  • Adjusted road noise for Hockenheim Historic layouts, Monza 1971, Spa 1993, Montreal (all versions)
  • Interlagos 2020: Added 3D foliage, redone track and terrain materials and textures; Updated materials and shading for temp grandstands for GP layout
  • Spa-Francorchamps: Fixed a terrain shadow issue visible during specific date and time of day in 1993, 2020 & 2022 layouts
  • Spa-Francorchamps 2020: Corrected inappropriate next lap penalty when off track near Blanchimont; Added dedicated safety car parking spot
  • Hockenheim GP: Increased track edge to cover curbs that were previously excluded.
  • Ascurra Dirt: Switch P1 to the left side of the grid
  • Daytona: Removed excess runoff at the entry to the bus stop chicane; Adjusted track limits; Fixed static object LOD pop issues; Relocated pit exit line at Daytona RC and NRC layouts as seen in the 24hr race
  • Jerez 2019: Fixed a physical track surface bug in the T1 brake zone; replaced broken tooth on the entry curb; Fixed bug with the garage floor lighting
  • Spielberg Historic / Vintage : Corrected a missing LOD flag on the pit lane entrance tire bundle
  • Nurburgring (all versions): Corrected geo location and time zone data; Fixed black grass blades near Dunlop on the Nords 24hr layout; Fixed a minor collision issue on the RX layout Fixed the track length data for Sprint S layout
  • Barcelona: Fixed the collision on the pit lane entrance tire barrier; Adjusted LiveTrack grip range
  • Kyalami: Increased grid box spacing to fix AI drivers sometimes reversing during race starts
  • Montreal Historic 1988: Updated TV trackside cameras
  • Spa 1993: Minor performance and export optimization
  • Silverstone 1991. Fixed trackside camera flickering at Hangar Straight
  • Oulton Park: Adusted position of chicane apex tire bundle
  • Speedland Kart 3: Fixed misplaced layout tire barriers
  • Completed VR cameras for all RX tracks
  • Tykki: Fixed RX layout pit lane (cars wont start in garage); Minor graphics fixes; Corrected Max AI participants from 5 to 7 in RX layouts
  • Indianapolis 2022 (both layouts): Update formation lap path


VEHICLES
  • Defined colour matching driver outfits & helmets for all drivers in F-Junior, F-Vintages, F-Retros, F-Classic, F-V12, F-V10. F-Reiza. F-Ultimates (all Gens), Group C, Group A, GT1, GTE, GT3, GT4, GT4 Supercup, G40 Cup, GT5, GT Open, MINI JCW, Porsche Cup, Copa Montana, SprintRace, Formula USA Gen1-3, P1, P2, P3, P4, Aussie Racing Camaro, Vintage Touring Cars T1-2, GT Classic Touring Cars, StockCar Brasil 1979-1999, F-USA 2023, F-Inter, Rally RX1, Kartcross, F-Dirt
  • Adjusted bodywork dirt buildup rate for all cars
  • User Livery Overrides: Fixed body part issue when using metallic materials
  • Adjusted visual backfire thresholds for all cars to more realistic frequency
  • Fixed spark effects being too dark during the day
  • Increased driver helmet LODs to avoid it popping in and out at longer distances
  • Adjusted cockpit POV for Group A, Mclaren F1 GTR, Mclaren 570S GT4,Ultima GTR, Metalmoro AJR Gen2, F-Vee, MIT Lancer Cup (both models)
  • StockCar Pro Series 2023 Cruze: Fixed brake disc glow issue, Fixed LODs tail light issue; Adjusted height offset; Fixed driver legs position for Cruza Model
  • Stockcar Pro Series 2023 Corolla: Changed steering wheel position; Adjusted driver position & animation; Adjusted cockpit view; Fixed UV map on front inner tirewalls; Adjusted the steering wheel position to be centered in relation to the driver pov; Adjusted driver animations
  • StockCar (all seasons): Updated and enhanced steering wheel display; Adjusted cockpit materials
  • Porsche Cup: Fixed damage models on LOD A
  • Adjusted onboard cameras for Corvette C8 Z06, F-Dirt
  • Metalmoro AJR Gen2: Fixed windscreen rain issue
  • Lotus 23: Fixed lowres artifacts on the dirt/damage texture
  • Roco 001: Added driver animations; Adjusted gear shift mesh Added dirt/damage texture; Revised collisions; Detached front fenders; Added damage models
  • Mercedes CLK LM GT1: Reverted driver animations to use stick shifter; Revised collisions; Adjusted driver animations to use paddle shift
  • Ginetta G58: Fixed Driver animation position on 3rd person view
  • Catherham 620R: Fixed right-side tire pivots
  • Copa Truck:
  • Brabham BT44: Adjusted suspension animation and camber on the front wheels
  • F-Classic (all gens): Correct wet tire texture for various models; Fixed shiny tires on lower LODs; increased speed threshold required to produce undertray sparks; Fixed Rear boot that was obstructing the view in cockpit, steering wheels rotation angle & missing cockpit windscreen for F-Classic G4M2; Updated & revised 3D display for Mclaren MP4/5B, MP4/6. Fixed suspension mesh skin on lodA and cockpit view & fixed suspension animations for F-Classic G3M3
  • F-V12: Added damage models; Revised cockpit suspension animations structure
  • F-V10 Gen1: Added damage models; Revised cockpit suspension animations structure
  • Mclaren MP4-12: Added damage models; Revised cockpit suspension animations structure
  • F-V10 Gen2: Adjusted suspension animation on the front wheels
  • F-Ultimate (both gens): Added damage models; Revised cockpit suspension animations structure; Improved transparent HALO; Fixed front suspension mesh in cockpit view & adjusted the right-side cockpit mirror mesh for Gen1
  • F-Vintage G2M1: Fixed wrong name in collision joint
  • F-Dirt: Fixed red body panels when viewing from cockpit view
  • Revised livery F-Junior #55, Mclaren F1 GTR #03, Mclaren Senna #04, Mercedes CLK LM #53; New paint materials
  • Camaro SS: Corrected cockpit model to 6-speed manual transmission & adjusted driver animations
  • Corvette C8 Z06: Added Launch Control info on page 1 and 2. TC of cockpit display off pictogram on 3 pages. Improved textures
  • Mclaren Senna: Added Launch Control info to cockpit display
  • Onboard camera adjustments forKartcross
  • Copa Truck: Fixed spawn location causing the truck to bounce when entering or leaving the setup menu; Fixed wipers not clearing water from windscreen in Vulkan model
  • F-Trainer (both): Added damage models; Added dirt/damage texture; Fixed rear tyre skin; Revised collisions
  • Porsche 911 GT1: fixed missing paint material
  • Metalmoro AJR Gen1: Fixed red body panels when using livery override paint materials
  • Opala Stock Cars 1986: Fixed flickering windshield banner
  • BMW M8 GTE: Revised livery #9 #15 New paint materials
  • McLaren F1 GTR: fixed exhausts´ position
  • F-Vee (both models): Updated the rim blur model and textures
  • Porsche Cup: Corrected rear tire diameter for 4.0L model
  • BMW M3 E30 Gr.A: Added adjustable rear wing details to 3D model

Automobilista 2 November 2023 Development Update

Greetings Everyone!

It´s been almost 5 months since our last Dev Update in June and almost 3 months since our last public release - not exactly a lifetime in game development, but a first for AMS2. Never since its original Early Access release has there been such a big gap with neither new game updates nor detailed news about them.

This isn´t a sign of AMS2 development slowing down – on the contrary, behind the scenes this has been one of the most intense and productive development cycles we have had, the results from this especially long cycle soon to be shared with you all.

Those of you used to following these dev updates will have read a lot about the challenges to develop and manage a game of this size – many cars, many tracks, many simulation variables, all of which under constant development with new features and new variables being brought in all the time keeping goalposts ever moving and making it harder to make it all work cohesively. The game by design been a constant construction site and some untidiness comes with the territory - the only manner we could tackle such an ambitious project was by leaving perfectionism at the door, and just keep building it one update at a time Deliver good first, then push to make it better - this has been the approach for every new car, track or feature. Sometimes that initial “good” wasn´t even that good, sometimes it was more than that but up to this point we never set out to make everything as good as we could make it to begin with – that would have to come later, once more building blocks were in place.

With the release of v1.5 we have reached the point at which it´s finally time to focus less on creating potential, and more on fulfilling it. After the last v1.5.0.5 that has been the primary guideline for all dev fronts – polish everything, to the best we can within the window of time we have.

As we dug into it, what was at first a development guideline became a bit obsessive – simply put, we would not have a new public release until we felt everything was as good as we could possibly make it, or at the very least heartwarmingly close to it as far as the core of the simulation is concerned – physics, FFB, AI, audio and all related functionalities.

Under that approach and with no clearly defined goals, timelines became even harder to assess as the more we polished the more room for improvement we dug into, which then required further polishing, with then brought up further room for improvement in what seemed to be a never-ending loop. And as we went through that loop days became weeks which then became months, and ultimately we decided to merge what were supposed to be two separate development cycles into one, and now we are finally about to wrap everything up for AMS V1.5.3 release.

This isn´t meant to overhype the new update much to less to pretend perfection has been reached, not least as we don’t believe that is an attainable goal in sim racing yet - everything can always still be made a little or even a lot better, that goes for the core simulation as well as the whole production surrounding it. After this release we´ll certainly still have great many new things to achieve, a few solvable niggles will have slipped by which will demand quick fixing, and bigger problems will remain to be understood and improved on – plans are already in the works for 2024 and beyond for further substantial progress, including a complete GUI overhaul (an area we didn´t do much work on for this update), some updates on the rendering engine (another area we´ve haven´t dug into beyond adjustments here and there); a content management system (for those who are interested in parts of the game but not in others, and who might want to combo that with mods for a more focused experience), a more robust Multiplayer dedicated server tool, as well as plenty more cool cars and tracks to fill up all the dots towards the endgame of an-encompassing career mode that ties the whole thing together, among other things that will certainly lead to AMS2 taking further leaps until its development finally wraps for good.

In light of the above, the next update could be seen just as another step towards the next step just as all that came before it, and in terms of introducing new content, features and improvements to the sim within a single update there certainly has been bigger ones before it; and even though we are satisfied with the results right now, that satisfaction is bound to be short-lived as further development makes the current obsolete a urge to move bar for the whole thing higher inevitably kicks in again. It´s difficult to gauge where you are in a journey when you´re not sure how far away the destination is, but this update marks the first time we have delivered everything we had in reach at the point of release, and that makes v1.5.3 a milestone update in its own right.

Enough with the rambling then and let´s have a look into the specifics of what you can expect from the new update!

[h3]Update on Time Trial Leaderboards[/h3]

Firstly we´d like to acknowledge this fumble and assure all TT boards will be back live upon the release of V1.5.3. Long story short, as we had mentioned in the last dev update before v1.5, the new physics overhaul would require resetting in setups and TT leaderboards, the latter being held back until we had had another cycle to fine-tune the physics revisions. We did end up resetting the boards at the point we believed to be on the verge to wrap up for release only to pull it back due to another minor physics breakthrough, leading to the boards staying out since. We couldn´t reinstate old boards once they were cleared and there wouldn´t be much sense in having new boards up only to reset them again now, so leaving it off until the update was the only choice after the deed had been done. We´d like to apologize for that and assure users we will be more careful in how we manage future resets if they are ever necessary again.

[h3]Historical Track Pack PT2 - The AMS2 History Tour Continues[/h3]

All the ongoing groundwork on the fundamentals wouldn´t hold back the content teams from doing their thing, and on this front track and vehicle teams have continued to deliver brilliantly with some exciting new content coming up with the new update in the form of two DLC packs, one of which being this second Historical Track Pack featuring four additional historical versions for modern tracks already present in the game:

Barcelona 1991 – Earlier this year we release Circuit de Catalunya as it is today, and with v1.5.3 the shorter National layout will be added to that DLC pack. The track already has some history behind it now, having inaugurated in 1991, having hosted rounds of many high-profile championships and becoming a staple in F1 the F1 calendar hosting the Spanish GP in every year since. The track back then looked distinctively modern vs the other tracks in the 1991 calendar, and while it has proved to be ahead of its time managing to remain one of the top-Grade A tracks in the world with minimal reforms in these 32 years, it looked quite different back then. In terms of layout, the amazingly fast Campsa corner was even faster back then with a shallower angle leading to another fast right / left S corner that still exists but was retired from use back in 1994.


Interlagos 1991 / 1993 - the classic Interlagos circuit in two slightly different versions, as they were in Senna´s two Brazilian GP victories, fresh out of the reform that reduced its total length from the amazing original 7,873km layout (already featuring in AMS2) to the shorter but still excellent 4,325 km layout has by and large remained the same to this day – most of the track changes were in its topography, with a big climb in between T6 / T7 (Laranjinha) where the new layout “shortcut” to the infield section getting smoothed out in the 1995, and run-offs around the track being mostly off-camber, including at the exit of T11 (Mergulho, the fast downhill left-hander) which made going off there particularly hairy back In the day.


Montreal 1991 – Another track which features in AMS2 with an older version from 1988 and the modern, which 1991 being and interim evolution between them as in that year the track was reformed to lower the very high curbs it had up to that point, and tighten the previously absurdly fast last right / left S into the last chicane that remains pretty much unchanged to this day. The track was still tighter in places than it is currently, and big sawtooth curbs and lack of run-offs anywhere meant the room for error was much smaller.


Despite the superficial layout similarities, as you get to drive each of these historical tracks it should be evident how different they actually are how far the overall standards for race tracks has shifted in the 30 years since these versions were raced on – from the bumps and the curbing to the barriers and run-offs (or lack thereof) these tracks provide a very different experience and some additional challenges relative to their modern counterparts, and are thus more suitable for the race cars from this era (of which AMS2 has plenty) to be raced on.

Given the limited rework involved in these alternative historical versions, Pt2 will be priced a bit cheaper than Pt1 – for a very reasonable $7.99 you´ll get all four layouts described above.

[h3]Formula HiTech - AMS2 Goes Active[/h3]


The early nineties tracks as featured in the Historical Track Pack Pt2 were notoriously bumpy – luckily, we have just the right machinery to handle them as AMS2 V1.5.3 will introduce the Formula HiTechs, headlined by two official McLaren F1 cars from an era in which technology truly started to pervade Grand Prix racing.

Cars of this era were equipped with various gadgets such as traction control, launch control ABS and active suspension. The first three need no explanation as they have continued to be used in various motorsports classes ever since, but active suspension was so revolutionary and so distorted the nature of the competition that it got banned within two seasons never to return - and for the first time in sim racing AMS2 users will be able to experience what it was like to drive with it!

The system had already been experimented with on and off through the eighties but only in the nineties was there enough computing power to make the best of it. The system did away with the usual springs, dampers and roll bars of a typical passive suspension and replaced with electronically-controlled hydraulic actuators that actively managed the vehicle´s vertical movement in order to optimize ride and ensure the car was always at its ideal ride height irrespective of the bumps it was going over and the loads it was under. The demo video below demonstrates how that works in practice – notice the lack of movement from the chassis in the active car relative to the passive:
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Beyond that obvious performance benefit, the system allowed teams to get creative in exploring other ways to gain lap time – one of which being the original "Drag Reduction System", with which drivers could with the press of a button change the car´s attitude on straights and with it stall the rear wing in order to gain top speed – then pressing the button again to restore the car to its appropriate poise for the next corner.

Formula HiTech Gen1 features four distinct generic models along with officially licensed McLaren MP4/7A. the first year in this technological revolution, in which Williams got the jump on everyone else by introducing at once traction control, launch control and active suspension to the 1991 passive car to deliver the FW14B, and with that car it dominated the season with qualifying times that were often 2s faster than the first conventional car.

The other teams scrambled to try catch up, and as the season went on a couple of them introduced traction control to their cars, one of which being McLaren with the MP4/7A. The car was a tidy evolution to the iconic MP4/6, finally progressing to semi-auto gearboxes following the lead of both Ferrari and Williams and with the Honda V12 more powerful than ever, overall though a step-up that proved insufficient against the mighty Williams FW14B which Senna once described as being "from another planet".

Automobilista 2 V1.5.0.5 Live

This latest hotfix includes a few more pressing fixes to v1.5 release, most relevant being Rallycross AI now is properly competitive.

[h3]V1.5.0.5 CHANGELOG[/h3]

GENERAL
  • Fixed Automatic by weather option not changing tyres in pitstops
  • Fixed an audio related issue that could lead to CTD


UI & HUD
Fixed refresh and filter buttons bound to same key on MP browser page


PHYSICS
  • Further tire tread adjustments for Group C, GTE, GT3, GT Open, Kartcross, Rallcross, F-USA SW variants
  • Adjusted wet tire treads for GTE; F-Ultimate Gen1/2, F-Reiza, GT3, GT4, Super V8, P1, karts
  • Reduced dirty air effect on front wing for F-USA Gen1-3 & 2023 speedway configs
  • Minor aero adjustments for Mclaren 720S GT3, BMW M6, Nissan GT-R
  • Adjusted Traction control range for GTE & GT3 classes
  • Mclaren MP4/4: Minor aero adjustment
  • Slightly increased rear wing downforce for Rallycross, Kartcross
  • GT3: Further minor diffuser adjustments for all models in class
  • Group C: Further aero adjustments; adjusted diff lock per clutch
  • McLaren F1 GTR: corrected rear damper setting asymmetry


AI
  • Fixed a bug causing RX AI to randomly slow down in races
  • Adjusted AI throttle application for GTE, GT3, GT4, GT Open, F-USA oval variants;
  • AI wet weather performance calibration for F-Retro Gen2/3, F-Classic Gen1-4, F-V12, F-V10 Gen1/2, F-Reiza, F-Ultimate Gen1/2, Group C GT3, GT4, Super V8, P1 GTE, GT3, GT4
  • AI calibration pass for F-Classic Gen2
  • Further adjusted AI overtaking thresholds for F-USAs in speedway configurations
  • Slightly reduced AI hot lap performance boost


VEHICLES
  • F-Classic Gen1-4: Reduced incidence of sparks