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Automobilista 2 News

Automobilista 2 V1.5.0.4 Now Out

A new update is now out bringing AMS to v1.5.0.4 - the update rectifies bugs with Logitech G923 wheels and cars occasionally being configured with incorrect final gear ratio, along with various other fixes and further adjustments to V1.5 physics revisions.

[h3]V1.5.0.2 -> V1.5.0.4 CHANGELOG[/h3]

CONTENT
  • Added Updated Stock Car Cruze 2023 model & new cockpit model for Stock Car Pro Series 2023


GENERAL
  • Fixed Logitech TrueForce wheel devices lockstop & calibration issues
  • Pit crews will no longer spawn for safety car when entering the pits
  • Fixed a potential crash to desktop that could happen to more than one client at the same time in multiplayer when processing a vehicle impact of a participant that had just quit the session
  • Fixed a crash that could occur when advancing a championship session after clicking 'skip to end' if the championship had full course yellow setting and fastest lap point setting enabled
  • Fixed an issue that could result in incorrect final drive being loaded in first session when no prior setups exist
  • Changed Time Trial track state to be equal to Heavy Rubber preset (instead of a fully rubbered track all around as before)


PHYSICS
  • Tire tread adjustments for GTE, GT3, GT Classics, Group C, Stock Omega 1999, F-USA Gen1-3, F-USA 2023 Speedway compound
  • Minor stifness adjustments for GT3 tire carcass
  • FFB adjustments for Prototypes P2-P4, Formula Trainer + Advanced, Vintage Touring Car T1-T2, HotCars, Omega Stock Car 1999, SprintRace, Copa Montana, Copa Uno, Copa Fusca, Copa Classic B-FL, Mitsubishi Lancer Cup, TSi Cup, Street Camaro SS, Kartcross
  • Fixed missing hard compounds for Corvette GTP & Nissan R89C; Fixed missing wet compound for Copa Uno
  • Adjusted final gear ratios for all cars to account for recent bug fix
  • GT3: Slightly adjusted aero for Nissan GT-R, BMW M6
  • Group C: Minor aero & performance adjustments for all models
  • Adjusted engine inertia & compression rates for Hot Cars, Copa Classic & Fusca
  • Mclaren F1 GTR: Corrected rear ride height asymmetry
  • F-Classic Gen4: Performance Adjustment for Mclaren MP4/6
  • Ginetta G55 GT3: Updated engine specifications
  • Added flexible axles to RWD Hot Cars, Copa Classic & Copa Fusca
  • Updated clutch models copa Copa Classic
  • Reduced default steering lock for F-USA Gen1-3 & 2023 SW / SS variants
  • F-Reiza: Adjusted autoshift thresholds


AI
  • ​​Adjustments to AI performance and behavior for ovals
  • Rallycross: AI performance updates
  • AI calibration pass for F-Classic Gen4, GT3, Porsche Cup Mini JCW UK, GT5, GT Open


AUDIO
  • Ginetta G55 GT3: Updated sounds for new engine specs


TRACKS
  • Brands Hatch: Fixed AI line on pitlane
  • Spielberg Historic: Fixed the distance markers LOD popping
  • Nürburgring 2020: Fix a floating corner tower at Nürburg Castle
  • Daytona Oval: Exclude apron from track limits


VEHICLES
  • McLaren 720 GT3: Display updates with Fuel data added; Pit limiter green LEDs; Small color corrections; corrected mapping; Removed LEDs around the 2nd screen
  • P1 Gen2: corrected DRS animarions for for AJR Gen2 & Sigma P1 G5
  • StockCar Car Pro Series 2023: Fixed headlights issue & updated cockpit for Corolla model
  • Sigma P1 G5: Fixed redline on Display page 2

V1.5.0.2 Now Live

[h3]V1.5.0.2 CHANGELOG[/h3]
  • Fixed some inconsistent overtake messaging displayed for backmarkers when the leader hasn't caught the safety car yet
  • Fixed a crash when loading a championship that had been saved after qualifying session
  • Fixed a crash on game boot when the first championship save has an unknown modded vehicle
  • McLaren F1 GTR: minor brake bias adjustment (setup reset recommended)
  • Ultima GTR Race: minor setup adjustments (setup reset recommended)
  • Generally adjusted AI performance when running slicks on a wet track, and extremes / wets / intermediates on a drying track
  • AI calibration pass for Porsche Cup, P1 Gen2 classes
  • Adjusted AI paths to correct jerky behavior in segments of the track at Indianapolis Road Course, Montreal, Nurburgring GP & Veedol layouts
  • Indianapolis Road Course: Adjust alt start path at T4 T5 T6 Montreal GP: Corrected alt start path junctions; Nurburgring GP Veedol
  • Foz: Added VR cams and updated TV cams for new joker layout

Automobilista 2 V1.5 Officially RELEASED!

The long awaited v1.5 milestone update for Automobilista 2 is now officially released, featuring a major overhaul to the physics of all cars in the game, a new DLC introducing dirt & rallycross racing to the sim a long with an extensive list of new features and improvements;

A Pt2 of the Adrenaline Pack is already in production and will take AMS2 to even higher extremes - owners of the AMS2 2020-2022 Season Pass and of the AMS2 Premium Expansion Packs are secured both parts at no additional charge. More info about the contents of Pt2 soon!

[h3]IMPORTANT! [/h3]Please note that while all classes except karts have gotten their v1.5 physics revisions in this update, they will remain subject to further minor adjustments until the next update a few weeks from now. Only then will the v1.5 physics be locked down from further handling or performance-impacting changes until the next milestone update, at which time Time Trial boards will once again be reset.

[h3]IMPORTANT 2 [/h3]The above also applies to AI performance calibration, which remains subject to further fine-tuning until the next release.

[h3]IMPORTANT 3![/h3] All car setups have been automatically reset as of this update to conform with the changes from v1.5 physics.




[h3]V1.4.8.1 -> V1.5.0.0 CHANGELOG[/h3]

CONTENT

Adrenaline Pack Pt1:
  • Added Ascurra Dirt Track (2 layouts)
  • Added Tykki Dirt Track (4 layouts)
  • Added Foz dirt track
  • Added RX layouts of Barcelona, Hockenheimring, Nurburgring, Spa-Francorchamps
  • Added Rallycross class featuring Polo RX, Mini RX, Citroen RX & MIT Lancer X
  • Added Formula Dirt class
  • Added Kartcross class


Free base game content:
  • Added P1 Gen2 class featuring Metalmoro AJR Gen 2, Sigma P1 G5 & Ginetta G58
  • Updated Stock Car Corolla 2023


GENERAL
  • Added session auto-advance functionality for multiplayer sessions
  • Minor adjustments to net code
  • Mod Support: Added ability to define a mod and provide mod specific vehiclelist.lst and driveline.rg files. See 'UserData/Mods/README.txt' for details and examples
  • Adjusted damage scalars for all settings for slightly overall less sensitive damage
  • Added Spotter as a Gameplay option
  • Fixed FFB wheel pulling on engine off
  • Grid size for all track layouts bumped to accomodate at least 26 cars (except for kart and dirt tracks)
  • Revised pit stop properties for F-Junior, F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates, F-USAs, F-3, F-Inter, F-Junior, F-Trainer, Group A, Group C, GT1, Stock Car Brasil 1999-2023, P1-P4, Sprint Race, Montana, GT5, Ginetta G40 Cup, Copa Truck, Street Cars, Hyper Cars, Supercars DPi, GTE, GT3, GT4, Ginetta G55 Supercup, Porsche Cup, Super V8, F-Vee
  • Adjusted LiveTrack Grip Range (lower "green" baseline grip, slightly lower grip for Light, Medium Rubber presets, Heavy Rubber grip preserved)
  • Rubber now loses grip with water saturation (racing line should be avoided in wet weather as a result)
  • Curbs are now more slippery when wet
  • Fixed excess tire wear/heating on grass, gravel and wet surfaces
  • Added Halo Transparency option for F-Ultimate Gen1 & 2 to Display menu
  • Fixed visual wheel camber in replays
  • Added visible Safety Car during Full Course Yellows
  • Vehicles from human opponents are now collidable during Multiplayer full course yellow
  • Fixed an exploit in Time Trial where illegal pit areas would be used for cutting track


UI & HUD
  • Updated main menu panel arts
  • Added 'Off-road' track selection filter to Grade selection
  • Added Rallycross race weekend preset for RX, F-Dirt & Kart Cross
  • Added P1-4 classes to Brazilian Series vehicle selection filter
  • Removed mandatory pit stop from F-Ultimate Gen2 preset
  • Reduced pit limit from 160 km/h to 130 km/h in F-USA Historic preset to align with 2000 regs instead of 1995/98


PHYSICS
  • Completed physics revisions for all classes excepting the karts (125cc & 4-stroke)
  • Adjusted tire flatspotting physics (generally reducing changes of flatspotting)
  • Various adjustments to dirty air effects, correcting some interclass inconsistencies
  • Adjusted undertray spring / damper / friction, fixing inconsistencies
  • F-Junior: Restricted ride height range (min 4cm max 10cm)
  • F-USA Gen2: Adjusted Swift 009C undertray points to fix performance issues; Fixed aero inconsistencies in SW model


AI
  • AI calibration pass for all revised classes
  • Adjusted AI performance degradation with tire wear (Ai tire wear rates still under revision)
  • Temporarily disabled effect of driver personality stamina and tire management skills´ influence on AI lap times while AI tire wear & performance degradation is in progress
  • AI cars will now use the max available boost pressure setting instead of the default in qualifying laps
  • Minor improvement to AI pit strategy during FCY
  • Improved AI lines for Brands Hatch (both layouts), Spielberg GP, Spielberg Historic 1974, Nurburgring GP / Veedol layouts, Velopark, Cascais 1988, Interlagos, Montreal, Silverstone 1991, Silverstone 2001, Silverstone 2020, Spa-Francorchamps 2022


AUDIO
  • Audio playback during fast-forwarding replays is now muted when doing high speed forward seek in replay
  • Fixed missing gravel runoff sound for some cars
  • Smoothed rev-limiter sound cutting out when engine bounces a lot on the limit
  • Disabled audio for hidden environment animations (helicopters, drones) during test day & practice sessions
  • Puddles and dirt sound effects are now panned left/right on track according to position
  • Fixed Mercedes CLK GT1 & AMG GT3 missing attenuation on external gearshift samples.
  • Chevrolet Corvette C8 Z06: adjusted interior engine sound


TRACKS
  • Barcelona: Fixed various LOD pop issues in static and scene objects; Minor TSO optimization
  • Indianapolis: Fixed some static object lod issues near T3
  • Spa Francorchamps 2022: Returned wandering marshal to his post at Paul Frere
  • Nurburgring 1971 Sudschleife: Moved rolling start location 200m before Nordkehre


VEHICLES
  • Adjusted suspension animation for F-V10, F-V12, F-inter, Lotus 79, Caterhams (all models)
  • Camaro SS: Adjusted light glow textures, shadows & glass cracks
  • McLaren Senna: Adjusted shadows (fixed missing rear wing)
  • Copa Uno B: Adjusted shift warning light
  • Brabham BT49: adjusted shift warning light
  • Updated display for Porsche GT3-R, Porsche Cup models (display alarms added)
  • Added pit limiter display warning to GTE / GT3 models that feature them
  • F Ultimate Gen1: Added ERS mode and pit limiter
  • Nissan GT1: fixed mismatching livery


Automobilista 2 V1.5 Physics Development Update

Greetings Everyone!

Automobilista 2 V1.5 is finally just around the corner! The weeks since our last catch-up have been intense, with every front of development pushing flat-out to make this milestone update as great as we all hoped it would be. As a result, the time for producing and writing these dev updates got significantly reduced as we focused on the main job at hand, but things are finally far along enough that we can take the time to share some more info with you about the new update just in time for its official release!

Among the many highlights of AMS2 V1.5, the most eagerly awaited is likely to be the major physics overhaul we first discussed on a Dev Update earlier this year, and of which users already had a taste for with some selected classes in v1.4.8.

This article aims to give a brief overview over the physics development methodology of AMS2 for this update and generally as we move on to additional content, as well as shed a little more light into the scope of the V1.5 physics developments as well as what triggered this overhaul. Buckle up as we go technical!

[h3]Car Physics Development[/h3]


Not long after V1.4 release last year (itself a major milestone with critical developments to tire thermodynamics and driveline which carry over and complement the work done for V1.5) we discovered a bug in the pMotor / SETA interaction that caused tire carcass spring / damper rates to behave inconsistently from what we are setting them to be, which has repercussions in the car´s suspension and aerodynamics. In isolation, fixing this bug would not have been hugely consequential for cars that aren´t heavily aerodynamical, but it has been the critical foundational step for all other developments that followed, and which now add up to a truly momentous step-up in accuracy for any and all types of cars.

Every physics front - chassis, aerodynamics, suspension, driveline, engine, brakes and obviously tires for each of the 272 physics variants in the game have been at minimum double-checked, and at maximum completely rewritten: suspension geometries are considerably more accurate to the model simulated; spring and damper rates (critical to tires and aerodynamics) exhaustively revised, differentials fine-tuned, engine torque curves adjusted, and new car-specific systems and functionalities such as frontal DRS for the Sigma P1 G5 and Metalmoro AJR Gen2 or e-diff systems for the Mclaren 570 GT4 or the VW TSI Cup cars implemented; the force feedback for each of the variants has in turn been carefully fine-tuned for each car´s characteristics for a much more detailed feel for the revamped tire and suspension physics.

The whole physics development process both for creating new cars as well as revising existing cars begins with extensive data collection on the vehicle at hand - sometimes manufacturers will provide us with all we could need, and sometimes it´s on us to go on the hunt to scramble the required info from various sources - once we have collected at least the basic specs and dimensions (mass, engine output, gear ratios, positions of aero devices, wheelbase, track width), a baseline is created on top of an existing similar car (or the "old" car if it´s a revision instead of a new car), applying those basic specs to it.

Pictured Below: Thorough Factory Setup sheet for Ginetta G58


The chassis then gets its undertray and collision mesh defined - this is important not only for defining the car´s "hit box" against walls and other cars, but also to set up the floor coordinates which is the reference plane from which many physics calculations are drawn from. The floor position and angle also affects how the car reacts when bottoming out or scrapping over curbs.

Pictured below: Formula Dirt collision mesh

Once that is done, we move on to the modelling of the suspension geometry - for modern cars, it is not unusual for developers to be supplied with a detailed CAD model of the car, from which we can export coordinates of suspension arms, axles and rods to create a 1:1 representation of the real thing.

Pictured below: The suspension geometry of a P1 prototype as provided by its constructor.


For historical machines we unfortunately seldom have the privileges of CAD models and data recording, and in such cases research is critical as quality pictures can allow us to get results that are just as accurate as those modelled from CAD data.

Pictured Below: Mclaren M23 suspension geometry plotted from a real picture.


Pictured Below: Suspension Geometry as modelled in the Mclaren MP4/6

Once the geometry is modelled, we move on to working out suspension wheel rates, heave frequencies and establishing critical damping ratios which we do with the aid of an internally developed suspension physics calculator as pictured below.


It is then time to take the virtual car out on track for a virtual shakedown and to lay down its tire carcass framework, adjusting deflection as well as longitudinal, lateral and sidewall properties to make sure the tire is within expected flex and stretch limits; testing on a diverse number of tracks subjecting tires through trail braking, bumps, undulations, curbs, on and off-camber turns at various speeds allows for adjusting spring/damping/carcass adjustments to something more adequate for the car.

[previewyoutube][/previewyoutube]

Pictured below: STM carcass "network" showing flex control points and their relationship with one another.

The focus is then shifted to revising tire treads and aerodynamics over which a lot of the performance and handling of the cars is defined, adjusting all friction, lift and drag coefficients to match as well as possible the real car data we have gathered.

Pictured below: Live spectral analysis of longitudinal tread "stretching" (y axis) and lateral tread flex (x axis). Top left = Front Left; Top right = Front Right; Bottom left = Rear left; Bottom Right = Rear right.


The tire carcass and suspension along with the loads they get subjected to affect the cars´ ride heights, which in turn carries significant impact on the car´s aerodynamics, and that in turn impacts the loads on the carcass and suspension - from this point onwards thus the work fine-tuning all fronts need to progress somewhat concurrently to ensure all components are working in harmony.

Pictured below: Tire traction circle analysis to gauge lateral / longitudinal forces the tire is being subjected to


Pictured below: Bias ply carcass from a Lotus 49C tire gets bent out of shape under hard cornering load

Once things are far along enough, focus is shifted to the driveline - engine, clutch, gearbox, differential, drive shafts and even wheel bearings properties are modelled and should be to properly fine-tuned to ensure the power delivery to the wheel is realistically reproduced. A relevant v1.5 development to cite is in how differential locking torque could briefly become too low during braking zones, trail braking and sustained throttle, under which circumstances the reduced torque applied to the differential ramps could upset the driven axle causing the car to possibly feel unstable or unpredictable. Thanks to a physics logic improvement and diff setups in revised cars there is steady locking torque in these same circumstances, which makes the differential more predictable especially with higher preloads.

Pictured Below: Wheel Slip Graph


There is much more to physics development than what´s covered above - we haven´t touched wear & tear of components, AMDM nor gone in-depth the aero and chassis side in the overview above, but this should give everyone an idea of what this whole process entails.

[h3]V1.5 Surface Physics Development[/h3]


AMS2 V1.5 also brings substantial progress to the front of surface physics, not least due to the introduction of dirt / rallycross raising requiring attention to be given to modelling of deformable terrains and the way cars and tires interact with it, picking up and then laying down the dirt around the non-dirt segments of the race track. While LiveTrack does a lot of the heavy-lifting there for us, its properties still need to be adjusted and verified for optimal results.


These in turn triggered several other LiveTrack developments which will be introduced as of V1.5 release. To begin with, the grip range going from a "green" track to a fully rubbered one has been extended, so a green track is a bit lower grip than before and it carries on until heavy rubber at which point grip is the same as it used to be. Track rubber state thus has a bigger impact in handling and performance. Do note however that a rubbered racing line tends to shift car balance to understeer - you may want to adjust your setup to make the best of the extra grip.

Rubber dynamics are also now flipped during rainy weather - in AMS2 V1.5 water saturation leads to rubber becoming more slippery than non-rubbered parts of the track, which in turn means the normal racing line should be avoided when wet as it´s actually lower grip, just like it is in real life. The curbs are likewise also now more slippery when wet and shouldn´t be abused especially if slick tires are still in use.

[h3]The Reiza Physics Development Team[/h3]

All these developments add up to a driving experience that is unlike anything else in sim racing at the moment, and the relentless push that has led to so much progress over the course of AMS2 development as we went through one exhaustive (and exhausting) revamp after another seemingly in constant loop could only have come to fruition at the hands of a highly talented, driven team - besides (and much more importantly than) myself supervising the overall process and making some contributions in my areas of expertise, we have:

@Domagoj Lovric at the center of it from the very beginning, doing critical work digging through the code to figure out how things worked in this engine, and more importantly debugging and fixing it when it didn´t; Dom also developed a new FFB system from the ground up and constantly refined it along with the default FFB profiles, all the while pushing to make it easier for users to create and share their own;

@oez joined us in the second year of AMS2 release, going from just a tech-savvy user of the sim to a hands-on developer - although he has since moved on to another game studio, his contributions firstly fixing a major bug in the driveline physics, then adjusting drivelines for each car specifications, as well as developing AMDM remain critical to AMS2 physics status as it is today;

@steelreserv likewise made the jump from user working on car setups to developer putting together core physics components, creating along the way the physics calculator shown above that has been so important for setting up solid foundations for all cars in the game and probably making Tom the one in the team with the stronger grasp on the inner workings of the SETA Tire Model;

Helping him along in that process is @Gringo who in recent months added car physics to his job description to go along with the track development he´s been doing for us for many years now, making some important discoveries and handling most of the suspension geometry revisions described further up this article;

@CrimsonEminence, also was originally a hardcore user who would constantly (but constructively) push us with persisting physics feedback and who today makes his own direct contributions to it, helping with tire thermodynamics and developing default setups along with extensive testing, keeping us all honest (many times by redirecting forum feedback) when something does not appear to be working as it should;

Finally @Coanda who first gets the ball rolling with invaluable in-depth research on each car and class we have modelled in the sim, and then brings them home with meticulous FFB fine-tuning & customization for each car to convey all the details from these tire & suspension revisions;

Throigh it all, we have continued to draw from the deep wells of consultancy knowledge as well as the formidable foundation set primarily by @Niels Heusinkveld in AMS1 cars, which remain largely in use in their AMS2 counterparts.

Take just one of these skilled and highly dedicated people and their contributions out of the equation and we certainly wouldn´t be where we are now on this rundown for v1.5 release - the combination of their dedication with the capabilities of the Madness Physics engine have gradually added up to a potent whole that is even greater than the sum of the parts, and with v1.5 we take a decisive step towards bringing it all together.

We are really looking forward to sharing the results with you, and hope you enjoy driving it as much as we do!

Automobilista 2 June 2023 Development Update

Greetings Everyone!

It´s that time of the year again: as a new milestone update rises on the horizon, excitement is in the air, caffeine is being abused and crunch time is in overdrive as AMS2 is expected to hit v1.5 within the next few weeks.

Previous AMS2 milestone updates all represented big leaps in quality, features and content for the sim - among other highlights, AMS2 V1.2 introduced Real Weather, seasonal foliage, customizable championships & Racin´ USA Pt1, the first AMS2 DLC as covered in the May 2021 Dev Update; AMS2 V1.3 introduced the VW / Acelerados Demo, a critical driveline physics development to LSD differentials, a major FFB upgrade along with the initial step in AI modding support as covered in the November 2021 Dev Update; AMS2 V1.4 was the latest leap, bringing oval racing & full course yellow support, AMDM, and an overhaul to tire carcass, tread & thermodynamics modelling as covered in the August 2022 Dev Update.

AMS2 V1.5 represents another such leap - in fact there is so much to talk about V1.5 and beyond that we will break this Dev Update in two parts - Pt2 to come closer to actual release day.

[h3]Automobilista 2 V1.5 Physics Development[/h3]

One of the major highlights of V1.5 of course is the latest top-to-bottom physics overhaul, courtesy of the tire findings we commented on in the April Dev Update. The latest V1.4.8 release provided a taste of how significant this revision is, as an initial batch of classes in it already received the revisions.

We are pushing to conclude revisions to all other classes in time for V1.5 - although the tire updates are at the core of the overhaul, the revisions go more in-depth than that with adjustments & refinements to all elements of the car, so to avoid bloating this dev update too much we will detail that process in another dedicated v1.5 physics development update - those of you who enjoy getting technical better buckle up!

[h3]Adrenaline Pack DLC to introduce Rallycross to AMS2[/h3]


The time has finally come for AMS2 to branch outside of tarmac and get dirty, as with V1.5 we will also be releasing the Adrenaline Pack DLC, bringing a variety of off-road and extreme cars & tracks to the sim.

Rallycross racing is bound to be one of the highlights of the Pack, with the Madness engine already presenting built-in world-class support for it, as LiveTrack handles deformable terrain and blending transitions from dirt, gravel to tarmac and back beautifully, along iwwth an in-depth rule set that includes the use of joker laps.

On the car front, we can already confirm that the Mitsubishi Lancer X and VW Polo RX as pictured in these previews will be on the grid, with at least two more models assured to join them.

Adrenaline features several other Dirt-focused classes beyond the typical RX cars - one of them being Rallycross Karts, which are bound to shot up right to the top of the charts in terms of fun factor.



On the track front, Adrenaline will introduce several RX layouts from existing Grade A tracks, including Barcelona, Hockenheimring, Nürburgring & Spa-Francorchamps (whether the buyer of Adrenaline has those specific DLC tracks or not).

Besides these, old favorites from AMS1 have been fully revamped for a AMS2 return, including Ascurra, Foz and Tykki, pictured below in full DX11 glory:





There is a lot more to Adrenaline than what is previewed in this little teaser - we´ll dig deeper into its content and core features along with what you may expect from it in term of gameplay in Pt2 of this Dev Update.

[h3]Further AMS2 V1.5 Developments[/h3]


Besides the Adrenaline Pack, there is some free content coming with V1.5 - the Sigma P1 G5 already previewed in the April Dev Update was originally planned for V1.4.8, but we decided to hold that for V1.5 so with it we could also bring along its direct rival Metalmoro AJR, which as of 2023 also has had extensive updates relative to the version that currently features in P1 class, as can be seen in the picture below.



On the track front, a couple of valuable improvements as we have developed the option to increase pit slots beyond what the pit building can hold, and set start / finish points in different positions which weren´t previously supported by the engine - this among other things will allow us to scale up tracks that currently are restricted to fields as small as 17 cars (such as Cadwell Park), to a V1.5 target of a minimum 26-car field, with the prospect of eventually maxing them all out to the current max grid size of 32. Longer term, this will also allow us to also start gradually increasing that 32-car ceiling, to whatever extent it doesn´t cause substantial reliability issues.

We are also pushing hard to bring more AI improvements for V1.5, with further behavior adjustments that already resulted in some noticeable improvements in V1.4.8. Just as if not more importantly, a heavy push towards improving AI calibration on both dry and wet weather for all classes as we go through the physics revisions, with parallel efforts on the track front to improve AI lines and iron out performance discrepancies between them.

The efforts likewise continue on the Multiplayer Development front - although the digging through the net code that has been ongoing for a few months now is unlikely to result in significant improvements in time for V1.5, we do expect to sort a couple of potential sources for client disconnects as well as some valuable commonly-requested QoL improvements such as expanding of voting options, support for auto-advancing sessions without host interaction and adding option for host to join as spectator

One of the cool immersion boosts already secured for V1.5 is the addition of a Visible Safety Car to lead the field in rolling starts as well as whenever a full-course yellow is triggered.


Another immersion booster is the addition of diverse pit crew sets - out goes the generic fully overall and helmet suited pit crew, in comes class and period-accurate crews with the appropriate attire.


On the quality-of-life front, we can also confirm the added option to set the HALO pillar transparent on the F-Ultimates Gen & Gen2, with a neat emulation of the actual optical effect drivers experience with it in rea life.


This is some of the good stuff coming with V1.5, but not all of it - we will cover the remaining highlights in Pt2 of this Dev Update later this month.

[h3]Le Mans is Coming for Automobilista 2![/h3]


After months of speculation and a few forum whistling emojis, we are delighted to finally confirm that Le Mans is coming for AMS2 later this year!

It has been a long time coming, but earlier this year we finally concluded a negotiation that started way back in 2020 to bring the Mecca of Endurance racing to AMS2. And we intend to do the sacred venue justice: the modern track is being modelled with laser scan data, and we also plan to offer a couple of historical versions from the 70s and 90s.

Endurance racing is the next frontier we are looking to explore with AMS2, as along with the track and some dedicated endurance features users may expect a very exciting list of new cars to come to the sim, including some 2023 LMDh Hypecars & LMPs along with a fresh batch of 2023 GT3 cars.in anticipation for next year´s event.

On the historical front, plans are just as much if not more exciting - AMS2 already features several Group C cars from the late eighties and GT1s from the late 90s, and we plan to complement AMS2´s Endurance timeline with several prototypes and GT cars ranging from the early 70s to the mid-00s.

Although the track is already in development it will not be ready until much later this year (with historical versions and associated cars most likely going further than that), so don´t be mistaken by the announcement with the V1.5 previews above - this is just to celebrate the good timing of this year´s milestone race from last weekend marking 100 years of the event to share the good news, and also to demonstrate that the future for AMS2 is looking bright well beyond V1.5.

[h3]Introducing the AMS2 Paddock Club[/h3]


With the release of Adrenaline Pack along with V1.5 soon to fulfill the last remaining item of the 2020-2022 Season Pass (even if those who own it can still look forward to a Racin´ USA Bonus Pack beyond it), it is finally appropriate to discuss what the plans are for further DLCs and how users looking to contribute to that future can do so.

As mentioned in a Dev Update later last year, we do not plan to offer a new Season Pass to cover these future DLCs - simply put it has proved not to suit our way of doing things, and it wouldn´t be right to further push the good will of our users by selling DLC bundles with content and schedules we can´t possibly fully assess before-hand - if one such bundle package ever comes, it will be much later in AMS2 shelf life when all DLCs are either released or well under way.

We are aware however that many passionate users are comfortable giving us such "carte blanche" with their support and are urging for a way to contribute to whatever else we may have store for the future, and some of you also wish to engage with the development process through AMS2 Beta which hasn´t been available for new members since before AMS2 release early in 2020. At the same time, although we don´t need the extra funding to fulfill our existing plans for AMS2 it can always help either expanding or speeding up the realization of those plans.

Taking all that into account, we decided to launch the AMS2 Paddock Club - you can learn more about what it is and how to become a member HERE (if you have questions or any feedback on this specific topic please also redirect to that thread).



That is all we had to cover for Pt1 of this dev update! We will catch up again soon for Pt2 to cover the remaining highlights you may expect to arrive with AMS2 V1.5.



EDIT: Pt2 of this dev update should be published towards the end of the second week of July, a few days before V1.5 release. With the new month now well under way now it will be titled July Dev Update, so the title for this article has been adjusted accordingly.