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Automobilista 2 June 2022 Development Update


Greetings everyone!

It is quite late in the month already for a Dev Update, but I know many of you have been anxious for some fresh news - we do have a new V1.3.8 Release Candidate build just deployed, and as you´ll hopefully be able to tell from recent changelogs, we´ve been pushing hard to improve the sim in some key areas before moving on to some exciting new content over the second half of 2022 - starting already next month with the release of the new milestone v1.4

Let´s get on it then and go over some of the things we have been and will be working on for the upcoming updates!

[h2]Argentinean Track Pack[/h2]


While the ongoing revisions & maintenance of existing content along with the pursuit of general improvements to the game has remained the focus for V1.3.8, the new update does feature some great new content - the Argentinean Track Pack is a free pack featuring three Argentinean tracks (Buenos Aires, Córdoba & Termas Río Hondo).


Argentina has an extremely rich motorsports culture, with several distinctive circuits spread across the country to host their incredibly popular and unique series. The tracks were originally part of a bigger project for AMS2 featuring one of these series, but sadly that got put on hold due to some licensing complications.

At that point we already had three tracks in fairly advanced state, so we figured we might as well begin our tour through Tierra Argentina with this neat track pack celebrating our hermanos and their fantastic motorsports history, while remaining hopeful we will be in position to go further in our exploration in the future.




Termas is a brand-new track for AMS2, while Buenos Aires and Córdoba had already been present in AMS1 - originally our plan was to just upgrade these models for AMS2, but with our track team recently running into fresh LIDAR data and being unable to settle for doing things halfway, they have once again gone beyond the call of duty by fully reforming both tracks, with Córdoba being essentially a new track modelled in record time - at the expense of many sleepless nights!

You´ll be able to get a sense for the results in these screenies, and they are also already available for all AMS2 users in the latest release candidate - some bits and bobs and a few more layouts still to come in time for official release, but already some great racing to be had.
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[h2]Physics Overhaul - The One to Rule Them All[/h2]


Long time users will know that physics development has remained one of our core priorities, with regular extensive update changelogs reflecting the constant ongoing work towards developing the physics in AMS2.

As we have mentioned to in the past, the switch to Madness for AMS2 introduced us to a physics engine that combined components of the old familiar pMotor engine we had used up to AMS1, with the new quite sophisticated tire and driveline models from the Madness engine - with AMS2 featuring the largest and most diverse range of motorsports classes of any sim, delivering them while going through the learning curve of these new models presented a formidable challenge - one which ultimate potential lured us into tackling it, but that was always going to take time to be fully overcome.

While the physics of AMS2 always relied on the solid baseline of chassis, aero, suspension models which had been developed for well over a decade from GSC to AMS1 and are still largely in use in AMS2, our inexperience with the new models meant the overall result remained inconsistent and often compromised by fundamentals not quite working as well as they should.

Over time however we continued to make progress in unleashing the potential we always knew was there - boosted by new people joining the team and helping not only with identifying but fixing some of these core issues, we delivered two milestone updates over the course of 2021 (v1.2 and v1.3) rectifying some of these core issues with the driveline model in particular.

The most consequential component of a racing simulator still is the tire model, and while improvements have been made in this area throughout, a substantial flaw continued to exist - basically our tire carcass models have remained generally too soft, which in turn created a variety of side effects from poor compliance, excessive oscillations resulting in general lack of precision and inconsistent handling, as their intrinsic relation with the rest of the car meant that the everything else riding on those tires were affected - if for instance a tire has carcass compressing even a couple centimeters too much, there are considerable repercussions to the suspension and aerodynamics of the car running it, so essentially fixing this problem meant the whole physics of the car had to be revised - a big project with the sim already featuring almost 70 different classes of cars.

The development of the F-Ultimate Gen2 with its reliance on underfloor aerodynamics kickstarted that project, and revisions of all existing content have already been in progress since - with the release of V1.3.8, all cars with radial slicks will already have been fully revised, and by the end of July every car in the sim will have received the same treatment.

Once we are through this process, we can confidently claim to have delivered on the potential of the engine, and that the physics of AMS2 and the resulting driving experience are at the level we had hoped to achieve. No need to take our word for it - as of V1.3.8 you already can experience the evolution yourselves. And if you haven´t checked AMS2 in a while, this would be a good time to revisit it!


Naturally that does not mean the work is done and AMS2 physics is good as can possibly be - models can always be improved, and with the game being as huge in scope as it is, there will always be car-specific details to further develop, dynamics to refine in order to make every aspect of the car even closer to reality, so we´ll continue to push to make the physics in AMS2 ever richer and more detailed.

The release of V1.4 later next month will however mark the point at which we´ll consider AMS2 physics to have finally reached a state of maturity that allows further developments to flow in more gradual manner, especially those that impact the handling and performance of the car and thus can affect existing setups, AI performance balance vs player or TT records will be fewer and further apart - from August onwards, further major physics developments will be concentrated to the larger milestone updates every 6 months or so, keeping gameplay largely consistent during the months in between.

For those wishing to hear more about AMS2 physics development in past, present and future, you may want to check out this podcast I recently recorded with the two other physics devs who were essential to these recent breakthroughs:
[previewyoutube][MEDIA]mihvWVlHueA[/MEDIA][/previewyoutube]

[h2]Other Developments[/h2]


Still within the realms of physics developments, another area we´ve been doing extensive work is on advanced damage modelling, covering driveline, tires, suspension, and bodywork - to finish first, first you must finish as the old saying goes, and the ability to care after the machinery is an essential component of real-world racing that we are in process of more faithfully representing in AMS2.

On the driveline side, previous builds have already enhanced gearbox and clutch damage modelling, so that long term poorly timed gearshifts and bad use of the clutch can lead to broken individual gears and/or outright gearbox / clutch failure - a especially pertinent concern in older cars. Related to that, there has also been revisions to heating, cooling and wear on most engines in the game to make sure there is sufficient penalty from undercooling or otherwise pushing the engine too far.

In preparation for oval racing, we have developed shared heating / cooling / wear system for both player and AI, so that AI cars will suffer the same wear player car already did, including wear from high boost pressure, overheating and overrevving. Moreover, we have introduced decreased cooling while in dirty air, which will lead to AI and player having to think strategically to get to the finish line in a high-draft, high-boost, high-RPM filled race, with incoming improvements to AI logic will ensure they make a better job of trying to maximize their resources to remain competitive against the player.

Parallel to mechanical damage development, bodywork damage modelling has been further enhanced, with AMS2 now featuring a fairly detailed damage modelling for all cars - everything from scratches to broken headlights, to bent suspension and dangling bodywork parts, all of which with their appropriate effect on the car performance.


Finally on the tire front, revisions to tire wear rates, flatpots as well as introduction of graining will force drivers to be more mindful how they treat their tires over the race weekend.

Along with these damage modelling enhancements, further gameplay options such as limited tire sets (forcing drivers to manage a specific number of tire sets over the race weekend rather than the usual unlimited supply) and delays caused by crashing or damaging your car potentially leading to missing out in qualifying or a race heat will also be introduced in the sim, giving drivers consequences to deal with for going over the limit.

AI development has a direct correlation with physics, and with the game featuring a total of 155 car models and 146 track layouts, with reasonable unique combinations well into the thousands, getting the AI right all around has been a struggle as the constant physics development makes balancing of AI performance an ever-moving target - now with physics for various cars reaching their maturity, we have been dedicating a lot of time to calibrating AI performance so that they can provide a consistent challenge from corner to corner, lap to lap, session to session, come rain or shine, from one car-track combo to the next.

Beyond their performance, we have continued to push towards developments to make the AI more challenging to race against, but also more reliable and less predictable. While racing the AI can already be quite challenging, the AI still has some quirks and flawed decision-making in AI vs AI scenarios especially while running in a pack, which we will be pushing to minimize for V1.4 and beyond.

Still on that front, further improvements to AI strategy in managing pitstops as well as reacting to blue flags should make longer races against the AI a much more viable prospect.

Finally, we are soon to complete the task of setting up dedicated AI drivers for each series in the game so the cars are driven always by the same driver with unique characteristics pertinent to the class and era they were racing with, instead of being randomly assigned to a dev or community driver (this will be restricted to karts and club series).

We already have some good progress in the upcoming V1.3.8, and for V1.4 we are going even further - this in turn will open up the game for more features that rely on great AI to work, from single player championships, option for Multiplayer championships, and eventually a comprehensive career mode that will tie the whole game into a cohesive whole further down the line.

Vehicle Liveries for existing cars have also been a focus of attention, with the vehicle team going over several classes to give them new liveries or updates to existing ones.


There are also several exciting audio developments incoming, with improvements to reverb effects and external sounds currently in the pipeline.

Multiplayer is another area users have been eager to see improvements on - while there has not been a lot of progress in this area recently as focus has been on delivering the developments that were already in reach, we have nevertheless continued to catalogue reports from the community alongside our own findings from the regular multi tests we run in Beta, and during the rundown to V1.4 there will be more time dedicated to pursuing core Multiplayer improvements - whether that will lead to substantial breakthroughs or just minor improvements we can´t really say at this point, but at the very least there will be more regular progress in this are in the foreseeable future.

[h2]Steam Summer Sale[/h2]


A reminder to all that the Steam Summer Sale has been on since last week and will run until July 7th - if you still have DLCs missing from your collection or haven´t taken the plunge on AMS2 itself, this is a great time to get it and enjoy all the latest improvements - the base game is 60% off, with DLCs up to 75% off.

[h2]Next Month And Beyond...[/h2]


With all this groundwork on the fundamentals properly laid down, it will once again be time to open the floodgates for new content & major new features - this is to begin with our first milestone update of the year, as V1.4 is expected to be released towards the end of July featuring several such features, some long awaited new cars as well as Racin´ USA Pt3, which will introduce oval racing to Automobilista 2.

It will not stop there - most updates in the remaining months of the year will in fact include batches of exciting & long-awaited new content, both free and DLC.

V1.4 and its features however are the topics for our next Dev Update - to arrive sooner than you may expect!

V1.3.8 will be officially released towards the end of this week - we hope you enjoy it, and look forward to catching up with you again sometime next month!

Automobilista 2 V1.3.7.1 RELEASED

Automobilista 2 V1.3.7.1 is now available - the new update is once again largely focused on bug fixing, maintaince of older content & extending recent physics developments to a wider range of cars - F-USA, F-V12, F-V10 G1, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup now join the list of cars to have received extensive physics updates, with another substantial update also included for the Super V8. The update also features extensive AI calibration to all classes which have already received the latest physics updates.


[h3]V1.3.6.2 -> V1.3.7.0 CHANGELOG
[/h3]

GENERAL
  • Fixed issue that could lead to vehicle being stuck in pits when Manual Pitstops option was set to NO
  • Fixed incorrect +1 lap duration string on session overview in first session of an event
  • Fixed TT ghost submission failing for vehicles with 8 gears
  • Fixed pit strategy repair option not correctly updating in ICM when changing/saving strategies in session
  • Added engine vibration depending on engine layout and firing order output to FFB wheels


UI & HUD
  • Added Static Personal Best element to Time Trial screen
  • Fixed stray text on championship End of Weekend leaderboard
  • Fixed missing localisation of camera g-force effect options
  • Fixed lobby detail page join button inaccessible by controllers
  • Adjusted number of gears for Copa Uno B for the vehicle selection info
  • Updated Puma P052 & Super V8 vehicle selection info as per latest physics updatea


PHYSICS
  • Extensive tire, suspension & aero revisions for F-Classic (all gens), F-V12, F-V10 G1 & Mclaren MP4/12, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup (setup reset recommended)
  • Revised flexible axles, driveline elasticity for F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates
  • Added flexible axles to Opalas and Puma GTB Camaro SS and Group C
  • Revised driveline elasticity and inertia for Camaro SS, Group A, 2002 Turbo, Omega Stock, Group C F-Trainer, Caterhams, ARC Camaro, P3, P4, F3, Sprint Race, Puma P052
  • Revised driveline inertia for Corvette C3, C3R, Omega Stock, F-Vee, Copa Classics, Copa Uno, Copa Fusca, Hot Cars, 60s Mini, Street Cars, Group A, 2002 Turbo, RSR 74, M1 Procar, Opalas
  • Added engine torque effect on chassis and live rear axle (if car has one)
  • Added new "FiringDistance" override (intended mostly for flatplane crankshaft V8's - directly overrides calculated firing pulse distances)
  • Fixed differential reaction to torque orientation on some driveline layouts
  • Super V8: Further revisions following 3D model scale correction: corrected wheelbase & track width; adjusted front splitter pitch sensitivity; corrected engine orientation; adjusted weight distribution, caster range & default setting (setup reset recommended)
  • Group A: Increased clutch torque capacity slightly, increased cooling rate slightly, better resistance to wear before torque capacity degradation starts
  • Cadillac DPi: Minor tire tread adjustment
  • F-Ultimate (both gens): Slightly reduced undertray downforce
  • Uno (both models) corrected engine orientation
  • Caterham (all models) Revised engine inertia, heating, cooling, fuel consumption f
  • ARC Camaro: Added clutch damage
  • Ginetta G40 (both models) Revised engine inertia and compression
  • Puma P052: Revised turbo & engine base power delivery and fuel consumption; Adjusted engine inertia; Revised open diff
  • Ginetta G55 (both models): Fixed error with front toe, changed default setting to -0.2 (setup reset recommended)


AI
  • AI calibration pass for Cadillac DPi, F-V12, F-V10 (both gens), F-Reiza, F-Ultimates, Super V8, Porsche GT3 Cup, GT5 & G40 Cup
  • Kansai GP: Fix AI cutting the pit exit line when pit out
  • Daytona: AI corner speed tweaks


TRACKS
  • Daytona: Corrected pit cam excessive shaking


VEHICLES
  • Super V8: Revised 3D model to correct dimension errors (see Physics log)
  • Caterhams (all models): Added damage/dangling parts; Added vibrating cockpit bits; FFixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision
  • Chevette: Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), diffuse alpha channel and material; Revised collision
  • Passat (all models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision.
  • Uno (both models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), added normal map and adjusted the material; Fixed LodA mirrors; Revised collision
  • Revised functionality of analogue gauges for Opalas (all models), Lotus 49C, F-Retro Gen3 (both models) & Mclaren MP4/1C
  • Mercedes AMG GT3: 5 liveries updated to include sponsors
  • Porsche Cup: Added 2 new liveries
  • Ginetta G40 Cup: Fixed car red material issue


[h3]V1.3.7.1 CHANGELOG
[/h3]

UI & HUD
  • Fixed wrong initial active tab in Single Player session overview


PHYSICS
  • Further tire revisions to F-Classic G1 & G2, F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G2 Hard, Group C, Super V8 soft & hard
  • F-USA (all gens) fully revised, added Hard compound to F-USA Gen1(setup reset recommended for revision setup changes to take effect)
  • Revised ride height ranges & default settings for all GTEs, GT3s, F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza (setup reset recommended for changes to take effect)
  • Revised front wing height sensitivity for F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza
  • Adjusted diffuser baseline downforce from F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised front wing dirty air sensitivity for F-Classics, F-V12. F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised FWD open differential for Passats, Gols, Unos and Mini 1965
  • Fixed F-Retro tire carcass being incorrectly linked to updated F-Classics
  • Fixed F-V12 & F-V10 missing tire names
  • Ginetta G40 (both models): Adjused geared differential coast bias; Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)
  • Puma P052: Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)


AI
  • AI calibration pass to F-USA (all gens), F-Classic (all gens), F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G1 & G2, Super V8, GT3 & Stock Car 2019
  • Generally reduced AI performance when running slicks on a wet track to better match player´s performance


TRACKS
  • Silverstone 1991: Fixed hole in the terrain mesh


VEHICLES
  • Copa Montana: Added Damage models; Restored Wipers and cockpit animations
  • Opala (all models): Added Damage/Dangling parts; Fixed some lod issues; Revised collions
  • Puma GTE: Added damage/dangling parts; Fixed the reverse lights (wasn't working before); Adjusted lights diffuse texture, glow texture, UV Map and adjusted the material; Revised collision
  • Puma GTB: Added damage models; Fixed cockpit hood skin
  • BMW 2002: Full grid livery update
  • Corvette C3:Full grid livery update+ 3 new liveries

Automobilista 2 V1.3.6.2 is now live -

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

[h3]V1.3.6.2 CHANGELOG
[/h3]

PHYSICS
  • Ginetta G55 (both models): Adjusted front splitter height sensitivity & reduced rear wing efficiency (both models)
  • McLaren 720S GT3: further adjustments to default setup to reduce low speed cornering instability, particularly when tires are overheating; increased 6th gear length; adjusted default traction control & engine braking (setup reset required)
  • Porsche Cup (both models): Revised tire model to more closely simulate Michelin N2 Hard slicks; Slightly raised rear roll center by adjusting rear upper suspension arm angle; minor adjustments to stiffness distribution and low speed damping; minor differential adjustment (setup reset required)
  • Ultima GTR Race: Minor FFB adjustments


AI
  • Improved AI paths for Oulton Park (all layouts)
  • Cadillac DPi: Adjusted AI suspension rate multipliers causing poor AI performance on updated physics


AUDIO
  • Porsche 911 Cup (both models): Fixed engine pitch discrepancy between external / chase cam view sound and cockpit audio


TRACKS
  • Oulton Park: Minor optimization to garage building interior; Minor track cut limit adjustments
  • Rebuilt bollard physics export to fix excessive damage to player car at Oulton & Cadwell Park


VEHICLES
  • Metalmoro MRX P3 / P4: New & updated liveries
  • Stock Car Pro 2022: Updated Bruno Baptista Toyota Corolla livery
  • Added dirt maps to F-V10 Gen2, F-V12, Ginetta G40 (both models), Sigma P1 & Opala (all models)
  • Revised functionality of analogue gauges in F-Vintage, F-Retro Gen1 & Lotus 23
  • F-Retro V8, V12, Lotus 72, McLaren M23: Updated gauges texture F-Retro V8, V12, Lotus 72, McLaren M23: Corrected oil and water gauges
  • Brabham BT26: Fixed gauges issue F-Vintage G1/2 M1/2: Fixed gauges issue Lotus 23: Fixed oil and water gauge issue
  • Ultima GTR Street: fixed graphical height offset causing car body to sit high over the wheels

Automobilista 2 V1.3.6.1 RELEASED

A new update Automobilista 2 is now officially released, bringing the sim up to V1.3.6.1.

The new update is largely focused on bug fixing, maintaining older content & extending recent physics developments to a wider range of cars - GTE, GT3, GT4, GT1, Porsche Cup, Stock Car 2019, Super V8, DPi & P1 class now join the F-Ultimates & Stock Cars from 2020 onwards in the list of series to receive the latest extensive tire carcass & driveline developments. These are significant improvements, the nature of which are expanded on three of the main physics developers in the latest Boltcast27 podcast:
[previewyoutube][/previewyoutube]

[h3]V1.3.5.2 -> V1.3.6.0 CHANGELOG
[/h3]

GENERAL
  • Fixed an issue that would lead to incorrect session times being applied to non-race session on championship load
  • Fixed incorrect pit window opening lap in custom championships and ensured minimum session scaling accounts for mandatory pit setting
  • Fixed number step issue when changing race 1 session start time in a custom championship
  • Added 'Static Wheel' option to Cockpit Driver/Wheel setting and prevented wheel ever being displayed when 'Off' selected.
  • FFB profiles slots now reset on every return to pits.
  • Clutch damage is now repaired when engine damage is repaired
  • Fixed some cases where clutch could incorrectly receive damaged when autoclutch is enabled
  • Added mandatory FFB "fade-in" on session start / out of pits now applied always after unpausing the game.
  • Fixed an issue that could leave F-Ultimates in a broken state after viewing instant replay
  • Corrected 2022 Stock Car Pro Series Championship calendar
  • Updated shared memory project header to V12 - Adds clutch state and ERS deployment mode info


UI & HUD
  • Added Filter functionality to multiplayer browser
  • Updated Imola & Galeao track maps to reflect latest changes
  • Onboard TC/ABS adjustment input messages are no longer displayed when those systems are unavailable
  • changed the text of the four options of the 'Display Cockpit Wheel/Driver' setting to less confusing names


PHYSICS
  • Further tire carcass & tread adjutments for GTE / GT3 / GT4 / GT1 / DPi / P1 / F-Ultimate Gen1 / Gen2
  • Revised all slicks tread sensitivity to wet surface
  • Super V8: Revised tire model, suspension, inertia, included real life setup options for springs, ride height, camber, rear wing, tire pressures, engine inertia and added flexible axles; Added 3.27:1 final drive ratio for Bathurst; Slightly raised rear roll center djusted spring rate range to match RL car springs and options
  • Adjusted heating and inertia slightly in 80s and 90s Formula clutch, and Super V8
  • Copa Truck: Revised driveline elasticity
  • Reduced flash heating in basic/road & carbon clutches
  • Cadillac DPi: Removed application of slow-to-fast dampers. Remodeled 3rd element. Adjusted suspension travel to add bumpstop functionality (main and 3rd element). Balanced aero/ride height to remove squatting. Adjusted tire pressures to suit new carcass model. Remodeled damping and springs (ready for beta)
  • Revised drafting & dirty air effect model
  • Fixed atmospheric wind not being applied to some aerodynamic surfaces
  • Added Non-linear clutch wear effect on performance
  • Clutch damage is no longer scaled with the damage scale setting
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo
  • Globally revised draft / dirt air properties for all high performance cars
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo, Porsche Cup
  • Revised engine inertia for Porsche Cup, Cadillac DPI, Ultima Race, GT1, Stock Car Brasil 2019-2022, Copa Montana
  • F-Ultimate (both gens) Adjusted body drag coefficients for more accurate top speeds & overall performance; Revised throttle map, fuel consumption and engine inertia; corrected fuel tank size, increased downshift blip to help drivability; Revised ERS mapping; increased contrast between attack and qual mode; Monza and Spa energy saving to stay within per lap discharge allowed; ERS torque is now applied to beginning of driveline instead of wheels
  • Revised default setups & minor physics adjustments for Metalmoro AJR, Ginetta G58, Porsche Cup, Stock Car 2019, BMW M4, BMW M8, Corvette C8R, Cadillac DPi, Porsche Cayman GT4 Cayman to better suit latest carcass revisions (setup reset required)


AI
  • Fixed an issue where Custom AI Driver track specific overrides would only apply to a single model within a class
  • Increased likelihood of AI mistakes in qualifying hotlaps
  • Added dedicated driver names for F-3, F-V10 Gen1, F-Retro Gen1
  • Stock Car 2019: Corrected Diego Nunes driver name
  • Imola: Updated AI lines & corridors
  • Toned down AI performance with slicks in the wet to match latest physics revisions for player slicks on a wet surface
  • Reduced AI rolling resistance in F-Ultimate (both gens), GT3


AUDIO
  • Porsche Cup: Updated onboard sounds
  • F-Retro G3 TE: Assigned proper interior AI sound; increased volume of turbo whine


TRACKS
  • Galeao: Fixed lap not counted when pitting; Added dynamic brake markers, cones, pit signs; Corrected Max AI participants to 31
  • Laguna Seca: Improved rolling starts
  • Campo Grande: LOD fixes
  • Oulton Park: Minor LOD fixes
  • Jacarepagua: Adjusted garage positions for larger vehicles clipping pitwall on Oval and SCB layouts
  • Donington: Added variable crowd attendance per session; LOD fixes in GP layout
  • Imola: Reduced track cut limits on concrete runoffs; Minor graphical tweaks; fixed innacurate latitude and longitude of Imola (was pointing to the Imola city and not to the Imola racetrack) Updated DRS and S2 trigger points
  • Santa Cruz: LOD fixes
  • Spa-Francorchamps: Fixed a hole in an interior garage wall; Minor LOD fixes
  • Updated trackside cameras for all Hockenheim Historic tracks


VEHICLES
  • TC Classic / Hot Cars: Added sponsors to all Passat, Puma GTE, Puma GTB & Fusca liveries
  • Puma GTB: Added dirt map; Adjusted lights materials and textures; Adjusted lights uv maps; Added the cockpit gauge lights; Adjusted the shift gaiter rigging; Adjusted cockpit vibrating mirrors parameters; Adjusted collision (detachable/wobbling hood)
  • Copa Truck: Added dirt map to Mercedes, VW & MAN models
  • Puma GTE: Added dirt map
  • Puma P052: Added dirt map
  • F-Classic G1M2: Added dirt map; adjusted carbon material uv maps ch3 (dirt) on LOD A and cockpit; Redone the suspension animations adding visual camber; Fixed the RR axle mesh skin


[h3]V1.3.6.1 CHANGELOG
[/h3]

GENERAL
  • Corrected Stock Car Pro 2022 championship schedule as per latest adjustments



UI & HUD
  • Updated Steering Lock help text
  • Cleaned up empty rows from vehicle assignments list
  • Fixed FFB graph anchor on telemetry HUD


PHYSICS
  • Adjusted GT1 soft, F-Ultimate Gen2 medium and hard tread coefficients to atone performance gains from carcass revisions
  • Minor adjustments to Cadillac DPi, GT1, P1 driveline elasticity
  • Revised front wing / splitter draft effects for generally higher downforce loss behind another car
  • Further revisions to tread sensitivity to wet surface in high performance slick tires
  • Minor adjustments to Super V8 & Ginetta G58 FFB parameters
  • Revised engine heating, cooling & wear rates for Stock Car Opalas, Omega, Corvette C3 & C3-R, Camaro SS, F-V10 Gen1 & Gen2, F-V12, F-Classic Gen3, F-Trainer, Puma P052, Sigma P1 & Ginetta G58
  • F-Ultimate (both gens): Slightly increased rear wing drag from incremental settings
  • Super V8: Further revisions to engine inertia, fuel consumption and fuel mix settings
  • F-V12: Fixed fuel tank size
  • F-Classic Gen1: Revised fuel consumption
  • F-Trainer: Updated clutch type
  • Mclaren 720s: Adjusted default coast ramp diff & preload values


AUDIO
  • Fixed relative sound effects volume going out of balance for low master volume settings
  • Porsche Cup: Further adjusted interior sound, added low-RPM gearshift clunk in contrast to more agressive "at speed sound; Fixed loss of engine sound below ~1500 RPM on throttle, djusted upshift volume on higher revs, updated RPM Limiter sound, fixed missing AI sounds
  • F-Reiza: Adjusted gearshift sound for all views
  • Revised road noise volume for several cars


AI
  • Added F-Retro Gen2 & Gen 3 custom AI driver entries
  • Donington: Updated AI lines for both GP & National layouts


TRACKS
  • Donington: Re-exported curb bollards to fix excessive damage caused to cars by hitting them



VEHICLES
  • Porsche Cup: Updated Liveries
  • F-3: Added dirt map to F301 & F309
  • F-V10 Gen 1: Added dirt map
  • Copa Montana: Fixed livery override for windscreen

Automobilista 2 V1.3.5.2 Now Live

Automobilista 2 is now updated to v1.3.5.2 - this is a small complementary update to upgrade the Galeao track according to the latest references along with some other fixes & improvements.

[h3]V1.3.5.2 CHANGELOG
[/h3]
GENERAL
  • Added a 1s delay before ERS 'auto' mode is considered settled enough to be used as the new base mode for cycling mode (an overshoot into 'auto' now means a navigation up the stack will will select 'off' if done within 1s)
  • Added ERS deployment mode and clutch state information to shared memory


UI & HUD
  • Added ERS Auto mode indication to HUD
  • Fixed ICM issue that only allowed selection of the first two pit strategies


AUDIO
  • F-Retro G3 TE: revised cockpit engine & turbo; assigned proper interior AI sound


TRACKS
  • Galeao: Revised track according to actual event references; adjusted track elevations between T1 and T2, replaced the startlight gantry to match one used in actual event; update static concrete barriers, walls and dynamic cones; adjusted AI collision corridors at the chicane


VEHICLES
  • Uno (all cars): Added dirt map; Adjusted driver animation fingers position; Added vibrating bits on the cockpit; Adjusted the shift gaiter rigging
  • Corvette C3 - Livery override folder added
  • McLaren MP4/1C: Fixed tire side texture rotation issue
  • Metalmoro MRX P2: Added 1 new livery