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Automobilista 2 September 2024 Development Update - The Road to V1.6 Pt2

Greetings everyone!

It’s already September 18, and Summer (or Winter those of us down South) has just ended - time sure seems to fly when you’re overhauling a game from top to bottom!

In our last update back in May, we had hoped to share more about AMS2 V1.6 over its development during the months in between, however the nature of this update combined with the sheer amount of third-party IP it involved meant there was little concrete information to actually share; such have been the demands in putting it all together that we had to get our head down and focus 100% on delivering the update, leaving the writing about it for later.

We’ve now close enough to release that we can start sharing a little more - and do we have exciting news ot share! So much in fact that we are going to break this into two Dev Updates, with a third part to come later.

While IMSA and everything surrounding it (as well as some tidbits that aren´t) are the heart and soul of AMS2 V1.6 along with an overhauled UI that significantly changes how AMS2´ huge content collection is packaged and presented, this Pt2 will focus instead on the key developments made to the game as you know it - these include improvements in physics, AI, multiplayer, audio, graphics, gameplay, simulation features, in sum everything that makes V1.6 a significant leap in terms of sheer sim racing value, which ultimately is crucial for all the exciting new content to be of actual value..

Buckle up then and let’s dive into some of the changes that will transform the AMS2 experience as you know it!

AMS2 V1.6 to Support Grid Sizes up to 48 Cars

Beginning with one of the most substantial developments of V1.6 and a much requested one – AMS2 V1.6 will support larger grids of up to 48 cars. This has been one of the developments that had been “up in the air” until recently but luckily we´ve managed to get that one accros the finish line as it is a critical one in AMS2´s push to offer quality Endurance Racing simulation.

We’ve made several structural upgrades to allow for grid sizes of up to 48 cars - this alone should lead to an increase of a few hundred MB of memory usage, regardless of whether users are running larger grids or not (without impacting performance relative to the previous 32-car limit).

There are some caveats: Larger grid sizes will only be available for users with 12GB of physical memory, with those with less than 12GB remaining restricted to 32-car grids. Bigger grids will be available in Single Player only, with Multiplayer remaining capped at a maximum of 32 cars.

Furthermore, the availability of bigger grids will be dependent on the track chosen supporting it; for this initial release, most Grade 1 tracks will but some will have cars sharing pit boxes, while many Grade 2 and most Grade 3 tracks won’t support larger grids at all. This will evolve quickly over time however, and any track that has been known to host Endurance Racing in the USA, Europe, or Brazil will eventually feature pit accommodations for all 48 cars.


V1.6 Multiplayer Developments

A little while ago we shared news about ongoing collaborations with several online sim racing services focused on providing scheduled multiplayer racing, such as Low Fuel Motorsports, JustRace, and RaceCraft Online. The latter two have supported AMS2 scheduled races for some time already, and LFM is expected to make its exciting debut offering AMS2 schedules soon after the V1.6 release.

The reason we pursued such collaborations was because these services offer something we do not plan to provide ourselves, and they do it very well; our goal is to ensure they have all technical and material support they may need to to provide a quality service with AMS2 races so that those looking to race online with it in a controlled environment always have an option in sight, and that they get to do it with minimal risk of technical issues.

To that end, we have made substantial developments to the netcode over the V1.6 cycle, the most significant being the reduction vehicle packet send rates by almost 75%, significantly easing the data transfer load on both servers and clients at negligible quality cost. We have also adjusted an overly stringent function that could lead to mass disconnects if the server didn’t receive a certain number of packets within a short window of time.

Beyond that, we have further reduced the cut-off time after which new clients can no longer join a qualifying session and intrduced new UI-based features, such as the ability to share setups with other racers.

While the full impact of these improvements to the multiplayer experience in AMS2 remains to be fully gauged once the update is out and contending with a range of demands from different servers with diverse configurations, client numbers, and car/track combos, based on ongoing beta tests being run throughout V1.6 development with both JR and LFM we are quite optimistic the most common issues have at the very least been greatly mitigated. There may still be some teething issues with the new UI in the weeks following release however which is why we are advising services and league organizers to keep events casual initially.

This isn’t to suggest that AMS2 V1.6 will immediately become the ultimate platform for multiplayer sim racing; other titles with a more dedicated focus on multiplayer will continue to be the more robust and resourceful platforms for online sim racing. Our goal for AMS2 MP with V1.6 is that through the combination of these core improvements along with the offering of regular scheduled races the AMS2 MP scene will provide a more solid platform for online racing than it has been up to this point, which we can then continue to build on.

V1.6 Graphics Overhaul


AMS2 V1.6 features the first stage of a substantial graphics overhaul, including revisions to environment lighting, vehicle materials, along with new and updated shaders. The end result is a significant upgrade to the game’s visuals, delivering a more natural and cohesive integration of cars and tracks in different weather and time settings. These improvements are to the benefit of every track and car in the game with negligible performance impact.

A secondary stage of the overhaul will take place next year and will delve deeper into the rendering engine in pursuit of further improvements, with anti-aliasing and shadow casting development being prime targets.

V1.6 enhances the visual experience in AMS2 with new details and updated particle effects. In P 1, we already covered improvements to windshields, smoke particles, and extra vehicle lights, and to that we can now add:

Trackside pyrotechnics — firework displays have become a pretty common part of the show in race events; in V1.6 AMS2 will feature them for given car-track events that are known to feature it.


Dynamic exhausts will now glow hot at sustained high engine speeds


Tires become visibly wet from running on a wet track


Furthermore, a wider range of tracks featuring trees in the immediate trackside surroundings now have them in 3D replacing the old rotating 2D sprites.


These trees even get wet under the rain.


Weather & LiveTrack Developments


The graphics overhaul extends into several elements of the weather system; one of the ways it does is through the new humidity modeling system – AMS2 now factors humidity levels (either automatically generated through climate of the location interpolated with current weather conditions or by picking up real data if using Real Weather) in generating environmental fog and haze; high levels of humidity in colder environmental temperatures can also lead to contrail vortices forming around the rear wing og formula cars depending on the characteristics of the car and how fast it is going.
[previewyoutube][MEDIA]lhe2Py8Q4_0[/MEDIA][/previewyoutube]

On the LiveTrack side of things, we have adjusted how lateral and longitudinal forces scale the amount of rubber beind laid down in braking and traction zones vs cornering, resulting in a more even spread of rubber bein laid down all around the corner - this has direct repercussion on the grip levels through the corners as rubber builds up.


The evolution of track conditions under rainy weather as it grows damp and then soaked with water is more clearly visible, especially at lower saturation levels.

These saturation levels also better correlate with the amount of water spray being generated over various segments of the track. The visuals of water spray itself have been further improved, with volume escalation according to the level of water saturation becoming more natural.

In terms of track physics, the buildup, evaporation, and dissipation of water on track, and the dynamics involved have received many adjustments to better factor track characteristics in those dynamicss. This includes road inclination, drainage properties (both natural and track-specific), and interaction with the cars themselves. As a result, puddles don’t accumulate as easily or deeply as before, even on older and / or regional tracks where drainage systems are more limited.

Even when puddles do form, the updated wet tires in V1.6 are much better equipped to dissipate water, reducing the risk of aquaplaning.

But the biggest development to LiveTrack in V1.6 is the increased effect of water when overlaying the rubber on the racing line, making it a lot more slippery than before —the more rubber build-up on the racing line and the more saturated it is with water, the slipperier it gets and the more the driver has to explore different lines to avoid it.
[previewyoutube][/previewyoutube]

V1.6 Physics Development


The previous two development updates in April and May already covered aspects of the physics revisions in V1.6, which as elaborated before is driven primarily by the development of tire hysteresis along with a tire thermodynamics overhaul. Brakes have also received a thermodynamics overhaul of their own and have a much more tangible feel to them, and several individual cars that had issues of one nature or another have been revised if not completely remodelled, ensuring the quality standards across the whole car roster is greater than ever before.

There is understandable skepticism around the term “game-changing” when it comes to physics development, but there are changes that quite literally fundamentally transform many of these intertwined dynamics, without necessarily eliminating the work that came before; indeed the v1.6 revisions compound and build on the ones that came before, adding up to the result that you will be able to experience upon V1.6 release.

Obviously it is fair to expect physics development to eventually reach a plateau where there is no room nor need for such fundamental changes to be made; while future updates will continue to refine and improve the details and one can never be sure there are no further discoveries to be made, V1.6 seems to be reaching such plateau and at a very rarefied altitude.

If the AMS2 hadn´t yet clicked for you we´d invite you to give it a try one last time - maybe this will turn out to be true game changer for you :)

V1.6 AI Development

Finally. one of the areas to once again receive the most substantial developments in V1.6, the number of AI developments big and small in this update is almost to big to list in full, so let´s just cover some of the most significant:


  • AI will now move more decisively to cover the inside line to protect position from an attacking car
  • AI will prioritize taking the inside line of the next braking zone in order to complete a manouver succesfully (rather than just go wherever there is more space as it used to be)
  • AI will move over and lift when appropriate to give way to faster cars when under blue flag
  • AI will actively try to create space between themselves and nearby cars when opening a hotlap in practice / qualifying
  • AI will gauge slower traffic way further ahead than before in order to decide the best course of action navigating it
  • Further elaboration of pitstop logic to increase chances of sound AI pit strategy even in longer races
  • AI is far less constrained with regards to where it places itself on the track relative to other cars and the racing line itself, allowing it far more freedom to complete overtaking moves
  • At the same time AI will be far less inclined to conclude exceeding track boundaries is necessary to avoid an incident, and will suffer more consequences in terms of time lost if and when it does so
  • AI Aggression setting is more influential in defining agressive behavior from the AI


All of the above subject to variations from class to class, and driver to driver observing variations in rules and racing etiquette from different motorsports disciplines as well over different eras.

Last but certainly not least, another round of AI calibration is currently in progress for both dry and wet weather along with everything in between, with the goal of mitigating most if not all persisting discrepancies in performance

To showcase some of these improvements, in the days between now and V1.6 release we will be sharing several gameplay videos like the one below featuring a diverse range of car / track content so uses get a glimpse of these improvements.
[previewyoutube][/previewyoutube]

Further down the line, although we have no plans to saturate users with additional AI configuration options (I personally believe that giving users the onus to learn and then adjust a screen full of siliders to be antithetical to the purpose of a game), we do plan to offer a few additional options for users to configure AI´s traction and braking skill separate from the overall Strength setting, with another option to configure their rate of mistakes.



That covers it for this Dev Update! There is much more to be said about these and other developments for AMS2 V1.6, especially the audio development which we haven´t quite covered along with arguably the largest and most exciting collection of content ever packaged within a single sim racing update, but for now it is time to get back to work – not many corners remaining on this road so it won´t take too long for Pt3 to come around.

In the meantime please enjoy the previews – there is plenty more incoming over the next few days to get hearts pumpting so stay tuned!

Automobilista 2 May 2024 Development Update - The Road to V1.6 Pt1

Greetings everyone!

As announced in our previous catch-up in March, the team have since been completely immersed in the work for what is promising to be the biggest AMS2 update yet – as with previous milestone updates, V1.6 will introduce major developments to every front of the game, the collective effect of which to constitute a leap that should surmount event that of V1.5 last year – the game will look, sound, feel and race better than ever, wrapped by a completely overhauled user interface and boosted by some of the coolest premium content we have ever worked on.

The depth of the changes in AMS2 V1.6 is such that we couldn´t possibly cover it all within a single dev update – given we are still several weeks away from its release, we will instead break the news in parts to give everyone the chance to digest all the features and content incoming with this update.

Please keep in mind the above in case you don´t see news you were most looking forward to just yet – there is plenty more about the V1.6 update to cover beyond what you will read in this Dev Update.


[h3]At Least Seven New Premium Car Brands to Join AMS2 in 2024[/h3]

We begin with what to expect on the content front for v1.6 and beyond in the remainder of 2024 – as announced in the last dev update, we have struck a very exciting new partnership with IMSA to feature most if not all of the 2024 WeatherTech SportsCar Championship represented in AMS2, and it is partially (but not exclusively) in pursuit of that target that we have signed new licensing deals with no less than seven premium car brands, with a few more still being pursued.

As a result of these deals, not only will a large portion of the models competing in this year´s championship be present in AMS2, but several classes shall also have their grids boosted with new competitors, as all of these brands produced models with strong context within classes already represented in the sim.

While this was always the plan – such is the reach of AMS2 that the classes represented within it would inevitably need to be filled over time rather than all at once – having so many premium brands join the sim within a relatively short period of time is further demonstration of AMS2´s growing profile within the virtual motorsports scene, something we are immensely proud of.

Quite a few of these brands will make their AMS2 debut already in v1.6, and in time we´ll name them all as well as detail the models you may expect from each – read on to confirm the first one!


[h3]Audi to Arrive in Automobilista 2![/h3]



We are thrilled to announce a new licensing deal with Audi AG to officially feature several models from the famous Four Rings in AMS2 – the first few models of a fairly sizeable list already arriving with V1.6 as both free base game content as well as part of ensemble DLC packs.

Much like its Bavarian counterparts already featuring in AMS2, Audi possess a rich and diverse history in motorsports, producing some of the most iconic racing cars for Endurance and touring car series in particular which we are eager to feature in AMS2.



It doesn´t get much better than the Audi Quattro V8, the AWD that rocked DTM in the early 1990s, winning two championships on the trot with Hans-Joachim Stuck. The car will be added to our Group A as free base game content.



The original Audi R8 LMS GT3 will also arrive as free base game content, bringing some V10 flair to the GT3 Gen1 class

Finally, the Audi R8 LMS Evo II which along with four other GT & Prototype models will be part of the Endurance Pack Pt2, also planned for release alongside with V1.6 for an estimated price of US$ 9.99.



[h3]Road Atlanta Incoming![/h3]

Moving on to the race tracks – it would be impossible to do IMSA justice without featuring the remaining hosts of some of their most traditional and exciting events. AMS2 already features Daytona, Laguna Seca, Long Beach and Road America, and one of the most obvious names to add to that list is that of the Michelin Raceway Road Atlanta - we are thrilled this roller coaster track is one of three tracks making up the IMSA Track Pack which is planned to be released with the V1.6 update – the pack is estimated to sell for US$ 14.99





[h3]AMS2 V1.6 Physics Revision[/h3]

Content news are always welcome and surely most will agree those are some formidable new cars and track to see arriving for AMS2. But the value of new content in a racing simulator only goes as far as the quality of the simulation itself –and there is no shortage of efforts going into delivering on that front too, with physics once again getting major updates.

Last year´s V1.5 update featured a major physics overhaul in which a critical tire modelling issue got rectified, along with a number of specific aerodynamics and suspension modelling refinements to various cars in the sim. This set up a far more advanced and reliable physics baseline which we have continued to incrementally polish over the remainder of 2023 and into 2024.

There were still some SETA breakthroughs for our physics devs to crack, and as it turns out it heavily relates to a common feedback, we´ve been receiving from real drivers and hardcore users alike – that of AMS2 tires still seeming relatively forgiving and tolerant of over-driving. With that under consideration, the devs poured more time into tire hysteresis, which as we covered in the last dev update is a key element in this equation- to briefly recap, hysteresis is the loss of energy through tire distortion, and its modelling determines how deep a specific rubber compound can sink into the asperities of the track surface, and thus sustain peak adhesion for longer. Initial tread revisions for more detailed hysteresis modelling already features in the updated physics of the F-Ultimate Gen2 and Stock Car Pro Series 2024 as of the last update, but even these classes have been further developed since.

While not as comprehensive as the V1.5 revisions, the physics revisions of V1.6 net an evolution that´s at least as significant as that of v1.5 last year – tires feel more connected and responsive than ever while remaining thoroughly organic; once they start to slide however the window to keep the car under control is significantly smaller.

The tires´ thermodynamics properties along with flat spotting, wear and degradation rates have also been thoroughly revised for both dry and wet tires (the latter of which undergoing an overhaul of their own right).


While tires as always are the critical component, the V1.6 physics revisions don’t stop there – brakes have also received a thorough thermodynamic pass, and ERS modelling has been further developed to better simulate the properties of LMDh prototypes as can be seen in the preview below:
[previewyoutube][/previewyoutube]

Opinions will certainly vary as they always do amongst sim racers as to what sim “gets” physics right and we don´t foresee reaching unanimity with the release of v1.6 - our brains are not all wired the same and even amongst real racing drivers it´s natural for different people to have different sensibilities to what may be lacking in a sim vs the experience of driving a real race car. All we can realistically aim for is to be meet our own targets for the depth and sophistication of the physics in AMS2, and with v1.6 we will take another decisive step towards delivering on that goal.


[h3]Visible Tire Wear & Damage[/h3]

If tires and tire management will be more critical than ever with V1.6, so is the need for the driver to monitor their state – in real life that´s much easier to do in open wheelers in which drivers can see them with their own eyes. As of V1.6 that will also be possible in AMS2, with visual representation of tire wear & flat spots.

This is something we had already done in AMS1 but in less sophisticated manner – in AMS2 the tire tread is physically modelled in a grid of 22 longitudinal segments by 6 lateral ones, each with their own dynamic wear and damage properties which can to one section of the tire band receiving more wear than the other depending on factors such as tire pressure and camber angle as well as the nature of the track, and if that is the case you´ll be able to visualize that pattern yourself.



The same applies to flat spots, which in AMS2 can be accumulated in different segments of the tread, each with different depth and causing their own specific deformation of the tire, to varying repercussions on its performance and what you´re feeling through the FFB. In V1.6 we´re revising all flat spotting dynamics of every tire so that the amount of damage induced from a wheel lockup appropriately corresponds to the surface, the loads on the tire and its compound properties, and also so that the visual representation of the damage is accurate.


There is more to come on this front – future updates will see other types of tire damage also represented both physically and graphically and a new option to limit the number of new tire sets available on given race weekend will make driver management of tires even more critical, but these will come after v1.6.

[h3]Further V1.6 Developments[/h3]

Before we cover some other valuable V1.6 updates, let me reinforce again this is just some of the ground we have already covered for it – besidrd the aforementioned extra unnanounced content and the UI overhaul, we have a number of substantial AI developments (including much improved defensive & blue flag behavior) and some Multiplayer wins already in the bag, but these fronts (and much more) we will cover in a follow-up dev update once the work on them is completed.

Even the list of changes already in the Beta is a bit overwhelming so to let’s focus on some of the most relevant improvements so far:

Pit entrance and exit for all tracks will now feature pit lights to signal when the pit is open or closed as well as inform drivers exiting the pits of incoming traffic.


The racing line is receiving several realism adjustments so that it´s both grippier when dry as well as more slippery in the rain - its visuals in both conditions are likewise being revamped to better represent its relevance:




All vehicles in the sim are also being extensively revised for a richer level of detail - one of the areas being tackled is that of vehicle windshields which have been revised to a cohesive level of tint and reflections, and which now feature varying levels of visible scratches and even fingerprints - check it out:
[previewyoutube][/previewyoutube]

We have also added support for various types of new vehicle lights, ranging from extra headlights to blinking warning LEDsas well as purposeful LEDs such as the P2P status lights in the Brazilian Stock Car Pro series.

Improved particle effects - the last update already saw some great progress to water spray particles, and work on this front has continued with mechanical failures now potentially leading to some glorious (and blinding!) clouds of white smoke in case of more catastrophic failures. Tire smoke has also been revamped for a more realistic look. - previews of these developments in the video below:
[previewyoutube][/previewyoutube]

That covers it for Pt1! There is a lot more for us to go over before V1.6 is due for release, but those will be topics for Pt2 at some point in late June :)

AMS2 V1.5.6.3 Is Now Live

[h3]V1.5.6.3 CHANGELOG[/h3]

GENERAL
  • Fixed wet water spray appearing too bright when the track was wet but the weather was clear; Added additional water droplets to the wet water spray; Improved wet water spray fade-in with speed and track wetness


UI & HUD
  • Fixed UI Slider step issues introduced in recent builds
  • Fixed missing Betonschleife UI Strings
  • Fixed missing Spanish strings for Pause on Focus Loss


PHYSICS
  • F-Ultimate Gen2: Fixed onboard Diff Coast adjustmen being unavailable


AI
  • Further AI calibration pass for AI cars with slicks running on a wet track
  • Corrected Stock Car Pro Series 2024 AI not receiving defensive line adjustment


TRACKS
  • Added 3D trees near trackside for Interlagos Historic
  • Nurburgring 71 (all layouts): Added collision walls for the triangular curb at the Suds entrance

AMS2 V1.5.6.2 Now Live

This should be the last complementary update to wrap up this dev cycle version still reading v1.5.6.1 in UI by mistake but build is 2583 is the latest v1.5.6.2 build just deployed).

[h3]V1.5.6.2 CHANGELOG[/h3]

GENERAL
  • Fixed a crash on ICM when using onboard active suspension adjustments
  • Car´s undertray aerodynamics now influence amount of particles thrown up in the air such as dust, water spray
  • Reworked water spray particle systems


UI & HUD
  • Fixed Missing F-Ultimate Gen2 and StockCar 2024 tire names
  • Fixed missing leaderboard class logos for Stock Car 2024


PHYSICS
  • F-Ultimate Gen2: Minor tire carcass & tread adjustments; Minor baseline suspension settings adjustments (slightly stiffer & lower ride height) Minor adjustment to the undertray's optimal rake angle; Corrected minor discrepancies in F-Ultimate Gen Low Downforce variant


AI
  • F-Ultimate Gen2: Corrected missing AI defensive adjustment; AI calibration pass


AUDIO
  • F-Ultimate Gen2: Added shift pop sounds


TRACKS
  • Added 3D trees near trackside for Salvador
  • Updated water shader & adjustments to suit it for Laguna Seca
  • Barcelona: Fixed z-fighting issue with foot bridge advert panels.
  • Barcelona 1991: Fixed submerged road lines near Repsol
  • Montreal: Add track cut cheat block to pitlane exit
  • Montreal 1988: Fixed the tall grass clipping thru the cement wall at T5


VEHICLES
  • F-Ultimate Gen2: Disabled redundant graphical offset making cars visually higher up than they should
  • Fixed clipping in onboard camera of F-Ultimate Gen2 & Lotus 23

Automobilista 2 V1.5.6.1 RELEASED!

Along with the usual long list for general fixes & improvements, the new update adds the new Brazilian Stock Car 2024 season & a completely overhauled F-Ultimate Gen2.

As indicated in the 2024 March Dev Update, both the F-Ultimate Gen2 and the Stock Car 2024 already feature the V1.6 tire physics developments with adjusted hysteresis (but only partially revised thermodynamics & wear) - generally speaking the updates tires should feel slightly "sharper" and less tolerant to sliding than previously.

Both classes feature their 2024 respective DRS and Push-to-Pass rule updates, with DRS being allowed after lap 1 for the F-Ultimate Gen2 while the Stock Cars feature a higher number of shorter P2P boosts with no activation delay.


Still on the content front, following popular demand the Betonschleife (aka "concrete circuit") has been added as an option for the Historic Nürburgring , part of the Nürburgring DLC pack.

AMS2 V1.5.6 also features a much improved water shader & 3D trees added near trackside for several circuits and visible dust clouds from cars running over dirtier parts of the track, all components of the visual updates in progress for the V1.6 milestone update a few months from now.



A note of appreciation and apologies to livery modders such as @KRRTDustin, @TomLehockySVK and others in the community who had done great work with the old F-Ultimate Gen2 model that has now been retired - although we couldn´t justify retaining the old model given the lack of actual differences in specifications and inferior quality relative to more recent releases, it wasn´t a decision made without consideration and heartache for the impact it would have on your livery packs. We hope you find the much improved 3D model to be worth the trouble and that it proves a lot more fun to work with moving forward!


[h3]V1.5.5.6 -> V1.5.6.1 CHANGELOG[/h3]


CONTENT Cars
  • Added Stock Car Pro Series 2024 season
  • Added revamped F-Ultimate Gen2 (new 3D model & updated physics, sounds)


Tracks
  • Added Nürburgring 1971 Betonschleife layout (part of Nürburgring DLC)


GENERAL
  • Fixed some types of engine component damage not applying additional repair time in pit stops
  • Fixed CTD on New Championship screen when a saved custom champ template contained content that is no longer available such as when mods are uninstalled
  • Enabled offline dust particles
  • Added high fidelity water shader (circuits featuring it listed under TRACKS below)
  • Crowds near the track may slightly move now
  • Fixed wheel visually sinking into terrain in some circumstances
  • Added replay support for Track Flag Panels (new replays only)
  • Added custom DRS rules for F-Ultimate Gen2 (available after lap 1)
  • Added event preset, championship and points system for Stock Car Pro Series 2024
  • Adjusted Mandatory-Pitstop-Open-Lap to equal lap 5 and scaled Minimum-Race-Length to equal 15 mins for Stock Car Brasil Championships 2019-2023


UI & HUD
  • Added new control bindings & ICM for onboard differential adjustments
  • Updated F-Ultimate Gen1 icons
  • Fixed incorrect label on Audio Device input when disabled


PHYSICS
  • Revised FFB for F-USA Gen1-4, F-Vintage Gen1-2, F-Retro Gen1-3, F-Classic Gen1-4, F-Vintage Gen1-2
  • Adjusted pitstop repair times for clutch, turbo, radiator, oil leak, coolant leak, engine misfires (all vehicles)
  • Increased engine & gearbox pitstop repair times for all Formula vehicles
  • Added onboard diff adjustments for F-V10 Gen2, F-Reiza & F-Ultimate Gen1 & Gen2
  • Adjusted fuel consumption for Stock Car 2019-2024


AI
  • Fixed issue where the AI wouldn't repair engine damage during qualifying or practice
  • If AI car pits in for major mechanical damage (such as engine damage) it may now decide to retire instead of always rejoining the race
  • Slightly reduced likelihood of a full course yellow being triggered by an AI incident during the final 3 laps of a race
  • Updated Stock Car Pro Series 2023 Ai driver performance levels based on finalised championship positions
  • Enabled more agressive defensive moves by AI cars in F-Ultimate Gen2 & Stock Car 2024 classes


TRACKS
  • Added 3D trees near trackside for Adelaide (both), Cascavel, Curitiba, Guaporé, Ibarra, Londrina, Taruma, Velocittá, Curvelo, Goiania, Interlagos (all versions), Londrina, Salvador, Velopark, Velo Cittá
  • Updated water shader & adjustments to suit it for Azure, Cleveland, Long Beach, Montreal (all versions), Interlagos (all versions), Buenos Aires, Daytona, Oulton Park, Cadwell Park, VIR
  • Ibarra: remodelled outer terrain for better geographical accuracy, better detail vs polycount balance. New water shaders, 3D foliage; reworked billboard foliage, new ground & road textures, seasonal foliage (green/dry)
  • Cascavel: Adjusted terrain meshes, materials and textures, updated 3D & billboard foliage, fixed UV mapping on curbs, added a bunch of new buildings, removed couple temp stands and added grandstand on the terrain slope, tweaked road materials & textures, AO pass on terrain and buildings
  • Curitiba: Updated roads, terrain, walls, foliage visuals
  • Azure: Fixed a granstand lod pop visible when exiting the tunnel; Corrected a digital flag panel export settings
  • Montreal: Fixed digital flags in sector 3
  • Jacarepagua: Fixed mountains clipping in VR and some other issues.
  • Le Mans: LOD adjustments near the Esses and Mulsanne corner
  • Londrina: Fixed pit exit junction on long layout
  • Nurburgring 1971: Update hedge material
  • Added VR cameras for Jacarepagua 1988, Jacarepagua 2005, Jacarepagua Oval, Jacarepagua SCB, Jacarepagua Short, Jerez Chicane, Kansai Classic, Kansai West, Kyalami Historic, Oulton Park Classic, Oulton Park Island, Outon Park Fosters, Spielberg Short, Spielberg Vintage, Taruma Chicane, Velo Citta Club Day and Velo Citta Track Day


VEHICLES
  • Set matching pitcrew team outfits for F-Junior, F-USA Gen1-4, F-3, Porsche Cup, GT Classic, Copa Montana, Sprint Race, Cadillac DPi, F-Vintage, F-Retro, F-Classics, F-HiTech, F-V12, F-V10, F-Reiza (all Gens) & F-Ultimate Gen1, LMDh, GTE, GT3 (both Gens), GT4, GT1, Group C, Group A, Super V8, Stock Car Brasil 2019-2024, MINI JCW, GT Open, GT4 Supercup, G40 Cup, GT5, Vintage Touring Cars T1-2, BMW M1 Procar, Prototype P1 Gen1-2, P2, P3, P4, ARC Camaro, Copa Truck, F-Inter, Copa Classic B/FL, Stock Car Brasil 1979/86/99, Copa Fusca, Copa Uno, Hot Cars, Old Stock Race, RX, Formula Dirt, Kart Cross
  • F-Ultimate Gen1: Updated steering wheel display
  • Nissan R390 GT1: Fixed LOD bug in normal and LD variants
  • F-V10 Gen2: Increased polycount for cockpit tires & fixed right front tire position
  • Corvette C8: Extensive visual overhaul including accurate body paint colors, fully revamped lights, 3D blurred wheels, reworked cockpit textures & materials for higher detail level
  • Corvette C8.R: Adjusted rear calipers position
  • Mercedes 190 Evo2: Added adjustable rear spoiler