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Automobilista 2 News

Automobilista 2 Updated to v1.0.4.1

Automobilista 2 has now been updated to V1.0.4.1 - this is a hotfix to complement last week´s release & fix various issues with the new content.

[h3]V1.0.4.1 CHANGELOG:[/h3]

GENERAL
  • Fixed camera jittering when in low head movement slider values


UI & HUD
  • Fixed hover activation states on new Championship screen
  • Fixed incorrect vehicle information for cars added in v1.0.4.0


PHYSICS & AI
  • Revised physics & fixed various issues in initial release of M1 Procar, Group A, Mini JCW, Mini Austin 1965 & Lotus 23
  • Adjusted Group A & Procar tyre tread
  • Increased engine rev band for Group A cars to avoid triggering overreving bug
  • Fixed default tyre selection errors for Lotus 23, Mini 1965, Mini 2020
  • Adjusted engine inertia for Group A cars, Mini JCW 2020, Lancer R & RS, Puma P052
  • Revised Lotus 23 suspension geometry & fixed tire diameter
  • Callibrated AI for new series


AUDIO
  • Fixed bug with news car sounds overwhelming system and cutting off certain effects


TRACKS
  • Imola: Fixed broken pit door collision for door 8,9,10 (garage 15-20); Max AI participants changed from 29 to 31
  • Adelaide: Minor art & performance pass
  • Azure: Added "cheatblock" to pit lane track cut mesh.
  • Bathurst: Attempted fix to floating groove in the Cutting
  • Cascavel: Minor Art Pass; Updated AI paths
  • Added VR Cams for Cascais & Jerez


VEHICLES
  • Lotus 23: various graphical updates & fxies
  • Mini JCW 2020: fixed bonnet issue; updated liveries(removed plates and fixed numbers font)
  • Ultima Race: added dirt / damage effects + Dangling damaged parts
  • Stock Car 2020: Update Cruze liveries; added new Windshield banner
  • Corrected onboard camera positions for Lotus 23, Mini Austin 1965 & Mini JCW 2020
  • F3 (F309) - Revised and updated liveries for the whole grid including 4 new community skins
  • Added MetalMoro AJR Dirt/Damage effects + Detachable parts (all versions)

Automobilista 2 V1.0.4.0 Update Released

The new update adds several Classic cars, brings the popular Mini Challenge JCW as it is in the top class of the UK Mini series, two Kart circuits, along the usual package of new features, fixes & improvements.

One of these features is the initial revision of the HEAD MOVEMENT setting for cockpit cameras (renaming what was before "WORLD MOVEMENT"), although users will still have the option to use the original legacy head movement if they so prefer - please check the descriptions in-game for more details as to how best configure this option to your preference.

V1.0.4.0 CHANGELOG

CONTENT
  • Added 1960s Touring Car Series (featuring Lotus 23 & Mini Cooper S 1965)
  • Added BMW M1 Procar Series
  • Added German Group A Series (featuring BMW M3 E30 & Mercedes 190 Evolution
  • Added Mini JCW UK Series
  • Added Buskerud Kart Track (2 layouts)
  • Added Speedland Kart track (4 layouts)
  • Added Hockenheim 1988 Short layout (part of Hockenheimring DLC)*


GENERAL
  • Added borderless window mode option (Perfromance Options Screen)
  • Altered behaviour of helmet/cockpit cameras to prevent locking to world horizon and improve smoothing/damping of camera view
  • Fixed issue where event date was not correctly set if host changed track via multiplayer lobby
  • Added 'Start New Championship' flow; Added Select championship type, select vehicle/livery, Pre-allocate opponents Added championship specific AI Skill / Aggression settings to championship overview (can be adjusted mid season as desired
  • Fixed clamping of range when validating Multiplayer AI difficulty setting on client.
  • Added support to look backwards when pressing loo left / look right simultaneously
  • Fixed "dummy" objects unintentionally appearing in reflections at higher settings.
  • Player now retains control of steering/shifting during pitstops when 'Manual pitstops' setting is enabled.
  • Fixed issue where sometimes player control was not restored after an AI controlled pitstop.


UI & HUD
  • Added Help text to advanced setup screen
  • Fixed missing center suspension setting heading localisations
  • Added help text for all setings (subject to further review/localisation adjustments)
  • Changed 'WORLD MOVEMENT' to 'HEAD MOVEMENT' to reflect new functionality
  • Adjusted showroom climate brightness
  • Added French & Spanish localization options
  • 'Waiting for host' message now also displayed after race sessions in multiplayer when appropriate.
  • Changed 'EXIT' button to 'RETURN TO MAIN MENU' on post session leaderboard
  • Added confirmation step when attempting to exit while waiting for host to return to lobby at the end of multiplayer events.
  • Fixed incorrect activation states on Broadcast Control overlay toggles.
  • Fixed menu mouse activations and highlight state throughout on Broadcast Control
  • Added Start New Championship screen for championship and vehicle/livery selection (additional championships to follow)
  • Replaced "Reset Championship" button with "Start New Championship"
  • Entering championship mode now opens new championship page if no valid save is present.


DEDICATED SERVER TOOL
  • Limit AI Difficulty slider to 70-120%
  • Max Grid Size and Max Human Opponents now allowed to be equal in http UI
  • Replaced AllowableTimePenalty with AllowedCutsBeforePenalty and limit to correct range (1-50)


PHYSICS & AI
  • Replaced open Salisbury-based open differential physics with more effective alternative;
  • Further reduced differential lock per clutch setting
  • Fixed CTD with Caterham Academy / Supersport
  • Fixed F-V12, MP4-12, kart shifter & other unreleased cars missing latest minimal AI strentgh adjustment (being too slow below 100% setting as a result)
  • M1 Procar: Revised tyre construction; Revised Suspension Geometry; Lowered engine inertia; Increased brake torque; Revised tyre constructio
  • Adjusted AI lateral movement in initial launch off the line
  • Reduced differential locking increment per clutch setting (all cars)
  • Slightly adjusted kart tyre treads & FFB max force
  • Slightly reduced F-V10 Gen2 AI tyre rolling resistance to better match player´s


AUDIO
  • Onboard cameras now all use onboard sounds
  • All cars revised for any persisting inacurate engine sound position (forward-rear, left-right)
  • Added helictoper & drone sound effect (track dependent, where animation is present as sound effects are tagged to the respective objects)
  • Puma P052: engine sound offset to side fixed, corrected small click in low-ish rpm loop.
  • Kart 125 2T: increased internal engine volume slightly, external decreased slightly
  • Camaro SS: increased external sound volume (both trackside and external on car views); fixed bad on-power low RPM samples overlap and general transition from idling to on-power.
  • Ultima GTR Race: Adjusted filtering on external audio (trackside).
  • Super V8: Adjusted SUB-frequencies over RPM range
  • Puma P052 small adjustment to interior sound.


TRACKS
  • Reworked treeline and grass blade shader, added few new types of grass blades & reworked existing ones.
  • Reworked fog/haze shader with different exponent steps depending on angle you look at, so you can see the sunlit air when facing the sun
  • Adjusted fog levels in heavy cloud/overcast setting for european tracks
  • Added custom track animated objects (still WIP) to Spielberg, Kyalami and Buskerud
  • Small art passes to Spielberg, Bathurst, Kansai
  • Ortona: Fixed pit speed warning on track over 60kph; Added correct trigger for pit exit on layout 4;
  • optimized track cut mesh
  • Fixed VIR South hole after pit exit
  • Silverstone 2020: Extensive performance pass
  • Outon Park: Marbles test : less boxes (78->24), bigger boxes, 0.5-1.5 range, no brake zones
  • Snetterton: Fixed some AI pit lane issues (hitting pitwall, driving onto grass at pitlane to main path merge)
  • Adjusted textures; fixed some object LOD popping; Adjusted 100 layout pitlane/pitexit/trackcut to prevent a DQ in some cases
  • Curitiba: Minor optimization & art pass; improved pit lane path merge to main path; remapped garage/pitbox locations; calibrated dynamic brake marker spacing
  • Spielberg Historic:Restored road patch bumps; minor optimization pass; calibrated brake marker spacing
  • Londrina: Fixed black treelines
  • Imola 2001: Added period-accurate ad boards
  • Silverstone 2020 Intl: Improved AI line.
  • Added VR Spectator cams to Interlagos, Silvestone 2001, Bathurst, Hockenheimring, Imola
  • Fixed objects popping in Spielberg, Silverstone 1975, Silverstone 2020
  • Brasilia: Fixed several object LOD popping; Various object & texture adjustments
  • Brands Hatch: Upgraded road seam & roadline shaders; Improved brake marker texture and spacing; Minor optimization pass
  • Interlagos: Fixed object LOD popping; Upgraded road seam & roadline shaders;
  • Imola: Fixed hole at Acque Minerali; closed some open edges between double sawtooth curbs; fixed some grass glitches; calibrated brake marker spacing; upgraded sign placement to latest references;
  • Upgrade distance marker shader to rz_basic, rework sign placement based on recent reference video; moved start trigger 5m to align with pitwall starting gantry; added garage door collisions; relaxed road noise slightly; minor optimization pass
  • Ortona; Minor Art pass; Added new AI paths for paddock area; Fixed broken UV4 groove mapping. Upgraded road seam & roadline shaders; ;New HUD track maps. Optimized track cut mesh; Added starting lights; Fixed wrong way/DQ bug from new paddock pit lane; Updated fast lines for layout 1 and 3; Minor optimization pass
  • Guapore: Fixed various object LOD issues; Minor Optimization & art pass; Fixed some open edges; added animated drones
  • Adjusted road noise for Guapore and Ibarra


VEHICLES
  • SuperKart: Updated liveries
  • Added Stock Car 2020 dangling damaged parts
  • Added Sprintrace dirt and damage effects + dangling parts
  • Added Super_V8 dirt and damage effects + dangling parts
  • Fixed Caterham Academy Driver & car animations

Automobilista 2 August 2020 Development Update

Hello everyone! Happy to bring you all another round of our traditional monthly development catch-up.

The month of August has been buzzing with racing again as most series push to catch up with the time lost during the early months of the year due to the onset of the pandemic, and so it has been another productive month of catching up for ourselves as we have continued to push hard to make up some ground from our official release a couple of months back with a continuous flux of substantial core game updates - I dare say that with our latest v1.0.2.7 we have come closer to the standard we were hoping to be at when crossing that milestone.

This of course does not mean the game is already as good as it can be or that we we have run out of things to improve and fix; Automobilista 2 is afterall a long term project and there is plenty of items still on our to-do list for the coming months. There is a long road ahead still, but we hope those that have already come onboard are now properly enjoying the game, and those that haven´t yet become gradually more convinced this is not a ride they want to miss out on :)

Along with all the core game development, there has been some great content added with the Silvertone Pack DLC release earlier in the month along with the Lotus 49C, Brabham BT26A, and later on the awesome Mclaren MP4/12 with its special "brake steer" system as free additional content, rounding up a month heavily focused on classic open wheelers.

Tin top fans should not frown however, as anyone who has seen the dev roadmap in the official AMS2 website can attest, there are plenty of goodies still to come for those who like a roof over their head!

Bringing it all Up to Spec


It´s not all about bringing in the new content however, as with Automobilista 2 we continue to strive to keep every car and track up to a reasonable standard, so that the package works as a whole, as this will be important for what will come later on in its development cycle.

Some of this work is already in progress - August has seen the picturesque Spielberg Historic receiving a substantial revision relative to its original release, as you can see from the comparisons below:


More of the "older" content should receive similar revisions as we continue to learn how to get the best out of the Madness engine.

Speaking of exploring the resources of the Madness engine, we have now begun the work on implementing its full damage system to all cars, with scratch & dirt maps along with deformable mesh and a bigger set of detachable parts to all cars in the game - currently only the Ginettas and more recently the Stock Cars from the 2020 are using all of these resources, but by the next update we´re hoping most if not all cars in the game will feature some proper wear & tear looks as per below:


The latest version has also seen the introduction of the Director Suite, to offer more broadcasting tools for leagues looking to stream their races.


VR Spectator Cameras


We´re working on a new feature that should considerably enhance the experience of watching replays or spectating online with a VR headset, as the usual TV cameras (which most of the time currently aren´t best suited for VR) will be replaced by VR-dedicated cameras placed on grandstands, marshall posts and other interesting positions on the race track one could reasonably access if you were just roaming around trackside with a very special general admission ticket :) It should add a cool new dimension to spectating races in VR, allowing one to get a sense of how it is to sit on the main grandstand at Interlagos or at the top of hill in Mount Panorama, and even get to do some time travel if used with a historical car-track combo, going to sit up close to the fence at Silverstone to hear late 90s V10 cars flashing by!

Here´s a video to give an idea how it will work:
[previewyoutube][/previewyoutube]

Camera positions, LOD and sharpening settings are all WIP here of course and to some extent so is the audio, for which we have some interesting developments incoming that should really boost the experience of watching a race be it in VR or not - in any case this gives an idea of how it´s going to work We will be gradually adding these VR cameras to all tracks in the game over the coming updates, with the initial batch already coming with the September update.

Other Upcoming Developments


Since we have touched on the topic of audio development, we´d like to assure again that similar efforts are also ongoing to improve every area of the game - some on the short term, others on the longer term but generally you can expect AMS2 to play, look and sound better with every monthly update, and also become a more pleasant game to use as more quality of life improvements are integrated and further customization options added so users can tune it more to their own preferences.

To give a better clue into this ongoing process, below you have the unusual preview of what our code taskboard looks like, giving you a glimpese into the various tasks we have worked on, are currently working or will come to work in the near future - there are similar boards for every development front in the game, and they are constantly expanding not only to include the developments necessary to fulfill our own plans, but also to attend the more common requests we gather in any of the ongoing feedback topics here in the forum and in other commuinties:


So while can´t promise to deliver on everyone´s personal wishlist within a couple of updates, we can at least assure we´ll be giving our best shot to implementing any reasonable request we come accross towards making the game better.

Then there is the content - as you know from the last July Dev Update there is plenty of cool cars currently in the works, with a number of previously announced Classic Touring Cars to be added to the game in our next update towards the end of September - but we´ll share more from these along with a couple of unnanounced surprised as we progress trough the remaining weeks :)

New AMS2 Packages Now Available on Steam!


We have commented before in one our August releases but it´s worth reminding in case you missed it that we have launched two extra Steam packages for those interested in Automobilista 2 and / or its DLC:

The Automobilista 2 Premium Track Pack includes the two Premium Track Pack DLCs already released (Hockenheim & Silverstone) as well as two other to be released before the end of 2020 (Nurburgring & Spa), along with a fifth still TBA.

This pack does NOT include the tracks featuring in the future Expansion Packs or the Historical Track Pack DLC, and it is designed for those with interest in these premium tracks but would rather commit to a smaller, shorter term investment than the 2020-2021 Season Pass.

The Automobilista Ultimate Edition + Automobilista 2 Bundle is a limited time offer for AMS1 fans looking to make the jump to AMS2, or AMS2 owners and want to check how the predecessor compares.

For those who don´t own either, this is the complete Automobilista Experience in one Single Package! Get Automobilista 1 Ultimate Edition (including all DLCs) AND Automobilista 2 with a special 25% discount on overall price! If you already have one or more items of this package, you get 25% off for the items you do not yet own.

Giving Credit Where Credit is Due


This seems like an appropriate time to give a shout-out to Slightly Mad Studios and their considerable contribution in the making of Automobilista 2 - not just for developing a great sim racing engine and licensing it out to a small studio such as our own, giving out well over one year of continuous support to help us get the best of it, but doing all of that without taking a single penny in advance, or even for a few months into its release to ensure we were able to continue developing it to the best of our ability - all this made clear to us that more than anything they wanted us to get as much out of it as we could, and they certainly went out of their way to supply us with the means to do it.

This is most unusual in the gaming industry and for all that we owe them an immense amount of gratitude, as we did to ISI before them - anyone who already enjoys AMS2 or comes to enjoy it in the future as we continue developing it should be able to appreciate their contribution to making it a reality.

Wherever you land in the spectrum of racing game preferences, we should also all try to be happy with the range of great options currently in the market catering for the diversity of tastes that does exist, and recognize the role SMS played from GTR onwards in helping making sim racing what it is today - we are all better off for it :)

That´s all for the month of August folks - we´re back to work now and looking forward to having made further progress and having more good news to share by this time in September!

Automobilista 2 V1.0.2.7 Now Live!

This update adds the Broadcast Suite for Multiplayer races and complements our release from last week with several other fixes & improvements, wrapping up a productive month of August.

IMPORTANT: Please note that cars with relevant default setup changes (specially differential changes which most cars have had adjusted) requires you to reset your car setup to default in case any modifications were made to the previous default - to reset all setups (autosaved or not) you may opt to delete the contents of Documents\Automobilista 2\savegame\123456789\automobilista 2\tuningsetups folder (noting the bold number folder will vary from system to system); you do not however need to delete your entire user profile folder.

We now move on to the next major update which should arrive late in September - this Monday however you may already get a glance at what is in the works in our Monthly Development Update!

V1.0.2.7 CHANGELOG:
  • Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when "-selectds" switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI)
  • Added broadcast control / spectator screens for Multiplayer sessions
  • Adjusted Lobby to support broadcast role assignment
  • Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency
  • Slightly increased tolerance for momentarily exceeding pit speed limit
  • Altered title/subtitle text behaviour and position to prevent overlap with block elements
  • Polished engine sample loops of F-Ultimate. Fixed MRX_P3 engine sound wrong position.
  • Adjusted Puma P052 turbo sound volume
  • Tweaked engine sound parameters for better bottom end / subwoofer utilization
  • Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values
  • Fixed error in parameters for hump mode in viscous differentials
  • Increased brake cooling when static
  • Reduced heating rate of steel brakes
  • Increased operating window of GT, Prototype & Stock Car series tyres
  • Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards
  • Adjusted Copa Montana default setup
  • Minor increase of pneumatic trail for radial Tyres (vintages, road)
  • Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player´s
  • Minor BOP balancing for P3 class
  • Minor Center of Gravity and aero center of pressure adjustments to F-Retros
  • Corrected V12 engine performance for Vintage & Retro series
  • Added new differential hump values to all viscous rear diffeential variants
  • Generally reduced differential preload values
  • Slightly increased AI throttle application range for low to mid powered cars
  • Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates)
  • Reduced AI lateral field speed distance & effect
  • Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance
  • Brands Hatch: Corrected circuit info
  • Jerez: Minor optimization pass
  • Guapore: Updated trackside ads
  • Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line
  • Added tracklights for Spielberg Historics & Silverstone 2001
  • Silverstone: Updated 2020 Intl TV cams
  • Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits
  • Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture
  • Silverstone 1975: Fixed missing buildings on no-chicane layout
  • Snetterton: Fixed CTD at race end.
  • Oulton Park:fixed pit exit warning bug (track cut); Track cut mesh optimized, add grasscrete runoff, removed apex curbs; Rebuild triggers. Fixed timing bug (Start trigger was not crossing pit lane)
  • Kansai: Fixed start trigger not crossing pit lane
  • Reimplemented BT26, F-V10, F-V12, F-Reiza & F-Ultimate suspension animations (fixed wheels appearing to float)
  • F-Trainer: Fixed RPM LED & bar scaling
  • Adjusted F309 Driver animations
  • F-Reiza: Adjusted Driver animations
  • Adjusted gear shifter animation parameters on F-Retros, M23 and F-Classics
  • Fixed driver head position on the F-Classic G3M2
  • Added exhaust backfires to Stock Car 2020
  • Increased exhaust downshift backfires for SuperV8
  • StockCar Corolla -Added damage & dirt maps + deformable mesh

Automobilista 2 V1.0.2.5 Update Released!

Along with the last major game update of the month and the exciting new car, we have more news to share with you - check it out!

[h3]Official Automobilista 2 website now live![/h3]

We finally have our official AMS2 live at www.game-automobilista2.com

Still some bits to be added such as specs and infos for each vehicle in the game, but this should already hopefully be an useful overview of AMS2 for those looking to learn more about it, and a good source of info as to what lays in the road ahead for those already onboard!

[h3]New AMS2 Packages Now Available on Steam![/h3]

We have launched two extra Steam packages for those interested in Automobilista 2 and / or its DLC:

The Automobilista 2 Premium Track Pack includes the two Premium Track Pack DLCs already released (Hockenheim & Silverstone) as well as two other to be released before the end of 2020 (Nurburgring & Spa), along with a fifth still TBA.

This pack does NOT include the tracks featuring in the future Expansion Packs or the Historical Track Pack DLC, and it is designed for those with interest in these premium tracks but would rather commit to a smaller, shorter term investment than the 2020-2021 Season Pass.

The Automobilista Ultimate Edition + Automobilista 2 Bundle is a limited time offer for AMS1 fans looking to make the jump to AMS2, or AMS2 owners and want to check how the predecessor compares.

For those who don´t own either, this is the complete Automobilista Experience in one Single Package! Get Automobilista 1 Ultimate Edition (including all DLCs) AND Automobilista 2 with a special 25% discount on overall price! If you already have one or more items of this package, you get 25% off for the items you do not yet own.


[h3]The Mclaren MP4/12 has Arrived![/h3]

We are capping our "Open Wheel Month" with a bang: the beautiful Mclaren MP4/12 from 1997 is another officially licensed car being added to Automobilista 2´s growing roster of classic Grand Prix cars - free for all AMS2 owners!

This car is very special for a few reasons besides its distinct visual and being the first of a long series of silver Mclaren-Mercedes - it was the car that ended Mclaren´s victory drought since the departure of Ayrton Senna in 1993, and earned Mika Hakkinen´s first win in the season finale after a series of DNFs from the lead.

The car had one other thing that made it special... The ingenious "brake steer" system.

What it is: The "fiddle brake", or "brake steer" system was developed by Mclaren originally for the MP4/12 in the middle of the 1997 season, with the addition of an extra brake pedal allowing the drivers to control the inside rear brakes (left or right depending on how it was set up in the garage) independently from the main brake system - the theory behind it being that in a car limited by front-end grip, activating the inside rear brakes could help "tip" the car into corners, and also to aid traction.

Mclaren gained competitiveness in the latter part of 1997 thanks in part to the ingenious new system, earning two wins in the second half of the season, including Mika Hakkinen´s maiden win at the season finale (after retiring from the lead no less than three times). The device remained in the car for 1998 but was soon banned as Mclaren begun to dominate the series A more in-depth reading on the system and its development can be found here.

How it works in-game: You activate the system by using the handbrake command in the game (now called "extra brake" due to its multiple purposes depending on the car - it remains a simple handbrake for vehicles that have one). To get the best of the system you´d ideally want to map it to an analogue control, replacing the clutch pedal if you´re looking for extra accuracy as it allows you to modulate the pressure and thus how much 'fiddle braking" is actually being applied.

The mechanics of the system works just as it did with real life, with one exception - in the real car the team would have the option to set the system up either on the right side (typically for clockwise circuits with a majority of right-hand corners) or the left side for anti-clockwise circuits. In the game this switch is done automatically according to the direction of the track, there is no setup control over it.

How to drive with it: The system is worth a few tenths potentially depending on the track, but it demands a lot of feet coordination to get the best of it. The best approach is try to find your pace with the car on any given track driving "normally" for a few laps, and then see how you can use the brake steer system to help flick the car and control traction out of slow corners!

So this cover the new car - now let´s cover what is on the game update - lots of valuable improvements all around as you can see in the full V1.0.2.1 -> V1.0.2.5 CHANGELOG:

CONTENT
  • Added Mclaren MP4/12 to F-V10 Gen1 series
  • Added Silverstone 1975 "No Chicane" layout (part of Silverstone Pack DLC )
  • Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC )
  • Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )


GAMEPLAY
  • Added support for "extra brake" device on Mclaren MP4/12 (shared with hand brake command)
  • Fixed CTD when returning to lobby after a Multiplayer race
  • Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics)
  • Adjusted physics tick rate to minimise sync errors in Multiplayer
  • Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R).
  • Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap
  • Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car
  • Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h


UI & HUD
  • Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and 'in pit' marker to Replay splits unit
  • Added toggleable full leaderboard to monitor screen (also available to MP spectators)
  • Added message to MP session end leaderboard screen when waiting for host
  • Added more compact controls bar to replay screen UI
  • Initial updades to Championship UI design
  • Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved


PHYSICS & FORCE FEEDBACK
  • Fixed FFB Caster deflection calculation
  • Re-enabled FFB scrub effect
  • Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes)
  • Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8
  • Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3
  • Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars
  • Slightly adjusted Stock2020 center of gravity height (both models)
  • Globally reduced aerodynamic effects from drafting & turbulence
  • Enabled slight collision pitch & roll damping (aiminig to minimise issues with over-the-top collisions)
  • Adjusted physics tick rate in attempt to minimise sync errors in Multiplayer
  • Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics)
  • Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen
  • Fixed viscous diff incorrectly disabled for F-Ultimate
  • Balance of performance revision for P4 class
  • Added viscous differential to Ultima GTR Road
  • Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts


AI
  • Improved AI performance in pack (both better pace & less incidents)
  • Fixed AI performance in practice / quali being slower than race (minor callibration still required)
  • AI race performance callibration pass for various classes


AUDIO
  • Fixed audio gear wobble
  • Added triggers to support audio engine splutter on downshifts
  • Fixed Stock Car Corolla referencing wrong sounds
  • Revised positional audio (engine sound movement when looking left-right) for all cars


TRACKS
  • Silverstone 1991: added missing physical tyre barriers, smoothed segments of curb steps vs surrounding terrain to minimise chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate
  • Silverstone 2001: added start light gantry
  • Silverstone 2020: minor art pass, added missing brake markers
  • Santa Cruz: Moved start trigger to solve missing first lap for grid slot 1; recallibrated brake marker spacing, added missing dynamic brake markers
  • Spielberg Historic: Major art pass (WIP)
  • Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box.
  • Added new crane models to various tracks
  • Added TV cranes & camera men to several tracks
  • Kansai West: fixed timing bug
  • Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line markings; Moved start trigger and start line forward 5m in line with marshal hut
  • Brands GP/ Indy: timing bug fix


VEHICLES
  • Adjusted driver animations for Brabham BT26A
  • Adjusted driver animations for Ultma GTR Race
  • Adjusted Ultima race driver gear shift animation
  • F-Vintage (all models) - Added dynamic redline needle
  • Added F301 & F309 driver & suspension animations