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Automobilista 2 November 2023 Development Update

Greetings Everyone!

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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


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

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

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


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

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

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

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

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

Automobilista 2 V1.5.0.5 Live

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

[h3]V1.5.0.5 CHANGELOG[/h3]

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


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


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


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


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

Automobilista 2 V1.5.0.4 Now Out

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

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

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


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


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


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


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


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


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

V1.5.0.2 Now Live

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

Automobilista 2 V1.5 Officially RELEASED!

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

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

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

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

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




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

CONTENT

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


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


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


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


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


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


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


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


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