Automobilista 2 - Reiza Studios

AMS2 is now updated to V1.6.4.3; this is a complementary update to the latest release with some further improvements & fixes.

As of this update, the Super Trophy Trucks class and its dedicated track layouts are available only to users who own the DLC or one of the packages that include it.

Beyond improvements to the new STT content, the wet & all weather tire treads have received further revisions; GTP tire compound wear rates have been revised and so have their thermodynamic properties, with compounds now having both generally narrower optimal temperature windows, demanding more energy to ramp up temperatures and offering worse performance while outside of this optimal ranges.GT4 & G55 Supercup thermodynamics were adjusted in the opposite direction, building up temperatures slightly faster and with slightly better performance during the progression.

AI cold tire calibration for these classes have been adjusted to suit these latest updates, with further cold tire calibration improments also for other prototype & GT classes. Other AI improvements include a redo of AI lines at Daytona and further adjustments to AI lateral movement rates in particular for GT cars where they could still move very violently causing frequent losing of control.

Stock Cars & Super V8 oval variant which were still to receive their V1.6 physics revisions have now been brought up to standard.


V1.6.4.3 CHANGELOG

GENERAL
  • Fireworks no longer require particle detail setting 'HIGH'
  • Fixed firework plumes rendering at lower resolutions when the particle detail setting is set to 'Medium'
  • Fixed coarse water spray droplets creating outlines around geometry
  • Further Increased initial water puddle size scalars
  • Further reduced intensity of undercar shadow in storm weather

PHYSICS
  • Tread adjustments for StockV8, Stock 20/21, Stock Omega 1999, Stock Opala 1986, SuperV8 Oval variants
  • Further minor tread adjustments to F-V12, F-V10 Gen2, F-3, F-Trainer, GTE, GT4, G55 Supercup, STT & wet compounds for all modern GT & Proto classes
  • Further tire tread adjustments to wet & all weather compounds
  • Further thermodynamic adjustments to GTP, LMP2, GT4, G55 Supercup tires
  • Minor revisions to GTP tire compound wear properties
  • Further adjustments to slick performance on a wet surface
  • Caddilac DPi: Further adjustment to 6th gear ratio
  • STT: Added adjustable steering lock (default now 40deg) (SETUP RESET RECOMMENDED)
  • McLaren 720S GT3 EVO: Minor aero & default setup (SETUP RESET RECOMMENDED)
  • AI
  • Further adjustments to AI cold tire effects for GTP, LMP2, GT3, GT4, G55 Supercup classes
  • Further adjustments to AI lateral movement rates for GTP, LMP2, GT3, GT4, G55 Supercup & BMW Procar
  • Adjusted AI launch performance in the wet for GTP, LMP2, GTE, GT3, GT4, GT Open, Lambo ST, G55 Supercup classes
  • Daytona SC Course: Redone AI fast line for better & more consistent AI performance; Revised AI corridors through Bus Stop chicane & T1 to reduce chances of incidents in those corners
  • Adelaide (both versions): Disabled legacy AI speed boosts that made AI cars excessively fast on these tracks
  • Adjusted AI throttle application for GTE, GT3
  • AI wet weather calibration pass for F-V12
  • AI calibration pass for Old Stock, GT4, G55 Supercup; Super V8 & StockCar Brasil classes in ovals & speedways

TRACKS
  • Adelaide STT: Corrected the concrete pit lane apron physical material that was set to gravel
  • Hockenheim STT: Adjusted the location of ramp 1
  • Monza STT: Updated ramp layout, removing ramp 3
  • Spielberg STT: Updated ramp 3 location
  • Daytona: Updated apron road material to correct excessive dust being kicked up by cars driving over it

VEHICLES
  • BMW M6 GT3 and BMW M8 GTE: Smoothed cockpit parts
  • Porsche 992 GT3-R: fFxed display pit speed value
  • Opala Old Stock: Fixed black side mirrors in exterior view
  • McLaren 570S GT4: Updated front and rear lights; fixed black side mirrors in external view
  • Lamborghini Huracan ST Evo2: Added RVM camera
  • Sprintrace: Removed the redundant shift lever
  • Audi R8 GT4: reworked rear lights; added blurred rims inner spokes : Adjustded rpm lights range
  • Fixed CTD when loading Stock Car V8 2019 oval variant
  • Fixed damage normal maps not displaying correctly
Automobilista 2 - Reiza Studios
Automobilista 2 V1.6.4.2 is now live - this update introduces Super Trophy Trucks with the new Adrenaline Pt2 DLC along with several other fixes and improvements.

Adrenaline Pt2 is available for purchase here, but as is customary it will remain free for all users over the next couple of days.

If by any chance you encounter issues with this build, the previous V1.6.3.6 remains available as a Beta Branch on Steam ("previousbuild")

As part of a series of optimization measures taken for this update, the physics engine now runs on four CPU threads by default instead of the previous default of two; this however might not be a net positive for users running substantially older systems, if that is your case you may revert to the old standard by running the command line -pthreads 2



V1.6.3.6 -> V1.6.4.2 CHANGELOG

CONTENT
  • Added Super Trophy Truck series & 12 dedicated STT layouts (part of Adrenaline Pt2 DLC)

GENERAL
  • Added 48-max grid size support for Championship mode (requires minimum 12GB RAM)
  • Fixed issue where requesting a pitstop via the ICM menu would fail in some cases
  • Revised LiveTrack rubber laydown to better reflect current tire load and slip and reduce differences between player and AI vehicles
  • Replaced all instant DQs from formation lap and rolling start infringements with drive-through penalties
  • Removed start light countdown in rolling starts to make green light less predictable (lights now go from all red directly to green)
  • Corrected penalties being awarded while the AI is in control of player car during rolling start, formation laps, and in auto rolling start modes
  • Fixed issue where fuel wouldn't be added to the player vehicle during a pitstop when the rules allowed refuel and the player had a fuel value set in the strategy
  • Fixed particles producing jagged edges around geometry when using lower particle detail settings
  • Performance optimization on CPU-render logic related to environment maps.
  • FFB loop optimization pass
  • Physics now default to running in 4 CPU treads instead of previous 2

UI & HUD
  • Separated 'Suspension' from 'Mechanical' and added a new 'Aero+Suspension' option for pit strategy repair shortcuts of ICM menu to allow repair without the lengthy cost of brake/engine replacement
  • Fixed non-karting presets incorrectly listing kart layoutts; Excluded Oval / Dirt / Kart layouts from listing in ARC Camaro & F-Inter presets

PHYSICS
  • Minor tire tread adjustments to LMDh/GTP, LMP2 (both gens), DPi, P1 (both gens), P2, P3, P4, GTE, GT3 (both gens), GT Open, GT4, G55 Supercup, Porsche Cup, Lamborghini Super Trofeo, Copa Montana, Hypercars, Supercars, Caterham 620R, Superlight, Supersport, ARC Camaro
  • Further adjustments to slick compounds´ sensitivity to wet surface
  • Slightly increased default rear wing setting for various GT3 cars, Ginetta G55 (all variants),
  • GT3 Gen2: Further BoP pass to V10 powered models; Corrected error in Lamborghini Low Downforce variant giving it an extra 4% power
  • Montana: Fixed excessive engine sensitivity to frontal damage
  • Mercedes EVO2 DTM Gr.A: Corrected error in rear left tire pressure setting
  • Lotus 23: Reduced rear brake cooling
  • Audi R8 GT4: Revised FFB

AI
  • Adjusted AI behaviour so that if it runs into another car and is held up in the first or second sector of a hotlap in practice or qualifying, it may either re-engage outlap behavior to open a gap for another hot lap or return to pits (if late into its stint)
  • Adjusted logic which AI drivers follow when leaving pits in practice & qualifying to minimise issues with intense traffic early on the sessions
  • Added AI Wet Skill Scalar and AI Mistake Multiplier options to championship overview screen
  • General calibration pas to AI performance losses with cold tires particularly under cold environment temperatures
  • Calibrated AI simulated session times for F-USA Gen1 & Gen2 (all variants)
  • ARC Camaro: AI calibration pass; further adjustment to prevent AI cars from rolling when hitting high curbs
  • Brabham BT46: Adjusted AI undertrayd physics to mitigate lower performance vs player in this car
  • F-USA (All Gens): Calibrated AI simulated session times
  • AI calibration pass for Super V8, Copa Montana, GT4

AUDIO
  • Changed "Opponent Samples" option to "Sound Detail" as it now also affects environmental effects
  • Fixed trackside and chase cam engine sound pitch for Stock Car Brazil 2019 and Metalmoro AJR Chevrolet V8

TRACKS
  • Imola: Fixed player auto pitstop function not disabling after leaving the pitlane; Rebuilt the pitbox and garage layout

VEHICLES
  • Updated pit limiter display: BMW M4 GT3, Corvette Z06.R, Mclaren GT3 Evo, Lambo GT3 Evo2, Porsche 992 GT3R; BMW M Hybrid, Porsche 963; Porsche GTE
  • BMW M4 GT4: Fixed calipers and chassis vertex AO issue
  • Porsche 963: added colored pit lights
  • Oreca 07: Fixed wrong interior light mapping
  • Corvette C3 RC: Fixed paint mapping
  • Swift 009C: Adjusted driver gear change animation
  • Lola T98: Adjusted engine 3d mesh pivot; Adjusted suspension 3d mesh position in showroom mode
Automobilista 2 - Reiza Studios
Greetings Everyone!

We have a new update incoming for AMS2, and as hinted upon on the run-up to V1.6 release late last year our dev updates will now be focused on covering the highlights of these upcoming releases, which you should be able to check out for yourself very soon!

So here are some of the highlights of the upcoming AMS2 V1.6.4 to be deployed in time for the weekend!

Adrenaline Pt2 – Super Trophy Trucks


On the content front it´s time for another shot of Adrenaline with the introduction of one of the most extravagant forms of motorsports ever seen any time, anywhere - the Super Trophy Trucks in AMS2 (like the Supertrucks in AMS1 before it) are loosely inspired by the Stadium SuperTrucks series in America, with Trucks weighing 1400kg delivering over 600 HP hustling through road and street courses filled with jumping ramps making for some insane air time and spectacular action; when shooting off corners these beasts can lift the inside front wheel clear off the ground and keep it there until the next corner, especially the left front wheel aided by the roll direction of the engine.


We have spent a lot of time and efforts into doing justice to these crazy machines and the unique experience racing them provides; they are like nothing you have ever experienced in a racing sim - great fun but slightly terrifying especially in VR!

The Super Trophy Trucks (STT for short) are the exclusive class along with 12-dedicated ramp-filled track layouts in Adrenaline Pt2, expanding on the dirt content introduced in Pt1 It will sell for US$ 7.99 or the equivalent conversion to your local currency.

Adrenaline Pt2 is still part of the original Season Pass and the Premium Expansion Packs, so if you own either of these DLCs you will receive the Super Trophy Trucks on release at no additional charge.



Bug Fixes & Optimization

This update also sees the results of big efforts into further bug fixes and optimization, which should grant most users a noticeable performance boost.

One of the optimization measures is that the physics engine now runs on four CPU threads by default instead of the previous default of two; this however might not be a net positive for users running substantially older systems, in which case they can revert to the old standard by running the command line -pthreads 2


New Single Player Features for Championship Mode

The new Single Player options introduced in the V1.6 update - grid sizes of up to 48 cars for users with at least 12GB RAM, AI Wet Performance & Mistake Scalars - are now also supported in Single Player Championship Mode.


Other Highlights


A final round of further tire physics developments to complement the V1.6 revisions have been performed for this update, with modern prototype & GT classes especially receiving some further tire modelling & default setup adjustments. The issue of slick tire compounds remaining a bit too effective on a wet track particularly while still hot and / or with low water saturation levels has also been corrected.

The GT3 classes have received further Balance of Performance revisions correcting some persisting advantages from the V10 powered cars.

The update also features another batch of AI developments, including improvements to AI calibration when running cold tires on a cold track.

Finally, V1.6.4 will bring adjustments and mitigating developments to reduce chances of issues and unfair penalties during rolling starts especially in a Multiplayer environment.

Next Up
After this upcoming release. we will start a new development cycle for which Endurance Racing will once again be back as the primary focus; some new contenders are expected to join the GTP, GT3 and GT4 classes, including models from a premium manufacturer which will be making its debut in AMS2.

Along with the content other endurance--focused developments and Multiplayer improvements are expected to be concluded, but these are topics to cover in more detail in the next dev update.


The Steam Spring Sale is On!


If you still haven´t got AMS2 or you have items to add to your DLC collection, this is a great time to get in on the fun as several of them are featuring on the Steam Spring Sale with 70%. Recent DLCs like the Endurance Pack Pt2 and the IMSA Track Pack are on sale for the first time with 25% - check them all out here.

This covers some of our highlights for the upcoming V1.6.4 release - we hope you all enjoy it!

Automobilista 2 - Renato Simioni
A few more issues in need of quick fixing (or at least further mitigation) have been brought up to attention since the last update so we have extended the cycle for one more round of fixes & improvements as AMS2 V1.6.3.6 is now Live.

V1.6.3.6 CHANGELOG

UI & HUD
  • Updated names & logos for Karting classes
  • Fixed missing leaderboard class colours for both LMP2 gens

PHYSICS
  • Further minor tire tread adjustments to karts, LMDh/GTP, LMP2, P1 (both gens), F-Ultimate Gen2, Copa Classics, ARC Camaro, Caterham 620R, Superlight & Supersport
  • F-Ultimate Gen2: Further throttle map update
  • Fixed player control issues with F-USA Lola Gen2 & Gen3 oval variants
  • ARC Camaro Fixed issue with engine not running
  • Minor tread thermodynamic adjustments to kart tires
  • Corrected further inconsistencies in F-USA Gen2 & Gen2 Lola oval variants
  • Disabled redundant rear toe rang for karts
  • Increased draft effect to ramp from 100m (over previous 75m)

AI
  • Adjusted AI pitstop estimate losses & tire wear thresholds for all Endurance classes & F-USA oval variants so AI drivers in those classes are generaly less likely to find pitstops worthwhile until it is running low on fuel
  • Reduced amount of extra fuel AI will carry as a safety margin in qualifying & last stint of races
  • Reduced fuel safety margin threshold under which AI will pit for fuel in races
  • Reduced amount of fuel AI carries when fuel consumption is disabled
  • Calibrated AI simulated session times for Super V8, Stock Car 2019-2024, Copa Montana, P2, P3, P4
  • Adjusted AI corridors at Daytona road courses to minimise chances of AI hitting the inside wall going into T1
  • AI tire wear calibration pass for LMDh, GT3 (both gens), GT4, GT Open, GT1, Group C
  • AI dry performance calibration pass for Copa Classic, Caterham Supersport, Caterha, Superlight, ARC Camaro
  • Further adjustments to mitigate chances of AI karts rolling under hard cornering

AUDIO
  • Nissan R390 GT1: fixed missing sound for cockpit camera in replay and monitor

VEHICLES
  • Set historic safety car models for F-Junior, Vintage Touring Car Tier1, BMW M1 Procar, Group C, Group A, GT1, F-USA Gen1-3
  • Fixed external mirror material for ARC Camaro, BMW M4 GT4
  • Removed driver HANS device for all Karting classes
  • Cadillac V-Series R: removed fresnel mapping to external carbon material
Automobilista 2 - Reiza Studios
Automobilista 2 is now updated to V1.6.3.5 is now live - this update completes the V1.6 cycle with further bug fixes & adjustments and should be the the last of the V1.6.3 cycle.

If by any chance you encounter issues with this build, the previous V1.6.3.4 is available as a Beta Branch on Steam ("previousbuild")

Focus over these initial weeks of the year has been on pursuing further bug fixes as well as further improving or fixing issues with existing content; two long-standing bugs that we expect to be resolved as of this build is the occasional drivetrain / tire "jolt" along with a FFB spike that could occur with some cars during upshifts(most typically seen in cars prone to sustaining long power drifts like F-Vintages and Caterhams); the occasional loss of steering rotation / driver arm animation fidelity during replays is also expected to be corrected.

In terms of content updates, on the track front the Spielberg circuits (both modern & historic) have been updated to feature 3D foliage and generally more recent art quality standards - maintenance of older content originally produced for AMS1 (both car and track models / textures) so quality standards are more consistent with the latest AMS2 content is going to be occur regularly throughout the cycles in 2025.


Physics & AI for the karts, Superkart & F-USA oval variants (which hadn´t quite received their full revisions by the time of V1.6 release) have now been completely revised and are largely up to V1.6 standard. A manual setup reset is strongly recommended for these classes.


Many other classes have received further minor physics & setup finetuning as we wrap all V1.6 physics revisions.

Full V1.6.3.5 changelog below:

V1.6.3.4 -> V1.6.3.5 CHANGELOG

GENERAL
  • Fixed incorrect steering lock/range in replays in some instances
  • Fixed issue which would cause opponent shadows to render during private qualifying sessions
  • Increased initial water puddle size scalar slightly back up
  • Further reduced intensity of undercarshadow in storm weather
  • Increased maximum configurable pit speed limit to 240kph

UI & HUD
  • Fixed odd mouse activation behaviour when close to the top/bottom edge of input rows
  • Fixed inconsistent text case of retired label on some in-game leaderboards
  • Fixed track selection Grade Filters
  • Fixed inconsistent status column text case on pause menu
  • Fixed player info dialog double activation issue on pause menu when using gamepad
  • Fixed Tire/Fuel multiplier inputs on MP Realism Settings dialog
  • HUD map fixes for dynamic mode - VIR and Donington (all layouts)
  • Fixed missing 'Full' Labels on HUD editor
  • Corrected vehicle statistics according to the latest physics adjustments
  • Fixed a bug which made the showroom camera blurry after ending a session and returning to main menu
  • Updated Kart & Superkart vehicle class selection logos
  • Updated Credits listing

PHYSICS
  • Tire tread adjustments for Superkart, Karts (all versions), F-USA oval & speedway variants
  • Minor tread adjustments for LMDh / GTP, LMP2, DPi, P1 (both gens), GTE, GT3 (both gens), Lambo ST, F-USA Gen1-3, F-USA 2023, F-Retro Gen1, F-Retro Gen3, F-Classic (all gens), F-HiTech Gen1, F-V10 (both gens), F-Reiza, F-Ultimate (both gens), Copa Montana, Sprint Race, Stock Opala 1986, Stock Omega 1999, Copa Classic B & FL, Copa Uno, Lancer Cup, HotCars, F-Dirt, Kartcross
  • Complete physics revision for all karting classes (125cc Direct, Shifter, GX390, Rental & Superkart)
  • Adjusted default wing settings for F-Classics & F-Hitechs LD variants (all gens)
  • Formula HiTech Gen2: Fixed Model 3 and MP4/8 excessive power in LD variants
  • F-USA (All Gens) Revised aero & suspension for oval variants; Minor aero adjustments to road variants; corrected various inconsistencies between road and oval variants; Added positive front camber range for oval variants; Set Gen1 to period-accurate 40gallon fuel tank
  • Adjusted body drag coeff for Opalas, Omega & Puma GTB
  • Copa Classic (both gens): Adjusted default tire pressures & camber angle
  • F-Ultimate (both gens): Revised throttle map
  • F-Dirt: Suspension setup adjustments
  • Reduced crankshaft mass for lower engine inertia in ARC Camaro, Kartcross
  • Adjusted auto downshift points for Fuscas, F-Vee & F-Dirt
  • Copa Uno: Fixed auto by weather not selecting wet tires; Adjusted default pressures
  • F-Classic Gen2: Corrected Low Downforce variants of generic models not referencing corresponding LD physics
  • Minor FFB adjustments to Lamborghini Veneno,Nissan R89C, Rallycross cars

AI
  • Reduced effect of AI Aggression setting in AI lateral rates, corridors and special care with human players
  • Further fine-tuning of class-specifc AI lateral rates for smoother / less jerky side movements
  • Adjusted AI aero physics for F-Retro (all gens), LMDh / GTP & GT3 (both gens) to improve AI high speed stability and mitigate issues with AI getting out of shape and / or losing control in these classes
  • Calibrated AI simulated session times for F-Ultimate (both gens), F-Reiza, F-V10 (both gens), F-V12, F-Classic (all gens), F-Retro (all gens), F-Vintage (both gens), ARC Camaro, F-Junior, M1 Procar, Lamborghini Supertrofeo, GT4, Porsche Cup, Ginetta G55 Supercup, Ginetta G40 Cup, Mini JCW, Sprintrace, Group A, Group C, GT1, GT Open, GT Classics, Touring Cars Tiers 1&2
  • Corrected Ai non-race driver skill levels for F-Junior and Vintage Touring Car Tier 1 causing AI cars in those classes to be much faster in race than in qualifying
  • AI wet weather calibration for F-HiTechs, Opala 1979, Opala Old Stock, Stock Omega 1999
  • AI Calibration pass for GTE & GT3 Gen1 (correcting BMW M6 / M8 being uncompetitive)
  • AI calibration pass for P1 (both gens), LMP2, Sprint Race, F-USA Gen1-3 F-USA 2023, F-Reiza, F-Ultimates (both gens), F-V10 (both gens), F-V10 Gen2 Copa Montana, Copa Classics, Hot Cars

AUDIO
  • Updated Superkart surface, wind and engine sound position
  • Updated Kart tire and surface sounds and adjusted in-cockpit engine sound position.
  • Adjusted wet-road roll volume for Hypercars class
  • Mitigated crackling on trackside camera view
  • Fixed bad trackside camera doppler effect for Nissan R390 GT1 and Nissan R89C & Kartcross
  • BMW 2002 Turbo: fixed missing rev limiter sound

TRACKS
  • Spielberg art overhaul (Modern & Historic, all layouts): reworked terrain meshes and textures; adjusted 2D foliage; added 3D foliage; multiple adjustments to various materials and textures, fog and climate; added various miscellaneous objects and details
  • Kansai East/West: Add fences marking invisible perimeter barriers
  • Snetterton: Fixed a misplaced tire wall physical barrier at Firman's corner; Cleanup the scene export of unused mesh and materials

VEHICLES
  • Karts: Adjusted the vehicle spawn position parameters (static tire deflection and initial height)
  • Updated cockpit display resolution for GT1 cars, Nissan R89C, Nissan GT-R, F-309,
  • Disabled visual backfires for karts, Superkart, Copa Uno, Copa Fusca & Ginetta G40 Cup
  • Lamborghini Super Trofeo: Fixed wrong paint replacement for livery override: adjusted cockpit camera; updated blinking pit lights frequency
  • Adjusted cockpit POV for Mclaren MP4/5B, Mclaren MP4/12, F-V10 Gen1, karts (all)
  • Corrected exhausts´ positions for F-Classics Gen1, Gen2 & Gen3
  • Corrected F-Classic G4M3 Bolt-Work GP pitcrew team outfits
  • McLaren MP4/6: Fixed suspension animations artifacts clipping through car body; Fixed interior position; corrected black extertnal mirrors texture;, added missing lightglow
  • McLaren MP4/4: Corrected black external mirrors; Fixed gap in wheel blur objects
  • Brabham BT52: Added backfire effect
  • Brabham BT46B: Added cockpit labels, adjusted needle speed orientation
  • Lotus 72E: Added rainlight
  • F-V10 Gen2: Fixed and improved blurred wheels
  • Porsche RSR GTE: Added more edges to the cockpit cooling duct mesh
  • Mercedes GT3 Gen1: Reworked rear lights textures; added blinking lights
  • BMW M8 GTE: Removed duplicated side mirrors in cockpit view
  • Mclaren 720S GT3 EVO: Revised lights IDs, added front and rear DRL, fixed damage LODs
  • F-USA 2023: Fixed a collision mesh problem that could result in abnormal physical reactions
  • McLaren MP4/1C: Fixed invisible screws in cockpit and carbon material changed. Added damage animation to cockpit carbody.
  • Camaro GT4R: fixed steeringwheel label
  • BMW M Hybrid V8: new carbon weave, improved blurred rims, new glowing brake disk texture, updated IMSA liveries
  • BMW M4 GT4: updated cockpit lights, improved blurred rims
  • Lamborghini Veneno: fixed inverted front right caliper logo
Dec 19, 2024
Automobilista 2 - Renato Simioni
AMS 2 is now updated to V1.6.3.4, with further bug fixes along with general content fixes & improvements.

V1.6.3.1->V1.6.3.4 CHANGELOG

GENERAL
  • Added further guards to mitigate against the lost of authentic driving aids being between sessions
  • Fixed visual flat spot state not properly resetting during pitstops in some circumstances
  • Fixed a penalty conflict between the track cut give back position system and the full course yellow give back position system
  • Fixed issue which prevented remote vehicles from being visually repaired during a pitstop and when teleporting back to the garage

UI & HUD
  • Fixed broken triple screen config page input states
  • Fixed timer overlapping position on HUD when displaying lengthy sessions such as 1440 mins
  • Fixed Personal Best & Delta overlapping on TTotW pages
  • Fixed top speed data for Group C
  • Normalised text case of MP ready button and leaderboard status texts
  • Adjusted localisation of some loading screen tips
  • Fixed an issue where the 'Get closer to your lead' message would appear instead of the 'You can push now' message for the leader when the safety car is heading to the pits and race is about to resume from a full course yellow
  • Added vehicle name to championship post race leaderboards
  • Sort leaderboard by class on championship overview screen when multiclass scoring is enabled
  • Added Vintage TC and Formula Junior presets
  • Added Brands Hatch, Donington GP and Imola 72 to BM1 M1 Procar preset
  • Fixed main in-game options menu wrapping when using gamepad/keyboard navigation
  • Added animated loading message on session results screen if session advance is prevented by still loading clients
  • Fixed 'Off' label case for Max Visible Vehicles Setting
  • Fixed missing space in available tires list when a vehicle has both semi-slick and all-weather tyres
  • Added audio warnings to notify users that MP "Ready" up timer is about to end
  • Fixed inaccurate Traction Control help text on setup screen
  • Supercars (all models): Fixed missing wet tire names

PHYSICS
  • Slightly stiffened carcass sidewalls of GTE, GT3 (both gens), GT Open, Lambo ST tires
  • Slightly stiffened carcass sidewalls of GTE, GT3G1/2, GTOpen, LMPh, DPI, LMP2, P1-4, StockCar 19-24 wet tires
  • Minor tread adjustments to GT3 Gen2, GT4, GT5, G55 Supercup, G40 Cup, F-Inter, F-Trainers (both), F-Hitech Gen2, F-V12, F-Ultimate Gen2, BMW Procar (dry & wet compounds)
  • Minor thermodynamic adjustments to GTE, GT4, GT5, Ginetta G55 Supercup, Ginetta G40 Cup, Stock Car 2019-2024, BMW Procar, Group C
  • BoP pass for GT3 & GT4 classes, adjusting engine & aero properties
  • BMW Procar: Adjusted default front camber & rear tire pressure
  • Puma P052: Slightly reduced CoG height
  • Corrected issue that could cause excessive E-Diff locking torque under braking for McLaren 570S GT4, McLaren Senna, VW TSI Cup (all models)
  • F-Ultimate Gen2: Revised gearbox, final drive, and bevel ratios according to latest specifications
  • F-HiTech Gen2: Adjusted peak power, RPM range & throttle map for Ford HB V8 engine used by MP4/8 & Model 3
  • LMP2: Fixed/locked the front diveplanes on both variants of the Oreca 07 & reduced the diveplane options on both variants of the Ligier JS P217 to more accurately reflect real configurations
  • Fixed stability control assist breaking tire physics in cars with electronic differential

AI
  • Adjusted AI inside & outside overtaking thresholds to minimize issues with AI pulling back from viable overtakes into the braking zone (AI driver aggression being a bigger factor)
  • Further adjustments to AI lateral rates in all vehicles to minimize jerky lateral movements
  • Further adjustments to distance thresholds from which AI passing & avoid routines kick in
  • Adjusted AI suspension rates & aero bias for GT1, Group C, LMDh, GT3 classes to improve stability
  • Adjusted AI performance for Interlagos 1991 / 1993 (slower entry to T5, faster all around T8 in both layouts)
  • Laguna Seca: Fixed slow moving cars on the straight between T4 and T5 during the formation and first race lap; Adjusted track edge for some runoff sections
  • Spa (1993 & modern layouts) Slightly increased AI wall buffer to minimize AI scraping the wall at La Source
  • AI wet calibration pass for BMW Procar, GT4, G55 Supercup G40 Cup, GT5
  • AI calibration pass for F-Inter, F-HiTech Gen2, F-V12
  • AI calibration pass for simulated AI times (when skipping to the end of a session) for LMDh/GTP, LMP2, DPi, GTE, GT3 (both gens), GT Open classes

AUDIO
  • Fixed crowd, announcer and single wind sound being read from disk instead permanet load into ram (mitigates some stutters)
  • Fixed occasional abrupt menu music dropouts

TRACKS
  • Azure: Fixed a group of trackside bushes floating above the terrain near Casino
  • Mosport: Add more crash barrels at the pit lane entrance should fix the player car getting a DQ when crashing into the barrier
  • Oulton Park: Fixed a physical barrier that in some conditions could cause an abnormal collision
  • Ibarra: Fixed the pit box orientation on the reverse layout

VEHICLES
  • All Vehicles: Linked the visual strength of direct sunlight stains and blotches to the dynamic dirtiness of the vehicle, Fixed stuck RPM needle after replay rewind
  • Nissan GTR GT3: Fixed LODA steering wheel pivot point; fixed non-emissive Display
  • Corvette Z06 GT3: fixed right indicator steering wheel buttonFixed front brake discs displacement
  • Porsche 991 GT3 Cup 3.8: Fixed front rims width and front tire profile
  • Stockcar 2024: Fixed RPM lights emmissive parameters
  • Porsche 991 GTE: Updated cockpit lights and windshield cockpit banners
  • Cadillac V-Series R: updated endurance lights to current version, added emissive lightglass, added LD variant with vent covers
  • Lamborghini Huracan GT3 Evo2: Fixed livery overrides only appearing as carbon
  • Alpine A424: Fixed folder and file naming of overrides
  • F-V12: Added rain light mesh and reworked light glows
Automobilista 2 - Renato Simioni
The first complementary update post V1.6.3 release is out, with AMS2 now updated to V1.6.3.1.

This update fixes some bugs we have been able to trace and resolve since release along with various minor improvements, such as a more accurate metallic for the mainAlpine A424 livery.

As of this update, the trial period for the contents of the theree new DLC have closed; content is now restricted to those that own the respective packages - as a reminder, please note DLC tracks don´t have to be owed for you to join MP sessions running on one of them.


V1.6.3.1 CHANGELOG
GENERAL
  • Fixed a bug where the Max Visible Vehicle setting could prevent some remote vehicles being rendered in MP after remote clients disconnect
  • Fixed race-end fireworks triggering prematurely

UI & HUD
  • Added missing Chat Box & Chat Profanity Filter settings to Options > Gameplay > Display menu
  • LMDh, Group A, Audi R8 LMS GT4: Corrected UI data
  • Fixed Semi-Slick tyres displaying as All-Weather in vehicle info
  • Time Trial Screens: Fixed overlapping gap times, next/previous page buttons, missing vehicle name text
  • Fixed inoperable close button on Time Trial player info dialog
  • Added Lamborghini Supertrofeo preset
  • Added Mosport to F-Retro preset with track specific event cnfig
  • Fixed missing tracks in MINI JCW UK preset
  • Added Spielberg GP to F-Reiza and F-Ultimate (all gens) series presets

PHYSICS
BMW M Hybrid V8 Low Downforce: Corrected rear spring setting range asymmetry


AI
Oulton Park: Adjusted AI entry speed to T1 in all layouts so it doesn´t regularly get out of shape there.


TRACKS
  • Sebring: Fixed LOD popping tent near T1
  • Long Beach: Fixed an issuew where palm tress could sometimes LOD out early

VEHICLES
  • Audi V8 DTM: Updated internal and external banner textures
  • Alpine A424: updated blue metallic liveries; minor bodywork height offset to minimise bodywork clipping at full rebound travel
  • Audi R8 LMS GT3 Evo2: Fixed damage model, updated cockpit lights
  • ARC Camaro: Fixed incorrectly marked as open topped (stops rain and other external effects inside cockpit)
  • Lotus 23, Corvette C3 Convertible, MetalMoro MRX (all models), Roco 001: Marked as open topped
  • Mclaren MP4/5B: Adjusted driver animation range
  • MetalMoro MRX (P3/P4): Fixed bonnet and look behind camera positions
  • Lamborghini Huracán Super Trofeo EVO2, Oreca 07: Added missing custom livery override xml files
  • Brabham BT62, Alpine A424, Corvete C3 RC Convertible, Porsche 992 GT3R: Fixed various issues with livery override files
  • Fixed tire sidewall logos/branding not appearing when using custom liveries
Automobilista 2 - Reiza Studios

Automobilista V1.6.3 Is Now Released! This is a major game-changing update that transforms AMS2 in multiple Racing Simulators - all packaged into just one.

One of these is the IMSA WeatherTech Sportscars Championship, featuring the vast majority of cars, liveries and circuits that made up the 2024 Season of one of the most prestigious Endurance series in the World, with more to come!

The new update also features a completely overhauled UI, four new free cars, overhauled sounds, physics, AI & Multiplayer along with extensive updates to all existing content.


The New DLCs - FREE FOR THE WEEKEND
The three new DLCs and their respective Steam release pages are going to live with the release of the V1.6 updat. As is now tradition, the contents of the three new DLCs will be free for all users to enjoy over this initial weekend. At some point early next week they will revert to being available exclusively to those who own them


IMPORTANT NOTES
  • All car setups have been reset given the extent of the physics updates (no user input required to reset them)
  • All Time Trial Records have been reset due to track & car physics updates
  • Wet Skill option allows you to adjust the AI Skill in various levels of wet confitions without impacting their performance in the Dry)
  • In case users has any trouble with the new update, or still has a Multiplayer race still to be run on the current V1.5.6.3 they may revert to it by right-clicking AMS2 in your Steam Library -> Properties -> BETA, and selecting previousbuild from the dropdown (no password required).
  • Career mode: It´s part of the new GUI design, and it´s coming - not any time soon (more info in the upcoming Dev Update)

KNOWN ISSUES & LIMITATIONS
  • 48-car grids are just for Single Player, and availablw only if user has 12GB of RAM or more; else max grid size remains 32 cars
  • For grid sized higher than 32 cars, cars may share pit boxes and may be spawned on top of each other in ghosted (no collision) mode for both Single and Multiplayer
  • To ensure reliability, we strongly recommend no more than 28 clients in MP (unless host has already been running 32-car fields reliably)
  • AI calibration stil receiving further fine-tuning in the coming days especially for wet conditions; faster karts do not have working AI yet
  • There is a known issue with championship scoring when racing a field containing mixed classes with multi-class scoring disabled
  • In the event of issues saving triple screen configuration via the in-game UO, user may do so by manually editing at 'Documents\Automobilista 2\triplescreensettings.xml'

1.5.6.3 -> V1.6.3.0 CHANGELOG

CONTENT

IMSA Track Pack DLC
  • Added Canadian Tire Motorsports Park (Mosport)
  • Added Michelin Raceway Road Atlanta
  • Added Sebring International Raceway

Endurance Pack Pt2 DLC
  • Added Alpine A424 to LMDh / GTP class
  • Added Ligier JS P217 to LMP2 Gen1-2 class
  • Added Oreca 07 to LMP2 Gen1-2 class
  • Added Audi LMS GT3 Evo II to GT3 Gen2 Class
  • Added Corvette Z06 GT3.R to GT3 Gen2 Class
Lamborghini Dream Pack Pt1 DLC
  • Added Lamborghini Huracán EVO2 to GT3 Gen2 Class
  • Added Lamborghini Huracán Super Trofeo EVO2 to Super Trofeo class
  • Added Lamborghini Veneno Roadster to Hypercars class
  • Added Lamborghini SC63 to LMDh / GTP class

Free Base Game Additions
  • Added Audi Quattro to Group A Class
  • Added Audi LMS GT3 to GT3 Gen1 Class
  • Added Audi LMD R8 GT4 to GT4 Class
  • Added Ligier JS P320 to P1 Gen2 Class
  • Updated Corvette Z06 with Z07 upgrade performance package

GENERAL
  • Increased max grid size to 48 (currently requires sharing of pit boxes if they exceed the number avaiable on track); Increased memory pool size for all users to comport larger grids; Restricted extended grids above 32 cars to clients with more than 12Gb of physical memory and allocate additional resources for the extra participants
  • Increased base memory allocation for all clients to account for new sound and visual features
  • Significantly optimized cliient data send rate to minimise traffic and mitigate risks for issues in Multuplayer sessions
  • Reduced Multiplayer session end join lockout to 30s
  • Revised lighting properties for all climates
  • Adjusted LiveTrack properties: Rubber laying thresholds lower, with bias between lateral and longitudinal rubber laying shifted more to the lateral (slide) component; Minor adjustment to how rubber laying scales down to harder compound options (so track progression is more noticeable in classes running softer compound options) - Changes apply globally to all tracks
  • LiveTrack: Adjusted wet and rubbered racing line glossiness to visually match the updated LT dynamics; Further minor adjustments to amount of rubber laid down with longitudinal slip / lateral slide
  • Updated algorithm used by "Max Visible Vehicles" setting to further favor cars ahead and reduce visible popping of vehicles ahead of the player
  • Fixed flickering windshields when viewed from track cameras in replays
  • Added humidity dependent visual wet representation to trees and foliage
  • Added humidity and temperature dependent aero contrail effects to car wingtips (F-Classics, F-HiTechs, F-V12s, F-V10s, F-Reiza & F-Ultimate Gen1)
  • Added firework displays in the Sky & along start / finish straights for tracks & events that feature them
  • Overhauled engine failing and failure effects: Coolant, oil, turbo and complete failures with new effects to distinguish each type of failure
  • Overhauled tire smoke dynamics and toned down overblown ambient lighting
  • Increased the number of sparks particles that are emitted, adjusted the dynamics of the sparks particles and increased bloom produced by spark
  • Fixed sparks particles flickering in VR
  • Reduced the intensity of wet spray particles when the track saturation is low
  • Fixed bug that could result in incorrect available driving aids in authentic mode at the next event after driving a vehicle with no onboard aids
  • Fixed translucent particles such as smoke or wet spray visibly clipping with objects
  • Adjusted the road racing line to be more visually distinct from the rest of the track when rubbered and wet
  • Improved Depth of Field for trackside TV cameras
  • Adjusted car material reflection dynamics to produce slightly deeper reflections
  • Fixed lighting fluctuations that occurred at random times during the day
  • F-Ultimate Gen2 class can now open DRS in races when within 1s of car ahead even when not fighting for position
  • Fixed bug causing vehicle shadows could remain static at night instead of following the assigned vehicle as it moved
  • Fixed camber being shown incorrectly in replay & getting extremely positive over jumps
  • Fixed issue which could lead to jittery wheel movement for some AI vehicles
  • Fixed issue that could result in incorrect reflections when viewing non-player vehicles
  • Fixed infrequent off-line dust emission when racing with large grid sizes
  • Fixed character environment reflections appearing too strong up close and too weak from afar
  • Added slippery curb / painted runoff properties to all tires
  • Increased replay FWD/RWD speeds to 5/10/20x
  • Forced a minimum setting of 'LOW' for particle level in MP sessions to negate the visibility advantage of clients that disable them

UI & HUD
  • Overhauled user interface design
  • Overhauled "Motorsports Preset functionality into "Series Preset"
  • Added Percentage duration option to scale race lengths when using series presets
  • Added static HUD track map
  • Added mouse controlled orbit camera option to Showroom
  • Changed grid menu mouse wheel inputs to scroll vertically
  • LMDh & GT3 Gen2 class emblem rebadged to include GTP & GTD representing IMSA classes
  • Corrected tire info for Hypercars, Supercars, ARC Camaro, Caterhams (except Academy) to read Hard (semislick) & Wet rather than "All Weather"
  • Fixed Pitstop Refuelling Allowed string incorrectly saying Authentic instead of Yes
  • Added support for switching cameras in replay and monitor mode using number keys 1-8
  • Changed live track progression to target time progression rather than weather progression
  • Changed HUD display name logic to work better when a users has no surname set
  • Fixed various in-game flag inconsistencies in Championship mode
  • Fixed Incorrect vehicle image sometimes being displayed on setup screen
  • In-Car Menu now defaults damage repairs to off

PHYSICS
  • Complete tire physics revision for advanced hysteresis & thermodynamics modelling
  • Revised tire wear & degradation rates for all tire treads (dry/wet)
  • Revised aerodynamics for all vehicles
  • Revised brake torque thermodynamics for all vehicles
  • Revised dirty air effects
  • Revised default setups for all vehicles
  • Revised torque, compression curves, engine consumption & thermodynamics for all vehicles
  • Minor FFB revisions to all vehicles to better suit latest physics revisions
  • LMDh / GTP (all models): Revised boost maps and torque curves, updated hybrid model to replace/fill total torque instead of adding over ICE torque, adjusted full EV only peak torque slightly for lower and higher redlines to reflect MGU gearing, moved default brake bias slightly rearwards, refined hybrid launch, re-enabled manual starter (instant start if enough speed), fixed horsepower on telemetry HUD reading 0 on electric power only, fixed ICE not firing up reliably with automatic clutch, fixed automatic gears not working at all with hybrid launch Adjusted ERS mapping to maintain 70% SoC better in balanced mode; corrected peak regen power, minor correction to fuel volumetric density to represent ethanol fuel; Added brake by wire simulation (combines mechanical brakes and regen torque while respecting your intended brake bias setting - no other controls as of now), added hybrid launch simulation (WIP); Raised ICE automatic start up threshold back to just below 60km/h
  • Reduced auto ERS attack mode usage time at the start of a race
  • F-Ultimate (both gens): Decreased lowest ERS balanced mode deployment setting slightly to increase full lap harvest rate at low SoC; Revised regen and added brake-by-wire; Adjusted qualy and attack ERS maps slightly to stay within single lap discharge limit; Revised aero
  • Revised differentials for F-V10 Gen2, F-Reiza, F-Ultimate (both gens), McLaren Senna;
  • F-Trainer (both models): Disabled adjustable radiator opening & brake ducts
  • F-HiTech Gen2: Corrected active suspension damping default setting
  • Nissan GT-R GT3: Revised suspension
  • Group A (all models): Revised suspension and engines
  • Added functioning hand brakes for Brabham BT62, Corvette C8 Z07, Lamborghini Veneno, Mclaren F1, Mclaren Senna
  • Brabham BT52: Fixed right rear suspension wheel alignment; Adjusted front steering axis

AI
  • Extensive AI calibration pass for all classes in both dry, wet & damp conditions
  • Revised AI tire wear & degradation rates along with effects on pitstop strategy decisions
  • Extended range of AI performance to cover a wider range of player skill levels (slower than before at 70% AI Skill, faster @ 120% AI Skill)
  • Added option to scale AI Wet Skill relative to the current main AI Skill setting
  • Added option to confiigure rate of AI Mistakes & further developed types and mechanics of AI mistake for more human-like dynamics
  • AI now loses performance from running on both cold and overhot tires
  • AI blue behaviour: AI will now move out of the racing line and slightly lift when under blue flag (always in practice / qualifying; in races AI cooperation under blue flag will be subject to AI driver´s specific blue flag personality parameter - unmodded default AI drivers are generally more likely give way to faster cars in modern series and less so in series from the 60s / 70s / 80s); AI will only lift slightly on straights to facilitate overtakes and never in corners (used to be the other way round)
  • Added logic for AI behaviour in multiclass races so that under blue flag AI will not lif if the speed difference to the overtaking car is higher than 5%
  • Slightly increased AI overtaking risk assessment thresholds for faster cars
  • Added logic for AI behaviour during out-laps in practice / qualifying to always try create a buffer between it and the car ahead before starting his hot lap
  • AI will enter in-lap behaviour sooner after completing its hot lap in practice / qualifying
  • Adjusted AI behaviour in first lap to be less erratic and generally more competitive than before
  • Added logic for AI to prioritize the inside line into the next braking zone while attempting to overtake
  • AI will now cover the inside line when trying to defend from being overtaken (frequency subject to AI Aggression setting and AI driver´s specific defending personality parameter - unmodded default AI drivers are generally more likely to engage in defensive moves in modern series and less so in series from the 60s / 70s / 80s)
  • Added new AI corridor scalar condition to keep corridors wider while AI is under full throttle application
  • Added dynamic range for AI to reduce speed under blue flag, yellow flag and in / out laps & better defined ranges for each scenario
  • AI In long oval races will no longer try to save fuel within the first 5 laps
  • AI will now have occasional minor deviations from the optimal racing line depending on driver-specific AI skill (the higher the skill the better the AI can keep to the racing line))
  • AI cars will try to create some space between them and other cars from the beginning of the out lap (and not just 3rd sector as it was initially)
  • Fixed issue where sometimes AI would start a defensive movement to the wrong side if their line from previous corner to the next corner was in a diagonal vector
  • Fixed AI disengaging DRS for minor lifts off throttle when following another car
  • AI no longer activates DRS during in and out laps of practice / qualifying, during race cooldown laps or when slowing down to be let lapping cars overtake in a race
  • Improved AI mistakes
  • Added new functions to prevent AI hesitating and losing momentum in AI vs AI overtakes
  • Hockenheim GP: Removed corner speed boost at T16 / T17Montreal: Fixed a pit lane issue where DRS can remain active until the end of Zone 1
  • Nurburgring RX: Added AI speed boost to the joker path
  • Hockenheim RX: Fixed a problem where AI drivers would always crash during race starts
  • Improved AI fast path for Barcelona GP NC, Nurburgring GP, Sebring Full
  • Barcelona: Removed misplaced AIW speed boost multi at the pit lane entrance
  • Spa-Francorchamps 2022: Fixed corridor issue that could cause AI to hesitate and tuck behind car ahead when an overtaking move was possible going into the final Bus Stop chicane
  • Taruma: Disabled AI speed boosts
  • Watkins Glen: disabled redundant legacy AI speed boosts in sector 3 of the various layouts

AUDIO
  • Extensive revision of car sound efffects
  • Added & revised various trackside sound effects (crowds, announcers, water & nature sounds) to all track layouts as appropriate
  • Implemented local reverb zones for all tracks and layouts in the game
  • Increased max allowed playable audio samples for systems supporting large grids.
  • Added options to configure Number of Opponent Samples (more detailed sounds from opponents for a potential performanc cost)
  • Revised wind noise sound effect, added dedicated wind volume slider
  • In-game spotter: default volume adjusted, fixed spotter being inaudible for Stereo output
  • Wall reflections progression and volume very near walls adjusted.
  • Stereo headphone-downmix volume aligned with other output modes (stereo, 4.0, 5.1, etc.)
  • Fixed reverb applying wrong camera properties / not applying camera at all.
  • Fixed legacy bug which would prevent environment sounds and reverb zones to recive updates, most notably on "Skip session"
  • Fixed F-Junior and F-Trainer onboard engine sound moving left-right, most notable while steering.
  • Fixed engine sound wrong position for Lotus 49C, Brabham BT26, F-Vintage Gen1, F-Vintage Gen2 and Nissan GT-R GT3.
  • Fixed engine sample loops for: Mercedes 190 EVO DTM, McLaren 720S, MCR2000, MetalMoro MRX P3, Lotus 23, Caterham (all models), Opala (all versions) and BMW M6 GT3.
  • Ultima GTR Race: fixed internal engine sound in replay
  • Porsche Cayman GT4: fixed wrong engine sound pitch in external view.
  • Mitsubishi Lancer RS: fixed internal engine sound in replay
  • Passat HotCars: Fixed engine sound muted below Idle RPM
  • Brabham BT62: Fixed live play audio error and lowered live play volume
  • Roco P3: Fixed missing cockpit engine sound in replay and revised interior engine
  • Mclaren MP4/12: Fixed excess rattling sound over kerbs
  • F-V10 Gen2: updated external engine sound samples, adjusted Traction Control sound.
  • F-Reiza: updated external engine sound samples

TRACKS
  • Added pit control lights to all tracks
  • Adjusted tire smoke colouration and toned down overblown ambient
  • Expanded 48 car grid on various tracks associated with endurance racing
  • Adjusted blending between the track and track puddles
  • Spa (1993, 2020 & 2022) Extensive material and texture updates: Fixed the track cut limits on the pit lane path causing pit exit warnings for RX layouts
  • Adjusted object LODs for Buenos Aires, Barcelona, Bathurst
  • Adjusted dirt road terrain properties (slightly lower grip, more resistance & sinking factor)
  • Adjusted external track cameras properties to reduce z-fighting issues at Long Beach, Sebring, Silverstone, Azure
  • Corrected track default day and month to match the 2024 IMSA schedule for Daytona, Indianapolis, Laguna Seca, Long Beach, Mosport, Road America, Sebring, VIR, Watkins Glen
  • Dirt and rallycross tracks now no longer allow for rolling start option
  • Fixed inconsistency of grip reduction on wet rubbered line
  • Increased baseline grip slightly at concrete tracks
  • Improved Depth of Field for trackside TV cameras
  • Azure: Added tunnel lights;Adjusted grip range
  • Barcelona: Corrected sound and physical effects for razor, flat and vibrator curb types, adjusted TT rolling launch position to begin before T13
  • Barcelona 1991: Adjusted track surface noise
  • Brands Hatch: Add more barriers near the pit exit
  • Cascavel: Fixed random pit crew errors; Reversed pit box order
  • Cleveland: Reconfigured pit exit track cut mesh o prevent warnings or penalty
  • Cordoba: Fixed bug with the live grass blades not appearing for the national layout
  • Curitiba: Fixed a physical grass issue; Added missing paddock fence collision; Increased roughness on the track concrete strip; Added dedicated safety car parking location
  • Curitiba Outer: Fixed missing terrain physics for gravel runoffs
  • Daytona RC: Added anticut barrier near Turn 1, revised track cut limits at the bus stop chicane
  • Hockenheim National: Fixed the local yellow for a corner marker panel
  • Imola / Imola 2001: Adjusted the track surface and drainage to remove water pools near the Tamburello and Villenuve chicanes
  • Imola 2001: Fixed a hole in the outer terrain
  • Indianapolis Oval: Fixed pit crews clipping the pitwall
  • Indianapolis RC: Improved track cut limits around the pit exit boundary
  • Interlagos: Fixed a gap in the pit building shadow visible at some time of day; Minor pit / paddock buildings lod optimization
  • Interlagos: Added new pit building model for modern GP and SCB layouts
  • Kansai East / West: Corrected digital flags local yellow function
  • Kansai GP: Reversed pitbox order; increased max grid to 48 cars (was 45)
  • Laguna Seca: Fixed a terrain shadow issue near the corkscrew in early morning hours
  • Le Mans 24h: Added crowd & reverb sounds; updated cameras on lap 2 of the cycle
  • Le Mans Bugatti: Fixed crowd floating over grandstands
  • Salvador: Fixed a visible gap in the road mesh
  • Silverstone 2001: Adjusted road noise levels
  • Silverstone GP / Intl: Added missing pit entry and exit marker boards
  • Silverstone National: Fixed the missing collision and shadow caster on the overhead bridge
  • Santa Cruz: Upgraded the collision walls. Remove invisible infield perimeter barriers, added visible concrete barriers as needed
  • Ibarra: Fixed the garage parking to allow space for long cars
  • Speedland Kart4: Reorganize the cones that mark the pit entrance junction
  • Montreal: Fixed a pit lane issue where DRS can remain active until the end of Zone 1
  • Velo Citta: Fixed the temporary garage tents to allow for long cars
  • Interlagos: Fixed an irregular pit floor near the safety car; Fixed the footbridge shadow object
  • Velopark: Fixed timing problem where crossing the start line in the pit lane was not detected
  • Spielberg 1977: Removed floating cameraman behind grandstands
  • Taruma: Fixed black pond water Move the safety car to a dedicated parking location
  • Watkins Glen; Increased the LODB range on some static object motorhomes and tents Change default race date to June 20 2024

VEHICLES
  • Revised all cars with windshield for a cohesive standard of tint & reflection
  • Updated all cars windshields to include visible scratches
  • Added visible tire wear & flatspotting to all tire treads
  • Added visible fresh shine to F-Ultimate new tires
  • Added and / or updated IMSA liveries for corresponding models in LMDh/GTP & GT3-G2/GTD classes
  • Added previouly misising sidewall tire branding to all models within F-Vintages, F-Retros, F-Classics, F-V12, F-USA , F-Inter, BMW M1 Procar, GT Classics, P1 Gen2, Copa Montana
  • Revised gauge damping for more realistic behaviour on F-Vintages, F-Reros, F-Classics, Group A, BMW M1 Procar, Opalas, Mclaren MP4/1C
  • Adjusted backfiring properties for all vehicles
  • Adjusted cockpit POV for BMW 2002 Turbo, Mercedes CLK-LM, Corvette C3, Ultima GTR, Lancer R & RS, F-Trainer (both), Lotus 98T, F-Classic G1M2, Mclaren MP4/8, Sauber C9
  • Adjusted onboard cameras for BMW M Hybrid, Cadillac V-Series R, Porsche 963 to better reflect real life cameras
  • Corrected wet tire tread pattern for Lotus 98T, McLaren MP4/4, McLaren MP4/5B, F301, F309
  • Fixed rear view camera screens behaving like physical mirrors
  • Fixed LODB wheels issue F-Ultimate (both), F-Reiza, F-USA 2023
  • Fixed fresh non-modern tires lacking detail
  • Fixed tire mapping issue in F-Trainers, F-Vees
  • Fixed wet tires reflecting too much of the environment
  • Improved the visuals of vehicle tires when saturated with water
  • Increased resolution of various vehicles LCD display fonts
  • Reduced undercar shadow intensity in storm weather
  • Removed fresnel mapping to external carbon material in Cadillac V-Series
  • Revised collision models for Uno, Fusca, Puma GTB, Puma GTE, Passat, Gol (all models)
  • Updated LCD emissive parameters for F-V10 (both gens), F Reiza, F-Ultimate Gen2
  • Updated LCD for Porsche GT3-R, Porsche Cup, Mercedes AMG GT3 Evo
  • Updated Light / LED for LMDh, GTE, GT3 (both gens)
  • ARC Camaro: updated cockpit carbon fiber material
  • BMW M4 GT3: changed pit lights scheme
  • BMW M-Hybrid V8: Updated RPM lights configuration, reduced rear wing light glows size
  • Brabham BT26: Fixed cockpit front wheels issue
  • Brabham BT46B: Added rain support and raindrops speed fadeout
  • Brabham BT52: Added light glow, updated cockpit lights
  • Brabham BT62: New carbon body; rain lights added, updated tire materials, cockpit material update with new carbon and alcantara, addition of contrasting stitching with different colors depending on the livery selected, new ambient lighting around the screen and LEDs, updated cockpit lights, revised collision mesh
  • Cadillac DPi VR: Updated exterior lights, added pitlights, improved cockpit materials
  • Cadillac V Series R: Fixed LOD issue; removed Cosworth label on LED clusters
  • Rallycross: Improved cockpit materials, new glowing exhaust, new tire materials parameters
  • Copa Montana: Improved collision mesh with increased resolution
  • Copa Truck: Improved diesel smoke particle spacing and lighting
  • Corvette C8 Z06: Improved gauge cluster (new display reflections)
  • Corvette GTP: Fixed undercar shadow issue in LD variant
  • F-Classic G4M2: Corrected cockpit tires and rims pivot point position
  • F-Classic G2M2: Fixed missing steering wheel in cockpit
  • F-Junior: Reduced exagerated exhaust backfiring
  • F-Reiza: Fixed rear suspension issue, fixed front wheels material in cockpit view, fixed tire tread UV mapping
  • F-Retro V12 Gen1: Fixed paint material issue, corrected tire materials
  • Formula Trainer: Fixed tires mapping issue
  • Formula Trainer Advanced: updated display mapping, new LEDs, improved Motec display textures
  • F-Ultimate Gen1: Fixed low downforce variant suspension animations, reworked pit and rain lights, fixed default side tire texture issue in showroom
  • F-Ultimate Gen2: Closed inner side of the wheels on LodA, fixed damage models on Low Downforce parts, added blinking rear wing warning lights, corrected mirrors position, fixed damage models on cockpit, fixed suspension mesh/rig, fixed rear wheels pivot point, updated rain lights texture and power, separated lights: rear lights mounted on the wing stop working if it falls off, fixed lights LOD issue, adjusted transparent halo, disabled pitot tube and antenna vibrations on cockpit view
  • F-V10 Gen1: Fixed tire tread mapping issue
  • F-V10 Gen2: added rear lights material and reworked lightglows (rain light only), fix front tire UV mapping issue in cockpit view, fixed gap between cockpit and car body
  • F-USA Gen3 Reynard 2Ki: Fixed some visual aero configurations in oval variants
  • Fusca (all models): Reworked rear lights, updated tires materials, fixed inactive oil needle
  • Ginetta G58: Fixed tire issue, updated tires and LCD shader, revised cockpit lights, removed display black filter when headlights are turned on
  • Group C: Fixed missing tire textures issue for Corvette GTP, Porsche 962C models
  • Mercedes 190 Evo2: Fixed right hand wheels position
  • Mercedes AMG GT3 Evo: Reduced rear light glows polygon size, reworked lights textures
  • Mercedes AMG GT4: Fixed wiper issue
  • McLaren MP4/6: Fixed rain streaks on windscreen
  • Mclaren MP4/7A: Adjusted cockpit steering wheel cord animation, updated windscreen rain mapping, added rain streaks, added raindrops speed fadeout
  • Mclaren MP4/12: Fixed visual low ride height causing front wing to clip ground
  • McLaren Senna: Complete overhaul of car configurations, new paints, carbon, paint schemes and cockpit; Display screen completely redone and addition of a second page
  • MCR 2000: Changed the driver's helmet visor to closed
  • Nissan R390 GT1: Corrected collision for the high downforce model, corrected spawn offset coordinates, fixed LOD bugs, updated tire materials for new shader
  • Opala 79: Fixed steering wheel pivots on lodA and LodB
  • Porsche 911 GT1: Added missing LD and LODB emissive headlights glass
  • Porsche 992 GT3-R: reworked headlights and glowing exhaust intensity, fixed cockpit side mirrors, mesh gaps; fixed cockpit damage models, added paintable winglets behind the front wheels, updated lights textures ; AO Livery: added golden teeth, changed DRL color to purple/pink; updated front headlights DRL, small paint mapping adjustment for front bumper
  • Porsche Cayman GT4: Fixed red hood issue
  • Puma GTE: Reworked rear lights, updated tires materials, fixed red material issue on bonnet
  • Sauber C9: Fixed black LCD when headlights are on
  • SprintRace: Updated LCD and tire shaders
  • StockCar 2020-2022: Added support for P2P LEDs in cockpit and exterior devices, added Cockpit dash stickers and windshield support
  • StockCar Cruze 2023: Added support for P2P LEDs in cockpit and exterior devices, reworked LCD screen, fixed light glows, updated LCD/LEDs materials
  • StockCar 2024: Added support for P2P LEDs in cockpit and exterior devices, reworked LCD screen, updated Chevrolet logo on Cruze liveries, updated liveries as per real season developments
  • Swift 009c: Disabled pitot tube vibration on cockpit view
  • Ultima GTR: Updated tires materials
  • Porsche 963 GTP: Fixed center mirror gets adjusted by left mirror adjustment setting vertically instead of separate adjustments ( T2063 )
  • Catherham 620R: fixed oil temp needle
  • F-Ultimate Gen2: added rain streaks on windscreen
  • F-Inter: Fixed suspension position in showroom
  • McLaren M23: Improved windscreen rain mapping
  • McLaren F1 LM: export update, improved cockpit materials, new lights textures
  • Camaro GT4: Fixed raindrops on visor in cockpit view
  • Chevrolet Camaro SS: removed Open Top parameter (might cause raindrops on helmet)
  • F-Reiza: Adjusted suspension animations
  • Brabham BT49: Adjusted suspension animations
  • Mclaren F1 LM: Fixed wiper animation sound triggers
  • Fixed Nissan R89C tilting driver helmet in the wrong direction
  • Chevrolet Corvette Z06/Z07: New car configurations, both exterior and cockpit
  • ; Added low fuel alarm on display
  • Nissan R390 GT1: fixed non showing rear lightglows for HD variant
Automobilista 2 - Renato Simioni
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.
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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.


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.


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 - Reiza Studios
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.


At Least Seven New Premium Car Brands to Join AMS2 in 2024

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!


Audi to Arrive in Automobilista 2!



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.



Road Atlanta Incoming!

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






AMS2 V1.6 Physics Revision

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:


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.


Visible Tire Wear & Damage

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.

Further V1.6 Developments

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:


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:


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 :)
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