Automobilista 2 v0.8.4.0 has been deployed now - here are some important info about the changes in this release:
BRAKES for all cars, including optimum temp ranges, wear, fade & failure properties have all been thoroughly revised according to the brake materials and specs of each car. These will address the brake failure issues from v0.8.3.2 and should hopefully provide more realistic wear and more "feel" on some cars.
CUSTOM DATE option has been temporarily removed from session options, now sessions will always run on default date for that track - with that we have also addressed the bug that would cause a new track selection to retain the default date of the previous track, which could be particularly problematic when for example the user switched from a Brazilian track with a December Summer default date to an European track, leading the latter to load with winter weather and temperatures with fairly big impact on physics that the user wouldn´t have an obvious visual cue for. Next step will be to add a custom season option along with seasonal foliage (which besided the added visual variety will provide the visual cue for different temperatures). Option to customize date may be added at a later stage once we have more systems feeding correctly from such a specific setting.
FORCE FEEDBACK: we have included an additional "NEW DEFAULT" profile featuring several Force Feedback developments, as an option to the "OLD DEFAULT" profile in the FFB UI - those with existing game settings will remain with "OLD" until they opt to switch to "NEW" . As the Gain, Low Force Boost and FX sliders work quite differently in the "NEW" profile, we want to give people the chance to opt into the new once they have understood how the Sliders may need to be adjusted.
Main differences with "NEW DEFAULT" relate to the Low force Boost slider. and how it interacts with the Gain slider.
In AMS2 "OLD DEFAULT" profile, Gain slider was a confusing device as overall output FFB path was setup badly, with Low Force Boost applied after Gain slider - this was problematic as essentially then you have as many combinations of what happens with signal as there are settings on Gain slider, leading to big inconsistencies (this explains some of the difficulties users had finding a good all-around FFB setting that worked well with all cars, specially on more powerful wheels).
With the "NEW DEFAULT" profile, Low Force Boost is applied before Gain slider, leading to more consistent behavior - it is now factored in the same order as AMS1.
Sample of differences in LFB curve with OLD vs NEW profile:
In the next build we will be adding further functions, including an updated tyre scrub formula & a minimum force configuration. Future builds will see a custom FFB multiplier per car so that users can fine tune each car to their preference. Once these and some other minor adjustments are completed, we believe AMS2 FFB will be ready for v1.0 release and by then "old" default profile will have been completely phased out.
V0.8.4.0 CHANGELOG:
CONTENT
Added Interlagos Kart track (3 layouts)
GENERAL
Disabled custom event date setting
Fixed bug that would cause a new track selection to retain the default date of the previous track
Fixed multiplayer client rebroadcasting (could cause clients to be dropped from server)
UI & HUD
Added pedal input & engine power/torque data to telemetry screen
Fixed reported issues with VR / Triple HUD customization (needs validation, will reset any previous edit in those types of display)
Reenabled HUD selection for Options screen in-session
FORCE FEEDBACK
Added "New Default" FFB profile, with the following changes vs "old Default:
"Remapped" Gain slider
Improved Low Force Boost formula
A more detailed calculation of steering linkage ratios and how they influence force transferred over to the rack
Overall small change in FFB output
More accurate self-aligning torque and factors in residual Mz, camber inclination Mz; steer gyro Mz
PHYSICS & AI
Updated brake disc thickness, optimum temps, wear, failure, fade properties with variations depending on brake material, fixing brake failure issues from previous build & improving brake feel on some cars
Minor adjustments to F-Classic tyre tread (all gens)
Adjusted AI tyre rolling resistance in F-V12, F-3, Roco
Minor AI performance update for Brands Hatch, Campo Grande, Donington, Guapore, Montreal, Oulton Park, Snetterton, Velocittá
Copa Truck: Added new parameter for Trucks to spawn in their pit slot rather then inside the garage, fixing bug in tracks where they wouldn´t fit the garage
Adjusted MRX & Roco collision mesh
Opala OldStock: Fixed bodywork mapping distortion
Gol Copa Classic: Added missing LOD levels
F-V12 : Updated #22 #23 community skin
Copa Uno: Completed livery updates for all cars in the series
Fixed class positions incorrectly displaying during single class/practice
Fixed Superkart/ Stock V8 mini class icons
Blocked lap timer incorrectly displaying in HUD 'off' variant
Disabled currently unused containers/elements
Created separate leaderboard and lap/position info HUD elements
Disabled leaderboard by default on 'light' HUD variant
Adjusted trackmap zoom mechanics & tweaked graphical elements
Revised start light HUD element
Adjusted text colour and border of player in HUD leaderboard
Added missing vehicle stats for MIT Lancer R & RS
Updated trackmaps for VIR (all configs), Snetterton (all configs), Velocitta (all configs), Jerez 2019; Added Missing track logo for Snetterton
Increased vehicle preview resolution
PHYSICS, FFB & AI
Reduced wheel contact factor in all open wheelers (reducing chances of cars launching into the air with relatively minor contact) & corrected mass of several independent detatchable parts
F-Classic G3M1: Fixed default gear ratio for 7-speed gearbox
F-Ultimate: Adjusted torque curve & throttle map for smoother power delivery
Minor tyre tread adjustments to F-Classic (all gens), Ultima GT, MCR 2000, MRX P4, F-3, MIT Lancer R & RS
Added TC / ABS to MIT Lancer R & RS when running Authentic driving aids
F-Classic (all gens): adjusted default front wing setting for better aero balance
Adjusted AI prudence when challenging human opponent
AI behavior tweaks: smoother lateral reactions & brake application; less performance variation depending on AI skill when on throttle / brakes; less performance loss as AI driver loses stamina
AI performance callibration passes for all cars
TRACKS
Added alpha to coverage to all foliage shaders - improves quality, only works with MSAA
Jerez: Reworked wet track material and puddle mapping; fine tuned road blend textures and vertex alpha blending to improve some blending abnormalities
Oulton Park: Fixed pitwall collision bug
Night lighting updates for Cascavel, Velopark, Kansai, Goiania, Jerez, Imola, Imola 2001, Imola 1988
VEHICLES
Copa Uno: Updated liveries (partial); Adjusted collision mesh
Super V8: Adjusted collision mesh; Updated Vertex AO; Added detachable parts from Damage
Automobilista 2 has been out on Early Access for a little over 2 weeks now, and it seems like a good time to share a bit more about our plans for the remainder of the Early Access period.
We have opted to go all the way in our initial proposal of 8 weeks of Early Access period, and may actually add a couple weeks more before official release in order to try make sure Automobilista 2 reaches v1.0 as well rounded and complete as we possibly can make it in this timeframe.
As ever, we stress that AMS2 is a long term project and development will continue way beyond the official release - v1.0 is all but a development milestone marking the game as "ready for normal consumption", or a reliable base for more serious racing both on and offline that allows users to make the best of the premium content to be added thereafter. That doesn´t mean it will be as complete or as good as it will ever be - we see plenty of room for improvement in every area of the game and remain commited to exploring that for years to come.
At this point in Early Access we are still managing to take substantial leaps on a weekly basis and we want to make sure these are rolled out to users in the shortest timeframe possible - to this end, excepting some unforeseen issue we will be deploying game updates every week from now to the end of Early Access, first in AMS2 Beta on Wednesday or Thursday evenings, and then (provided the new build doesn´t present any major issues) to AMS2 Release on Friday or Saturday morning at the latest.
Naturally this speedy pace of development may see the odd rough edge occasionally slipping through into releases, but we believe that at least for this Early Access stage it will be more value for users to have these updates rolled out at this faster rate - after Early Access you may expect the gaps between Beta and Release deployment to increase so we can better ensure releases are kept reliable, and new content rolls out already polished by a proper beta testing period.
Here´s an overview of what you may expect to see during AMS2 Early Access:
GAME MODES
The two currently disabled game modes will become available over the course of Early Access. TIME TRIAL will be the first to come, hopefully before the end of the month.
CHAMPIONSHIP mode will be limited to official series featuring in the game, such as Stock Car Brasil, Copa Truck, Formula Vee and Sprint Race.
While it is unlikely we will also manage to complete the Custom Championship System over the course of Early Access, this remains an important feature which should hopefully follow not too far beyond v1.0.
A career mode is also planned but as a longer term project.
MULTIPLAYER FEATURES
Two common requested features for multiplayer should be integrated during Early Access:
Multiplayer Rating System
Dedicated Server Tool
SIMULATION FEATURES
These are the features that have a substantial role in the simulated series currently in the game which we plan to add support for over the course of Early Access:
DRS
KERS
Push-to-Pass
Copa Truck Speed Trap
CONTENT
The following SERIES are already confirmed to be added over the course Early Access: Opala Stock Cars 1979 & 1986 (Classic Stock Car Brazil series) Omega Stock Car 1999 (Classic Stock Car Brazil series) Copa Montana
Besides these, there are at least 4 MORE UNIQUE CLASSES adding a minimal of 10 NEW CAR MODELS in the works to be added to the Game over Early Access or shortly after - these are mostly content that have not yet been officially announced yet so can´t expand on the details just yet, but you may look forward to a fairly packed Dev Update later this month :)
The following brand new RACE TRACKS will be added over the course of Early Access:
Kyalami 2020
Estoril 2020
The following KART TRACKS from AMS1 are being revamped and are also expected to be added to AMS2 over the course of Early Access:
Interlagos 2020
Granja Viana 2020
A few more of the remaining AMS1 favorites will be upgraded & added to AMS2 over its shelf-life, but these will have to wait for after v1.0 release.
UI & HUD
Both UI & HUD will be actively developed over the course of EA, with new resources & options being added as well as fine tuning and expanding what is already there.
For the UI, the main additions planned for EA are:
Saved Replay page
Driver Profile page
FFB multiplier per car in Setup page
On the HUD front you may expect the following developments to hit the game soon:
Customizable HUD
Telemetry HUD page
Input & FFB meters
GENERAL IMPROVEMENTS & FIXES
Every front of the game will remain under active development and receive substantial upgrades over the course of Early Acccess. Below is a breakdown with a few highlights you may reliably expect to see in this period:
General art standards are still under constant development and you may expect UPDATED SHADERS & TEXTURES for cars and tracks to gradually make its way in over the weekly builds, adding that little bit extra to the visual experience;
3D ANIMATIONS are obviously still very limited in AMS2 as we have continued to struggle with the exporting process for these assets in the new engine, and as consequence driver animations are still adapted SMS assets used as placeholders, and cars generally miss their animated wipers, suspension, animated damaged parts as well as vibrating parts, while trackside environment generally are still missing life - all of these will be addressed over the course of Early Acess;
CAMERA CINEMATICS, specially for trackside cameras are mostly baseline conversions from the original AMS1 sets, and will be gradually revised to make best of use of the extra resources of the new engine;
The Reiza / Automobilista 2 logos that populate the TRACKSIDE ADS are placeholders which will be replaced by both actual & accurate advertising;
The generic DRIVER NAMES / SUITS / HELMETS will be fully customized per series, including series with real drivers;
The fictional CAR LIVERIES, many of which are still basic 4k upscales of their AMS1 counterparts are in process of being revised & upgraded to be more life-like - all fictional series that haven´t already received this upgrade will be revised in time for v1.0, and we will also be adding Community Liveries selected from applications of Early Backers over this period.
On a similar topic, ability to fully CUSTOMIZE CAR LIVERIES AND CREATE CUSTOM CARSETS is high on our priority list - no definitive timeline for this yet but we hope to manage it while still in Early Access.
On the AUDIO front, there will be refinements and updates to engine sounds, and further developments to the audio engine, aiming mainly to maximise the racing environment outside the cockpit.
PHYSICS & FFB are in constant process of evolution, and FFB in particular will receive some further developments and customization options in upcoming builds.
AI DEVELOPMENT is one of our core priorities for AMS2 - besides the ongoing work to improve their behavior and consistency, we will also be working on their performance issues over the 1st lap and improve their strategical decision making.
The various COLLISION ISSUES with open wheelers and with Trucks spawning on pit garages they don´t fit in are in process of being resolved; we are also investigating reports of car-to-car collisions in Multiplayer and ways to mitigate the excessive friction riding along walls and armco;
Finally User Interface LOCALIZATION for FRENCH, GERMAN, SPANISH & PORTUGUESE languages will be added in time for v1.0 release, with Italian and Chinese to follow next.
There are of course other game & simulation features we hope to add or develop further, and areas such as weather system, livetrack presets, replay system, multiplayer resources that are also worth and will receive attention - the more substantial updates in these and other areas not covered above however are more likely to arrive beyond v1.0.
In any case we hope this provides a clearer picture for the short term development goals we have mapped out for AMS2 over this Early Access period - we will keep you posted if and when these plans are amended as we roll out the weekly updates, and also with our Development Update round-ups at the end of each month.
V0.8.2.0 is now up on Steam, introduces several substantial updates to Physics & AI along with the new Photo Mode.
IMPORTANT: In order to ensure you completely reset your build to the latest changes, it´s strongly recommended to delete your MyDocs/Automobilista 2 settings folder and start anew - make sure to callibrate your controller, and that your pedals are callibrated to the complete 1-100 range (some users have reported needing to callibrate pedals twice for it to register - we´re still investigating it).
V0.8.2.0 CHANGELOG:
CONTENT
Added Snetterton 100 layout
Added Velocittá CD layout
Added Interlagos Historic External Ring layout
GENERAL
Further updates to rain spray (longer life, draw distance, smaller from front wheels)
Reduced threshold for track limit penalties (still subject to further tuning)
UI / HUD
Implemented initial version of in-game Photo Mode
Added back Random Weather option
Added vehicle statistics to track loading screen
Updated car class colour definitions & added short class name icons
Multiplayer Browser: Player count corrected to sort numerically instead of alphabetically; fixed incorrect
Lobby Screen: Fixed activation of "Invite" button; added class and vehicle name to driver table column headings; fixed private/password icon showing for all servers
Removed redundant session time acceleration button from Multiplayer monitor screen
PHYSICS
Corrected error in fast damper rates incorrectly applying to cars without 2-stage damping (resulting in overall incorrect or altogether broken dampers in some cases)
Updated semi-slick treads on various Caterhams for more accurate performance on a wet track
Adjusted carcass load stiffness for F-Vee / Copa Fusca / F-Uno / Copa Truck / F-Classic / F-Trainer / F3 / P4 tyres
Removed excessive rolling resistance from wet tarmac & concrete (AI & player)
Further revised MRX aero, suspension rates & default setup
Adjusted ideal temperature ranges in several compounds (correcting sizeable errors in P4, F-Classic Gen1 tyres
Fixed wrong tread width on F-Vee front tyre
Fixed F-Classic Gen3 Model1 7th gear
Updated rental kart physics (narrower track, rear tyres)
Applied Balance of Performance for cars in P3 class
AI
Implemented new AI Aggression logic
Fixed AI suspension rate issue that could cause AI cars to vibrate violently
Slightly Increased AI smoothness when moving laterally (both calm and urgent) & AI simplied tyre peak slip angle, combining to slightly more natural changes of direction
TRACKS
Interlagos Historic: Complete art pass
Incremental art passe to Oulton Park, Spielberg
Updated night lights & fixed flags for Brands Hatch, Imola, Goiania
Added period-accurate night lighting to historical tracks
Updated Kansai trackside cameras
VEHICLES
Copa Uno: Added missing lower LODs
ARC Camaro: Full field livery update
F-Classic:Fixed needle vertex AO, mirror material on LODs of G1M!; Added rear light to G1M2, G2M3; Fixed gearshift lever animation for G3M3
Updated wet and inter tyre textures for F-Classics & F-V12
AJR: Added Tubarão #5 2020 Chevy V8 livery; added chrome parts to v
F-Reiza: fixed duplicated livery
F-V12: Added new Community Skins
F-Ultimate: Updated liveries for Reiza / Milano / Groove teams (logos/materials)
AI & PHYSICS UPDATES
This build features some major physics and AI improvements - it is recommended to reset your setups and AI Aggression setting.
On the AI side, the AI Aggression system has been completely revamped, changing the way the AI evaluates passing opportunities and how that blends with the AI Aggression setting - 50-70% is a good starting point, with 100% almost sure to result in at least some AI-to-AI crashes.
The AI performance range has also been adjusted but as overall callibration is still in progress you may still observe inconsistencies against player performance as you go from class to class and through different sessions and weather conditions - this should be evolving consistently as we progress through Early Access. AI performance on the run-down to the 1st corner and generally over the first lap likewise will still be callibrated further in upcoming builds.
On the physics side, the biggest change is the addressing of an error that was causing fast dampers not to be disabled in cars that didn´t have suspensions with 2-stage damping (pretty much all cars in the game except the F-V10, F-Reiza, F-Ultimate and SuperV8) - this effectively meant dampers would not work right at certain speeds or were broken altogether, fixing this has gone a long way towards rectifying some of the handling anomalities reported since Beta began. While not all will have substantial handling differences, pretty much every car is worth revisiting with this update.
One of the positive side-effects of this correction is that Force Feedback may feel better / more consistent than before, as a result of the suspension now working properly (rather than development of the FFB system per se).
Automobilista 2 features a rather simple but highly accurate FFB system, very similar to the RealFeel system used in its predecessor AMS1 - in both sims all FFB output to the player are comprised of forces acting on the steering arms, translated over to the steering rack, which are dynamically affected by the ever-changing conditions while driving. Try bending front suspension you'll clearly see steering not centering anymore, as the suspension geometry changed.
Similarly, the steering column torque is affected by car setup - directly by Caster angle (as it changes lateral force leverage on steering axis) and steering lock, as lower lock angles lead to a higher steering ratio, which in turn leads to all forces being dilluted into a higher steering range (the opposite is true when increasing the steering lock). FFB will also be indirectly affected by aero, tyre compound and presure settings - basically anything that affects the peak forces being produced on the tyres will make the FFB ligther or stiffer. This why karts for example have very stiff steering even though these are very light vehicles, the Caster angle is very high and all forces are concentrated on a very narrow steering range.
It´s important to observe the FFB system, like everything else in AMS2 is still under active development - things may still change and evolve, and as they do we will amend this article to reflect it.
Below is an overview of the Force Feedback settings and our recommendations on how to tune them:
PROFILE: Currently there is only one, Default profile - you should only change to "Custom" if you have modified ffb_custom_settings.txt file in MyDocs/Automobilista 2 folder - if you haven´t changed that file, "Custom" will be no different from "Default" profile.
GAIN: Defines maximum force output. The default 100% setting has some clipping built-in, specially on high downforce vehicles as in these the steering column torque can easily exceed 30Nm when car is under heavy load in a fast corners, while front tires are fully gripping and self-aligning torque is very high
For Direct Drive wheels, it is recommended to set gain around 40-50%. This has thus far been tested mostly on a Fanatec DD1 base. Stronger wheels may use even lower Gain values.
LOW FORCE BOOST: Similarly to AMS1, LFB serves as an "amplifier" of FFB when tyres are relatively unloaded, useful specially for wheels with weaker motors like in Logitech G2X wheels, to enhance these lower range forces without necessarily adding clipping to the top range.
If you feel the FFB is lacking or "limp" when travelling at slower speeds or during straights, you may want to experiment with some level of LFB - may be set as high as 80% in Logitech G2X or other similar wheels, while stronger Fanatec / Thrustmaster wheels should be set somewhere in the range of 30-60%.
Even if you have a Direct Drive wheel and are unsatisfied with the force output while tyres are unloaded, you may use Low Force Boost @ 10-30% without concern for clipping high forces as LFB only applies at the lower end of the force range and will never saturate / introduce clipping on it's own.
FX: Adds a little vibration from the engine as it goes through the RPM range (very faint, and linked to the engine´s actual angular velocity); it also adds a "Tyre Scrub" effect, which is a function of tyre vibration that would naturally transfer as vibration onto wheel rim, fed by the physics.
MENU SPRING controls wheel centering spring only while navigating the UI. For DD wheels it should be set to 0 or some other very low value.
EDIT1: Controller Damping in the UI relates to gamepad & other digital controllers only - it´s NOT a FFB setting.
Currently, we do not control damping and friction from in game. Both are important on DD wheels. We will later model these from physics directly.
Recommended settings for DD1 Fanatec: Damper: 25 Friction: 5 Inertia: 10 Interpolation: 4 (this is largely down to personal preference. On SimuCube this could be "Reconstruciton filter", some others "smoothing")
Recommended settings for Logitech G2X wheels: attachFull4987
These are from AMS1 but remain relevant for AMS2, except damper & spring are currently not applied to AMS2.
More to come as we get direct experience with a larger range of wheels - in the meantime you can find several user suggestions in replies to this topic in our official forum.
GENERAL Adjusted rain spray parameters - slightly longer draw distance & slower decay Raised default Camera World Movement from 50 to 75, reduced G Force Effect from 50 to 25 (resulting in less default cockpit camera movement)
UI Added game version number to main menu screen Desaturated Championship & Time Trial panels in Main Menu to better illustrate current unavailability Adjusted order and included Start button in Test Day / Custom Event menu (allows pressing start button with cursor+ accept button as well as gamepad start button) Added missing track background screens & trackmaps for Snetterton Corrected F-V10 livery thumbnails
PHYSICS & AI Slightly adjusted tyre tread physics for F-Classic Gens 2&3, SuperV8, MIT Lancer, F-Vee, Opala, Ultima GTR, Copa Truck, Caterhams, karts Slightly reduced pneumatic trail for slick tyres & adjusted max steering rack forces to suit (results in slightly more consistent FFB) Fixed error in suspension rates of SuperV8, Sprint Race which could lead to excessive bouncing midcorner and other handling woes Adjusted differential locks for all Caterham models with LSD Adjusted brake response curve & reduced default brake pressure to 90% for all cars Fixed error in Ultima GTR Race rear brakes which would cause it to lock rear wheels easily Reduced brake torque for Superkart Fixed missing rear pre-warmed tyres for F3, Roco 001 Adjusted AI dry tyres for Caterhams, Touring Car Classics, Ultima GTR, ARC Camaro, F-Vintage, F-Trainer for more consistent performance vs player Adjusted AI wet tyres for StockV8, Sprint Race, Superv8, Caterham, F-Classic, Touring Car Classics, F-Trainer for more consistent performance vs player Fixed Chevette 5th gear ratio
VEHICLES Mitsubishi Lancer: Fixed windscreen textures issue Ultima GTR: Fixed shifting animation (manual instead of paddles); Added chrome stripes to some liveries; Fixed wheels and exhaust vertex AO; Added backfire animations Caterham 620R: Updated several liveries (adding some metallic variations) Formula Vintage: Added missing lower LOD models (which could cause cars to disappear in lower car detail settings)
TRACKS Jerez: Complementary art pass & fixes Snetterton: Fixed curbs & added 3D marbles to both layouts
To users still struglling with brake sensitivity, please make sure to callibrate your controller to try ensure the full range is being correctly used.
Automobilista 2 is finally here! We are very excited to be able to share what we have been working on all this time.
Please note that as an Early Access release the game is not yet complete - Time Trial & Championship mode are currently disabled but should become available over the first few weeks of Early Access.
Below are some further known common issues and limitations of:this initial release:
UI & HUD are still deep in development, and currently feature the essentials for all game modes to work - this will be expanded with new options & features over the course of EA, with same pages being completely redesigned.
Early Access is exclusively in English for the time being; Localization to other languages should only be added in time for the full Release.
Driver names, suits and helmets are generic for all series as the whole system is being reestructured (also part of requirements for a revamped Opponents settings and the Custom Championship Tool);
All 3D driver animations are still placeholders and may not fully fit the car yet;
Other Car-related 3D animations have not been exported which mean suspension arms are graphically static, damage is very limited and wiper are not operational
Some series still have WIP or placeholder liveries - these will be updated or expanded over the course of Early Access
The are many other substantial updates to every front of the game planned for Automobilista 2 throughout Early Access and beyond - we´ll be posting regular updates to inform what´s coming up the pipeline as we progress.
FORCE FEEDBACK Default FFB settings are designed for Logitech G2X series - if you have wheels with stronger motors you should scale those settings down to avoid clipping.
A more detailed guide for FFB settings will follow up soon.
FOR THOSE WITH AMS2 BETA INSTALLED
Upon this release AMS2 BETA owners will have two AMS2 apps in their Steam library - the Beta and this Main Release.
Both apps will be the same as of tonight and for the next few days until the next AMS2 Beta update (which may or may not be also deployed to AMS2 Main depending on the importance of the updates).
If you are an exclusively offline racer there is no reason to install the Main Release of AMS2 - you may continue using exclusively AMS2 Beta. If however you plan to race online or run Time Trial mode when it becomes available with non-Beta users, you must install the Main Release.
If you have further questions about AMS2, please make sure to check on our AMS2 FAQ here
And we are off - now Automobilista 2 has it´s own Facebook Page! Please follow us here for the latest updates and previews for AMS2 over the remaining months of development until December: https://www.facebook.com/Automobilista2/