This update is largely focused on FFB, physics and AI developments, but it also features a large assemble of improvements & fixes in all fronts, adds the option to save Replays to your Replay Gallery , new options to the HUD system along with new gameplay features and the first stage of our revamped lighting, featuring HDR & climate revisions.
As usual, when there are substantial physics & FFB changes some recallibration is in order to bring car-specific FFB & AI values up to the latest specs - both of those fronts have already been largely revised to suit the new developments but it may take another build to get the best of them for all cars in the game.
There is one last round of FFB developments to come before v1.0, at which point the "Old Default" profile will be discontinued. We recommend switching to "New Default" in the FFB configuration screen if you haven´t done so already.
With this FFB update tyre flatspots from a hard wheel lock-up under braking will be more perceptible in high performance slicks,, although currently most tyre compounds will allow for only mild tread flatspotting - further development to come here.
Be advised you must reset your car setups to properly experience recent physics developments - setup changes are auto-saved and reloaded whenever you choose the same car so if you have an old setup change it will still be applying with potentially incompatible changes from the new build- to avoid such issues, upon loading a car in v0.9.2.1 make sure to go into Setup screen & click "reset to default"; if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).
V0.9.2.1 CHANGELOG:
UI & HUD
Added Replay Gallery
Added "Save Replay" button to replay screen (only available at end of session)
Fixed "Cancel" button not working on keybinding and similar confirmation screen
Removed redundant ABS / TC ranges from setup screens of cars with no assists available & disable TC/SC/ABS values from Gameplay options screen when aids are 'OFF' or 'Authentic'
Added KERS / BOOST / P2P display to HUD;
Slightly increased width of leaderboard and added a first pass strategy for longer driver names
Applied grey text for position and driver name text for AI drivers
Added 'Full' variant of car info HUD gadget (enable via hud editor)
Fixed telemetry screen unit text localisation
Fixed telemetry screen right side temp bars escaping tire outline
Corrected number of corners for Kyalami (15) & Santa Cruz (14)
Corrected vehicle stats for Karts & Trucks
Fixed page title on in-game gameplay options screen
FORCE FEEDBACK
FFB calculations now account for any change in caster trail and scrub radius, with improved braking feel, overall smoother output & better weight transfer feel
Fixed issues with FFB spiking & occasionally producing strong jolts when wheels loose contact with ground (load loss) and added filtering to smoothen out abrupt transitions
When front tyres are not loaded FFB will now present only gyroscopic torque, fixing bug that could cause steering to get very heavy in some airborne situations
Improved parking force function
PHYSICS
Thoroughly revised tyre physics for all cars
Revised FFB values for all cars to suit new tyre physics & FFB developments
Fixed error in Ultima Race / P1 tyre treads resulting in a much faster hard tyre compound;
Added initial implementation of Push-to-Pass rules & functionalities for Stock Car V8 (still missing first lap block, 5s delay between pressing button & boost deployment, windshield LEDs for boost use/availability)
Added KERS functionality to F-Reiza;
Added temporary max boost button for F-Classic Gen1 cars
Revised ERS system for F-Ultimate
Thoroughly revised brake systems for all cars covering response curve, torque, optimal temp ranges, effects of being off temperature, cooling properties & default brake pressure
Removed brake duct values from cars that don´t have one
Fixed error in F-Classic Gen1 (both models) diffuser properties leading to no loss of aero efficiency with yaw & other diffuser revisions
Reduced undertray scrape friction for all cars
Set default Traction Control setting to 10% for all cars when the assist is enabled
Adjusted head physics properties & reduced range of movement
Revised body aero effects for MRX, Roco, StockV8, Sigma P1
Further reduced body drag for all Caterhams
Revised Super V8 power, weight, weight distribution to more up-to-date references
Adjusted torque curve on lower RPM ranges for Caterhams, F-Classic Gen1, Roco engines
AJR Chevy & Honda Turbo variants from P1 class, now have Traction Control and ABS available when driving assists are set to 'Authentic" as per real-life counterparts
MRX from P2 class now has Traction Control available when driving assists are set to 'Authentic" as per real-life counterparts
Increased downshift protection for all cars
AI
Increased AI speed midcorner for all cars
Reduced AI speed drop when conceding position to overtaking cars
Slightly reduced AI start reaction range
Increased AI care when around human players
Fixed bug cuasing Fusca from Copa Classic FL to occasionally rol
Revised AI performance in practice & qualifying
Adjusted AI performance to more realistic ranges when accelerating or skipping a session
AUDIO
Further polished Sprint Race onboard audio samples
TRACKS
Added first pass for ongoing lighting revamp with HDR & climate visual updates
Added new armco textures to Brands, Oulton, Interlagos and Kyalami
Added new gravel detail maps to Brands and Oulton
Created a library of various detail / normal tarmac maps for various surfaces (rough / new / smooth etc) - currently only applied a few of them to Oulton Park, Kyalami, VIR, Cadwell, Jerez
Added customization pass to trackside marshalls & crowds
Revised track limits for Kyalami 2020, Donington Park
Brands Hatch. Fixed misaligned sector 2 trigger on GP layout causing lap times not to register
Fixed bug with 1st lap not registering at Imola 1988 & 2001
Cascavel: Fixed timing bug where delta time would read incorrectly when crossing S2 trigger; removed excess garage/pit spots to match grid spots count
Santa Cruz: Fixed issues on rolling starts & repositioned rolling start location; added more garage spots; Corrected missing animated marshals/crowds (change winter to autumn).
VEHICLES
Puma P052: Fixed RPM LED scaling; Fixed LOD C tyres
F-Classic Gen1: Fixed cockpit carbon material
MetalMoro MRX Duratec P2: Fixed lights on LOD B
Passat Copa Classic B: Fixed cockpit side mirrors
Formula Vintage Gen2: Fixed exhaust position
F-V10 Fixed gap between wheel rim and tyre from cockpit view
EDIT: Small silent hotfix just went up including the following changes:
Added missing lighting adjustment (cause of overly dark lighting in some circunstances before this fix)
Kyalami 2020: Adjusted some clipped road line overlays, further track limit fine tuning, added missing T5 runoff curb, fixed collision issues with concrete walls
The Kyalami Grand Prix Circuit is now available in Automobilista 2! Also featuring in this update is the Sigma P1, which despite the name actually raced in P2 class for most of 2019, thanks to a somewhat overweight drivetrain. That´s the P2 car in the game now - the 2020 car promises to be a big step forward to bring the fight to the AJRs in P1 class, and once it gets to race it will have a version in AMS2 as well!
With these additions we are now up to 40 unique racing classes, 40 venues for over 70 layouts! Check out the full updated car & track llist here.
The new update rectifies some netcode issues that have made close racing difficult in Multiplayer mode up to now - all good for quality online action now!
The new buil also brings a round of AI performance callibration in this build to balance performance vs player following recent modifications, as a result you may find necessary to adjust AI Strength from what you were running before in certain series in order to get the same performance from the AI )the goal being for less adjustments needed from series to series).
IMPORTANT! This is the last weekend to buy Automobilista 2 with the current 40% discount over its v1.0 price - as we have crossed the halfway point in our Early Access roadmap, by Monday pricing will be adjusted accordingly to be 20% off its v1.0 full price, remaining that way until its official release.
V0.9.0.1 CHANGELOG:
CONTENT
Added Kyalami Grand Prix Circuit
Added Sigma P1 to P2 Class
Added Passat to Copa Classic FL Class
GENERAL
Update App Key used in Live Motion SDK
NETCODE
Reduced Fade Accel parameter to minimise chances of "ghost" car-to-car collisions in a Multiplayer Session
UI & HUD
Fixed back button on TimeTrial screen
Amended all brake bias labels to include F / R qualifier and all values to include front and rear.
Moved default brake bias rearwards for Sprint Race, StockV8, Ultima Race
AI
Slightly increased AI awareness of human players
AI performance tuning for GT3, StockV8, P1, P2, P3, P4, Ultima Race, Sprint Race, F3, F-Vintage classes
TRACKS
Spielberg: fixed hole in garage floor; replaced incorrect pit building walls & pit doors; remapped garage and pit stall locations; removed excess grid assignments (32 cars supported); rebuilt triggers.
Brands Hatch. Fixed bug with cars appearing to float over the track; adjusted rolling start location; revised track limits; fixed garage door collision
VEHICLES
AJR: Adjusted Driver Animation; Added Imperio #175 & Mottin Racing 46 liveries
MRX: Corrected RPM LEDs for all variants
Ultima Race: Adjusted collision mesh
Puma P052: New liveries/updates/redesign for #01 #02 #04 #06 #07 #08 #10 #11 #12 #13 #19 #42 #53 #54 #69; Added community skins #17 #91
EDIT: A silent hotfix just went up to address the Passat crash & other minor tweaks - no change in version number. Changelog below includes entries that were missing from original v0.9.1.0 changelog: Fixed crash while loading Passat from Copa Classic FL class Adjusted turbo and dump valve volume for Lancer R & RS Adjusted volume for running on dirt for all cars. Slightly reduced bump amplitude from grass & gravel Slightly reduced aero drag from Caterham (all models) Switched MRX P4 tire compound to a stiffer option Adjusted Super V8 engine for more accurate power output (20 HP more) Minor adjustment to AI performance in Copa Classic FL class Adjusted MRX & F-Vintage AI throttle application tweak Lowered F-Ultimate AI upshift logic to better optimize engine torque curve
Time Trial mode is now available - please note that not all car / track combos will have boards available yet, the ones that are still missing will be added over the coming days.
Also please be advised that we plan to reset all Leaderboards by the time we hit v1.0.
V0.8.7.1 CHANGELOG:
GENERAL
Enabled Time Trial Mode
Player now has complete control in pits if Pit Stop Control is set to "Manual" in Gameplay Options (no longer gets automatically held up due to incoming traffic)
Implemented new CutTrackFraction logic for detecting how far back a track limit infringement in previous lap invalidates the next one (5% of track length in practice, 10% in qualifying, 15% in Time Trial)
Fix bug where spawning in garage in between sessions would cause Trucks to crash into the garage
CONTENT
Added Opala Stock Cars 1986 Season
UI & HUD
Added missing F-Trainer A vehicle specs; Corrected Puma GTB, Super V8, Lancer R & RS, Copa Classic specs
Fixed AJR V6 short name in session config screen
Added new 'Full' variation of the Laptime Info HUD element (gives past lap info or Time Trial info depending on game mode/session)
Moved Laptime info position slightly higher in default layout
PHYSICS & FFB
Added "Tyre Scrub to Rack" effect to FX FFB slider (New Default profile only
Added "Min force" FFB funcion, disabled by default (can be activated in custom FFB file)
Minor FFB adjustments to various cars to better suit New Default profile
Increased FFB smoothness for FWD cars
Fixed remaining issues with excessive brake wear
Revised drivelines for all TC Classics, AJR, F-Vintages, F-Classics Lancers, Ultimas to correct excessive drivetrain losses & inertia
Fixed suspension physics for Copa Classic B Passat
Minor adjustments to tyre tread & carcass for Copa Classic, Lancers, Opalas, Ultima Race, AJR, Stock Car & F-Classic
Added wet tyre options for Lancers & Copa Classics
Corrected excessive engine boost in Lancer R & RS
Fixed wrong default tyre option in some TC Classics that could cause CTDs
Reduced front ride height range & moved diffuser center of pressure forward by 8cm in Metalmoro AJR for more accurate aero balance (all variants)
F-Classics Gen1&2: moved diffuser center of pressure forward by 2cm for more accurate aero balance, increased diffuser downforce loss with yaw
Disabled glitchy AI function that would cause it to behave erratically while trying to weave out of the way under blue flag in Practice & Quali (AI will now just reduce speed to let faster car by)
Adjusted AI behavior under yellow flag (a bit less overzealous)
Revised AI damper rates for all cars
Minor AI performance tweak to Londrina (both layouts)
TRACKS
Corrected environment & track temperature ranges for South American tracks
Interlagos Kart: Fixed layout 3 fences and walls missing when running less than High Track Detail
VEHICLES
Passat Copa Classic B: Updated interior textures, corrected collision mesh
Greetings everyone! We hope you all have been keeping safe and catching up with your sim racing while we continue to go through these surreal times.
It´s now been a month since Automobilista 2 was released in Steam Early Access, and what a ride it has been up to here! It´s been great to see the game being overall very positively received and that the sim racing community shares our confidence about its future.
Most will not be aware but with both Stock Car Extreme and Automobilista 1 being free updates to those who bought the previous version of the game, Automobilista 2 is actually our first completely new title release since Game Stock Car 2013 back in November 2013! And despite the less than ideal circunstances surrounding all of us these days, we are happy to say the game has got off to a very strong start.
As we have continued to stress since the initial announcement, Automobilista 2 is a long term project but we feel we have now crossed the most challenging milestones, and are in better position than ever to develop the game to its full potential.
We hope you all continue to enjoy the ride as we continue to push on!
Automobilista 2 v0.8.7 coming up - Time Trial is Now In!
Version v0.8.7 will hit Beta in the coming hours, and after some early mileage in Beta to iron out any showstopper it should also be deployed to the Main version of the game.
The highlight of the new build is the availability of Time Trial Mode, given everyone the chance to see how they measure up iagainst the best in a hot lap running any car / track combo in the game!
The system is an evolution of the popular Time Trial mode we had in Automobilista 1, with the new engine bringing some great new features such as the ability to load ghost laps (both from the best time in the leaderboard or from your best placed Steam friend).
The new build will also see the addition of the Classic 1986 Brazilian Opala Stock Car season, fully revamped from AMS1 with all cars featuring their original authentic branding.
The new version will also bring further FFB & AI updates, along with the usual batch of fixes and improvements.
Multiplayer Development
We are pushing to address the problems reported by users with glitchy collisions while running in Multiplayer races - previous builds have already corrected some innacuracies in the collision mesh of several cars, and we are now investigating potential adjustments in the netcode to fully recitfy the problem.
The presence of this issue and attention it is requiring has pushed back the introduction of the Multiplayer rating system, but we remain commited to complete the work on both fronts before the end of Early Access.
Next up - Kyalami & Sigma P1
Next week will see the introduction of the modern Kyalami Grand Prix Circuit, to go along with the Historical 1976 version already offered in the game.
The Kyalami Circuit has undergone a complete revamp in recent years which has put it in the map again of the major international motorsports series. We are very happy to celebrate this classic venue rising profile by bringing the track to Automobilista 2, hopefully doing justice to the technical layout and the picturesque beauty of the South African scenery - check out some previews:
Next week´s build will also see the introduction of a new Brazilian Prototype - the imposing Sigma P1 debuted in the Brazilian Endurance Championship in 2019, powered by a mighty Audi V8 turbo engine - the car will be fully revised for the new season complete with an engine built in-house, with the goal
Later on... Mclaren, Lotus & Brabham share the Track Again!
We are thrilled to confirm extensive licensing agreements with some of the most iconic brands in motorsports in Mclaren Racing, Classic Team Lotus and Brabham Racing, which will see a number of their Classic Grand Prix cars being added to Automobilista 2.
The first batch will not take much longer, including beauties such as the Lotus 72D, the Mclaren M23 and the Brabham BT44 pictured below:
These however will be just the beginning - more to come where these came from :)
Automobilista 2 - Early Access Price Bump Incoming
With Automobilista 2 now one month into its Early Access phease and roughly halfway through the road to v1.0, we will be reducing the current 40% discount over its full release price accordingly next week as we hit v0.9.0. The Game will then remain with 20% off its v1.0 price (US$ 49.99 / €44.99 / R$ 149,99) until the end of Early Access.
If you haven´t yet got Automobilista 2 don´t miss the last few days to grab it still with 40% off!
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.