The new Automobilista 2 update adds plenty of free new cars, several developments to championship mode, a completely revised track limit penalty system, many AI adjustments along with the usual batch of improvements & fixes in other game fronts.
The track limit penalty system & regulations have now been completely revised to adhere more closely to real racing regulations and for better consistency. A more detailed explanation on the rules for track limits as of v1.0.2.0 will follow shortly.
This update also brings the home of British Motorsports to AMS2 - the Silverstone Pack features several historical iterations of the track through the decades along with its current layout - unique fast flowing challenges perfectly suited to the cars that raced on them!
This pack features 4 distinct versions of this legendary track from 4 different decades - 1975, 1991, 2001 and 2020; additional layouts for the main track in each era will be gradually added in future updates.
FULL V1.0.1.2 -> V1.0.2.0 CHANGELOG:
CONTENT
Added F-V10 Gen1 class
Added Lotus 49C, Brabham BT26A to F-Vintage Gen2 series
Added new track limit penalty system- no more slowdown penalties (except to give back positions), driver has a customizable number of track limit violations before being awarded a drive-thru penalty
Added penalty tolerance logic for when the cut occurs over grass/gravel or occurs after a contact with another vehicle
Decreased the distance in which a track limit violation invalidates the next lap
Track limit rules made standard for all racing sessions (whether single or multiplayer) for better consistency
UI & HUD
Added Brazilian-PT localization (Beta)
Fixed some situations where Championship was incorrectly identified as a Career championship
Added UI Pit Strategy screens (access via Setup screen)
Added Vehicle List switch option to Vehicle Selection page.
Fixed Time Trial info unit still showing old style in Minimal mode
Multiplayer chatbox now logs all messages over the session
Removed the fade delay from "Give back Position" HUD message so it disappears instantly when position is returned
PHYSICS
Reduced tyre speed effects on adhesive friction for all slick tires
Increased longitudinal slip (and reduced understeer as a result) for f-Retro, F-Vintage, Opala 1986 tyres
Adjusted F-Vintage Gen2 tyre width, diameter & gear ratios to match new official cars
Reduced engine inertia on all MRX engines
Adjusted front splitter pitch sensitivity for prototypes, GTs
Minor aerodynamical revisions for AJR, Stock 2020
F-Ultimate: Adjusted ERS charging & deployment properties (higher throttle threshold, more charging from full brakes) to minimise chances of battery running out over 1st laps
Adjusted car body friction & restitution (slightly less jerky when coming into contact with other cars)
Fixed Copa Classic CTD from missing wet compound tyre
Fixed Camaro SS 6th gear ratio
AI
Removed all "artificial" AI functions affecting their behavior in racing situations (minimises unpredictable reactions)
First-lap decision making on 1st lap introduced in v1.0.1.0 now applies to all race laps
Fixed AI tendency to put wheels on the grass on straights for no apparent reason during lap 1
Added initial version AI defensive driving logic (very subtle on this release to minimise potential issues)
Further AI refinements to reduce likelihood of accidents on lap 1, including logic for AI to be more careful when rejoining the track after going off
Adjusted DRS activation speeds for AI for Sigma P1 & AJR cars equipped with the device
Minor AI Grip tuning for Cascais, Hockenheim
Improved pitlane merge to main path at Hockenheim GP / National
AUDIO
Super V8: Muted PitLimiter sound for now until further code adjustments
TRACKS
Hockenheim 2020: Slightly relaxed high frequency road surface noise for a less bouncy ride
Greetings Everyone! Here we go for another Development Update... And there is a lot to cover!
We are now one month into Automobilista 2´s release and we can´t understate what a meaningful milestone this has been for Reiza. Those who have been following us will have an idea about the bumps we have had on this road, including a sort of game engine limbo until the opportunity to work with Slightly Mad Studios and use their Madness engine came along.
From the moment we got our hands on this engine in October 2018 until release day in June 2020 there was just 20 months do do everything - learn a new engine, get a grasp on their tools, figuring out new graphics, audio, physics and UI pipelines, develop the skills and hire people to work on stuff we previously had no experience in - and then go about the business of building a game with over 50 tracks and cars!
While the release has been important, we can´t argue it´s been flawless - the game still has rough edges and we´re not oblivious to the fact it´s restricting enjoyment of the game for some users. We´re frustrated ourselves with some of the troubles we had in the final stretch of Early Access so in these first weeks we have remained commited to play some catch-up.
One of the things we´ve found lacking and have since been working towards is assembling all the information people need to get into AMS2, understand what it is about and get it to work well - the new official website should hopefully help offer that in a more cohesive manner, with more info about the game content, configurations and a fairly detailed roadmap for what is still to come.
More important than that of course is the work on the game itself, and here too we´ve been pushing hard - we have already released our first update last week, and we´re completing some more substantial work for the one coming next week (estimated to August 7th). Some of the highlights:
Championship Mode will now allow for different championship series, customizing session lengths and saving your progress in between sessions. This is still the bare minimum, with lots of further features still to be added to this game mode in the coming months.
For the next update we are also simplifying the track limit system to work more like we had it in AMS1 - a customizable number of warnings for each time you exceed the track limits, after which driver is given a drive-thru penalty. At least provisionally the option to pay penalites slowing down will be restricted to giving back positions gained by going off track (and even then with some further fine-tuning to better detect cars that are not up to race speed). We´ll continue to work on the original system with the intent of adding it back later on as an alternative.
We also continue working hard on the AI and have some good developments in store for the next update. As with the penalty system, we are simplifying some of their logic in order to ensure some better consistency, particularly in racing conditions where extra functions can still lead them to react unpredictably.
We´re also experimenting with some new functions for AI cars to take defensive lines going into corners and use wet lines in the rain, some preliminary work on these fronts may already make to the release next week
The addition of more elaborate AI driver personalities is also underway and should help the AI opponents in each of the series in the game behave and perform more appropriately for the racing style demanded in the series.
Along witth these, all other areas in the game will continue to warrant and receive continous development throughout AMS2 dev cycle as they have so far.
Content to Make Everyone Content!
Work on the content side evolves in parallel to development of the game core, and here too we are happy to say we have some quick catching up inbound.
Silverstone Circuit will see back-to-back Grand Prix this weekend and the next so it seems an appropriate time to celebrate this classical track by releasing it in between this unique event - the track along with several historical variants will be released next week together with the game update.
Silverstone will be the 2nd DLC pack for AMS2 and like Hockenheimring it will feature this classic track in four versions - 1975, 1991, 2001 and 2019. These versions of the track are as different from each other as the cars that raced on them in each of these eras, but they are all unique, flowing and challenging in their own way. The 1991 version is one of my personal favorites and we´re specially proud to be bringing it to AMS2 - probably the first time the track has featured in a sim since Geoff Crammond´s original F1 Grand Prix!
Unfortunately the historical tracks are still due an art pass to bring them up to the very high standards our track team has been setting as of late, so we can´t preview them yet. They did let me include a lap of the modern version however so you can come along with me for a ride in VR to check how it´s shaping up:
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We´ll post similar videos of the historical versions throughout the next week in preparation for the release.
Along with Silverstone, we are releasing 4 new cars in two classes, and no less than 3 of them are official classic Grand Prix cars - the Lotus 49C and Brabham BT26 will join the similarly spec F-Vintage Gen2 series, enriching the class with a couple of genuine articles.
Another class is being added as the Formula V10 Gen1 - an earlier version of its Gen2 counterpart, with wider track and slick tyres and a dream ride through the 2001 version of Silverstone. Along with the new F-V10 we have another classic F1 car, but this one we´re gonna keep under wraps a little longer as it brings a few interesting things that is worth elaborating on :)
With these and many other models already licensed we can confidently assert that AMS2 will have the largest ensemble of classic Grand Prix cars in a racing sim, and with the right tracks to go along with them.
The Germans Are Coming...
With the addition of Silverstone to a roster that already features five other British tracks along with Lotuses, Mclarens and Ginettas, we continue to make steady progress into the cream of British motorsports, and we´re "chuffed to bits" about that as there are few countries which can rival the UK for sheer quality of their motorsports culture.
There is another one however that just might - with the release of the Hockenheimring last week, we have marked the start of our advance into another "theatre", as Germany is also soon to be well and truly represented in Automobilista 2!
Let´s start with the cars: some of you will know and have been claiming for the classic German touring cars we alluded to a few months back; unfortunately licensing hold-ups under the new world order have truly messed up our release schedule, but we are happy to confirm we´re in the final stages of our licensing agreements with both BMW and Mercedes-Benz, which will see some brilliant German machinery arriving to AMS2 in the coming weeks and months. We´ll start with the classics: the BMW M1 Procar will be the first to arrive, and soon after the M3 E30 along with the Mercedes 190E Evo2 for some classic touring car action. Plenty of more of these to come, but let´s not spoil it all yet :)
Later on the two brands will be represented in our GT3 / GT4 pack with their respective models, and we will have at least one more German brand to add this line-up soon enough...
Unfortunately since the conclusion of these deals are fairly recent developments we haven´t been able to get more previews cleared for this Dev Update, but in any case we wanted to finally confirm them as they have been dragging for a while now, and also confirm these and many other models are already in-game - so while these are unlikely to be make it in any of our August releases, we should get some very interesting line-up of cars already by September and October.
And to make it more interesting, we confirm that all the cars mentioned in this dev update will be free additions to the base game.
...And to the Green Hell We Go!
Naturally if you are going to do German motorsports there is no escaping the Green Hell, so we´re again extremely excited to confirm that the Nurburgring will also be coming for Automobilista 2 in the near future - intially with the Nordschleife, GP and 24h layouts, with more variants to be added over time.
The Nurburgring will be the 4th Track DLC Pack, joining Hockenheimring, Silverstone and Spa. Now there´s just one more to be confirmed before the end of the year...
So all this hopefully makes everyone as excited about the future of Automobilista 2 as we are - there is a lot of good stuff still to come, and a vision to bring it all together in a way that will make AMS2 a truly unique experience!
As we keep working towards that and in consideration of the fact some of the premium cars haven´t made it into the game yet, we have elected to stick with the current pricing from the 2nd half of the Early Access period - the bump will come when the cars are added though so don´t wait to long to join this train...
That´s all we have for this month - quite a bit wouldn´t you say? See you all again next week for update time and some high speed fun with Silverstone and Classic GP car!
This is another complementary update to the latest release & a hotfix for CTD issues saving and loading setups. It also brings some further developments to new AI logic on first lap & track limit penalty systems, both of which are still ongoing developments to receive further improvements in time for the next update.
V1.0.1.2 CHANGELOG:
Fixed CTD when saving / loading car setups
Fixed in-game session lengths block displaying wrong values in multiplayer
Further adjustments to AI behaviour over first lap (ongoing development)
Further revisions of penalty system & detection of cars to be ignored when going off track (ongoing development)
Fixed position 6 selecting position 5 on instant replay leaderboard
Fixed load to frontend placeholder background image
Fixed text in vehicle selection screen displaying in some wrong situations
Fixed & corrected StockCar 2020 thumbnails
Fixed error in Stock Corolla causing a blank red car to load
Fixed error in one of the new AI personalities causing some drivers to coast to a halt
Further adjustments to ARC Camaro, Truck, Stock Car onboard cameras
Slightly reduced kart scrub radius
Further minor adjustments to tyre sidewalls & load damping
Slightly reduced AI Aggression multipliers for all cars
Slightly reduced grass, gravel bump amplitude for less bouncing when going off-track
Hockenheim: Adjusted AI pace in T2, T6 and T8 @ Hockenheim Modern; Adjusted AI pace @ final corner in 77/88 layoutsAdd some pit in/out line cones to 88/01 versions
Londrina: fixed broken pit exit/entry merge to main path.
Corrected Stock Car 2019 driver model animations
Stock Car 2020: Piquet Jr livery update with Extreme SimRacing logo
Stock Car 2019 - Collision mesh correction
ARC Camaro - Fixed cockpit mirrors
Camaro SS Added wiper animations and cockpit vibrations
Adjusted row highlighting on session Load/Save screen to make active column more obvious.
Enabled keyboard Tab key navigation for setup Save/Load page columns
Updated "Ready" icon in lobby
Fixed incorrect icon shown on dedicated servers in multiplayer browser
Fixed ultrawide alignment issues on vehicle classes dialog screen
Minor general AI dry performance callibration pass
Updated track limit system logic to help avoid some penalties when avoiding accidents
Reduced amount & time of lifting throttle required to pay track limit penalty
Interlagos Historic: Fixed AI hitting garage door post on exit; updated performance; Set Max AI participants to 31; Fixed AI hitting garage door post on exit
Hockenheim: Minor art pass to all versions; added screen gantry / pit pole; updated render road mesh to match physical; remove static crash fences from 1977 version; updated Historical & National cameras
Host of the German GP 37 times, the Hockenheimring is one of the tracks with the richest heritage in the world of motorsports. Historically known for its bygone classic layout with long straights through the surrounding forests, the track was reformed for the 2002 German GP, becoming much shorter modern circuit but retaining a high speed, flowing nature perfectly suited for wheel-to-wheel racing with all types of cars.
This pack features 4 distinct versions of this legendary track from 4 different decades - 1977, 1988, 2001 and 2020, along with extra modern layouts (National, Short A & B).
This the first DLC to be released for Automobilista 2, and it is FREE to all current AMS2 owners and for those who purchase AMS2 over the weekend (July 24-25-26 2020) - by July 27th the Hockenheimring Pack will be sold as an independent DLC to AMS2, and also as part of the 2020-2021 Season Pass.
For those who have already purchased the Season Pass, be assured its value will be preserved with the addition of a 6th DLC pack to the five originally included in that package.
Along with the Hockenheimring we are also deploying the first major update post V1 release - similar updates around this time of the month will be a regular fixture for the foreseeable future.
The exception will be in August when we are releasing not one but two major updates (including a LOT of new content) at the beginning and end of the month.
The next update (scheduled for August 7th) will feature substantial developments to championship mode and introduce portuguese, spanish & french localization.
We remind all users that AMS2 is a long term project that will continue to evolve and expand in a monthly basis for years to come - all fronts of the game will still have major improvements, with a lot of it to make it in before the end of the year. If you want to learn more about what´s incoming make sure to check out our July Development Update next week, where we will expand on these plans including some great content announcements!
V1.0.1.0 CHANGELOG:
CONTENT
Added Hockenheimring 2020 (GP, National & 2 Short layouts)
Fixed incorrect logo alignment on initial splash in some resolutions
Added Session duration information to In-Race Info Layer
Add 'Skip Cooldown Lap' option after race is finished
Tweaked text colour and background opacity on timing/delta messages
Increased name area on relative positions HUD unit
Fixed championship standings screen only displaying first driver
Added markers for DLC content
Fixed Single Official Championship autoloading.
Fixed lower case button labels on pause menu return to pits button.
Corrected inconsistent size in Kart thumbnails
Fixed Caterham Academy gearbox information
Fixed error in Superkart name
Slightly improved lighting in showroom
Corrected Stock Cruze 2020 Thumbnails
Fixed position 6 selecting position 5 vehicle on monitor leaderboard
Fixed looping issue when trying to invite players to lobby via steam overlay
Added more fonts assets
Updated splash screen content logos
Added hud colors + HUD class logos for Montana and G55
PHYSICS
Implemented optimal brake temp ranges (this adds an optimal brake temperature plateau to the brake response curve, making them slightly less peaky)
Revised load damping for all tyres & sidewall & tread stiffness tweaks to F-Retro, F-Reiza, F-V10, F-Ultimate, Caterhams
Adjusted F-Classic, F-Trainer, F-Retro & F3 tyre treads
Adjusted carcass stiffness for karts & superkarts
Reduced carcass heating for Truck tyres
Added new Differential hump mode values (this affects how the viscous locking torque varies by fluid temperature inside the diff, reducing locking torque as slip starts to increase the temperature, then virtually seizes with high locking torque as thermal expansion dominates at higher temperatures)
Removed air restrictor setup option
Reduced front ride height range & default setting, rear brake torque for G55 Supercup
Revised rear wing efficiency & distribution for G55, Stock V8 2020 (both models
Further adjusted F-Retro aero yaw & rake sensitivity
Reduced wheel contact factor (hopefully contributes to excessive collision issues)
Slightly increased FFB max force range
Fixed Push-to-Pass button being available for Stock Car series in Time Trial mode
Fixed wrong default preload following range correction in v1.0.0.3
Added antistall clutch to all karts
Kart brake heating updates
Adjusted Copa Truck tyre temp optimal window
Reduced engine inertia for superkart
Adjusted head physics (slightly better bump damping in cockpit view)
Minor adjustment to MRX & Sigma P1 FFB max force
Corrected default wing setting for F-V10, F-V12 (one click more in both ends for both cars)
Reduced baseline anti-roll bar stiffness for F-Reiza
Opalas: Reduced brake heating, moved default brake bias slightly forwards
F-Classic: Small tweak to FFB max force
Increased DRS effects for all cars that feature the device
AI
Added new AI start logic (AI cars now are more creative off the line in looking for spaces and getting out of single file over first lap)
Added opponent names & personalities for F-Ultimate, F-V10, F-V12 drivers
Adjusted AI blue flag behaviour to reduce erratic movements when lapped in races
Minor AI performance callibration pass for P1, P2 models
Slightly reduced AI Grip for Bathurst
Revised Classic cars AI performance & throttle application (fixing some inconsistencies added with late pre-release changes)
Callibrated AI performance for Copa Fusca, Copa Uno, Copa Clasic, Karts, Caterhams, G55 Supercup series
Increased AI effects for DRS
AUDIO
Reduced default tire skid & surface volume to 50%
TRACKS
Brasilia: Fixed vehicles popup behind the tents at turn 1
Cascais Slightly improved performance in replays
Guapore: Reduced garage depth (stops AI crashing on pit exit)
VEHICLES
Fixed bug in sorting cars of the same class in a quick race grid (now grid is always randomised within same grid grouping value)
Fixed Gol & Passat grid grouping in Copa Classic FL & Hot Cars
Added Gol wiper animations and cockpit vibrations (all variants)
Сhevette: Wiper pivot point correction
Added Copa Truck wiper animations and cockpit vibrations (mirrors/window net)
This is the third and final hotfix to complement last week´s v1 release with some immediate fixes & additions - another more substantial update is already in the works and should be deployed towards the end of July.
We´d like to take the opportunity to inform new users that might not have followed the development of AMS2 that the plan is for major updates adding a mix of new features, content and fixes to be deployed at the end of every month for the foreseeable future, occasionally being complemented by hotfixes such as this one.
V1.0.0.3 Changelog:
Added real driver names to Stock Car 2020 series & fictional names to ARC Camaro series (all series will feature dedicated driver names and AI personalities by the next update)
Bathurst: Adjusted track, curbing and wall geometry in several places: elevation at The Cutting, curb height at Quarry, curb width & angle at McPhillamy Park, walls at Forrest's Elbow, curb width at The Chase and curb height at Murray's corner; tweaked foliage placement & types; added more details to the roads & environment; added crowds; added several buildings; added distant villages; finished power lines & night lighting; adjusted livegrass placement; adjusted shadows and optimization; added hires adverts textures; Fixed wrong normals on 150m board
Recalibrated brake marker spacing at Goiania, Cascavel, Guapore
Corrected object orientation and reset pivot on dynamic brake marker objects. at Velopark, Interlagos, Campo Grande
Adjusted onboard cameras for Camaro SS, Chevette, Fusca, F-Trainer, Uno, MCR2000, Sprint Race, Ultima GTR (full revision to follow in next update)
Super V8: corrected RPM display range
Sprintrace, Corolla, Stock Car 2019, Copa Uno: Fixed stickers flickiring and interior LOD issues
Added wiper animations to Copa Uno & Uno Copa Classic B
Corrected windshield wiping animation for MIT Lancer R & RS, Stock Car 2019, Copa Montana, Metalmoro AJR, Sigma P1, Opala 1979, 1986 & Old Stock
Fixed Goiania layout for first round of Stock Car 2020 championship
Added missing Stock Car Push-To-Pass functionality (not allowed in 1st lap, 5s delay between button pressing & activation) to Copa Montana, Stock Car 2019 & Stock Car 2020
Stiffened front tyre sidewalls for F-Reiza, F-Ultimate,Stock Car, Ultima GTR (Road & Race), Copa Truck, F3, F-Trainer, Sprint Race, Montana, Caterhams & all Prototype classes
Removed medium tyre compound option for StockCar 2020 (only hards available now as per 2020 rules)
Lowered default diff preload & viscous lock settings (requires setup reset to take effect)
Minor AI callibration to Stock2020, F-Retro, G55 series
This is the second of three scheduled complementary updates to hotfix minor issues & add remaining assets complementing content added in the V1 release.
As planned for official release, the Time Trial leaderboards have been fully reset with new boards going up for the new content - get your laps up there!
Please note the HUD updates will reset previous customizations.
V1.0.0.2 Changelog:
Updated opening splash screens & main menu background
Added interface toggle & updated "Back" button in monitor screen
Updated position/lap counter HUD widget
Set display current lap instead of completed laps in position widget
Reduced number of positions displayed in overall standings hud widget
Added relative positions HUD widget
Tweaked default positions for HUD elements
Updated StockCar 2020 cockpits & wiper / windshield animations for both Cruze & Corolla
Reduced max AI strentgh grip multiplier to reduce issues with AI misbehavior @ 120% setting
Minor increase of AI peak mid corner grip in modern-slick shod cars
Reduced F-Retro aero yaw sensitivity (all models)
Bathurst: added dynamic brake markers; added fences / armcos / other tweaks to barriers around the track; corrected wall height on the hill; added hotel building (still WIP), club house, farm buildings and some other buildings; Added powerlines (still WIP) Fixed a hole in the terrain in the Chase corner
Granja: Added night lighting
Velocitta: Fixed player DQ when leaving pits
Spielberg: Recalibrated DRS and braker marker sign spacing/distance and reset pivots on dynamic brake markers.
Interlagos: Removed static DRS signs
SuperV8 sound updated with Rev Limiter, pitlimiter and pitlimiter trigger sounds
After a gruelling 3 months of work since its first Early Access release, we are thrilled to finally bring you the official release of Automobilista 2!
We are also happy to say we have also fulfilled the majority of the goals we had set out to achieve during Early Access, and the little bits that are still due should not take much longer. The official release of course does not mean the game is done - as we keep stressing AMS2 is a long-term project which will continue to see major game updates covering every front of development and bundles of new cars and tracks (free and paid) being released in a monthly basis all the way to the end of the year and beyond - the V1 milestone is all but the end of the beginning, a solid baseline upon which we will continue to build on for a long time.
With release time coinciding with the Steam Summer sale we have elected to keep the current 20% Early Access discount embedded in the pricing for a few more weeks. Not only that - with Hockenheimring scheduled to be our first DLC soon, everyone who bought the Game in Early Access or comes to buy it before the end of the Steam Summer Sale will receive the Hockenheimring DLC (which includes 1977, 1988 and 2001 historical versions) for free!
Please note the Stock Car 2020 series, Bathurst and championship mode as very late additions to this release and are still considered WIP - there should be complementary builds tomorrow and Friday to wrap up a few loose ends on this release, but nothing that should greatly deter your enjoyment!
Below is the full V0.9.7.0 - V1.0.0 CHANGELOG:
CONTENT - NEW TRACKS
Added Bathurst Track
Added Brasilia Track (2 layouts)
Added Granja Viana kart track (4 layouts)
Added Cascais Portugal Track
CONTENT - NEW CARS
Added Stock Car 2020 Series
Added Copa Montana series
Added Opala Stock Cars 1979 Season
Added 2018 Camaro SS to Street Cars Series
Added F-Retro Gen1 Series (also featuring official Brabham BT44, Lotus 72E, Mclaren M23 Grand Prix cars)
Added Ginetta G55 GT4 Supercup Series
Added Ginetta G58 prototype to P1 Class
GENERAL
Added DRS rules for F-Ultimate & F-Reiza series ( valid only for tracks with DRS zones - Azure, Kansai, Interlagos, Montreal and Spielberg)
Reduced fraction of a lap that invalidates the next one if driver goes off track in Time Trial mode
Provisionally set pit speed limit to 120 km/h & added pit speed limiter for all historical cars to minimise potential issues in initial release (may revisit this later for historical accuracy when required features for proper functionality is coded in)
Reduced distance required for AI to pick up speed leaving pits
Removed stop-go from first speeding penalty
Reduced stop-go penalty from speeding penalty a 2nd Time
Doubled speed tolerance for temporarily going over speed limit
Reduced pitstop time penalty from hitting crew or wrong area
Reduced slowdown time to pay track limit penalty
Corrected F-V10 pit speed limit
Increased time to remove player from session when black-flagged
UI & HUD
Fixed Old Stock info to display correct number of gears
Removed onboard brake bias and adjustable roll bars for cars that shouldnt have it
Slightly inreased base tyre carcass load stiffness for
Minor tyre tread adjustments to F-Retro, GT4 tyre treads
Lowered FFB smoothing for F-Trainer, F-Vintage, MCR
Lowered brake heating for steel brakes
Slightly increased SuperV8 downforce
Fixed minor innacuracies in F-Ultimate & F-Trainer tyre diameter
Reduced Camaro SS tolerance for shifting without clutch
Adjusted suspension damage thresholds
Adjusted Sigma diffuser aero
Fixed Opala Old Stock engine (now uses proper 300 HP variant)
Reduced ARC Camaro default steering ratio
Moved Fusca default brake bias slightly rearwards
AI
Improved AI throttle application logic so it differs from slow to mid & high speed corners (less hesitation exiting those corners)
Enabled different throttle, brake and line accuracy ranges according to AI driver skill (custom AI drivers per series to better explore these ranges still to be added)
Reduced range for AI drivers to stray off ideal line & smoothed transitions when exploring different lines
Adjusted AI damper rates to avoid bouncing / rolling over higher curbs
Further increased AI Strength range (slower @ 70%, faster @ 120%) for all cars
Slightly increased AI willingness to condede position when overtaken
Adjusted AI speed under blue flag / off track / damaged car
Reduced maximum AI lateral offset from ideal line
AUDIO
Adjusted surface sound gain (prevent crackling on limiter)
Disabled automatic toggling of headphone downmix mode.
Fixed error where 4.0 channel configuration in windows resulted in 5.1 mixing mode in-game
Placed limiter on surface sound bus .
Limiter in stereo output mode is controlled from game code; output set to -6dB to avoid possible output overloading
.F-Vintage: Updated gear change sound
Ultima GTR (both versions) adjusted gearchange sound volume.
Adjusted engine sound position & gearbox sound position for all cars (gearshifts should no longer be offset to the side)
Fixed "moving" shift sounds on multiple open wheelers
Improved Caterham Academy engine loops
Improved loops on several 4-cylinder Duratec engine sounds
TRACKS
Updated trackside advertising for international tracks
Updated 3D grass shader
Updated road shader
Disabled 3D grass rendering in rear view mirrors
Adjusted far fog climate values (adds a little more haze to the horizon)
Imola: Fixed transparent trees
Kyalami Historic: Improved AI fast line
Revised trackside TV cameras for Adelaide, Adelaide Historic, Interlagos, VeloCittá
Fixed bug with Ortona crowds
Fixed Azure map coordinates
Added ambient reverb to new tracks that still didn´t have them
VEHICLES
Added wiper animations and cockpit vibrations for Metalmoro AJR, Sigma P1, Opala (all variantes)