Hello everyone! Happy to bring you all another round of our traditional monthly development catch-up.
The month of August has been buzzing with racing again as most series push to catch up with the time lost during the early months of the year due to the onset of the pandemic, and so it has been another productive month of catching up for ourselves as we have continued to push hard to make up some ground from our official release a couple of months back with a continuous flux of substantial core game updates - I dare say that with our latest v1.0.2.7 we have come closer to the standard we were hoping to be at when crossing that milestone.
This of course does not mean the game is already as good as it can be or that we we have run out of things to improve and fix; Automobilista 2 is afterall a long term project and there is plenty of items still on our to-do list for the coming months. There is a long road ahead still, but we hope those that have already come onboard are now properly enjoying the game, and those that haven´t yet become gradually more convinced this is not a ride they want to miss out on :)
Along with all the core game development, there has been some great content added with the Silvertone Pack DLC release earlier in the month along with the Lotus 49C, Brabham BT26A, and later on the awesome Mclaren MP4/12 with its special "brake steer" system as free additional content, rounding up a month heavily focused on classic open wheelers.
Tin top fans should not frown however, as anyone who has seen the dev roadmap in the official AMS2 website can attest, there are plenty of goodies still to come for those who like a roof over their head!
Bringing it all Up to Spec
It´s not all about bringing in the new content however, as with Automobilista 2 we continue to strive to keep every car and track up to a reasonable standard, so that the package works as a whole, as this will be important for what will come later on in its development cycle.
Some of this work is already in progress - August has seen the picturesque Spielberg Historic receiving a substantial revision relative to its original release, as you can see from the comparisons below:
More of the "older" content should receive similar revisions as we continue to learn how to get the best out of the Madness engine.
Speaking of exploring the resources of the Madness engine, we have now begun the work on implementing its full damage system to all cars, with scratch & dirt maps along with deformable mesh and a bigger set of detachable parts to all cars in the game - currently only the Ginettas and more recently the Stock Cars from the 2020 are using all of these resources, but by the next update we´re hoping most if not all cars in the game will feature some proper wear & tear looks as per below:
The latest version has also seen the introduction of the Director Suite, to offer more broadcasting tools for leagues looking to stream their races.
VR Spectator Cameras
We´re working on a new feature that should considerably enhance the experience of watching replays or spectating online with a VR headset, as the usual TV cameras (which most of the time currently aren´t best suited for VR) will be replaced by VR-dedicated cameras placed on grandstands, marshall posts and other interesting positions on the race track one could reasonably access if you were just roaming around trackside with a very special general admission ticket :) It should add a cool new dimension to spectating races in VR, allowing one to get a sense of how it is to sit on the main grandstand at Interlagos or at the top of hill in Mount Panorama, and even get to do some time travel if used with a historical car-track combo, going to sit up close to the fence at Silverstone to hear late 90s V10 cars flashing by!
Here´s a video to give an idea how it will work:
Camera positions, LOD and sharpening settings are all WIP here of course and to some extent so is the audio, for which we have some interesting developments incoming that should really boost the experience of watching a race be it in VR or not - in any case this gives an idea of how it´s going to work We will be gradually adding these VR cameras to all tracks in the game over the coming updates, with the initial batch already coming with the September update.
Other Upcoming Developments
Since we have touched on the topic of audio development, we´d like to assure again that similar efforts are also ongoing to improve every area of the game - some on the short term, others on the longer term but generally you can expect AMS2 to play, look and sound better with every monthly update, and also become a more pleasant game to use as more quality of life improvements are integrated and further customization options added so users can tune it more to their own preferences.
To give a better clue into this ongoing process, below you have the unusual preview of what our code taskboard looks like, giving you a glimpese into the various tasks we have worked on, are currently working or will come to work in the near future - there are similar boards for every development front in the game, and they are constantly expanding not only to include the developments necessary to fulfill our own plans, but also to attend the more common requests we gather in any of the ongoing feedback topics here in the forum and in other commuinties:
So while can´t promise to deliver on everyone´s personal wishlist within a couple of updates, we can at least assure we´ll be giving our best shot to implementing any reasonable request we come accross towards making the game better.
Then there is the content - as you know from the last July Dev Update there is plenty of cool cars currently in the works, with a number of previously announced Classic Touring Cars to be added to the game in our next update towards the end of September - but we´ll share more from these along with a couple of unnanounced surprised as we progress trough the remaining weeks :)
New AMS2 Packages Now Available on Steam!
We have commented before in one our August releases but it´s worth reminding in case you missed it that we have launched two extra Steam packages for those interested in Automobilista 2 and / or its DLC:
The Automobilista 2 Premium Track Pack includes the two Premium Track Pack DLCs already released (Hockenheim & Silverstone) as well as two other to be released before the end of 2020 (Nurburgring & Spa), along with a fifth still TBA.
This pack does NOT include the tracks featuring in the future Expansion Packs or the Historical Track Pack DLC, and it is designed for those with interest in these premium tracks but would rather commit to a smaller, shorter term investment than the 2020-2021 Season Pass.
The Automobilista Ultimate Edition + Automobilista 2 Bundle is a limited time offer for AMS1 fans looking to make the jump to AMS2, or AMS2 owners and want to check how the predecessor compares.
For those who don´t own either, this is the complete Automobilista Experience in one Single Package! Get Automobilista 1 Ultimate Edition (including all DLCs) AND Automobilista 2 with a special 25% discount on overall price! If you already have one or more items of this package, you get 25% off for the items you do not yet own.
Giving Credit Where Credit is Due
This seems like an appropriate time to give a shout-out to Slightly Mad Studios and their considerable contribution in the making of Automobilista 2 - not just for developing a great sim racing engine and licensing it out to a small studio such as our own, giving out well over one year of continuous support to help us get the best of it, but doing all of that without taking a single penny in advance, or even for a few months into its release to ensure we were able to continue developing it to the best of our ability - all this made clear to us that more than anything they wanted us to get as much out of it as we could, and they certainly went out of their way to supply us with the means to do it.
This is most unusual in the gaming industry and for all that we owe them an immense amount of gratitude, as we did to ISI before them - anyone who already enjoys AMS2 or comes to enjoy it in the future as we continue developing it should be able to appreciate their contribution to making it a reality.
Wherever you land in the spectrum of racing game preferences, we should also all try to be happy with the range of great options currently in the market catering for the diversity of tastes that does exist, and recognize the role SMS played from GTR onwards in helping making sim racing what it is today - we are all better off for it :)
That´s all for the month of August folks - we´re back to work now and looking forward to having made further progress and having more good news to share by this time in September!
This update adds the Broadcast Suite for Multiplayer races and complements our release from last week with several other fixes & improvements, wrapping up a productive month of August.
IMPORTANT: Please note that cars with relevant default setup changes (specially differential changes which most cars have had adjusted) requires you to reset your car setup to default in case any modifications were made to the previous default - to reset all setups (autosaved or not) you may opt to delete the contents of Documents\Automobilista 2\savegame\123456789\automobilista 2\tuningsetups folder (noting the bold number folder will vary from system to system); you do not however need to delete your entire user profile folder.
We now move on to the next major update which should arrive late in September - this Monday however you may already get a glance at what is in the works in our Monthly Development Update!
V1.0.2.7 CHANGELOG:
Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when "-selectds" switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI)
Added broadcast control / spectator screens for Multiplayer sessions
Adjusted Lobby to support broadcast role assignment
Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency
Slightly increased tolerance for momentarily exceeding pit speed limit
Altered title/subtitle text behaviour and position to prevent overlap with block elements
Tweaked engine sound parameters for better bottom end / subwoofer utilization
Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values
Fixed error in parameters for hump mode in viscous differentials
Increased brake cooling when static
Reduced heating rate of steel brakes
Increased operating window of GT, Prototype & Stock Car series tyres
Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards
Adjusted Copa Montana default setup
Minor increase of pneumatic trail for radial Tyres (vintages, road)
Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player´s
Minor BOP balancing for P3 class
Minor Center of Gravity and aero center of pressure adjustments to F-Retros
Corrected V12 engine performance for Vintage & Retro series
Added new differential hump values to all viscous rear diffeential variants
Generally reduced differential preload values
Slightly increased AI throttle application range for low to mid powered cars
Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates)
Reduced AI lateral field speed distance & effect
Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance
Brands Hatch: Corrected circuit info
Jerez: Minor optimization pass
Guapore: Updated trackside ads
Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line
Added tracklights for Spielberg Historics & Silverstone 2001
Silverstone: Updated 2020 Intl TV cams
Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits
Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture
Silverstone 1975: Fixed missing buildings on no-chicane layout
Still some bits to be added such as specs and infos for each vehicle in the game, but this should already hopefully be an useful overview of AMS2 for those looking to learn more about it, and a good source of info as to what lays in the road ahead for those already onboard!
New AMS2 Packages Now Available on Steam!
We have launched two extra Steam packages for those interested in Automobilista 2 and / or its DLC:
The Automobilista 2 Premium Track Pack includes the two Premium Track Pack DLCs already released (Hockenheim & Silverstone) as well as two other to be released before the end of 2020 (Nurburgring & Spa), along with a fifth still TBA.
This pack does NOT include the tracks featuring in the future Expansion Packs or the Historical Track Pack DLC, and it is designed for those with interest in these premium tracks but would rather commit to a smaller, shorter term investment than the 2020-2021 Season Pass.
For those who don´t own either, this is the complete Automobilista Experience in one Single Package! Get Automobilista 1 Ultimate Edition (including all DLCs) AND Automobilista 2 with a special 25% discount on overall price! If you already have one or more items of this package, you get 25% off for the items you do not yet own.
The Mclaren MP4/12 has Arrived!
We are capping our "Open Wheel Month" with a bang: the beautiful Mclaren MP4/12 from 1997 is another officially licensed car being added to Automobilista 2´s growing roster of classic Grand Prix cars - free for all AMS2 owners!
This car is very special for a few reasons besides its distinct visual and being the first of a long series of silver Mclaren-Mercedes - it was the car that ended Mclaren´s victory drought since the departure of Ayrton Senna in 1993, and earned Mika Hakkinen´s first win in the season finale after a series of DNFs from the lead.
The car had one other thing that made it special... The ingenious "brake steer" system.
What it is: The "fiddle brake", or "brake steer" system was developed by Mclaren originally for the MP4/12 in the middle of the 1997 season, with the addition of an extra brake pedal allowing the drivers to control the inside rear brakes (left or right depending on how it was set up in the garage) independently from the main brake system - the theory behind it being that in a car limited by front-end grip, activating the inside rear brakes could help "tip" the car into corners, and also to aid traction.
Mclaren gained competitiveness in the latter part of 1997 thanks in part to the ingenious new system, earning two wins in the second half of the season, including Mika Hakkinen´s maiden win at the season finale (after retiring from the lead no less than three times). The device remained in the car for 1998 but was soon banned as Mclaren begun to dominate the series A more in-depth reading on the system and its development can be found here.
How it works in-game: You activate the system by using the handbrake command in the game (now called "extra brake" due to its multiple purposes depending on the car - it remains a simple handbrake for vehicles that have one). To get the best of the system you´d ideally want to map it to an analogue control, replacing the clutch pedal if you´re looking for extra accuracy as it allows you to modulate the pressure and thus how much 'fiddle braking" is actually being applied.
The mechanics of the system works just as it did with real life, with one exception - in the real car the team would have the option to set the system up either on the right side (typically for clockwise circuits with a majority of right-hand corners) or the left side for anti-clockwise circuits. In the game this switch is done automatically according to the direction of the track, there is no setup control over it.
How to drive with it: The system is worth a few tenths potentially depending on the track, but it demands a lot of feet coordination to get the best of it. The best approach is try to find your pace with the car on any given track driving "normally" for a few laps, and then see how you can use the brake steer system to help flick the car and control traction out of slow corners!
So this cover the new car - now let´s cover what is on the game update - lots of valuable improvements all around as you can see in the full V1.0.2.1 -> V1.0.2.5 CHANGELOG:
CONTENT
Added Mclaren MP4/12 to F-V10 Gen1 series
Added Silverstone 1975 "No Chicane" layout (part of Silverstone Pack DLC )
Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC )
Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )
GAMEPLAY
Added support for "extra brake" device on Mclaren MP4/12 (shared with hand brake command)
Fixed CTD when returning to lobby after a Multiplayer race
Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics)
Adjusted physics tick rate to minimise sync errors in Multiplayer
Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R).
Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap
Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car
Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h
UI & HUD
Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and 'in pit' marker to Replay splits unit
Added toggleable full leaderboard to monitor screen (also available to MP spectators)
Added message to MP session end leaderboard screen when waiting for host
Added more compact controls bar to replay screen UI
Initial updades to Championship UI design
Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved
PHYSICS & FORCE FEEDBACK
Fixed FFB Caster deflection calculation
Re-enabled FFB scrub effect
Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes)
Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8
Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3
Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars
Slightly adjusted Stock2020 center of gravity height (both models)
Globally reduced aerodynamic effects from drafting & turbulence
Enabled slight collision pitch & roll damping (aiminig to minimise issues with over-the-top collisions)
Adjusted physics tick rate in attempt to minimise sync errors in Multiplayer
Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics)
Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen
Fixed viscous diff incorrectly disabled for F-Ultimate
Balance of performance revision for P4 class
Added viscous differential to Ultima GTR Road
Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts
AI
Improved AI performance in pack (both better pace & less incidents)
Fixed AI performance in practice / quali being slower than race (minor callibration still required)
AI race performance callibration pass for various classes
AUDIO
Fixed audio gear wobble
Added triggers to support audio engine splutter on downshifts
Fixed Stock Car Corolla referencing wrong sounds
Revised positional audio (engine sound movement when looking left-right) for all cars
TRACKS
Silverstone 1991: added missing physical tyre barriers, smoothed segments of curb steps vs surrounding terrain to minimise chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate
Silverstone 2001: added start light gantry
Silverstone 2020: minor art pass, added missing brake markers
Santa Cruz: Moved start trigger to solve missing first lap for grid slot 1; recallibrated brake marker spacing, added missing dynamic brake markers
Spielberg Historic: Major art pass (WIP)
Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box.
Added new crane models to various tracks
Added TV cranes & camera men to several tracks
Kansai West: fixed timing bug
Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line markings; Moved start trigger and start line forward 5m in line with marshal hut
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