Automobilista 2 - Reiza Studios
The new v1.3.5.1 update of Automobilista 2 is now available to all users.

IMPORTANT: From V1.3.5.0 onwards, new updates are initially be deployed as release candidates, offering AMS2 users have the two following beta branches available:

ReleaseCandidate: This is the latest release candidate (now disabled with official v1.3.5.1 release). To access this build, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select the “ReleaseCandidate” branch for the dropdown menu. This branch will be disabled after the official public release and return you to the default AMS2 branch, if you then want to opt in for the beta in a next update you just need to repeat this process.

PreviousBuild: This option allows users to revert back to the previous release version in case they encounter any issues with a new update, or want to compare changes if they are interested in doing so. To access it, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select “PreviousBuild” branch from the dropdown menu. To revert to the current build, just repeat the process and select “None” from the dropdown menu.


IMPORTANT INFORMATION FOR NEW ERS MODEL

The creation of the new Formula Ultimate Gen2 had led to a complete overhaul of the ERS model (short for Energy Recovery System). The ERS consists of an electric motor connected to the drivetrain (MGU-K) that is also able to recover kinetic energy, an electric motor connected to the turbine shaft (MGU-H) that limits turbo lag and recovers energy from excess turbo RPM, and an energy store (ES) which is designed to hold 4MJ of charge.

ERS deployment has some restrictions - first there may not be more than 4MJ of energy transferred from energy storage (the energy bar) to the electric motor (MGU-K) per lap. This is offset by any energy harvested from the turbo (MGU-H) when deploying, because that energy is used directly and doesn't count against the 4MJ limit. As a rule of thumb on tracks with long straights such as Monza approximately 40% of energy deployed comes from the MGU-H and as a result the total amount of energy deployed is well over 4MJ. Finally, because the MGU-K isn't allowed to put down more than 120kW of power at any given moment, the 4MJ of per lap allowance lasts for 33 seconds with 100% deployment - or well over that with direct MGU-H energy added.

If you ever wonder why some tracks eat energy like crazy and others don't seem to deplete the energy bar, it's because of these parameters and the fact that less time spent on full throttle and more time spent braking into corners - which is also an important source of energy - shifts the charge balance heavily. Interlagos is a good example of such a track. Even though you have a lot more energy in storage to release, there simply isn't enough straight track and time to spend deploying at 100%.

Our revised system now works through driver selectable ERS deployment modes. These are:

1. Off - no deployment at all. Not used in race mode.
2. Build - recharge energy storage as quickly as possible while retaining some deployment as to not bog down in race situations. This automatically raises deployment to near balanced as state of charge (SoC) nears 100%. Not used in qualifying.
3. Balanced - monitors SoC at the end of each lap or when you switch to this mode. As a rule of thumb it aims to maintain 80% SoC. If it doesn’t hit this target, it self-adjusts deployment. This is most like the legacy model except it deploys at slower speeds and throughout the lap.
4. Attack - deployment suited to catch up to the car ahead in order to get within the DRS time difference and slipstream. Not designed to last for multiple laps without SoC dropping to 0% nor does it monitor itself. Not used in qualifying.
5. Qual - full deployment amount and little reduction through mapping with the only compromise being that it has to remain within the regulated per lap 4MJ energy release from storage (as in SoC) to the power unit. So there will be some per track mapping in the long run to optimise deployment so you won’t hit the limit on the final straight at some energy hungry tracks such as Monza. Not used in race mode.

Our ERS deployment mapping system consists of a single RPM map (% at RPM) and a gear map (% in gear) for each mode. Each deployment mode has a base deployment amount. And as mentioned the build and balanced modes self-adjust the amount. This amount is mapped to a final deployment amount through the RPM and gear maps.

The aim with deployment mapping is to maintain drivability, boost corner exits and optimise energy use. For example 8th gear is SoC neutral in balanced mode meaning it adds the same amount of charge through MGU-H harvesting as it uses, if not slightly more in some cases. Meanwhile 4th through 7th deploy most to get up to speed quickly.



V1.3.4.0 -> V1.3.5.0 RC CHANGELOG

CONTENT

Tracks
  • Added Galeão Airport Temporary Race Track

Vehicles
  • Added Stock Car Pro Series 2022 Season
  • Added Formula Ultimate Gen2

GENERAL
  • Corrected nationality flags for all default AI drivers + added new Sprint Race, F-USA, Super V8 entries fixing missing entries; revised performance levels of all AI drivers for all classes
  • Fixed Lola 95i models being named without engine distinction & leading to mixed custom AI drivers
  • UI safety rating data is now updated after rules download is complete

UI & HUD
  • Added ICM option to modify ERS deployment mode
  • Added option to configure how/when ICM menu position will reset on exit
  • Added filter controls to photo screen and enabled photo tools in vehicle showroom
  • Fixed sound playing when opening ICM menu
  • Fixed missing environment data on championship event results screen
  • Added F-USA Gen1 to formula class filter
  • Livery name adjustments for Copa Classic B & FL for vehicle selection screen

FFB
  • Adjusted oversteer/countersteer damping compensation
  • Minor FFB adjustments to F-Retros Gen1 & F-Ultimate

PHYSICS
  • Added ERS deployment system with RPM and gear deployment maps
  • Revised turbo model of F-Ultimate engines for slightly faster turbo spin-up & adjusted wastegate harvesting to suit
  • Revised tires for Stock Car Corolla & Cruze 20/21/22 models & F-Ultimate, focused especially on stiffening tire carcass with more accurate damping rates
  • Revised default setups for Stock Car 20/21/22 to suit latest tire developments
  • F-Ultimate Gen1: Slightly adjusted brake torque
  • F-Retro Gen1: Revised brake torque, revised default setup (setup reset recommended)
  • Formula Trainer (both models): Revised brake torque, revised default setup (setup reset recommended); updated gearing
  • F-Ultimate Revised turbo with smoother spool up for better driveability

AI
  • Added forced and unforced mistake logic for AI drivers

AUDIO
  • Revised F-Ultimate V6 Hybrid turbo sounds
  • Added beep DRS & shift protection notification events
  • Reverted brake squeal mixer fader reduction back to old value

TRACKS
  • Road America: Fixed a bug in RA (Bend) pit lane path; Reduced ai collisions at T5 during race starts
  • Snetterton: LOD pass; Added variable crowd attendance per session Optimized pastoral fences; Fix lod on a7 building internal walls
  • Azure Circuit 2021: Enabled option for rolling starts
  • Jacarepagua Historic: Added variable crowd attendance per session; Updated HUD track map
  • Interlagos (all layouts): Added variable crowd attendance per session; Updated HUD track map
  • Hockenheim Historic 1977: Added variable crowd attendance per session; Adjusted HUD track map zoom level; Fine tune AI fastline and corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes.
  • Hockenheim Historic 1988: Added variable crowd attendance per session; Adjusted HUD track map zoom level; Fine tuned AI fastline and corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes
  • Spa-Francorchamps 2020: Minor LOD adjustments
  • Silverstone 1975: Increased AI garage depth; Fastline and corridors fine tuning for no-chicane layout
  • Brands Hatch: Corrected a transparency sorting issue in foggy conditions (paddock hand rail material)

VEHICLES
  • F-V12: Added driver animations; Adjusted cockpit view. Fixed front wing UV mapping
  • F-Trainer (both models): Fixed the driver shifing animation; Added vibrating mirrors on cockpit; Adjusted the cockpit view; Detached the gear shifter in the cockpit; Fixed the suspension geometry in the cockpit view.
  • F-USA Gen1: Various livery updates
  • F-Vee: Revised Driver animations; Detached the cockpit gear shifter; Adjusted the cockpit view
  • Brabham BT44: Adjusted the driver feet position.
  • Chevette: Revised driver animations; Detached the cokpit gear shifter
  • Fusca (all models): Revised driver animations; Added vibrating mirror in the cockpit; Fixed the cockpit center mirror uvmap; Reduced the steering wheel radius and the driver seat to accommodate the driver; Detached the cockpit gear shifter
  • Gol (all models): Revised driver animations; detached the cokpit gear shifter
  • Uno (all models): Revised driver animations; detached the cokpit gear shifter
  • Passat (all models): Revised driver animations; detached the cockpit gear shifter
  • Puma GTB: Revised driver animations; detached the cockpit gear shifter.
  • Puma GTE: Fixed the driver gear shifting animation
  • Copa Montana: Added driver aniamtions; Detached the cockpit gear shifter; Fixed the cockpit center mirror; Remodeled the seat to fit the driver.
  • Super V8: Revised Driver animations; Fixed the damage models on lods B/C/D; Detached the cockpit gear shifter; Adjusted the cockpit view
  • Puma P052: Revised driver animations; detached and relocated the cockpit gear shifter.
  • Ginetta G40 (both models): Fixed the driver gear shift animation
  • Ginetta G55 (both models): Fixed the driver gear shift animation
  • F-USA Gen 1 Fixed Reynard 95i rim colour overrides
  • F-Ultimate (both gens): Added DRS lights
  • Kart Shifter & Superkart: Completely redone the driver animations; Adjusted some visual gear shifter parameters.
  • Opala: Fixed gauges textures & steering wheel axis issues
  • Sigma P1: Added 3 new liveries



V1.3.5.1 CHANGELOG

GENERAL
  • Added Stock Car Seasons 2021 & 2022 championships

UI & HUD
  • Added control assignment help text
  • Fixed text wrapping on strategy/setup labels of session overview in Spanish localisation
  • Added distinct vehicle selection logos for F-Trainer, Caterhams & Copa Classic classses

PHYSICS
  • Further updates to Stock Car tire carcass & tread
  • Minor adjustment to F-Ultimate Gen2 tread
  • Globally reduced wet / street tires sensitivity to water
  • F-USA Gen1: Adjusted FFB max force for both models
  • Sigma P1: Adjusted RPM critical range for lifetime for improved reliability
  • R-Retro G3 TE: Flattened wastegate map so it uses the same pressure limit at all RPMs (limit set by boost pressure %)
  • F-Ultimate (both gens): Added anti-lag system to turbo & and slightly adjusted its properties
  • Sigma P1: Minor default setup adjustments (setup reset recommended)

AI
  • F-Ultimate (both gens) Adjusted AI tire rolling resistance for more balance straightline speed vs player
  • Added real driver names to Stock Car seasons 1979, 1986 & 1999

AUDIO
  • Adjusted turbo sounds for F-Classics and F-Retro TE
  • F-Ultimate Gen1 sounds is now same as Gen2

TRACKS
  • Galeao: added marbles, night lights in the paddock area, adjusted LOD values for few objects; added real historic weather data
  • Hockenheim Historic 2001: Add variable crowd attendance per session; Adjust HUD track map zoom level; New AI fastline and fine tuned corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes

VEHICLES
  • Caterham (all classes): Added dirt map; Adjusted carbon material mapping (ch3) for dirt; Added vibrating bits on the cockpit
  • Metalmoro MRX P2: Added 3 new liveries
  • Metalmoro AJR: Fixed cycling between empty Motec display pages
  • F-Ultimate Gen2: Added new display with ERS bar; minor cockpit mesh corrections; Corected fuel data; added livery overrides
  • Chevette: Added dirt map; Adjusted the shift gaiter rigging
  • Added DRS LEDs to F-Reiza, Metalmoro AJR & Sigma P1
Automobilista 2 - Reiza Studios
Greetings Everyone - we are happy to finally be back with our first Development Update of 2022!

To begin with I´d like to apologize for not providing these updates in the early months of the year - for a variety of reasons these have been challenging times during which I´ve been personally less involved with the development of AMS2 than usual, and by extension less engaged with the community to provide you all with the level of information you have been used to.

So let´s try make up for some of that and bring you up to date with what´s going with Reiza and the development of AMS2!

Housekeeping!
Just a couple of days ago on March 31st we completed two years since the initial Early Access release of Automobilista 2 on Steam - in this time we made some big strides with the game and while we are proud of the pace of development, the number of improvements and new content we´ve introduced to the sim over this time, we know there´s much still to do in order to fulfill its full potential - enough to probably keep us just as busy for another couple of years, and we very much intend to do so. Reiza is in a healthy place financially, which has allowed us to expand the team in recent months with further investments on new developers and also some new big licenses being negotiated - all in all the future for AMS2 is bright, and we´ll keep on pushing towards it.

There have been however some challenges in these early months of 2022, with the volatile times we live in causing some ripple effects within the company, some still persisting for a few key devs in the team due to the Russia-Ukraine conflict - one of our lead devs [USER=26]@ilka[/user] actually had to pack up and move to Brazil from Russia as the sanctions made his permanence there pretty much unsustainable, and another lead [USER=25]@Sandro Nabutovskiy[/user] who is based in Kyiv but has continued to work despite the stresses of being in the middle of a literal war zone - most admirably, his output has not dropped at all under these very stressful circumstances, in fact he has modelled the F-Ultimate Gen2 within the time the conflict is taking place.

The team as whole has continued to operate as usual despite these challenges, with two solid updates already deployed for Automobilista 2 this year and a third well on its way, but these circumstances combined with the fact we have been pushing extremely hard in recent years have led to some reflection as to how we should be conducting AMS2 development moving forward, and especially how we go about deploying updates and sharing our plans with the community so as to both preserve our team´s wellbeing as well avoid frustrating our users with the eventual changes of plans - something pretty inevitable in this activity at the best of times and even more so in our case where the freedom to be creative, change direction, explore new findings and take the time needed to do things to our liking are key to our continued passion for it.

In practical terms not much will change - AMS2 development will not be affected or slowed down in any significant way and we remain committed to deploying regular game updates, pretty much sustaining the ongoing rate of one major update per month for at least the remainder of 2022, but this will now be a more flexible target - things may and often take an extra week or two to come together, and when they do the schedule will be adjusted to suit. So if the end of the month has come and gone and an update has not yet been deployed, don´t despair!

We have also decided against publishing a detailed 2022 development plan, as even though we´d love to give our users a more complete foresight into the future for AMS2 we need to keep things a bit more fluid at the moment and would not want eventual changes in plans to be a source of frustration for you.

Partial nuggets of our development plans will of course continue to be a part of Dev Updates such as this one and they will continue to be posted regularly (if not necessarily every month); it´s worth noting that while the info we choose divulge in the Dev Updates are usually centered around things we are currently working on, these are not necessarily things that are due to arrive in the next update - some things may be longer term projects, some news we may want to share in advance, some we may just want to hint at so people have an idea where the sim is heading, and some others we may prefer to keep more as a last minute surprise - we have a couple of those for the next update as you´ll see further below...

Further minor tweaks you may expect to see in our M.O moving forward include:

Initial publishing of new updates as a Steam Beta Branch (not to be confused with AMS2 Beta which is a separate Steam app altogether) - from v1.3.5.X onwards, we will deploy every update as a Beta branch of the main game for a couple of days, allowing the user base at large the chance to chip in with feedback and bug reports during the final touches before the official release if they are interested in doing so. To access a Beta build, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select the “Beta” branch for the dropdown menu - this branch available for installation from the install menu. This branch will be disabled after the official public release and return you to the default AMS2 branch, if you then want to opt in for the beta in a next update you just need to repeat this process.

Previous version will be retained as an option as a Beta branch - this should allow users to revert back to a previous version in case they encounter any issues with a new update, or want to compare changes if they are interested in doing so. To access a previous version, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select “PreviousBuild” branch from the dropdown menu. To revert to the current build, just repeat the process and select “None” from the dropdown menu.

Please note these two options will only be available upon the release of the new V1.3.5.X update which should happen soon. When a beta for a new version is available, we will publish the usual release thread with the changelog in our forum, with BETA marking on the title.


Final bit of housekeeping: since we do have an ongoing commitment with people who bought DLC packages including items to be released in the future, we´ll continue to strive to keep you posted as well as we can as to what you may expect when - to that end, we can confirm the following:

  • Our track team is currently working on Nürburgring 1971 along with a reform of the modern track mesh to add some of the recent modifications and smooth out some excessive bumps in the mesh - these updates will be free to all who already own the Nürburgring Pack or any of the packages that include it.
  • The production of the Spa-Francorchamps 1970 has been shifted to the second semester to accommodate further work on the Spa pack and the inclusion of the revamped 2022 layout (with the 2020 layout obviously being retained), likewise at no additional cost.
  • The third part of Racin´ USA will be focused on oval racing and is planned for release before the end of July - its contents will be announced shortly before release.
  • A 4th bonus part of Racin´ USA is also in the works and it will be free to all owners of the full Racin´ USA pack as well as packs that include it, however its release will most likely take until the first few months of 2023.
  • All other DLC packs in the 2020-2022 Season Pass are still planned to arrive before the end of this year.

With all this housekeeping finally out of the way, we´d like to express our sincere gratitude to our users for their patience in recent times - we´ll be pushing hard to repay your continued confidence.

Now let´s move on into the meat of this dev update and the stuff you are looking for - and some you probably weren´t!

The Formula Ultimate Gen2 Arrives!


A completely new aero package with emphasis on shifting downforce to the undertray in order to minimize issues with dirty air for the following cars, an extra 46kg in minimum weight, bigger wheels with lower profile tires - some of the main changes in the 2022 regulations which have proved to deliver very exciting races so far!

We couldn´t resist the chance to do give it our own interpretation in AMS2, and thus arrives the Formula Ultimate Generation 2!


The new F-Ultimate not only brings our representation of the new rules to AMS2, but have also led to a thorough revision of every component of the car including more advanced ERS modelling with adjustable options for deployment modes, revised turbo model for the V6 engine along with a complete new sound set, and finally revisions to how drafting affects the following car(s) - several of these also apply to the old F-Ultimate Gen1 model, indeed in the case of the drafting affects most of the cars in the game.

Stock Car Pro Series 2022

2022 marks the thirteenth year of our ongoing partnership with the Brazilian Stock Car series, over which time we have had eleven seasons of the premiere Brazilian auto racing series represented in our sims, including the historical 1979, 1986 and 1999 seasons as well as the recent 2019, 2020 & 2021 seasons which remain present in AMS2.

It´s only suitable then that the continued partnership would see the arrival of the 2022 Stock Car Pro Series to AMS2 as another highlight of our upcoming release, complete with a brand-new track - the Galeão Airport Temporary track providing the venue for Stock Car´s return to Rio for the first time in ten years,


Galeão will be available in the sim before the real event itself on April 10th, giving fans and drivers alike the opportunity to sample the track in advance!


While the 2022 season does not see substantial changes made to the two models that made their debuts in the series in 2020, the physics of these cars have received a thorough revision, with tires especially receiving a major update, and like the F-Ultimate with extensive developments to the carcass - revisions which provide another significant step forward in the physics and that should extend to other cars in the coming months.

Last but not least - the F-Ultimate Gen2, the Stock Car Pro Series 2022 and Galeão will all be free additions to the base game.

And on that bombshell, it´s time to wrap up this article and get back to working on the final touches for update release - we hope you enjoy it!

Automobilista 2 - Reiza Studios
Automobilista 2 V1.3.4.0 is now live - this update adds the F-USA Gen1 class featuring the Reynard 95i and Lola T95/00 as the last component of the Racin´USA Pt2 DLC, along with various improvements & bug fixes.



V1.3.3.1 -> V1.3.4.0 CHANGELOG
CONTENT
  • Added F-USA Gen 1 class featuring Lola T95/00 & Reynard 95i (part of Racin´ USA Pt2 DLC)

GENERAL
  • Added VR mirror adjustment screen and fixed in-game VR options link incorrectly pointing to main VR options
  • Shared Memory: Fixed DRS state, added TCS/ABS garage setting entries; Updated changelog and fixed comment text of TCS setting
  • Optimized internal FFB subroutines, removed some unused FFB script values & exposed static caster trail to FFB scripts
  • Added ability to define track specific value overides for custom AI drivers. (Documentation available in the official forum support thread)

UI & HUD
  • Added optional 'Cycle ICM' control bind which will open the ICM if not open, cycle ICM pages, and close the ICM with a long press. (existing d-pad navigation is still fully supported)
  • Reorganised ICM to a flatter navigation model without submenus and maintain old position on reopenning.
  • Fixed incorrect element order on Edit HUD page causing overlap on some inputs
  • altered 'DRIVE LAYOUT' label colour from white to Greyto match all other labels on this UI load screen
  • Fixed drive layout for Puma P052 in vehicle selection info

FORCE FEEDBACK
  • Optimized internal FFB subroutines, removed some unused FFB script values & exposed static caster trail to FFB scripts
  • Fixed FFB rattle under braking in all F-Retro cars
  • Caterham (all models): slight reduction of Mz influence in FFB signal


PHYSICS
  • Revised driveline and axle elasticity for Formula USA, GT1, GTE, GT3, DPI, P1, M1 Procar, RSR 1974, Ultima GTR, McLaren F1 LM
  • Revised driveline inertia for GT1, GTE, GT3, DPI, P1, M1 Procar, RSR 73, Ultima GTR, McLaren F1 LM, C3, C3R, Omega
  • Added engine support for thermostatic water cooling
  • Increased ABS update frequency
  • Revised turbo model for F-Classic G1, F-Classic G2M3, F-Retro G3 Turbo
  • Reduced F-Classic G2M3 fuel tank size to 150L accurate to Gen2 regulations
  • Improved F-Classic G3M1 and M2 sequential shift reliability
  • Mclaren MP4-1C: Fixed gearbox error
  • Revised engine heating & cooling properties for F-Vintages, F-Retros, F-Classics, F-USA (all gens) & set default radiator opening to 80%
  • Revised engine heating & cooling rates for F3, Ginetta G40, BMW 2002, MRX P4
  • Copa Classic and Hot Cars
  • Super V8: Fixed error in hard tires causing a physics crash
  • Updated default setups for F-USA (all gens), F-Classic G1, F309, F301, Porsche RSR, Corvette C3-R, F-Vintages (both gens), MCR2000 (setup reset recommended)
  • Revised engine heating & cooling rates for for F-Vintage V8s, Brabham BT46B, TSI Cup, Camaro SS, Ultima GTR

AI
  • Adjusted AI fast line at Goiania & Road America

AUDIO
  • Adjusted engine starter timing for F-USA (all gens), Kart GX390
  • :F-USA (all gents) Added Turbo, Starter/Startup, Transmission sound; Adjusted road noise (roadroll, scrub, skid) & increased gearshift volume
  • Revised F-Classic Turbo sounds

TRACKS
  • Road America: Added foundations under various buildings, redone terrain areas, tweaked emissive glow for the cafe interior, added lightmap for Corvette bridge, added advertisement boards, cafe benches, small garages and workshop building, terrain shadows, tweaked normals of rumblestrips, reworked T5 enter/exit runoffs to 2021 spec, added grasscrete bits, added small curb extension to Canada corner, added Motorcycle school building, reworked wall collisions, updated curb at Kink exit to 2021 spec, added Turn14 adboard, administrative building, optimized a few textures and materials; added registration building, adjusted terrain under the building. added north entrance gate, few more buildings at north paddock, optimized some of textures, object settings and LODs, let some trees grow a bit; added bungalow buildings, distant powerline & entrance sign, few changes to entrance gate, few more huts corrected position/height of few grandstands; added generic vehicles, tents, huts, houses, small shacks people, other various generic assets; Moved a tree blocking the 400' brake mark at Canada corner; Adjusted track cut limits T5/T8; optimization pass
  • Bathurst: Fixed wall hole at the pit entrance; Expanded runoff road at Hell corner up to the orange barriers.
  • Curvelo: Minor LOD adjustments; Upgrade treeline shader; Added 3D tree shadows; Optimized object export with latest standards
  • Londrina: Reorganized pitbox/garage positions; Minor tweaks to shadow casters and pit markings
  • Brands Hatch: Fixed crowd alignment issue; Added variable crowd attendance per session; Added 3D tree shadows; Fixed normals on winter grass
  • Spielberg: Smoothed some abnormal track surface (short layout bridge road, T1 and T10 apex curb); Added variable crowd attendance per session; Removed some excess crowds on Short layout; Added brake markers for short layout T2; Minor LOD fixes
  • Watkins Glen: Added two missing trackside buildings
  • Kyalami: Revised track cut limits (relaxed T13 runoff, reduced T16 runoff)
  • Daytona: Minor static object LOD fixes: Fixed emmisive control on an outer building
  • Jerez: Minor LOD fixes
  • Nurburgring: Enabled score towers; Fixed some static object alignments
  • Montreal Historic: Fixed winter gravel LOD issue
  • Global trackside assets fixes: Tweaks to smoothing groups of motorhome LODB models, tweaks to AO of few tents, new variations of tents
  • Added VR cams to Cadwell Park, Granja Viana, Interlagos Kart, Buskerud
  • Curitiba Outer: Minor trackside camera adjustments

VEHICLES
  • Copa Truck: Added driver animations for all models
  • F-Classic: Revised driver animations (all models)
  • Caterhams: Revised driver animations (all models)
  • VW Polo GTS: Fixed damage models
  • ARC Camaro: Fixed oil temp needle
  • Caterham 620R: Fixed oil temp needle
  • F-Retro G3: Fixed missing backfire flame animation
  • Lancer Cup: Added 6 new liveries to Lancer RS model
  • F-USA: Fixed livery override bug; fixed all black wheel rims
  • F-USA: Added support for silver, black & gold wheels in livery customization (Requires updates to custom livery definitions)
  • GT3: Added two new liveries for McLaren 720S GT3
  • Lancer Cup: Added 6 new liveries for Mitsubishi Lancer R
  • Copa Classic: Added 3 new liveries to Passat B class & 2 new liveries to Gol B class

Feb 3, 2022
Automobilista 2 - Renato Simioni
No change in version number as exe has remained the same - changelog:
  • Road America: Fixed missing wall collisions; Added night lighting, temporary light poles; Fixed misaligned bleachers; Added VC groove for "The Bend" layout
  • F-USA Gen3: Added gold and silver wheels to Reynard 2Ki, black wheels to Lola B2K/00
  • McLaren MP4/1C: Fixed gauge needles rotation issue
Automobilista 2 - Renato Simioni
V1.3.3.1 CHANGELOG:
  • Fixed excessive helmet cam wobbling
  • Adjusted FFB for all FWD cars, karts, F-Reiza & BMW M8
  • Adjusted F-Retro Gen3 AI start performance
  • Adjusted F3 AI rolling resistance
  • Road America: Various updates to trackside objects; Added "The Bend" layout; minor AI adjustments
  • Fixed missing Reynard 98i Toyota
  • F-Retro Gen2: Fixed tire texture bug
  • F-USA (both gens): Added damage/dirt texture; Updated rain tire texture
  • Reynard 2Ki: Added gold wheels to #26 and #27 liveries
Automobilista 2 - Reiza Studios

The first Automobilista 2 update of 2022 is now live! V1.3.3.0 adds the F-USA Gen3 with the Reynard 2Ki & Lola B2K/00 & Road America to the Racin´ USA Pt2 DLC, the new F-Retro Gen3 class featuring the Mclaren MP4/1C, the GTS variants of the Polo & Virtus to the TSI Cup class along with several other improvements, the most notable of which developments to the cockpit camera physics & related options.

Below some important notes regarding the updates to the cockpit camera physics:

  • Before V1.3.3.0, the camera g-force effect was only enabled longitudinally (braking and acceleration), with no lateral g-force effect (from corners) or vertically (from bumps & suspension movement) even at 100% g-force setting; we have now added settings for lateral & vertical g-force effects like in AMS1.
  • Before V1.3.3.0, g-forces, leaning effect, and look to apex effects would only work in helmet camera mode - now these effects apply irrespective if you´re running helmet camera mode or not.
  • As of V1.3.3.0, TrackIR users are able to change the camera g-force.
  • Before V1.3.3.0, VR and trackIR users were forced to use the SMS legacy camera head movement mode. Now, VR and TrackIR users can enable our camera head movement mode in the camera settings screen if desired. It allows for example for the driving to align with the horizon in banked corners like Daytona's without having to resort to camera orientation. Note however that for existing profiles your previous VR settings are preserved, so nothing will change for you unless you decide to change it in camera settings screen.

Below are the updated default camera settings - these however will only take effect if you create a new profile, if you do not want to create a new profile you can adjust these manually:




V1.3.2.0 -> V1.3.3.0 CHANGELOG

CONTENT
Tracks
  • Added Road America (part of the Racin´ USA Pt2 DLC pack)
Vehicles
  • Added F-USA Gen3 class featuring Reynard 2Ki, Lola B2K/00 (part of the Racin´ USA Pt2 DLC pack)
  • Added F-Retro Gen3 class featuring Mclaren MP4-1C, F-Retro Gen3 Turbo, F-Retro Gen3 DFY Aspirated
  • Added VW Polo GTS & Virtus GTS to TSI Cup class


GENERAL
  • Enabled G-forces for cockpit camera (previously G-forces were only enabled for helmet camera)
  • Made the helmet and cockpit cameras orientation change that comes from G-force effect be scaled by the G-force slider settings (previously only the camera position change was scaled, not the orientation)
  • Fixed in-game session details not accounting for session scaling in championship mode and rounding to multiples of 5 in multiplayer.
  • VR Camera Settings: Enabled legacy/new head movement toggle for VR users; World Movement renamed to 'Head Movement' (current user World Movement setting will be maintained and converted to an equivilent 'Head Movement' setting)
  • Enabled camera G-force settings for TrackIR users.
  • Enabled look to apex and leaning in cockpit camera
  • Shared Memory: Updated header to V10; Added Tyre temp L/M/R, Ride height, Session duration which were previously only available via UDP; Added DRS State; Added session additional laps information; Extended CarFlags to include TCS/SCS active state; Latest header/changelogs/sample project now available in the 'Support' directory of the game install
  • Fixed an issue with championship editor which would lead to incorrect race 2 starting order if both races did not use the same duration type. Added a fall back to find any race 1 result as the basis for race 2 in existing savegames
  • Default weather progression for official championships are now sync to race
  • Fixed an issue where default weather progression for official championships was extremely high (existing saves will revert to sync-to-race on load if out of range)
  • Made brake pedal sensitivity linear by default for most Thrustmaster wheel types.
  • Fixed issue where HUD leaderboard would cut off the local player row in some cases
  • Fixed stale drive button state requiring double click of race ready button if a user drove a previous session of a Multiplayer event.
  • Actual timestep is now passing to FFB scripts

UI & HUD
  • Added Front/Rear tire selection to quick setup menu
  • Fixed selected row visual states on Game control assignments tab
  • Added current lap info to position widget HUD in timed races
  • Fixed in-game camera options screen not correctly hiding VR options
  • Corrected engine displacement info for F-Classic Gen3 models 2 & 3

PHYSICS
  • Minor tire tread adjustments for F-Reiza, F-V10 G1, F-V12, F-Ultimate F-Classics (all gens), Group C, Group A, BMW M1 Procar
  • Added driveline elasticity modelling for cars that still didn´t feature it (Lancer Cup, TSI Cup, JCW Mini, Copa Truck, F-Ultimate)
  • TSI Cup: Improved clutch smoothing
  • Revised wheel spin inertia for all cars
  • Reduced front splitter pitch sensitivity for Group A & Procar
  • Slightly improved rear wing baseline downforce of Group A cars
  • Disabled now redundant autoclutch forced off in semi-auto F1s (fixes cars stalling even with autoclutch set on)
  • Adjusted Corvette C3-R final drive ratio
  • Further clutch heating/wear improvements and adjusted update rate
  • Reinstated auto-clutch logic for sequential shifts that do not have autoblip/autolift
  • Updated clutch models to include flash and burst parameters
  • Changed clutches on some cars
  • All street cars now have clutch damage
  • Revised F1 driveline inertias
  • Improved sequential F1 shift reliability
  • Added clutch damage and heating model.& clutch damage attributes for DPI, GT1/GTE/GT3, C3/C3R/Omega, multiple F1s
  • Prevented needless autoclutching in clutchless sequentials
  • Updated default setups for M1 Procar, GT3 (all models), Corvette C3-R, Porsche RSR 1974, Ginetta G40 Cup, G40 GT5, Porsche Cup, Stock Car 2021 / 2022, Mercedes CLK, AJR (all variants), MRX (all variants), Roco (setup reset recommended)
  • Adjusted engine wear increase with boost settings for F-Classic turbo engines & eeduced default wastegate setting to account for higher engine wear at higher settings

AI
  • Increased hardcoded radius values for AI detection of corners ahead (this should fix some existing AI logic not triggering in some corners)
  • Added a AI series-specific radius check and distance ahead to look at before trying to overtake (customization per car type still to be implemented)
  • Adjusted AI decision behaviour when an AI driver is attempting to avoid cutting the track but has a player vehicle on opposite (should prevent some cases of AI hitting player laterally)
  • Added a per-weekend based consistency personality logic for AI
  • AI calibration pass for F-Classics (all gens)
  • Slightly increased AISidecalc range to further reduce chance of AI cars being "scared" out of the way by player coming up behind it
  • AI rolling resistance adjustments for GT3, GT4, GTE, P1, P2, P3, P4, Stock Cars

AUDIO
  • Updated crash sound effects

TRACKS
  • Updated weather & climates change in European and North American locations to ease transitions in seasonal foliage (so early spring the foliage is still looking dry, early summer still lush green; and early autumn still green)
  • Adjusted rolling start and TT start points for Kansai, Monza, Ortona, Silverstone, Snetterton, Spielberg, Velocitta, Velopark, VIR
  • Watkins Glen: Added barriers on the bypass road for inner loop layouts
  • Monza: Added missing grandstands, ad boards / gantries; grounded floating poles at Lesmos in Monza 1991
  • Silverstone 1975: Add more cones marking pitent/pitex, Adjust a few 3d people, LOD adjustment on flags
  • Ortona: Fix for outer houses LODs; Trimmed the apex corridors
  • Daytona: Updated AI lines & corridors
  • Updated trackside cameras for Brands Hatch, Curitiba
  • Nurburgring: Fixed Cam 01 clipping

VEHICLES
  • Reynard 98i: Fixed left mirror bug): Added dirt/damage texture; Changed rain tire texture; Updated cockpit tires
  • BMW M8 GTE: Fixed brake discs glow issue
  • McLaren F1 GTR: Fixed conflicting #8 livery
  • Adjusted suspension animations for all F-USA models
Automobilista 2 - Reiza Studios
Greetings everyone!

It´s now New Year´s eve - or maybe even already the New Year depending on where you are in the world! It´s been a busy month on a personal level in and out of Reiza to cap what has been another very busy year, but we couldn´t let it end without a proper send-off and some important updates to all of you!

Automobilista 2 in 2021 - A Great Year!

What a year it has been for our team & AMS2 - 12 new tracks, 22 new cars, and a long list of new features & improvements have been delivered to the game over the course of the year, developments which we can all agree brought the game to another level relative to where we started 2021.

From the very first announcement, we´ve always maintained that AMS2 was a long-term project which would evolve considerably over the years, but even for ourselves plans are only reality after they have been successfully executed - although there´s been some stumbles along the way and still plenty to be done, as we enter the third year of development we feel AMS2 is where we hoped to be at this point, and confident we have all we need to fulfill our remaining targets.

What We Have Missed

While we have covered a lot of ground this year and are proud of the progress we´ve made overall, we´d also like to acknowledge the bits where we´ve fallen short - contents due from already-released DLC packages are a commitment we´ve made to the people who bought them, and if a schedule was proposed for releases and not quite met, then some explanation is due - the remaining Racin´ USA Pt2 items especially which had been projected to be included in the latest update haven´t quite made it in yet. We´d like to assure all who are eagerly expecting the remaining cars and track of this pack that these are well on the way and will be part of our first update of 2022 in late January.


Also pending on the DLC front are additional historical versions of Spa and Nürburgring from the early 1970s which, both part of their respective DLCs which will be delivered within the first quarter of 2022 - the first milestones of a year that should see AMS2 greatly expand further its historical reach for all types of motorsports.

Furthermore, a roadmap outlining plans for remaining items of the Season Pass & Premium Expansion Packs in 2022 will be presented in our January Dev Update.

We are also in process of putting together some updated documentation on the latest Force Feedback system and the new Multiplayer Rating System - these and other valuable info and instructions are being assembled for a digital user manual similar to the one from AMS1, also expected for the early weeks of 2022.

Here it´s worth perhaps to make the distinction between plans and commitments - there are naturally many other features, improvements, content and bug fixes that are eagerly anticipated and that we are pushing to deliver to AMS2 in the coming months, and these development updates are meant precisely to offer some perspective on what we are working on and where we intend to the take the sim; while we obviously fully intend to adhere to any plans we make public, these remain subject to changes as circumstances require over the course of development.

With this bit of housekeeping out of the way and hoping we can extend everyone´s patience a bit more for what´s still due to be delivered, let´s take a glance into what else you may expect already for the beginning of the New Year!

Formula Retro Gen 3

Our first update of 2022 will expand our F-Retro series into the early 80s, bringing 1983-spec Grand Prix cars to AMS2.

The 1983 season was technically a turning point in the series history - a ban on ground effects from side skirts used by previous gen cars (the Lotus 79 already present in the game being the pioneering example) lead to regulations mandating all cars to feature flat bottoms, promoting diffusers as the standard device for generating downforce from the undertray; the first carbon monocoque & the first coke bottle-style shape car as featured in the the MP4-1C from this season set standards that remains to this day; turbo engines and carbon brakes also became the standard as of this season, both featuring in the championship-winning car.



All of this makes cars from this era great choices to sample in the sim - the new class will initially feature the McLaren MP4-1C and a generic turbo F-Retro Gen3, but more will join them over the course of 2022 - it will indeed be a very exciting year for the fans of classic Grand Prix cars from the 80s and early 90s,with many more iconic models from Brabham, Lotus and McLaren expected to arrive to AMS2 over the course of the year.


What Else to Expect for 2022?
New cars from premium brands filling up existing classes as well as well as branching out to new ones, new tracks, historical tracks, further AI development, more multiplayer features, Steam achievements, full course yellows, oval racing, dirt racing and maybe the beginning of what should be a very elaborate career mode are just some of the highlights of what we have planned for Automobilista 2 over the course of 2022 - we´ll naturally share more specifics as we progress through the year, but for now the important thing we´d like to assure everyone is that we go into the new year as went into 2021: full throttle, monthly updates and with no intentions of slowing down. It should be another exciting year and we look forward to having you all along for the ride!

For now, we´re back to enjoying the remainder of our holiday break in order recharge our batteries and get ready for the new season - we sign off from 2021, with the whole Reiza team thanking all our users for your support over the course of the year, and offering our best wishes to you all for a fantastic 2022 filled with great racing!

Automobilista 2 - Reiza Studios
Automobilista 2 has now been updated to V1.3.2.0 - this update is largely focused on bug fixing & bringing further quality-of-life improvements to the game to wrap up the development in 2021. More to come soon in 2022 - look forward to the upcoming Dev Update for further info!

IMPORTANT: As previously announced, following the extensive physics and setup revisions from recent months the Time Trial boards and its setup database have been reset and are starting fresh as of this update.

V1.3.1.1 -> V1.3.2.0 CHANGELOG

GENERAL
  • Added Fanatec CLS DD control sets
  • Fixed view changing to default attached camera instead of last driving view after switching camera on session live timing boards
  • Fixed MP Opponent type spinner allowing wrap and causing class list display issues
  • Fixed missing player avatar image on profile affinity tab
  • Fixed incorrect wheel range for some controllers
  • Rate limited Fanatec rumble motor updates

UI & HUD
  • Fixed an issue that would prevent driver profile details being saved in some instances.
  • Added user option to configure ICM auto-close time (options > gameplay > display > ICM Auto-Close)
  • Replay screen: Allowed info elements to remain visible when controls are hidden and added watched driver overview.
  • Added "Favourite Content" info to Profile screen.
  • Added "Outlap" status to session overview screen.
  • Fixed main menu replays button not opening correct profile tab
  • Fixed incorrect environment info on advanced setup screen
  • Adjusted scaling of weight distribution values
  • Added option to "unready" in pre-race screen
  • Fixed Online Opponent Settings page not showing all set classes
  • Fixed track map overlap on lobby details page

PHYSICS
  • Revised ideal temperature & range for all tires (generally slightly lower ideal temps and wider operating windows for road, vintage & harder semi-pro level slicks & semislicks, higher and narrower on higher top level compounds)
  • Slightly reduced road & vintage tire tread velocity sensitivity
  • Revised tire carcass of F-Classic (all gens), Group C, F-Ultimate
  • Minor tire tread adjustments to Group C cars, F-Classic Gen 1 & 2, Street & Vintage tires
  • Further driveline flex adjustments & added flex to remaining driveline models that still didn´t feature it
  • Revised aero drop-off with yaw angle for all formulas, GTs & Prototypes
  • Minor default setup adjustments to Stock Car 2019, Stock Car 2020/2021, Camaro GT4-R, BMW 2002, Porsche GT1, F-Ultimate, Super V8, Porsche RSR 1974, BMW M4, GTE, GT3, GT4 & Group A cars (setup reset recommended)
  • Porsche Cayman GT4: Corrected weight distribution & adjusted default setup (setup reset recommended)
  • Super V8: adjusted gear ratios
  • Reduced FFB parking force (correcting error that increased the parking forces in a previous build)
  • Fixed incorrectly pre-warmed tires for Stock Car 2019, Copa Montana, Stock Car 2020 & 2021

AI
  • Fixed AI issue that would result in pit entry/exit overshoots/slides
  • AI in process of retiring before making it to main racing line merge will now do so immediately instead of waiting some time and risking tangling with other AI cars
  • Adjusted AI behaviour if encountering understeer on pit entry
  • Fixed AI sometimes getting stuck on track in reverse gear
  • Revised AI pit entrance speed tweakers

TRACKS
  • Cleveland: More details to the airport buildings, few material fixes for other buildings, added collisions for planes, trackside vehicles and structures that are visible through all the sessions; the cement wall on the exit of T8 has got some rubber battle scars; Adjusted brightness of night lighting
  • Watkins Glen: Added crowds at Turn 10; Terrace, restaurant, few more outside buildings More AIW tweaks (short layout); Rolling start P1 is now on the right hand side added small grandstand before T1, slightly corrected marshall huts; rubber marks on the tirewall at the exit of T9; updated trackside cameras
  • Salvador: Added wall at the monument chicane to avoid AI cars getting stranded on the grass island
  • Distance from start-line from which a track limit infraction would invalidate the following lap is now customized per track
  • Daytona: Moved rolling start location to exit of bus stop chicane, increase gap between grid rows
  • Monza (All layouts): Revised rolling start location; Fixed graphical issue on the tunnel
  • Long Beach: Revised rolling start location and rolling start velocity; Switch P1 to left-hand side
  • Azure 2021: Add some missing flower boxes to runoff at the chicane; Remove some out of place 2d ivy and cleanup the foliage clipping the walls at the hairpin
  • Interlagos Historic: Adjusted AI path for better pit-in behavior; Moved pit guy to minimise clipping into garage wall; Adjusted AI line to reduce corner cuts at Descida do Lago; Smoothed out an abnormal dip on the outer loop junction
  • Interlagos: Adjusted pit lane entrance path
  • Curitiba: Adjusted fastline at Entrada do Miolo / Esse de Baixa; Adjusted corridors; Move rolling start location 250m back before last corner
  • Campo Grande: Fixed garage depth causing AI to hit wall on pit exit; Adjusted AI fast line through S1,S2; Improved pit entry path
  • Kyalami: Fixed gap between grass and road ; Fix gravel traps resistance (switch sand to gravel); Corrected 3d crowd LODs
  • Speedland: Added rain blockers to indoor segment
  • Spa-Francorchamps 2020: Added rain blockers to garage building
  • Spielberg: Fix gap in pitlane mesh; Minor LOD fixes & optimization pass
  • Brasilia: Fixed garage depth causing AI to hit wall on pit exit
  • Added VR cams to Brasilia, Spielberg Vintage
  • Jacarepagua: Adjusted rolling start locations and speed
  • Jerez: Adjusted AI fat path & Fixed garage depth causing AI to hit wall on pit exit

VEHICLES
  • F-USA: Revised & fixed driver animation issues (all models)
  • Swift 009C: Fixed cockpit windows issue
  • Reynard 98i: Fixed steering rack default position (animation). Fixed tire glitch
  • Formula Classic G3M2: Revised the driver animation, fixed driver head position
  • McLaren 720S GT3 Material: update for liveries #27 #90; New sponsors added for liveries #11 #22 #87
  • Stock Car Omega: Updated windshield textures
  • VW Polo/Virtus: Updated custom materials
  • Formula V10 Gen1: Updated driver animations.
  • Roco: Fixed left tires sidewall issue
Automobilista 2 - Renato Simioni
Automobilista 2 update V1.3.1.1 is now live - this is another hotfix to complement the latest release with some further improvements & fixes.

As this update roll-out ran a bit late, the free period for Racin´ USA Pt1 & Pt2 was extended to suit, keeping them free to all AMS2 owners until this release - they are now available only for owners of either or both packages.

V1.3.1.1 CHANGELOG
GENERAL
  • Added Real Weather historical data for Cleveland & Watkins Glen
UI & HUD
  • Fixed instances where custom AI drivers would have the wrong nationailty
  • Fixed an issue where all AI would have incorrect nationality in session results screen
  • Fixed leaderboard not being enabled by default in cockpit view
  • Added tyre wear and temp info to damage widget (this can be disabled by selecting the minimal version
  • Equalised opacity across all tach/damage modes.
  • Corrected engine layout UI info for Camaro GT4R & Copa Classic FL Fusca

PHYSICS & AI
  • F-USA: Adjusted tire tread for both compounds; adjusted default gear ratios & added extra final drive options; increased aero drop-off with yaw; switched off downishft autoblip; adjusted pit stop rules & timing
  • Made AI vehicles uncollidable earlier on pit entry

TRACKS
  • Cleveland: Enabled standing starts & moved rolling start position 300m back
  • Watkins Glen: Enabled standing starts & moved rolling start position 300m back; Added watchtowers; start gantry, warning light poles, worn maps mapping for tirewalls/tecpro barriers, garages scoretowers, more buildings and gantry structures, tweaked startlight gantry, added startlight; Reworked T1 curbs to minimise issues with AI; Adjusted track limits to not allow running wide into escape roads
Dec 4, 2021
Automobilista 2 - Renato Simioni
Small hotfix now with some minor fixes and bits that didn´t make it in time for release last night - build 1912, no change in version number as exe has remained the same.

Changelog:
  • Added F-USA Gen2 to Formula vehicle filter: Fixed F-USA Gen2 being incorrectly sorted in non-English languages
  • Corrected engine specs for F-USA cars in vehicle info
  • Adjusted tire wear rates for F-USA, F-V10 Gen1 & F-Ultimate tires
  • Slightly reduced ideal opearing window for F-USA tires
  • Adjusted AI suspension rates for Cadillac DPi, F-Ultimate, P1, GTE, GT3, GT4 class cars to minimise issues when running over curbs
  • Updated F-USA onboard sounds
  • Watkins Glen: Reworked marshal huts, added tall watchtowers, updated trackside cameras
  • Added cockpit antenna vibration to Swift 009c
...