Automobilista 2 - Reiza Studios

Greetings everyone!

It is quite late in the month already for a Dev Update, but I know many of you have been anxious for some fresh news - we do have a new V1.3.8 Release Candidate build just deployed, and as you´ll hopefully be able to tell from recent changelogs, we´ve been pushing hard to improve the sim in some key areas before moving on to some exciting new content over the second half of 2022 - starting already next month with the release of the new milestone v1.4

Let´s get on it then and go over some of the things we have been and will be working on for the upcoming updates!

Argentinean Track Pack


While the ongoing revisions & maintenance of existing content along with the pursuit of general improvements to the game has remained the focus for V1.3.8, the new update does feature some great new content - the Argentinean Track Pack is a free pack featuring three Argentinean tracks (Buenos Aires, Córdoba & Termas Río Hondo).


Argentina has an extremely rich motorsports culture, with several distinctive circuits spread across the country to host their incredibly popular and unique series. The tracks were originally part of a bigger project for AMS2 featuring one of these series, but sadly that got put on hold due to some licensing complications.

At that point we already had three tracks in fairly advanced state, so we figured we might as well begin our tour through Tierra Argentina with this neat track pack celebrating our hermanos and their fantastic motorsports history, while remaining hopeful we will be in position to go further in our exploration in the future.




Termas is a brand-new track for AMS2, while Buenos Aires and Córdoba had already been present in AMS1 - originally our plan was to just upgrade these models for AMS2, but with our track team recently running into fresh LIDAR data and being unable to settle for doing things halfway, they have once again gone beyond the call of duty by fully reforming both tracks, with Córdoba being essentially a new track modelled in record time - at the expense of many sleepless nights!

You´ll be able to get a sense for the results in these screenies, and they are also already available for all AMS2 users in the latest release candidate - some bits and bobs and a few more layouts still to come in time for official release, but already some great racing to be had.
[[img]{STEAM_CLAN_IMAGE}/35138208/de3df1cb0a017336be15cead2f93ae357dde2b19.jpg[/img]

Physics Overhaul - The One to Rule Them All


Long time users will know that physics development has remained one of our core priorities, with regular extensive update changelogs reflecting the constant ongoing work towards developing the physics in AMS2.

As we have mentioned to in the past, the switch to Madness for AMS2 introduced us to a physics engine that combined components of the old familiar pMotor engine we had used up to AMS1, with the new quite sophisticated tire and driveline models from the Madness engine - with AMS2 featuring the largest and most diverse range of motorsports classes of any sim, delivering them while going through the learning curve of these new models presented a formidable challenge - one which ultimate potential lured us into tackling it, but that was always going to take time to be fully overcome.

While the physics of AMS2 always relied on the solid baseline of chassis, aero, suspension models which had been developed for well over a decade from GSC to AMS1 and are still largely in use in AMS2, our inexperience with the new models meant the overall result remained inconsistent and often compromised by fundamentals not quite working as well as they should.

Over time however we continued to make progress in unleashing the potential we always knew was there - boosted by new people joining the team and helping not only with identifying but fixing some of these core issues, we delivered two milestone updates over the course of 2021 (v1.2 and v1.3) rectifying some of these core issues with the driveline model in particular.

The most consequential component of a racing simulator still is the tire model, and while improvements have been made in this area throughout, a substantial flaw continued to exist - basically our tire carcass models have remained generally too soft, which in turn created a variety of side effects from poor compliance, excessive oscillations resulting in general lack of precision and inconsistent handling, as their intrinsic relation with the rest of the car meant that the everything else riding on those tires were affected - if for instance a tire has carcass compressing even a couple centimeters too much, there are considerable repercussions to the suspension and aerodynamics of the car running it, so essentially fixing this problem meant the whole physics of the car had to be revised - a big project with the sim already featuring almost 70 different classes of cars.

The development of the F-Ultimate Gen2 with its reliance on underfloor aerodynamics kickstarted that project, and revisions of all existing content have already been in progress since - with the release of V1.3.8, all cars with radial slicks will already have been fully revised, and by the end of July every car in the sim will have received the same treatment.

Once we are through this process, we can confidently claim to have delivered on the potential of the engine, and that the physics of AMS2 and the resulting driving experience are at the level we had hoped to achieve. No need to take our word for it - as of V1.3.8 you already can experience the evolution yourselves. And if you haven´t checked AMS2 in a while, this would be a good time to revisit it!


Naturally that does not mean the work is done and AMS2 physics is good as can possibly be - models can always be improved, and with the game being as huge in scope as it is, there will always be car-specific details to further develop, dynamics to refine in order to make every aspect of the car even closer to reality, so we´ll continue to push to make the physics in AMS2 ever richer and more detailed.

The release of V1.4 later next month will however mark the point at which we´ll consider AMS2 physics to have finally reached a state of maturity that allows further developments to flow in more gradual manner, especially those that impact the handling and performance of the car and thus can affect existing setups, AI performance balance vs player or TT records will be fewer and further apart - from August onwards, further major physics developments will be concentrated to the larger milestone updates every 6 months or so, keeping gameplay largely consistent during the months in between.

For those wishing to hear more about AMS2 physics development in past, present and future, you may want to check out this podcast I recently recorded with the two other physics devs who were essential to these recent breakthroughs:
[MEDIA=youtube]mihvWVlHueA[/media]


Other Developments


Still within the realms of physics developments, another area we´ve been doing extensive work is on advanced damage modelling, covering driveline, tires, suspension, and bodywork - to finish first, first you must finish as the old saying goes, and the ability to care after the machinery is an essential component of real-world racing that we are in process of more faithfully representing in AMS2.

On the driveline side, previous builds have already enhanced gearbox and clutch damage modelling, so that long term poorly timed gearshifts and bad use of the clutch can lead to broken individual gears and/or outright gearbox / clutch failure - a especially pertinent concern in older cars. Related to that, there has also been revisions to heating, cooling and wear on most engines in the game to make sure there is sufficient penalty from undercooling or otherwise pushing the engine too far.

In preparation for oval racing, we have developed shared heating / cooling / wear system for both player and AI, so that AI cars will suffer the same wear player car already did, including wear from high boost pressure, overheating and overrevving. Moreover, we have introduced decreased cooling while in dirty air, which will lead to AI and player having to think strategically to get to the finish line in a high-draft, high-boost, high-RPM filled race, with incoming improvements to AI logic will ensure they make a better job of trying to maximize their resources to remain competitive against the player.

Parallel to mechanical damage development, bodywork damage modelling has been further enhanced, with AMS2 now featuring a fairly detailed damage modelling for all cars - everything from scratches to broken headlights, to bent suspension and dangling bodywork parts, all of which with their appropriate effect on the car performance.


Finally on the tire front, revisions to tire wear rates, flatpots as well as introduction of graining will force drivers to be more mindful how they treat their tires over the race weekend.

Along with these damage modelling enhancements, further gameplay options such as limited tire sets (forcing drivers to manage a specific number of tire sets over the race weekend rather than the usual unlimited supply) and delays caused by crashing or damaging your car potentially leading to missing out in qualifying or a race heat will also be introduced in the sim, giving drivers consequences to deal with for going over the limit.

AI development has a direct correlation with physics, and with the game featuring a total of 155 car models and 146 track layouts, with reasonable unique combinations well into the thousands, getting the AI right all around has been a struggle as the constant physics development makes balancing of AI performance an ever-moving target - now with physics for various cars reaching their maturity, we have been dedicating a lot of time to calibrating AI performance so that they can provide a consistent challenge from corner to corner, lap to lap, session to session, come rain or shine, from one car-track combo to the next.

Beyond their performance, we have continued to push towards developments to make the AI more challenging to race against, but also more reliable and less predictable. While racing the AI can already be quite challenging, the AI still has some quirks and flawed decision-making in AI vs AI scenarios especially while running in a pack, which we will be pushing to minimize for V1.4 and beyond.

Still on that front, further improvements to AI strategy in managing pitstops as well as reacting to blue flags should make longer races against the AI a much more viable prospect.

Finally, we are soon to complete the task of setting up dedicated AI drivers for each series in the game so the cars are driven always by the same driver with unique characteristics pertinent to the class and era they were racing with, instead of being randomly assigned to a dev or community driver (this will be restricted to karts and club series).

We already have some good progress in the upcoming V1.3.8, and for V1.4 we are going even further - this in turn will open up the game for more features that rely on great AI to work, from single player championships, option for Multiplayer championships, and eventually a comprehensive career mode that will tie the whole game into a cohesive whole further down the line.

Vehicle Liveries for existing cars have also been a focus of attention, with the vehicle team going over several classes to give them new liveries or updates to existing ones.


There are also several exciting audio developments incoming, with improvements to reverb effects and external sounds currently in the pipeline.

Multiplayer is another area users have been eager to see improvements on - while there has not been a lot of progress in this area recently as focus has been on delivering the developments that were already in reach, we have nevertheless continued to catalogue reports from the community alongside our own findings from the regular multi tests we run in Beta, and during the rundown to V1.4 there will be more time dedicated to pursuing core Multiplayer improvements - whether that will lead to substantial breakthroughs or just minor improvements we can´t really say at this point, but at the very least there will be more regular progress in this are in the foreseeable future.

Steam Summer Sale


A reminder to all that the Steam Summer Sale has been on since last week and will run until July 7th - if you still have DLCs missing from your collection or haven´t taken the plunge on AMS2 itself, this is a great time to get it and enjoy all the latest improvements - the base game is 60% off, with DLCs up to 75% off.

Next Month And Beyond...


With all this groundwork on the fundamentals properly laid down, it will once again be time to open the floodgates for new content & major new features - this is to begin with our first milestone update of the year, as V1.4 is expected to be released towards the end of July featuring several such features, some long awaited new cars as well as Racin´ USA Pt3, which will introduce oval racing to Automobilista 2.

It will not stop there - most updates in the remaining months of the year will in fact include batches of exciting & long-awaited new content, both free and DLC.

V1.4 and its features however are the topics for our next Dev Update - to arrive sooner than you may expect!

V1.3.8 will be officially released towards the end of this week - we hope you enjoy it, and look forward to catching up with you again sometime next month!
Automobilista 2 - Reiza Studios
Automobilista 2 V1.3.7.1 is now available - the new update is once again largely focused on bug fixing, maintaince of older content & extending recent physics developments to a wider range of cars - F-USA, F-V12, F-V10 G1, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup now join the list of cars to have received extensive physics updates, with another substantial update also included for the Super V8. The update also features extensive AI calibration to all classes which have already received the latest physics updates.


V1.3.6.2 -> V1.3.7.0 CHANGELOG

GENERAL
  • Fixed issue that could lead to vehicle being stuck in pits when Manual Pitstops option was set to NO
  • Fixed incorrect +1 lap duration string on session overview in first session of an event
  • Fixed TT ghost submission failing for vehicles with 8 gears
  • Fixed pit strategy repair option not correctly updating in ICM when changing/saving strategies in session
  • Added engine vibration depending on engine layout and firing order output to FFB wheels

UI & HUD
  • Added Static Personal Best element to Time Trial screen
  • Fixed stray text on championship End of Weekend leaderboard
  • Fixed missing localisation of camera g-force effect options
  • Fixed lobby detail page join button inaccessible by controllers
  • Adjusted number of gears for Copa Uno B for the vehicle selection info
  • Updated Puma P052 & Super V8 vehicle selection info as per latest physics updatea

PHYSICS
  • Extensive tire, suspension & aero revisions for F-Classic (all gens), F-V12, F-V10 G1 & Mclaren MP4/12, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup (setup reset recommended)
  • Revised flexible axles, driveline elasticity for F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates
  • Added flexible axles to Opalas and Puma GTB Camaro SS and Group C
  • Revised driveline elasticity and inertia for Camaro SS, Group A, 2002 Turbo, Omega Stock, Group C F-Trainer, Caterhams, ARC Camaro, P3, P4, F3, Sprint Race, Puma P052
  • Revised driveline inertia for Corvette C3, C3R, Omega Stock, F-Vee, Copa Classics, Copa Uno, Copa Fusca, Hot Cars, 60s Mini, Street Cars, Group A, 2002 Turbo, RSR 74, M1 Procar, Opalas
  • Added engine torque effect on chassis and live rear axle (if car has one)
  • Added new "FiringDistance" override (intended mostly for flatplane crankshaft V8's - directly overrides calculated firing pulse distances)
  • Fixed differential reaction to torque orientation on some driveline layouts
  • Super V8: Further revisions following 3D model scale correction: corrected wheelbase & track width; adjusted front splitter pitch sensitivity; corrected engine orientation; adjusted weight distribution, caster range & default setting (setup reset recommended)
  • Group A: Increased clutch torque capacity slightly, increased cooling rate slightly, better resistance to wear before torque capacity degradation starts
  • Cadillac DPi: Minor tire tread adjustment
  • F-Ultimate (both gens): Slightly reduced undertray downforce
  • Uno (both models) corrected engine orientation
  • Caterham (all models) Revised engine inertia, heating, cooling, fuel consumption f
  • ARC Camaro: Added clutch damage
  • Ginetta G40 (both models) Revised engine inertia and compression
  • Puma P052: Revised turbo & engine base power delivery and fuel consumption; Adjusted engine inertia; Revised open diff
  • Ginetta G55 (both models): Fixed error with front toe, changed default setting to -0.2 (setup reset recommended)

AI
  • AI calibration pass for Cadillac DPi, F-V12, F-V10 (both gens), F-Reiza, F-Ultimates, Super V8, Porsche GT3 Cup, GT5 & G40 Cup
  • Kansai GP: Fix AI cutting the pit exit line when pit out
  • Daytona: AI corner speed tweaks

TRACKS
  • Daytona: Corrected pit cam excessive shaking

VEHICLES
  • Super V8: Revised 3D model to correct dimension errors (see Physics log)
  • Caterhams (all models): Added damage/dangling parts; Added vibrating cockpit bits; FFixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision
  • Chevette: Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), diffuse alpha channel and material; Revised collision
  • Passat (all models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision.
  • Uno (both models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), added normal map and adjusted the material; Fixed LodA mirrors; Revised collision
  • Revised functionality of analogue gauges for Opalas (all models), Lotus 49C, F-Retro Gen3 (both models) & Mclaren MP4/1C
  • Mercedes AMG GT3: 5 liveries updated to include sponsors
  • Porsche Cup: Added 2 new liveries
  • Ginetta G40 Cup: Fixed car red material issue

V1.3.7.1 CHANGELOG

UI & HUD
  • Fixed wrong initial active tab in Single Player session overview

PHYSICS
  • Further tire revisions to F-Classic G1 & G2, F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G2 Hard, Group C, Super V8 soft & hard
  • F-USA (all gens) fully revised, added Hard compound to F-USA Gen1(setup reset recommended for revision setup changes to take effect)
  • Revised ride height ranges & default settings for all GTEs, GT3s, F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza (setup reset recommended for changes to take effect)
  • Revised front wing height sensitivity for F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza
  • Adjusted diffuser baseline downforce from F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised front wing dirty air sensitivity for F-Classics, F-V12. F-V10s, F-Reiza & F-Ultimate Gen1
  • Revised FWD open differential for Passats, Gols, Unos and Mini 1965
  • Fixed F-Retro tire carcass being incorrectly linked to updated F-Classics
  • Fixed F-V12 & F-V10 missing tire names
  • Ginetta G40 (both models): Adjused geared differential coast bias; Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)
  • Puma P052: Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect)

AI
  • AI calibration pass to F-USA (all gens), F-Classic (all gens), F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G1 & G2, Super V8, GT3 & Stock Car 2019
  • Generally reduced AI performance when running slicks on a wet track to better match player´s performance

TRACKS
  • Silverstone 1991: Fixed hole in the terrain mesh

VEHICLES
  • Copa Montana: Added Damage models; Restored Wipers and cockpit animations
  • Opala (all models): Added Damage/Dangling parts; Fixed some lod issues; Revised collions
  • Puma GTE: Added damage/dangling parts; Fixed the reverse lights (wasn't working before); Adjusted lights diffuse texture, glow texture, UV Map and adjusted the material; Revised collision
  • Puma GTB: Added damage models; Fixed cockpit hood skin
  • BMW 2002: Full grid livery update
  • Corvette C3:Full grid livery update+ 3 new liveries
Automobilista 2 - Renato Simioni
this is a complementary update to latest release with some further fixes & improvements.

V1.3.6.2 CHANGELOG

PHYSICS
  • Ginetta G55 (both models): Adjusted front splitter height sensitivity & reduced rear wing efficiency (both models)
  • McLaren 720S GT3: further adjustments to default setup to reduce low speed cornering instability, particularly when tires are overheating; increased 6th gear length; adjusted default traction control & engine braking (setup reset required)
  • Porsche Cup (both models): Revised tire model to more closely simulate Michelin N2 Hard slicks; Slightly raised rear roll center by adjusting rear upper suspension arm angle; minor adjustments to stiffness distribution and low speed damping; minor differential adjustment (setup reset required)
  • Ultima GTR Race: Minor FFB adjustments

AI
  • Improved AI paths for Oulton Park (all layouts)
  • Cadillac DPi: Adjusted AI suspension rate multipliers causing poor AI performance on updated physics

AUDIO
  • Porsche 911 Cup (both models): Fixed engine pitch discrepancy between external / chase cam view sound and cockpit audio

TRACKS
  • Oulton Park: Minor optimization to garage building interior; Minor track cut limit adjustments
  • Rebuilt bollard physics export to fix excessive damage to player car at Oulton & Cadwell Park

VEHICLES
  • Metalmoro MRX P3 / P4: New & updated liveries
  • Stock Car Pro 2022: Updated Bruno Baptista Toyota Corolla livery
  • Added dirt maps to F-V10 Gen2, F-V12, Ginetta G40 (both models), Sigma P1 & Opala (all models)
  • Revised functionality of analogue gauges in F-Vintage, F-Retro Gen1 & Lotus 23
  • F-Retro V8, V12, Lotus 72, McLaren M23: Updated gauges texture F-Retro V8, V12, Lotus 72, McLaren M23: Corrected oil and water gauges
  • Brabham BT26: Fixed gauges issue F-Vintage G1/2 M1/2: Fixed gauges issue Lotus 23: Fixed oil and water gauge issue
  • Ultima GTR Street: fixed graphical height offset causing car body to sit high over the wheels
Automobilista 2 - Reiza Studios
A new update Automobilista 2 is now officially released, bringing the sim up to V1.3.6.1.

The new update is largely focused on bug fixing, maintaining older content & extending recent physics developments to a wider range of cars - GTE, GT3, GT4, GT1, Porsche Cup, Stock Car 2019, Super V8, DPi & P1 class now join the F-Ultimates & Stock Cars from 2020 onwards in the list of series to receive the latest extensive tire carcass & driveline developments. These are significant improvements, the nature of which are expanded on three of the main physics developers in the latest Boltcast27 podcast:


V1.3.5.2 -> V1.3.6.0 CHANGELOG

GENERAL
  • Fixed an issue that would lead to incorrect session times being applied to non-race session on championship load
  • Fixed incorrect pit window opening lap in custom championships and ensured minimum session scaling accounts for mandatory pit setting
  • Fixed number step issue when changing race 1 session start time in a custom championship
  • Added 'Static Wheel' option to Cockpit Driver/Wheel setting and prevented wheel ever being displayed when 'Off' selected.
  • FFB profiles slots now reset on every return to pits.
  • Clutch damage is now repaired when engine damage is repaired
  • Fixed some cases where clutch could incorrectly receive damaged when autoclutch is enabled
  • Added mandatory FFB "fade-in" on session start / out of pits now applied always after unpausing the game.
  • Fixed an issue that could leave F-Ultimates in a broken state after viewing instant replay
  • Corrected 2022 Stock Car Pro Series Championship calendar
  • Updated shared memory project header to V12 - Adds clutch state and ERS deployment mode info

UI & HUD
  • Added Filter functionality to multiplayer browser
  • Updated Imola & Galeao track maps to reflect latest changes
  • Onboard TC/ABS adjustment input messages are no longer displayed when those systems are unavailable
  • changed the text of the four options of the 'Display Cockpit Wheel/Driver' setting to less confusing names

PHYSICS
  • Further tire carcass & tread adjutments for GTE / GT3 / GT4 / GT1 / DPi / P1 / F-Ultimate Gen1 / Gen2
  • Revised all slicks tread sensitivity to wet surface
  • Super V8: Revised tire model, suspension, inertia, included real life setup options for springs, ride height, camber, rear wing, tire pressures, engine inertia and added flexible axles; Added 3.27:1 final drive ratio for Bathurst; Slightly raised rear roll center djusted spring rate range to match RL car springs and options
  • Adjusted heating and inertia slightly in 80s and 90s Formula clutch, and Super V8
  • Copa Truck: Revised driveline elasticity
  • Reduced flash heating in basic/road & carbon clutches
  • Cadillac DPi: Removed application of slow-to-fast dampers. Remodeled 3rd element. Adjusted suspension travel to add bumpstop functionality (main and 3rd element). Balanced aero/ride height to remove squatting. Adjusted tire pressures to suit new carcass model. Remodeled damping and springs (ready for beta)
  • Revised drafting & dirty air effect model
  • Fixed atmospheric wind not being applied to some aerodynamic surfaces
  • Added Non-linear clutch wear effect on performance
  • Clutch damage is no longer scaled with the damage scale setting
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo
  • Globally revised draft / dirt air properties for all high performance cars
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo, Porsche Cup
  • Revised engine inertia for Porsche Cup, Cadillac DPI, Ultima Race, GT1, Stock Car Brasil 2019-2022, Copa Montana
  • F-Ultimate (both gens) Adjusted body drag coefficients for more accurate top speeds & overall performance; Revised throttle map, fuel consumption and engine inertia; corrected fuel tank size, increased downshift blip to help drivability; Revised ERS mapping; increased contrast between attack and qual mode; Monza and Spa energy saving to stay within per lap discharge allowed; ERS torque is now applied to beginning of driveline instead of wheels
  • Revised default setups & minor physics adjustments for Metalmoro AJR, Ginetta G58, Porsche Cup, Stock Car 2019, BMW M4, BMW M8, Corvette C8R, Cadillac DPi, Porsche Cayman GT4 Cayman to better suit latest carcass revisions (setup reset required)

AI
  • Fixed an issue where Custom AI Driver track specific overrides would only apply to a single model within a class
  • Increased likelihood of AI mistakes in qualifying hotlaps
  • Added dedicated driver names for F-3, F-V10 Gen1, F-Retro Gen1
  • Stock Car 2019: Corrected Diego Nunes driver name
  • Imola: Updated AI lines & corridors
  • Toned down AI performance with slicks in the wet to match latest physics revisions for player slicks on a wet surface
  • Reduced AI rolling resistance in F-Ultimate (both gens), GT3

AUDIO
  • Porsche Cup: Updated onboard sounds
  • F-Retro G3 TE: Assigned proper interior AI sound; increased volume of turbo whine

TRACKS
  • Galeao: Fixed lap not counted when pitting; Added dynamic brake markers, cones, pit signs; Corrected Max AI participants to 31
  • Laguna Seca: Improved rolling starts
  • Campo Grande: LOD fixes
  • Oulton Park: Minor LOD fixes
  • Jacarepagua: Adjusted garage positions for larger vehicles clipping pitwall on Oval and SCB layouts
  • Donington: Added variable crowd attendance per session; LOD fixes in GP layout
  • Imola: Reduced track cut limits on concrete runoffs; Minor graphical tweaks; fixed innacurate latitude and longitude of Imola (was pointing to the Imola city and not to the Imola racetrack) Updated DRS and S2 trigger points
  • Santa Cruz: LOD fixes
  • Spa-Francorchamps: Fixed a hole in an interior garage wall; Minor LOD fixes
  • Updated trackside cameras for all Hockenheim Historic tracks

VEHICLES
  • TC Classic / Hot Cars: Added sponsors to all Passat, Puma GTE, Puma GTB & Fusca liveries
  • Puma GTB: Added dirt map; Adjusted lights materials and textures; Adjusted lights uv maps; Added the cockpit gauge lights; Adjusted the shift gaiter rigging; Adjusted cockpit vibrating mirrors parameters; Adjusted collision (detachable/wobbling hood)
  • Copa Truck: Added dirt map to Mercedes, VW & MAN models
  • Puma GTE: Added dirt map
  • Puma P052: Added dirt map
  • F-Classic G1M2: Added dirt map; adjusted carbon material uv maps ch3 (dirt) on LOD A and cockpit; Redone the suspension animations adding visual camber; Fixed the RR axle mesh skin

V1.3.6.1 CHANGELOG

GENERAL
  • Corrected Stock Car Pro 2022 championship schedule as per latest adjustments

UI & HUD
  • Updated Steering Lock help text
  • Cleaned up empty rows from vehicle assignments list
  • Fixed FFB graph anchor on telemetry HUD

PHYSICS
  • Adjusted GT1 soft, F-Ultimate Gen2 medium and hard tread coefficients to atone performance gains from carcass revisions
  • Minor adjustments to Cadillac DPi, GT1, P1 driveline elasticity
  • Revised front wing / splitter draft effects for generally higher downforce loss behind another car
  • Further revisions to tread sensitivity to wet surface in high performance slick tires
  • Minor adjustments to Super V8 & Ginetta G58 FFB parameters
  • Revised engine heating, cooling & wear rates for Stock Car Opalas, Omega, Corvette C3 & C3-R, Camaro SS, F-V10 Gen1 & Gen2, F-V12, F-Classic Gen3, F-Trainer, Puma P052, Sigma P1 & Ginetta G58
  • F-Ultimate (both gens): Slightly increased rear wing drag from incremental settings
  • Super V8: Further revisions to engine inertia, fuel consumption and fuel mix settings
  • F-V12: Fixed fuel tank size
  • F-Classic Gen1: Revised fuel consumption
  • F-Trainer: Updated clutch type
  • Mclaren 720s: Adjusted default coast ramp diff & preload values

AUDIO
  • Fixed relative sound effects volume going out of balance for low master volume settings
  • Porsche Cup: Further adjusted interior sound, added low-RPM gearshift clunk in contrast to more agressive "at speed sound; Fixed loss of engine sound below ~1500 RPM on throttle, djusted upshift volume on higher revs, updated RPM Limiter sound, fixed missing AI sounds
  • F-Reiza: Adjusted gearshift sound for all views
  • Revised road noise volume for several cars

AI
  • Added F-Retro Gen2 & Gen 3 custom AI driver entries
  • Donington: Updated AI lines for both GP & National layouts

TRACKS
  • Donington: Re-exported curb bollards to fix excessive damage caused to cars by hitting them

VEHICLES
  • Porsche Cup: Updated Liveries
  • F-3: Added dirt map to F301 & F309
  • F-V10 Gen 1: Added dirt map
  • Copa Montana: Fixed livery override for windscreen
Automobilista 2 - Renato Simioni
Automobilista 2 is now updated to v1.3.5.2 - this is a small complementary update to upgrade the Galeao track according to the latest references along with some other fixes & improvements.

V1.3.5.2 CHANGELOG
GENERAL
  • Added a 1s delay before ERS 'auto' mode is considered settled enough to be used as the new base mode for cycling mode (an overshoot into 'auto' now means a navigation up the stack will will select 'off' if done within 1s)
  • Added ERS deployment mode and clutch state information to shared memory

UI & HUD
  • Added ERS Auto mode indication to HUD
  • Fixed ICM issue that only allowed selection of the first two pit strategies

AUDIO
  • F-Retro G3 TE: revised cockpit engine & turbo; assigned proper interior AI sound

TRACKS
  • Galeao: Revised track according to actual event references; adjusted track elevations between T1 and T2, replaced the startlight gantry to match one used in actual event; update static concrete barriers, walls and dynamic cones; adjusted AI collision corridors at the chicane

VEHICLES
  • Uno (all cars): Added dirt map; Adjusted driver animation fingers position; Added vibrating bits on the cockpit; Adjusted the shift gaiter rigging
  • Corvette C3 - Livery override folder added
  • McLaren MP4/1C: Fixed tire side texture rotation issue
  • Metalmoro MRX P2: Added 1 new livery
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
...