As you all probably have noticed, late July has come and gone and with it the not-so-great news of v1.4 and Racin´ USA Pt3 being postponed to the end of this month - there has been some very good reasons for this decision however, and in this Dev Update we´re going to cover that and also expand on some of the key features we have coming up.
Since our last catch-up in late June, we have merged features and content into the game that had been in gestation for months - the extent of these developments are actually beyond our original plans, which will make v1.4 an even bigger milestone than we had originally antecipated.
Some of these new features did still need further troubleshooting in order to be release-ready however, so taking it all into account we decided to keep working on it for a few more weeks and effectively merge July and August into a single cycle for an update later this month, with no public releases in between.
Normally we would have been happy to deploy what we had then and continue working and expanding on these new developments in subsequent weeks just as we have been doing every month up to this point - this update however is so much bigger than what we´ve managed in any other period during AMS2 development, that we felt not going the distance before official release or even letting it out as a public Beta at this point would be a disservice to AMS2 and our users on the long run.
So let´s take the time now to go over some of the key features that make AMS2 V1.4 such a literal game-changer - hop in and hold tight!
Racin´ USA Pt3 - Ovals arrive for AMS2!
Racin´ USA Part 3 will be released for Automobilista 2 with the deployment of V1.4, introducing oval racing to the sim in a Pack featuring two new speedways and one new car in three different configurations.
As mentioned in the previous dev update, the two ovals will be Auto Club Speedway in Fontana California, a two-mile, low-banked, D-shaped oval superspeedway that have produced the fastest average speeds every produced in open wheel racing in America; and the WWT Raceway in Madison Illinois, a 1.25-mile short oval with uniquely asymmetrical corner angles and banking. Both tracks will feature their respective road course layouts too.
Racin´ USA Pt1 & 2 also receive a boost with this new release - the famous Daytona 2,5-mile tri-oval will be added to Racin´ USA Part 1, while F-USA Gen1-3 from Racin´ USA Part 2 will now also feature short oval & speedway configurations and in the case of Gens 2 & 3 also the Superspeedway configuration in which cars ran the infamous Hanford device - the barn-door, massive drag-inducing rear wing which produced huge drafting and some epic slipstreaming battles in the late 1990s.
It´s worth pointing out that the game will automatically handle selecting the correct configuration for each track type in every game mode.
With the introduction of oval racing, inevitably comes the need to add full course yellow support to the sim - AMS2 v1.4 introduces this essential feature with appropriate oval racing regulations.
The system was still proving somewhat glitchy in Multiplayer during our tests late last month, which ended up being the leading factor in the decision to postpone v1.4 as naturally you can’t successfully bring oval racing to the game without proper full course yellow support - luckily good progress has already been made since, with our more recent tests already going quite smoothly.
The system will receive further developments in the near future, with additions of a visible pace car, flag waving marshals and integration with the track’s lighting system; it will also offer components and regulation variables from the road racing side of things, such as virtual safety cars.
Racin´ USA Pt3 price is still TBD, but it will come a little under the prices of both Pt1 & Pt2 as it features less content. This DLC is already included for owners of the 2020-2022 Season Pass, the Premium Expansion Packs or Racin´ USA Expansion Pack bundle.
And for those who might have been eager for other North American content to make it into AMS2, there´s no reason to despair - we have already decided to expand our USA trip with plans for further components comprising both road and oval racing to go a fourth Racin´ USA pack further down the line.
Automobilista 2 V1.4 - The Biggest Update Yet
AMS2 has seen a lot of progress since its original release and a couple of major milestone updates, but no single update so far packs a list as long or as significant as v1.4 - while Racin´ USA Pt3 alone introduce a whole new type of racing to the sim with dedicated features, cars and tracks, the update is huge in scope even beyond that - several free new cars, a number of substantial simulation developments and major improvements to literally every area of the game - it´s not an overstatement to say there has been new franchise game releases over the years that packed far less progress relative to the previous iteration than AMS2 V1.4 brings relative to V1.3.8 just over a month ago.
Content-wise, there are free new additions such as the Mercedes AMG GT4 pictured which arrives to become the 6th competing car in GT4 class.
We also have the Ginetta G55 GT3 added to the new GT Open class, where it will share the grid with the Ultima GTR - the GT Open class in AMS2 has been loosely based on British GT regulations where both models raced at one point, running slightly smaller tires and less restrictive BoP regulations than usually seen in GT3 classes.
There are other existing classes receiving additional contenders (a trend you may expect to continue for the next few updates) - a slick-shod 1965 Mini Cooper is the new competitor in Copa Classic, while the fictional Vulkan Truck will join the Copa Truck grid.
Copa Truck incidentally is one of the series receiving most attention for V1.4, with revised tire, engine, turbo and suspension physics.
AMS2 Massive Physics Overhaul Continues
Physics are still one of the areas receiving some of the most significant updates for v1.4 - the tire carcass revisions and other associated developments that have been ongoing in recent months have now been completed for all cars in the sim; parallel to that and of equivalent magnitude is the ongoing tire thermodynamics revisions, which will correct various inconsistencies with tire behavior into and out of its ideal operating windows.
Still on the topic of tires, several series have received additional medium and / or hard tire compounds to better represent the series they´re modelled after. Wear and performance for all compounds as well as intermediate, full wet and extreme tires have also been revised and inconsistencies ironed out.
Moving on to engine & drivetrain physics development, a lot of time has been spent revising engines, covering torque & compression curves, inertia, turbo models, fuel consumption, heating & cooling rates & associated wear rates. We have also fixed a bug in restrictor code which caused naturally aspirated and turbocharged cars to be too wide apart in some classes, which along with barometric pressure dependent turbo pressure downscaling in heavily BoPed classes like GT3 & GT4, has resulted in BoP being retained in high altitude tracks, so turbo-powered cars no longer having substantial advantages in tracks like Kyalami or Ibarra.
On track physics, there are some substantial revisions to LiveTrack presets, covering the level of existing rubber within each LT preset and the way the track progresses over time both on and off the racing line. We have also added support for custom LT parameters per individual tracks, which allows to simulate specific-track properties such as quality of tarmac, maintenance regularity and dirtiness levels.
All of these physics’ updates add up to a driving experience that´s considerably more refined & cohesive even relative to the current public V1.3.8.3 - they have all been massive undertakings under a relatively short window of time (Afterall V1.3.8.3 just turned one-month-old as of this Dev Update posting) but they do require careful fine-tuning and testing to ensure everything is working as intended - further reason for deciding to keep working on it for a few more weeks.
A big part of the reason why we have managed all these revisions in such short time is due to our physics team having evolveed from as few as one at one point to as many five devs who now are involved with physics development over various fronts - there is even more fertile ground being dug for further substantial, longer term physics development in the future as we speak, so you may expect things to continue to progress even further on the longer term.
The big revisions packed into this update along with the ones preceding it however do move things along enough to bring AMS2 physics to a state of sufficient maturity, from which point no further significant physics changes will be needed in the regular monthly updates - from now on every other physics development that may have a significant impact on handling, performance or setup of the cars will be constrained to the big milestone updates, which means you don´t have to worry about your Time Trial times or setups being affected until v1.5 sometime between late 2022 and early 2023.
We do need to clean up the slate again with setups and Time Trial board upon v1.4 release unfortunately as the changes are just too deep in too many fronts - you won´t need to worry about manually deleting your setup folder this time though, or wonder whether someone´s issues with a given car may be down to legacy setups messing things up somewhere, as with V1.4 and other such milestone updates in the future will automatically ensure legacy setups (including autosaves) no longer apply and that everyone is rest to the appropriate baseline defaults.
Advanced Mechanical Damage Modelling
Another cool new physics developments for AMS2 come in the shape of our Advanced Mechanical Damage Modelling (AMDM for short) – with v1.3.8.3 AMDM had already covered clutches and gearboxes, both of which have since been further refined. With V1.4 engines and tires are also part of AMDM, and the way you treat them will matter more than they ever had before in a sim.
With engines, we are working on a variety of different failure modes ranging from misfires to coolant leaks and outright sudden engine failures, which will be impact both player and AI alike. It doesn't stop at just random failures related to general reliability – with AMDM there´s an element of uncertainty that always exist in the reliability of real-life materials and components. For example: right now, engine wear and temperature are live variables that can be gamed to certain extent, you could for example calculate that 50% engine wear from running it too hot in a 30-minute race still offers plenty of headroom – but what if by pushing these limits you also raise the probability of something going wrong like a leaking coolant that doesn´t cool your engine enough? AMDM may force you to decide between playing a little safer, or take the extra risk for that extra little bit of performance.
On the tire front, limited tire sets are currently being worked on and also planned to arrive with v1.4 – with the option to restrict the number of tire sets you can use over a race weekend to a predefined amount, drivers will be forced to manage their tires without the assurance of unlimited fresh tire sets every time they escape back to the pits.
We do understand that players won´t always want to deal with these extra variables, so users will still have the option to restrict or disable them altogether via gameplay options.
Time Trial of the Week is Coming Back!
With AMS2 hitting this new stage of physics maturity and the resulting stability in gameplay you can now expect, as of V1.4 we are bringing our classic AMS1 Time Trial of the Week challenge to AMS2 - TTofW basically proposes a given car/track combo with a dedicated leaderboard (which is also merged to the main leaderboard of said content) for users to compete over the course of the week - often purely for bragging rights, but on special occasions also for some real-life prize awards.
The events will be announced and run from Wednesday to Wednesday, with combos being announced in the forum and through social media; users will be able to set their times & then try to improve it over the week until Wednesday 23:59 GMT.
Other Notable V1.4 Developments
With the game now supporting alternative configurations of the same cars to be used in different types of tracks, we have also been able to add various low aero packages for cars from F-Classic and up to the F-Ultimate Gen2 - this not only allows the cars to have more appropriate-looking wing configurations in tracks like Monza or the Old Hockenheim, but also offers a more suitable default setup for these types of tracks for player and AI cars. Like the oval configurations, these will be automatically selected by the game for the appropriate tracks in all game modes.
A much-requested development is the addition of real-life, driver specific outfit and helmet liveries - AMS2 V1.4 introduces this, which will in turn lead to the opportunity for users to also customize these liveries to go along with their custom car liveries & AI driver names.
Audio is another area with major developments for v1.4, with external sounds updated to use more FMOD resources and better reverb effects; sounds from opponents and on replay now offer full effects as that of player´s, and there is a variety of new environment sounds added for a deeper sense of atmosphere both when out on track as well as when sitting in pits.
Multiplayer has also received some valuable improvements following a period dedicated to multiplayer testing & development over the course of July, some of which will significantly reduce chances for users getting discoed or sessions getting stuck during transitions; some updates to opponent smoothing also bring improvements to how other cars will appear in Multiplayer sessions - more is to come in this area beyond v1.4.
AI is one area we didn´t manage as much progress as we hoped over the course of July but it´s at the center of attention as we speak, with substantial improvements to AI performance calibration, racing and blue flag behavior as well as better & more elaborate logic for pitstop strategies very much still planned for v1.4.
Finally, some long-requested Quality-of-Life developments have been added to AMS2 as of V1.4, some notable examples being the option to adjust rear view mirror position (as VR users already can), and customizing your multiclass races with a specific number of opponents per class.
There is indeed a sizeable list of other minor fixes & general QA work to be delivered in V1.4, which contributes to AMS2 feeling delivering a much more polished user experience.
All of this and much more not covered in this Dev Update (including at least one exciting surprise) are incoming with our next public release of Automobilista 2 later this month. It has been a long journey in more ways than one to get here, but we are really satisfied with the progress we´ve already managed to deliver which really brings the sim to a new level - we hope that upon its arrival you´ll come to agree, and find that the extra waiting time has been worthwhile!
In the meantime, we´ll remain working hard at it, and anxiously looking forward to sharing the results with you all later this month!
Further revisions to tire tread of all radial slicks & wet compounds when running on a wet surface (revisions in progress, to be completed by V1.4)
F-Ultimate (both gens): Adjusted ERS mapping for Silverstone
AI
Minor adjustments to AI racing behavior: Reduced range at which AI car ahead will try defend from car behind; Increased range AI behind will try pass car ahead; Slightly reduced speed differential needed to attempt overtake; Slightly decreased avoid ratio at max aggression; Minor increase of care factor against human; Minor decrease of lateral range while defending
Slightly increased AI hotlap pace push for pratice / quali
Added Porsche Cup, GT4, GT5, G40 Cup custom AI driver names + Ai entries for the 5 new DPi liveries
AI calibration pass for Copa Fusca, Copa Uno, Opala 1979, Lancer Cup, F-3, TSI Cup
Adjusted AI grip for Spielberg (both layouts)
AUDIO
F-Reiza: Increased DRS beep volume increase
Added & adjusted several soud effects from trackside objects - helicopter, 747 jet and turboprop animation sound effects
TRACKS
Added real weather data for Buenos_Aires, Cordoba and Termas Rio Hondo
Buenos Aires: Added VR trackside cameras
Cordoba: Static object LOD corrections
Termas Rio Hondo: Additional static object, crowds, and marshals; Change Default race date to May 29 2022
Minor adjustment to grass friction coefficient
VEHICLES
Corrected driver gear shift animation of Lancer RS, Caterham SuperLight & SuperSport to match the actual car gearbox (sequential or H-shifter)
Reduced frequency of exhaust backfires in vehicles in which that is not common
This is a complementary update to hotfix some issues from the latest release and add a few further improvements.
V1.3.8.2 CHANGELOG
CONTENT
Added Buenos Aires alternative layout 6 with "tobogan" chicane
GENERAL
Fixed Championship editor allowing too many opponents
Fixed ABS driving aid not working in vehicles without factory ABS
PHYSICS
Minor tire tread refinements BMW Procar, Copa Classic, Lancer Cup
F-Ultimate Gen2: Minor aero adjustments; Increased spring adjustment range & generally stiffened default to better optimize undertray aero (setup reset recommended)
Revised ABS strength as a gameplay driving aid for cars that don´t feature the system built-in
Procar: Adjusted default roll bar (slightly softer front, stiffer rear)
Group A: slightly stiffer default front roll bar
Revised aero dropoff rates for all cars with significant downforce, reducing minor inconsistencies
AI
Further reduced high aggression AI lateral rate of movement for slightly less twitches
AI calibration pass for Copa Classic, F-Ultimate Gen2
Reduced AI CoG multiplier to attempt minimise chances of cars rolling over sausage curbs
Brands Hatch GP: Further AI performance adjustments
Buenos Aires:Adjusted AI line & performance at T4,T5,T6,T7 of layout 6
AUDIO
Fixed missing Azure tunnel & bridge reflections
TRACKS
Buenos Aires: Adjusted razor curbs on selected runoff areas ("Curvon 8, "Viborita" and "Cajon") ; Added missing winter trees for No.12
Cordoba: added new race control, 2nd garage building, adjusted seasonal foliage, tweaked crowds, roadlines, few small tweaks to curb heights for TC layout section, added tents, vehicles and other details around the track; Added animated marshals; Added night lighting
VEHICLES
F-Ultimate Gen2: Added cockpit vibration effect to the front fender winglets; revised collision.
Automobilista 2 V1.3.8.1 is now available -the new update brings the Argentinean Track Pack featuring 3 free new tracks to AMS2, along with further bug fixing, maintaince of older content & extending recent physics developments to a wider range of cars - Group A, BMW M1 Procar, Sprint Race, F-Retro Gen3, Metalmoro MRX (all models), Roco 001, MCR Sports 2000 Opala 1986, Omega 1999, Copa Classic B & FL, Mini JCW UK, Caterham Academy, F-3, F-Trainer (both models), F-Vee now join the list of cars to have received extensive physics revisions, with several previously revised cars also receiving further updates.
V1.3.7.1->V1.3.8.1 CHANGELOG
CONTENT
Added Argentinean track pack - Buenos Aires (6 layouts), Cordoba (3 layouts), Termas Rio Rondo
GENERAL
Fixed pit limiter state not resetting on return to garage
Fixed phantom 6th controller profile being available on the first load of a brand new profile
Extended FFB fade in after pause
Revised various terrain material properties, fixing long-standing issue with slippery astroturf & minor inconsistencies with various curb & concrete types
Adjusted AI suspension rate multipliers (also used in Multiplayer code) for GTE cars to minimise vibrations from opponents in Multiplayer
UI & HUD
MPRS message position is now adjustable in HUD editor
PHYSICS
Fully revised physics for Group A, BMW M1 Procar, Sprint Race, F-Retro Gen3, Metalmoro MRX (all models), Roco 001, MCR Sports 2000 Opala 1986, Omega 1999, Copa Classic B & FL, Mini JCW UK, Caterham Academy, F-3, F-Trainer (both models), F-Vee (setup reset recommended)
Minor tire tread adjustments to Porsche Cup, F-Classic (all), F-USA (all), GT1, GTE, GT3, GT4, GT5, P1, Cadillac DPi, Stock Car 2019, Stock Car 2020-2022, Super V8 BMW Procar M1, Group A, Group C, Vintage TCs, F-Vintages, F-Trainers, F-3, F-V12, F-USA, Copa Truck, Street carscars
Revised tread/carcass heat conductivity and ideal temperature ranges
Revised clutch LSD model for Porsche Cup, GT Classic, Group A, M1 Procar, F-Retro Gen3 & SprintRace, F3s and F-Reiza & updated their respective default differential setup (setup reset recommended)
Improved ABS system logic for all cars that feature the device
Updated pit limiter logic to help prevent overshoot when leaving the garage
General FFB: Added new LowPassFilter to be used in FFB scripts (Butterworth, 2nd order)
FFB max force adjustments for F-V10 Gen2, Porsche Cup Group A, Procar, Sprint Race, Omega Stock, Opala 1986, BMW M4 GT4, Ginetta G55, Ginetta G40, Gol, Passat, F309, Sigma P1, Metalmoro MRX, Roco, Corvette C8.R, F-Vee, Caterhams, F-Trainer, F-Ultimate Gen2, F-USA (all models). Porsche 962c, Mini JCW
Porsche Cup (both models): Minor adjustments to CoG height & weight distribution; Adjusted front splitter & rear wing to move overall center of pressure forward & other minor aero adjustments; slightly softened default front roll bar; slightly increased brake torque
Stock Car 2020-22 (both models): Adjusted tire dimensions to 305/660 as per real Pirelli Cinturato model introduced during 2020 season
Super V8: Minor adjustments to front & rear track width for improved stability; Slightly adjusted FFB parameters; reduced default steering lock
Metalmoro AJR: Adjusted diffuser center of pressure slightly foward
Group C: Minor adjustment to diffuser center of pressure and front splitter height sensitivity to both cars
F-USA (all gens): Minor adjustment to front wing height sensitivity & venturi center of pressure
F-Classic (all gens): Minor adjustment to front wing height sensitivity
F-V10 Gen1: Minor diffuser & front wing adjustments
F-V10 Gen2: Minor adjustment to diffuser center of pressure; Minor FFB adjustment (reduces grainy / high frequency noise)
F-Retro Gen3: Adjusted diffuser center of pressure; Decreased heating and increased cooling, slightly slower oil to water heat exchange for F-Retro G3 TE
F-Ultimate Gen2: Adjusted FFB max force, moved undertray center of pressure slightly rearwards
Corvette C3-R: Adjusted engine torque curve
Revised and added thermostatic engine cooling to Lotus 23 and Mini 65
F-Retro Gen1: Fixed tire linking to incorrect carcass model
Caterham: Minor adjustments to body aero (more drag, less propensity to lift); Reduced brake heating rate for all models; increased brake duct cooling for 620R
BMW M4: Minor aero & engine adjustments for performance balancing (more to come); FFB Max force adjustment Adjusted brake torque; minor rear roll bar rate adjustment; reduced default steering lock
GT1:Disabled tire warmers as per real regulations of the era; Revised turbo model for Porsche 911 GT1
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 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)
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
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
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
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
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
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 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
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
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
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
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)
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
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