It´s been a while since our last catchup in August - the whole team got some much deserved time off after the last of the V1.4.1 hotfixes, and since then we´ve been pushing hard to put together another great update for Automobilista 2, which is now just around the corner - a good time to catch up and share some news about what we have been working on!
First a bit of housekeeping: from now on you may expect these dev updates to be published only in even-numbered months (next one being in December, then February 2023 etc.) in no specific day, and major game updates likewise (although we will continue to release minor updates in odd-numbered months for the foreseeable future) - the extra time will help keep these dev updates fresh and juicy, and the increased development cycle in turn allows us to deliver on more elaborate features while keeping the released game stable in between.
So let´s get on with it and check out what you may expect already in the coming days!
Racin´ USA Pt3 Update
We are finally soon to wrap the package for Racin´ USA Pt3 - the last you heard of it was after we were contacted by IndyCar following the announcement of the Formula USA 2022 in the August Dev Update. While we still hope to get something worked out in the future, unfortunately the license for the car is not looking to be resolved any time soon, so we have decided to roll Pt3 out without it. We will continue pursuing some arrangement for it to feature in future packs.
We do have positive news though, as we are finalizing a deal for the Indianapolis Motor Speedway, which we hope will join Auto Club and WTT already for an all-oval Part3 release.
The Brickyard needs no introduction - the host of the Indy 500 since 1911, the Brickyard 400 since 1994 and also host of the USA GP though the 2000s and the IndyCar GMR Grand Prix since 2014 on its infield course has seen some of the best motorsports in history, with its relatively low banked, rectangular layout making the oval course itself a fairly unique challenge.
We still need to cover a few more steps before we can release this so it may be that Pt3 will only be officially released a few days after the next update - in this meantime, all users will be able to continue enjoying Auto Club and WTT "free trial" period - upon release it will become available only for owners of Racin´ USA Pt3 & packages that include it. [ATTACH=full]23046[/attach]
Spa-Francorchamps 1970 Arrives for Spa DLC!
Our Track Team has extended its stay in Belgium in recent months, first to deliver the freshly reformed 2022 version of the track, and since then turning the clock back to 1970 to wrap this long-awaited addition to the AMS2 track roster - the long, fast, dangerous original 14km Spa-Francorchamps that thrilled and scared drivers back in the day in equal measure.
Users have been anxious for this track as it had been already announced as a future addition to the Spa-Francorchamps DLC released in late 2020 - back then the plan was to model it after an existing mesh of the track from a partner, but further research demonstrated that no version of this track in a sim was ever close to being accurate, and that if we wanted to do it justice we would need to start from scratch, which naturally considerably stretched its development.
As always though our track team was up to the challenge and hopefully made the wait worthwhile, as the result is by far the most accurate recreation of this legendary track, modelled after LIDAR data of the layout that´s still largely used as public roads to this day.
There are still bits and pieces coming together for it as we speak so the original RC release will not be quite 100% complete, but it will all come together in the days between that and official release. The track will feature in two configurations (with and without the Malmedy chicane added in 1970).
Taking the opportunity for an update to another long-awaited project, the track team is also hard at work on Nürburgring 1971 which we expect to add to the Nürburgring DLC pack before the end of the year - this is another hugely demanding project that´s coming together slowly but surely, and ultimately to a ground breaking result.
In more DLC news, users have been enquiring about the release schedule of the items remaining to fulfill the 2020-2022 Season Pass, so you may expect an updated schedule and more info on each item very soon - all we´re in for an exciting run of historic content in the upcoming months!
Corvette C4 GTP Roars In
On the car front, we have the arrival of our first GTP car - this Corvette was developed by GM in partnership with Lola to compete in the IMSA series in the late 1980s. The real car was fitted with a variety of different engines, from turbocharged V6s to massive 10L V8s at the end of its life cycle - for the game we decided to stick with the 366ci 6.0L normally aspirated V8 outputting over 800 HP, making this car sound as fast as it looks!
Other Incoming Developments
It´s not all about content of course, as we have many substantial improvements also incoming - first in this long list is the addition of low downforce variants for Group C & GT1 cars, featuring the aero configuration they ran at Monza, Hockenheim and another track we are looking to add to the game in 2023.
On the oval front, since V1.4.1 release we´ve noticed users experimenting with various cars other than the F-USA on the existing Speedways - unfortunately as things stand, physics and AI need some specific work for classes to be better suited for oval racing, which means classes that don´t have those dedicated variants are not really working optimally. To atone for that, we selected a number of additional classes (Super V8, Brazilian Stock Cars, Copa Montana, Stock Omega, Stock Opala) to receive these dedicated oval variants so users can enjoy the ovals thoroughly with other types of cars.
We have also joined forces with @toniware to integrate his Radar HUD mod into our HUD system for better visualization of cars around the player´s - here is a video preview of it in action: [[previewyoutube=6Tom_NF2Kvk;full]MEDIA=youtube]6Tom_NF2Kvk[/media][/previewyoutube]
Helmet Livery Customization didn´t quite make it in time for V1.4.1 release, but it´s coming together now - by the next update users should be able to customize helmets just as is currently possible with vehicle liveries.
While Major Physics Developments will by and large be kept parallel between V1.4 and v1.5 as indicated in the August Dev Update in order to preserve gameplay consistency in the period in between, we do have some substantial developments especially for cars that were still proving troublesome as of the last release, such as the F-Trainer, the Opala Old Stock The F-V10 Gen1, a complete physics revision for all karts and further minor fine-tuning for some other cars.
There are also some further developments to the Advanced Mechanical Damage Model, with several more classes now covered with this feature, improved replay fidelity of smoke effects, revised engine power loss from wear. Longer term (not yet for the next update) are integration of wing and suspension stress-induced failures, as well as increased tire damage features. & limited tire sets are in the agenda.
We have some further AI developments coming up also, with special mentions to AI behavior when in draft (with AI now actively pursuing draft of other cars and suffering from turbulence when too close behind, which should lead to more realistic behavior in ovals) and AI pitstop strategies in longer races.
Also, not for the next update but hopefully in the near future, we are evaluating some valuable improvements to multiplayer prediction code which should lead to a more reliable and smoother Multiplayer experience.
Some further Quality-of-Life improvements arriving include improved support for Logitech, Fanatec & Simucube wheels, and a new option for motorsports rule presets, allowing users to customize all rules to a specific class with a single click.
Last but not least, we have gone bug-hunting to squash some pesky long-standing issues in this cycle - issues with performance in Time Trial Mode and occasional loss of driver aid settings in between Multiplayer sessions being a couple of the most significant.
Automobilista 1&2 + all DLCs Currently 50% Off on Steam
A reminder that we are currently running a weeklong promo for both Automobilista 1&2 & all associated DLCs, all with 50% off on Steam - if you haven´t yet got all items this is a good time to do so! The promo runs out on Monday October 31.
That covers all we had to share at this point - look forward to V1.4.3 arriving as a Release Candidate in the very near future! [ATTACH=full]23051[/attach]
AMS2 V1.4.1.3 will be live shortly - another complementary update to the latest release to correct some issues & add further improvements.
V1.4.1.3 CHANGELOG
GENERAL
Downforce oval/downforce variants will now load the main custom AI driver xml file (prevents need to duplicate main xml per variant)
PHYSICS
Tire tread adjustments to Caterhams, F-Trainer, Superkart, GT Classics & Opala Old Stock
Further revisions to all wet weather tires & added option for cars that were missing it
Minor corrections to front & rear wing center of pressure in all formula cars
F-USA Gen1-3: Reduced draft & lift increment with radiator & brake setting for oval variants
Superkart: Further:wheel base / track width adjustments; Adjusted FFB for higher level of filtering
F-USA Gen1-3: Reduced draft & lift increment from radiator & brake setting for oval varriant; Adjusted short oval tire wear rate
Corvette C3.R: Adjusted front brake torque
AI
Fixed bug where the wrong AI could lead the full course yellow group if the leader has pitted during the full course yellow
Added new function to minimise chances of AI hitting outside walls in ovals
Further reduced AI rate of urgent lateral movement
AI calibration pass for Vintage TC1 & 2, F-Retro Gen2&3 Caterhams & F-Ultimate Gen2
Further corrections to AI behavior and performance in karting classes
Further adjustments to AI performance degradation with tire wear
Calibration pass for AI wet weather performance for all classes
Fixed Lancer Cup AI drivers missing driver names
AUDIO
Wall reflections: Reduced when close to wall, slightly less steep dropoff when moving away from walls. Fixed low volume and omnidirectional wall reflections after going back to main menu and loading next track/car combo
Changed priority one notch lower to mitigate loss of sound(s) for player / viewed car in cockpit for all cars
TRACKS
Spa 2022: Adjustments & fixes to wet weather properties
Track Cameras: Added VIR VR cams for all layouts.
VEHICLES
Ginetta G40 Cup/GT5: Added damaged and dangling parts; Revised collisions
F-Ultimate 2022: Fixed suspension animations in low downforce spec; Fixed livery overrides to include spec and fresnel maps
Automobilista 2 has been updated to V1.4.1.2 - this is a complementary update to the latest release to correct some issues & add further improvements.
IMPORTANT NOTES:
Time Trial boards are back on and fully reset - tomorrow the first TTotW combos will be announced!
With F-USA oval physics now properly sorted after some fumbling over the weekend, users should take special not of the weight jacker - designed specifically for oval tracks, the weight jacker raises the ride height of the right rear increasing the load on the front left wheel by approximately 90lb from setting 0 through 5. Raising the jacker induces oversteer properties both aerodynamically and mechanically allowing for better cornering, especially noticeable the tighter the turn. Lowering the weight jacker optimizes the aero profile for better straight line speed. This can be adjusted both in-car as well as from the setup screen.
For the time being classes other than the F-USA do not have AI set up for oval racing so they may not work very well there - in future updates we will add oval configuration to a few more classes that suit it and AI oval overrides to benefit all other classes.
Option for helmet livery customization is not fully ready yet but will be added shortly.
V1.4.1.2 CHANGELOG
GENERAL
Time Trial / TTotW: Fixed top places of ttotw boards not displaying ranks; Fixed downforce variants being directly selectable in TTotW events; Fixed wrong identical vehicle leaderboard being displayed for low downforce circuits in all TT modes
Full Course Yellow: Fixed an exploit where leader could not obey the speed limit under FCY; Fixed a bug where an AI that retired into the pits could trigger FCY; Fixed bug/exploit where a player with a requested pit from before a FCY or with a drive through from before a FCY would be able to do illegal overtakes during the FCY; Increased the thresholds of when a oval race is considered long enough to use pit closed rules during FCY to 30 minutes or 120km; Increased the minimum speed of the leader during FCY (prevents issue where the leader goes too slow and everyone ends up being allowed to be overtaken)
UI & HUD
Fixed championship aggression setting not using new standard levels
Fixed country flags showing leaderboard class headers on pre race screen
PHYSICS
F-USA Gen1-3: Further oval physics development correcting critical issues in aero and tires especially on SS/SW configurations; Fixed engine output not being consistent in all cars between them variants;; Refined damping, gearing, ride heights, and default wing settings (requires setup reset in oval variants)
Minor tread ajustments to Kart Rental, Caterhams (all but Academy), Old Stock, Street tires
F-Ultimate Gen2: Further undertray aero adjustments
F-Retro Gen2: Fixed tire errors causing cars in class not be running with its updated carcass & tread; minor differential & tire pressure adjustments
AMDM: Added M1 Procar to the list of classes featuring AMDM
Revised aero drag exponent from runnning high rake in all formulas
Improved engine cooling slightly for GT Open, DPI & P1
F-Ultimate (both gens): Added unlimited ERS deployment in Time Trial
Superkart: Minor aero & track width / wheelbase adjustments
AI
Addressed a fuel calculation issue that could lead to AI pitting on lap 1 at ovals
Added initial version of FCY AI pit strategy
F-USA (all gens): Added automatic radiator AI adjustments in road variants
Corrected varous kart AI issues
Temporarily disabled extra AI tire compounds for the series that had them for further development
Oval AI calibration pass for F-USA Gen1-3
TRACKS
Daytona Road course switched to low downforce variants
VEHICLES
F-Classic Gen 3 Model 1: Fixed LOD pivots that was causing some mesh misalignment
Formula Trainer Advanced: corrected front suspension asymmetry
Mitsubishi Lancer RS: Fixed livery override to include rear wing and windows
Mclaren F1 GTR: Adjusted Light glow texture; Adjusted headlight uv map; Adjusted the light materials; Porsche 911 GT1: Adjusted the headlight materials; Adjusted tail light uv map
Fixed bug that could cause a disconnected player from triggering FCY in Multiplayer
F-USA Gen1-3: Corrected various aero errors from weekend builds & slightly revised tire tread for oval variants, minor aero & engine revisions for road variants
F-Retro Gen1: Adjusted tread & FFB
F-Vintage Gen1: Increased final ratio for M1
Removed extra AI compounds for F-Classic, F-Reiza & F-Ultimate
AMDM: Adjusted coolant, oil and turbo failure thresholds on all open wheelers with AMDM and also Group C
Slightly improved engine cooling on all engines & decreased dirty air effect on cooling for F-Vintage (both gens), F-Retro (all gens) F-Classic all gens), F-USA (all gens), F-V12, F-V10
AI calibration pass for F-Retro Gen1 & F-USA ovals
Spa 2022: Adjusted LT grip range for Fontana, Gateway & Daytona ovals
F-V10 Gen2: Corrected front suspension animation causing the front wheels to lift slightly when loaded
F-Usa Gen 3 Reynard 2KI: Fixed the low cockpit parts showing on cockpit view
There is currently an issue with Time Trial leaderboards so we have temporarily taken them down for maintenance - it should be back up fully reset soon (TTotW however remains operational).
A new hotfix just went live for AMS2 with build 2133 (no change in version number as exe remained the same).
Changelog for hotfixes since V1.4.1 release:
Spa-Francorchamps 2022: Fixed Bus Stop wall physics, various fixes to road and curbs, added updated curb extensions,, added tire stacks; LOD tweaks & minor optimization;
Fixed F-USA Gen3 crashing to desktop when loading short oval configuration
Corrected peak performance engine output figures for GT1 cars
F-USA Gen2: Fixed Lola T98 Short Oval LOD D, Revised pivot position in all LODs
F-USA Gen1-3: Variou correction accross all oval variants; Added minor amount of default positive camber for left side tires; Fixed Lola, Swift front wing & undertray CoP: Fixed Lola & Swift FFB discrepancies
F-Ultimate Gen 1: Fixed suspension animation causing wheels to sink through the ground
Tire tread adjustments for Opala Old Stock, Sprint Race, F-3, F-Trainer, Vintages Gen1&2, Mini Classic B, F-Vee, Uno and Fusca tires
General wet tire developmnt & fixed treaded / road & semislick tires being too slippery on a wet track
FFB: Minor increase of pneumatic trail for all cars & reduced parking force
Added missing wet compounds for Opala 86, Omega 99, GT Open class & F-Ultimate Gen2
F-Ultimate Gen2: Revised undertray aero
GT3 & GTE: Improved engine cooling very slightly
Fixed Mini Cooper 65 Classic B & Stock Omega defaulting to wrong tires
Karts: Further adjustments to brake heating rate
AI calibration pass for Old Stock, Vintage TC1, F-Trainer, Cat Academy, karts (all classes)
Minor adjustments to AI behavior in ovals
There are known issues with F-Retro handling (both gens), performance issues in some cars with AMDM, wet weather tires & wet AI performance calibration, as well as general AI struggling in ovals & with the faster karts - we are pushing to get these rectified in the coming days.
Automobilista 2 V1.4.1 has finally arrived - the new update packs a mega list of game-changing improvements, new features, cars and a great surprise - the 2022 reform of Spa-Francorchamps as a free addition to the existing Spa-Francorchamps DLC!
The official release of Racin´ USA Pt3 has been delayed while we work out some new items for the pack, but you won´t have to wait longer to do some oval racing - the two ovals already confirmed as part of Racin´ USA Pt3 along with all oval variants of F-USA Gen1-3 from Pt2 as well as Daytona from Pt1 will all be available with V1.4 tomorrow, the Pt 3 content as a free trial for all owners of the base game until they become part of the official Racin´ USA Pt3 release!
Introducing Advanced Mechanical Damage Modeling: AMDM is currently featuring with most open wheelers, GTs and faster prototypes. To make use of it, make sure to enable MECHANICAL FAILURES in GAMEPLAY UI. Try a race any of the historic open wheelers against AI (especially F-Vintage) with random failures enabled. to more readily experience the new feature. Custom AI creators may want to look into the new reliability parameter we added. We will extend this feature to more classes in the near future, but the most notoriously unreliable race cars already are supported
We have more relevant info about this update and how to get the best of the new features incoming - for now, here is the complete changelog since the last official release.
V1.3.8.3 -> V1.4.0.0 CHANGELOG
CONTENT
Cars Added F-USA Gen1-3 Short Oval, Speedway & Superspeedway configurations (part of Racin´USA Pt2) Added Ginetta G55 GT3 to GT Open Class Added Mini Cooper 1965 to Copa Classic B class Added Vulkan Truck to Copa Truck class Added Mercedes AMG GT4 to GT4 class
Tracks Added WWT Raceway Speedway and road course configurations (part of Racin´ USA Pt3) Added Autoclub Speedway (speedway & road course part of Racin´ USA Pt3) Added Daytona Tri-Oval layout (part of Racin´ USA Pt3)
GENERAL
Added support for Full Course Yellow
Added support for cars to use different aero packages depending on track
Fixed bug allowing player livery to be selected by AI in championships
Added low downforce aero packages for F-V12, F-V10 Gen1 & F-V10 Gen2 classes (affects physics & default setup for both player and AI)
LiveTrack developments: Added support for custom min-max grip ranges per track to account for tarmac quality / dirtiness / maintenance and other such variables from track-to-track; Adjusted baseline minimal grip and range (generally lower mininum grip, higher peak, slightly slower buildup, offline isn´t as globally poor grip as it was before); Adjusted Livetrack presets for better scaling & set light rubber as baseline starting point instead of Green in Default progressing configuration)
Fixed potential freeze when a new participant joins Multiplayer session while session is alredy in progress
Added some mitigation to help reduce extreme wheel movement of remote clients in Multiplayer
UI & HUD
Extended Opponent Settings to allow user to set the number of AI vehicles per class in single player
Opponent Aggression setting now uses 5 predefined levels rather than 0-100% slider.
Enabled seat/mirror adjustment for non VR users accessed via in-game Cockpit Configuration options
Updated various vehicle specifications to recent revisions & added specs for new cars & associated aero packages
Fixed livery limit warning not displaying on Opponent Settings screen
Prevented livery name from expanding beyond container bounds on livery selection screen
Revised vehicle information according to latest physics adjustments
PHYSICS
Fully revised physics for Caterhams, ARC Camaro, GT Classics, Vintage TCs, Street Cars
Revised tire thermodynamics covering ideal temperature ranges, heating & cooling rates and fallout rates when outside ideal operating window
Added Qual / Soft / Medium / Hard compounds to F-Classics (all); medium & hard compound records for F-Reiza; Hard compounds for F-V12, F-V10 (both gens)
Added bespoke wet compound records for Formula Classic, Formula V10, Formula Reiza, F-USA, Formula 3, Proto2-4, GT4, GT5, Sprint Race
Added bespoke intermediate records for Formula Ultimate (both gens)
Further development to F-Vee, Vintages, Copa Fusca, Copa Uno, Opala 79, Old Stock, TSI Cup, Street Cars
Revised various existing compounds for GTE, GT1, F-Ultimate (both gens), Super V8, Stock Car 2019; Revised wet & intermediate compounds (WIP)
Extensive engine revisions (torque & compression curves, inertia, turbo models, fuel consumption, heating & cooling rates & associated wear) to GTE, GT3, GT4, GT1 (all), Porsche Cup, F-Classic Gen3 (all), Cadillac DPi, Sprint Race, P1-P4 prototypes, ARC Camaro, Stock Car 2019-2022, Group C, Vintage TCs, F-USA (all) Mini JCW, Corvette C3, TSI Cup, Ginetta G40 GT5 & G40 Cup, Copa Classics, Hot Cars, Copa Uno & Copa Fusca
Fixed bug leading to extreme engine cooling
Revised clutch LSD models for F-Vintages (both gens) F-Retro (all gens) Cadillac DPI, P1 , P2, P3, P4 (MRX), BMW 2002 Turbo, F-V10 (both gens), F-V12, F-Ultimate (both gens), Corvette C Caterham Supersport, Superlight, 620R, F-Classic G1-3, F-USA G1-3 Stock Car 2019-2022, Copa Montana, Ultima GTR Race & revised default setups to suit (setup reset recommended)
Changed radiator & brake duct ranges to 5% increments for cars that have it adjustable
Added throttle maps for cars that still missed it: BMW 2002, F301 & F309, Caterham Superlight & Supersport , F-Classic Gen2M1&2, G3M3, F-V10 Gen2
GTE, GT3 & GT4 BoP revision complete, including various adjustments to turbo downscaling depending on environment pressure (so turbo cars no longer have substantial advantage on tracks at higher altitude)
Copa Truck now features more detailed modelling of each truck´s engine with performance differences
Adjusted CoG height for F-Trainers, Ginetta G40s2
Various fuel tank size corrections & corrections to discrepancies between fuel tank pistop ranges; corrected tank ranges that didn´t factor initial minimal 1L in tank
Adjusted center of fuel tank height for various cars to rectify minor inconsistencies
Added custom draft production scale per car, accounting for variations in drag & dimensions
Slightly increased lift & drag increment per radiator & brake duct setting for cars that still had that specially low
Disabled lingering redundant one-step setup ranges that made options appear adjustable in setup screen even though they weren´t
Further adjustments to FFB Max force in various cars
Fixed diff ramp angles in GTE / GT3 to current defaults / disabled redundant range in Mclaren 570 & Ginetta G55
Further adjustments to slick behavior on a wet track
Ginetta G40 Cup: Correted mass (925kg with driver)
Reduced rate of artificial pre-race tire heating without formation lap
Minor moment of inertia corrections for Stock Omega, Opala (all models), Lancer Cup (both models) GTE / GT3 / GT4, GT1, Street Cars
Ultima GTR Race: Revised specifications to suit new GT Open class it now belongs to, with adjusted tire dimensions & weight; Disabled onboard adjustable ARB
Mercedes AMG GT3: Minor adjustments to default setup (slightly lower rear slow rebound, increased diff preload to 110 Nm)
Adjusted fuel tank positions for Porsche RSR, Corvette C3.R
F-Classic G2M3: Added boost function going to full boost pressure setting (100%) temporarily while boost button is is held; Slight adjustment to turbo efficiency; adjusted boost map for improved driveability
F-Ultimate Gen2: Adjusted mass (798kg as per latest regulation update)
F-3: Fixed syntax error causing its tires to use the wrong components as of V1.3.8.3
F-Ultimate (both gens): Reduced front & rear wing drag-to-lift efficiency
AI
AI can use more then one tire compound
Addec custom AI driver names & personalities for Vintage Touring Cars 1/2, Copa Classic B & FL, GT Classics, HotCas, Opala Stock, Formula Vee, Copa Uno, Copa Fusca and Lancer Cup
Further adjustments to AI movement when pulling out from behind another car to overtake
Revised AI performance for Adelaide Modern
Generally raised AI overtaking parameters & reduced gaps between minimum and max aggression for AI rates
Dsabled function that was added to prevent AI from cutting corners but was actually making the issue worse
AI calibration pass for all cars
Adjusted AI performance for Nurburgring Nordschleife layouts, Adelaide
Adjusted performance levels for all classes with custom AI driver
Restored AI aggression for practice and qualifying when dealing with other AI cars
Slightly improved AI overtakes of slow/lapped cars.
Added table of contents and sub headings for each class in AI driver list to facilitate editing by end users
Globally reduced rolling resistance for AI on most cars to compensate error in benchmarking AI straightline speed (further per car fine tuning still pending)
Added automatic radiator adjustment (for F-USA Gen1-3 oval variants only for now)
Added functional differential for all AI physics according to car spec to improve their ability to negotiate corners
Implemented AI mistakes for oval tracks (AI spins)
Added new AI personality parameter 'fuel_management' that works in oval tracks and is customizable by end user as explained here
AUDIO
AI / Remote / replay cars now have same drivetrain sounds & surface sounds as player car
Grinding gears sound effect should now play continuously on H-Shifters instead of infinite restarting
Added ambient reverb for Buenos Aires and Galeao
Removed artificial reverb parameters from Adelaide, Imola, Interlagos and Montreal tracks.
Updated traction control functionality for all cars that feature the device
Fixed autolift value keeping throttle @ 100% during autoclutch upshifts with F-Vintage (all), F-Retro (all but G3 TE), F-Vee & corrected various semi-automatics that were blipping to 100% in downshifts
Added new tire model parameters to more accurate modelling of slick behavior & performance in a wet surface
Adjusted FFB for F-Classics, F-V10 Gen1, F-V12, F-3
FFB adjustments for F-Ultimate Gen2, F-V10 Gen2
Adjusted brakeduct cooling rates for BMW M6 & M8
Camaro SS: Revised body inertia
Mclaren 720S GT3: Slightly raised front splitter height sensitivity
ARC Camaro:Adjusted CoG height
Ginetta G55 GT3: further adjustments to aero balance and suspension Adjusted brake heating & cooling rates
F-Ultimate Gen2: Fixed asymetrical front brake cooling rate
Sigma P1: Fixed TC & ABS not being enabled
Added LD variants for F-Classic Gen3, F-Reiza & F-Ultimate Gen1
Onboard camera adjustments for Corvette C3, Copa Fusca, Copa Uno, Roco 001, Lotus 23, Mini Cooper S 1965, Metalmoro MRX, Camaro GT4, Mclaren 570S, Mercedes AMG GT4, Ginetta G55 GT4, Porsche Cayman GT4, Mclaren 720S GT3, Mercedes AMG GT3, BMW M6 GT3, Porsche 911 GT3 R
Copa Classic: Further livery revisions
Vulkan Copa Truck: Added dirt/damage texture
Metalmoro AJR (all models): Adjusted the driver's animation head tilt
Adjusted suspension animation to rectify issue with wheels appearing to have positive camber on F-Retro V12 Gen 1, F-Trainer (both), F-V12, F-V10 Gen 2
Mini Cooper S 1965: Fixed speedomer being set as MPH instead of KPH
Ultima GTR Race: Fixed LOD issue that was causing graphical artifacts; Revised collision mesh parameters; Adjusted rim textures to work better with LODC; Redone the LODC rims; Adjusted LODD; Added damage to LODD
Corvette C3: Corrected engine heat and blown smoke emission point
Opala 79, Opala 86: Changed the driver type to use the 80's helmet style
Automobilista 2 V1.4 is coming out this Saturday 27th around 15h GMT - the new update packs a mega list of game-changing improvements, new features, cars and a great surprise - the 2022 reform of Spa-Francorchamps will available with V1.4 as a free addition to the existing Spa-Francorchamps DLC!
We´d like to take this time to present a video overview of the game as of this release and go over some of the game-changing improvements being brought to the sim and demonstrate how AMS 2 V1.4 is an experience not to be missed by any sim racer - check it out!
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.