Automobilista 2 - Renato Simioni
A new update is now out bringing AMS to v1.5.0.4 - the update rectifies bugs with Logitech G923 wheels and cars occasionally being configured with incorrect final gear ratio, along with various other fixes and further adjustments to V1.5 physics revisions.

V1.5.0.2 -> V1.5.0.4 CHANGELOG

CONTENT
  • Added Updated Stock Car Cruze 2023 model & new cockpit model for Stock Car Pro Series 2023

GENERAL
  • Fixed Logitech TrueForce wheel devices lockstop & calibration issues
  • Pit crews will no longer spawn for safety car when entering the pits
  • Fixed a potential crash to desktop that could happen to more than one client at the same time in multiplayer when processing a vehicle impact of a participant that had just quit the session
  • Fixed a crash that could occur when advancing a championship session after clicking 'skip to end' if the championship had full course yellow setting and fastest lap point setting enabled
  • Fixed an issue that could result in incorrect final drive being loaded in first session when no prior setups exist
  • Changed Time Trial track state to be equal to Heavy Rubber preset (instead of a fully rubbered track all around as before)

PHYSICS
  • Tire tread adjustments for GTE, GT3, GT Classics, Group C, Stock Omega 1999, F-USA Gen1-3, F-USA 2023 Speedway compound
  • Minor stifness adjustments for GT3 tire carcass
  • FFB adjustments for Prototypes P2-P4, Formula Trainer + Advanced, Vintage Touring Car T1-T2, HotCars, Omega Stock Car 1999, SprintRace, Copa Montana, Copa Uno, Copa Fusca, Copa Classic B-FL, Mitsubishi Lancer Cup, TSi Cup, Street Camaro SS, Kartcross
  • Fixed missing hard compounds for Corvette GTP & Nissan R89C; Fixed missing wet compound for Copa Uno
  • Adjusted final gear ratios for all cars to account for recent bug fix
  • GT3: Slightly adjusted aero for Nissan GT-R, BMW M6
  • Group C: Minor aero & performance adjustments for all models
  • Adjusted engine inertia & compression rates for Hot Cars, Copa Classic & Fusca
  • Mclaren F1 GTR: Corrected rear ride height asymmetry
  • F-Classic Gen4: Performance Adjustment for Mclaren MP4/6
  • Ginetta G55 GT3: Updated engine specifications
  • Added flexible axles to RWD Hot Cars, Copa Classic & Copa Fusca
  • Updated clutch models copa Copa Classic
  • Reduced default steering lock for F-USA Gen1-3 & 2023 SW / SS variants
  • F-Reiza: Adjusted autoshift thresholds

AI
  • ​​Adjustments to AI performance and behavior for ovals
  • Rallycross: AI performance updates
  • AI calibration pass for F-Classic Gen4, GT3, Porsche Cup Mini JCW UK, GT5, GT Open

AUDIO
  • Ginetta G55 GT3: Updated sounds for new engine specs

TRACKS
  • Brands Hatch: Fixed AI line on pitlane
  • Spielberg Historic: Fixed the distance markers LOD popping
  • Nürburgring 2020: Fix a floating corner tower at Nürburg Castle
  • Daytona Oval: Exclude apron from track limits

VEHICLES
  • McLaren 720 GT3: Display updates with Fuel data added; Pit limiter green LEDs; Small color corrections; corrected mapping; Removed LEDs around the 2nd screen
  • P1 Gen2: corrected DRS animarions for for AJR Gen2 & Sigma P1 G5
  • StockCar Car Pro Series 2023: Fixed headlights issue & updated cockpit for Corolla model
  • Sigma P1 G5: Fixed redline on Display page 2
Jul 28, 2023
Automobilista 2 - Renato Simioni
V1.5.0.2 CHANGELOG
  • Fixed some inconsistent overtake messaging displayed for backmarkers when the leader hasn't caught the safety car yet
  • Fixed a crash when loading a championship that had been saved after qualifying session
  • Fixed a crash on game boot when the first championship save has an unknown modded vehicle
  • McLaren F1 GTR: minor brake bias adjustment (setup reset recommended)
  • Ultima GTR Race: minor setup adjustments (setup reset recommended)
  • Generally adjusted AI performance when running slicks on a wet track, and extremes / wets / intermediates on a drying track
  • AI calibration pass for Porsche Cup, P1 Gen2 classes
  • Adjusted AI paths to correct jerky behavior in segments of the track at Indianapolis Road Course, Montreal, Nurburgring GP & Veedol layouts
  • Indianapolis Road Course: Adjust alt start path at T4 T5 T6 Montreal GP: Corrected alt start path junctions; Nurburgring GP Veedol
  • Foz: Added VR cams and updated TV cams for new joker layout
Automobilista 2 - Reiza Studios
The long awaited v1.5 milestone update for Automobilista 2 is now officially released, featuring a major overhaul to the physics of all cars in the game, a new DLC introducing dirt & rallycross racing to the sim a long with an extensive list of new features and improvements;

A Pt2 of the Adrenaline Pack is already in production and will take AMS2 to even higher extremes - owners of the AMS2 2020-2022 Season Pass and of the AMS2 Premium Expansion Packs are secured both parts at no additional charge. More info about the contents of Pt2 soon!

IMPORTANT!
Please note that while all classes except karts have gotten their v1.5 physics revisions in this update, they will remain subject to further minor adjustments until the next update a few weeks from now. Only then will the v1.5 physics be locked down from further handling or performance-impacting changes until the next milestone update, at which time Time Trial boards will once again be reset.

IMPORTANT 2
The above also applies to AI performance calibration, which remains subject to further fine-tuning until the next release.

IMPORTANT 3!
All car setups have been automatically reset as of this update to conform with the changes from v1.5 physics.




V1.4.8.1 -> V1.5.0.0 CHANGELOG

CONTENT

Adrenaline Pack Pt1:
  • Added Ascurra Dirt Track (2 layouts)
  • Added Tykki Dirt Track (4 layouts)
  • Added Foz dirt track
  • Added RX layouts of Barcelona, Hockenheimring, Nurburgring, Spa-Francorchamps
  • Added Rallycross class featuring Polo RX, Mini RX, Citroen RX & MIT Lancer X
  • Added Formula Dirt class
  • Added Kartcross class

Free base game content:
  • Added P1 Gen2 class featuring Metalmoro AJR Gen 2, Sigma P1 G5 & Ginetta G58
  • Updated Stock Car Corolla 2023

GENERAL
  • Added session auto-advance functionality for multiplayer sessions
  • Minor adjustments to net code
  • Mod Support: Added ability to define a mod and provide mod specific vehiclelist.lst and driveline.rg files. See 'UserData/Mods/README.txt' for details and examples
  • Adjusted damage scalars for all settings for slightly overall less sensitive damage
  • Added Spotter as a Gameplay option
  • Fixed FFB wheel pulling on engine off
  • Grid size for all track layouts bumped to accomodate at least 26 cars (except for kart and dirt tracks)
  • Revised pit stop properties for F-Junior, F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates, F-USAs, F-3, F-Inter, F-Junior, F-Trainer, Group A, Group C, GT1, Stock Car Brasil 1999-2023, P1-P4, Sprint Race, Montana, GT5, Ginetta G40 Cup, Copa Truck, Street Cars, Hyper Cars, Supercars DPi, GTE, GT3, GT4, Ginetta G55 Supercup, Porsche Cup, Super V8, F-Vee
  • Adjusted LiveTrack Grip Range (lower "green" baseline grip, slightly lower grip for Light, Medium Rubber presets, Heavy Rubber grip preserved)
  • Rubber now loses grip with water saturation (racing line should be avoided in wet weather as a result)
  • Curbs are now more slippery when wet
  • Fixed excess tire wear/heating on grass, gravel and wet surfaces
  • Added Halo Transparency option for F-Ultimate Gen1 & 2 to Display menu
  • Fixed visual wheel camber in replays
  • Added visible Safety Car during Full Course Yellows
  • Vehicles from human opponents are now collidable during Multiplayer full course yellow
  • Fixed an exploit in Time Trial where illegal pit areas would be used for cutting track

UI & HUD
  • Updated main menu panel arts
  • Added 'Off-road' track selection filter to Grade selection
  • Added Rallycross race weekend preset for RX, F-Dirt & Kart Cross
  • Added P1-4 classes to Brazilian Series vehicle selection filter
  • Removed mandatory pit stop from F-Ultimate Gen2 preset
  • Reduced pit limit from 160 km/h to 130 km/h in F-USA Historic preset to align with 2000 regs instead of 1995/98

PHYSICS
  • Completed physics revisions for all classes excepting the karts (125cc & 4-stroke)
  • Adjusted tire flatspotting physics (generally reducing changes of flatspotting)
  • Various adjustments to dirty air effects, correcting some interclass inconsistencies
  • Adjusted undertray spring / damper / friction, fixing inconsistencies
  • F-Junior: Restricted ride height range (min 4cm max 10cm)
  • F-USA Gen2: Adjusted Swift 009C undertray points to fix performance issues; Fixed aero inconsistencies in SW model

AI
  • AI calibration pass for all revised classes
  • Adjusted AI performance degradation with tire wear (Ai tire wear rates still under revision)
  • Temporarily disabled effect of driver personality stamina and tire management skills´ influence on AI lap times while AI tire wear & performance degradation is in progress
  • AI cars will now use the max available boost pressure setting instead of the default in qualifying laps
  • Minor improvement to AI pit strategy during FCY
  • Improved AI lines for Brands Hatch (both layouts), Spielberg GP, Spielberg Historic 1974, Nurburgring GP / Veedol layouts, Velopark, Cascais 1988, Interlagos, Montreal, Silverstone 1991, Silverstone 2001, Silverstone 2020, Spa-Francorchamps 2022

AUDIO
  • Audio playback during fast-forwarding replays is now muted when doing high speed forward seek in replay
  • Fixed missing gravel runoff sound for some cars
  • Smoothed rev-limiter sound cutting out when engine bounces a lot on the limit
  • Disabled audio for hidden environment animations (helicopters, drones) during test day & practice sessions
  • Puddles and dirt sound effects are now panned left/right on track according to position
  • Fixed Mercedes CLK GT1 & AMG GT3 missing attenuation on external gearshift samples.
  • Chevrolet Corvette C8 Z06: adjusted interior engine sound

TRACKS
  • Barcelona: Fixed various LOD pop issues in static and scene objects; Minor TSO optimization
  • Indianapolis: Fixed some static object lod issues near T3
  • Spa Francorchamps 2022: Returned wandering marshal to his post at Paul Frere
  • Nurburgring 1971 Sudschleife: Moved rolling start location 200m before Nordkehre

VEHICLES
  • Adjusted suspension animation for F-V10, F-V12, F-inter, Lotus 79, Caterhams (all models)
  • Camaro SS: Adjusted light glow textures, shadows & glass cracks
  • McLaren Senna: Adjusted shadows (fixed missing rear wing)
  • Copa Uno B: Adjusted shift warning light
  • Brabham BT49: adjusted shift warning light
  • Updated display for Porsche GT3-R, Porsche Cup models (display alarms added)
  • Added pit limiter display warning to GTE / GT3 models that feature them
  • F Ultimate Gen1: Added ERS mode and pit limiter
  • Nissan GT1: fixed mismatching livery

Automobilista 2 - Reiza Studios
Greetings Everyone!

Automobilista 2 V1.5 is finally just around the corner! The weeks since our last catch-up have been intense, with every front of development pushing flat-out to make this milestone update as great as we all hoped it would be. As a result, the time for producing and writing these dev updates got significantly reduced as we focused on the main job at hand, but things are finally far along enough that we can take the time to share some more info with you about the new update just in time for its official release!

Among the many highlights of AMS2 V1.5, the most eagerly awaited is likely to be the major physics overhaul we first discussed on a Dev Update earlier this year, and of which users already had a taste for with some selected classes in v1.4.8.

This article aims to give a brief overview over the physics development methodology of AMS2 for this update and generally as we move on to additional content, as well as shed a little more light into the scope of the V1.5 physics developments as well as what triggered this overhaul. Buckle up as we go technical!

Car Physics Development


Not long after V1.4 release last year (itself a major milestone with critical developments to tire thermodynamics and driveline which carry over and complement the work done for V1.5) we discovered a bug in the pMotor / SETA interaction that caused tire carcass spring / damper rates to behave inconsistently from what we are setting them to be, which has repercussions in the car´s suspension and aerodynamics. In isolation, fixing this bug would not have been hugely consequential for cars that aren´t heavily aerodynamical, but it has been the critical foundational step for all other developments that followed, and which now add up to a truly momentous step-up in accuracy for any and all types of cars.

Every physics front - chassis, aerodynamics, suspension, driveline, engine, brakes and obviously tires for each of the 272 physics variants in the game have been at minimum double-checked, and at maximum completely rewritten: suspension geometries are considerably more accurate to the model simulated; spring and damper rates (critical to tires and aerodynamics) exhaustively revised, differentials fine-tuned, engine torque curves adjusted, and new car-specific systems and functionalities such as frontal DRS for the Sigma P1 G5 and Metalmoro AJR Gen2 or e-diff systems for the Mclaren 570 GT4 or the VW TSI Cup cars implemented; the force feedback for each of the variants has in turn been carefully fine-tuned for each car´s characteristics for a much more detailed feel for the revamped tire and suspension physics.

The whole physics development process both for creating new cars as well as revising existing cars begins with extensive data collection on the vehicle at hand - sometimes manufacturers will provide us with all we could need, and sometimes it´s on us to go on the hunt to scramble the required info from various sources - once we have collected at least the basic specs and dimensions (mass, engine output, gear ratios, positions of aero devices, wheelbase, track width), a baseline is created on top of an existing similar car (or the "old" car if it´s a revision instead of a new car), applying those basic specs to it.

Pictured Below: Thorough Factory Setup sheet for Ginetta G58


The chassis then gets its undertray and collision mesh defined - this is important not only for defining the car´s "hit box" against walls and other cars, but also to set up the floor coordinates which is the reference plane from which many physics calculations are drawn from. The floor position and angle also affects how the car reacts when bottoming out or scrapping over curbs.

Pictured below: Formula Dirt collision mesh

Once that is done, we move on to the modelling of the suspension geometry - for modern cars, it is not unusual for developers to be supplied with a detailed CAD model of the car, from which we can export coordinates of suspension arms, axles and rods to create a 1:1 representation of the real thing.

Pictured below: The suspension geometry of a P1 prototype as provided by its constructor.



For historical machines we unfortunately seldom have the privileges of CAD models and data recording, and in such cases research is critical as quality pictures can allow us to get results that are just as accurate as those modelled from CAD data.

Pictured Below: Mclaren M23 suspension geometry plotted from a real picture.


Pictured Below: Suspension Geometry as modelled in the Mclaren MP4/6

Once the geometry is modelled, we move on to working out suspension wheel rates, heave frequencies and establishing critical damping ratios which we do with the aid of an internally developed suspension physics calculator as pictured below.


It is then time to take the virtual car out on track for a virtual shakedown and to lay down its tire carcass framework, adjusting deflection as well as longitudinal, lateral and sidewall properties to make sure the tire is within expected flex and stretch limits; testing on a diverse number of tracks subjecting tires through trail braking, bumps, undulations, curbs, on and off-camber turns at various speeds allows for adjusting spring/damping/carcass adjustments to something more adequate for the car.



Pictured below: STM carcass "network" showing flex control points and their relationship with one another.

The focus is then shifted to revising tire treads and aerodynamics over which a lot of the performance and handling of the cars is defined, adjusting all friction, lift and drag coefficients to match as well as possible the real car data we have gathered.

Pictured below: Live spectral analysis of longitudinal tread "stretching" (y axis) and lateral tread flex (x axis). Top left = Front Left; Top right = Front Right; Bottom left = Rear left; Bottom Right = Rear right.


The tire carcass and suspension along with the loads they get subjected to affect the cars´ ride heights, which in turn carries significant impact on the car´s aerodynamics, and that in turn impacts the loads on the carcass and suspension - from this point onwards thus the work fine-tuning all fronts need to progress somewhat concurrently to ensure all components are working in harmony.

Pictured below: Tire traction circle analysis to gauge lateral / longitudinal forces the tire is being subjected to


Pictured below: Bias ply carcass from a Lotus 49C tire gets bent out of shape under hard cornering load

Once things are far along enough, focus is shifted to the driveline - engine, clutch, gearbox, differential, drive shafts and even wheel bearings properties are modelled and should be to properly fine-tuned to ensure the power delivery to the wheel is realistically reproduced. A relevant v1.5 development to cite is in how differential locking torque could briefly become too low during braking zones, trail braking and sustained throttle, under which circumstances the reduced torque applied to the differential ramps could upset the driven axle causing the car to possibly feel unstable or unpredictable. Thanks to a physics logic improvement and diff setups in revised cars there is steady locking torque in these same circumstances, which makes the differential more predictable especially with higher preloads.

Pictured Below: Wheel Slip Graph


There is much more to physics development than what´s covered above - we haven´t touched wear & tear of components, AMDM nor gone in-depth the aero and chassis side in the overview above, but this should give everyone an idea of what this whole process entails.

V1.5 Surface Physics Development


AMS2 V1.5 also brings substantial progress to the front of surface physics, not least due to the introduction of dirt / rallycross raising requiring attention to be given to modelling of deformable terrains and the way cars and tires interact with it, picking up and then laying down the dirt around the non-dirt segments of the race track. While LiveTrack does a lot of the heavy-lifting there for us, its properties still need to be adjusted and verified for optimal results.


These in turn triggered several other LiveTrack developments which will be introduced as of V1.5 release. To begin with, the grip range going from a "green" track to a fully rubbered one has been extended, so a green track is a bit lower grip than before and it carries on until heavy rubber at which point grip is the same as it used to be. Track rubber state thus has a bigger impact in handling and performance. Do note however that a rubbered racing line tends to shift car balance to understeer - you may want to adjust your setup to make the best of the extra grip.

Rubber dynamics are also now flipped during rainy weather - in AMS2 V1.5 water saturation leads to rubber becoming more slippery than non-rubbered parts of the track, which in turn means the normal racing line should be avoided when wet as it´s actually lower grip, just like it is in real life. The curbs are likewise also now more slippery when wet and shouldn´t be abused especially if slick tires are still in use.

The Reiza Physics Development Team

All these developments add up to a driving experience that is unlike anything else in sim racing at the moment, and the relentless push that has led to so much progress over the course of AMS2 development as we went through one exhaustive (and exhausting) revamp after another seemingly in constant loop could only have come to fruition at the hands of a highly talented, driven team - besides (and much more importantly than) myself supervising the overall process and making some contributions in my areas of expertise, we have:

@Domagoj Lovric at the center of it from the very beginning, doing critical work digging through the code to figure out how things worked in this engine, and more importantly debugging and fixing it when it didn´t; Dom also developed a new FFB system from the ground up and constantly refined it along with the default FFB profiles, all the while pushing to make it easier for users to create and share their own;

@oez joined us in the second year of AMS2 release, going from just a tech-savvy user of the sim to a hands-on developer - although he has since moved on to another game studio, his contributions firstly fixing a major bug in the driveline physics, then adjusting drivelines for each car specifications, as well as developing AMDM remain critical to AMS2 physics status as it is today;

@steelreserv likewise made the jump from user working on car setups to developer putting together core physics components, creating along the way the physics calculator shown above that has been so important for setting up solid foundations for all cars in the game and probably making Tom the one in the team with the stronger grasp on the inner workings of the SETA Tire Model;

Helping him along in that process is @Gringo who in recent months added car physics to his job description to go along with the track development he´s been doing for us for many years now, making some important discoveries and handling most of the suspension geometry revisions described further up this article;

@CrimsonEminence, also was originally a hardcore user who would constantly (but constructively) push us with persisting physics feedback and who today makes his own direct contributions to it, helping with tire thermodynamics and developing default setups along with extensive testing, keeping us all honest (many times by redirecting forum feedback) when something does not appear to be working as it should;

Finally @Coanda who first gets the ball rolling with invaluable in-depth research on each car and class we have modelled in the sim, and then brings them home with meticulous FFB fine-tuning & customization for each car to convey all the details from these tire & suspension revisions;

Throigh it all, we have continued to draw from the deep wells of consultancy knowledge as well as the formidable foundation set primarily by @Niels Heusinkveld in AMS1 cars, which remain largely in use in their AMS2 counterparts.

Take just one of these skilled and highly dedicated people and their contributions out of the equation and we certainly wouldn´t be where we are now on this rundown for v1.5 release - the combination of their dedication with the capabilities of the Madness Physics engine have gradually added up to a potent whole that is even greater than the sum of the parts, and with v1.5 we take a decisive step towards bringing it all together.

We are really looking forward to sharing the results with you, and hope you enjoy driving it as much as we do!
Automobilista 2 - Reiza Studios
Greetings Everyone!

It´s that time of the year again: as a new milestone update rises on the horizon, excitement is in the air, caffeine is being abused and crunch time is in overdrive as AMS2 is expected to hit v1.5 within the next few weeks.

Previous AMS2 milestone updates all represented big leaps in quality, features and content for the sim - among other highlights, AMS2 V1.2 introduced Real Weather, seasonal foliage, customizable championships & Racin´ USA Pt1, the first AMS2 DLC as covered in the May 2021 Dev Update; AMS2 V1.3 introduced the VW / Acelerados Demo, a critical driveline physics development to LSD differentials, a major FFB upgrade along with the initial step in AI modding support as covered in the November 2021 Dev Update; AMS2 V1.4 was the latest leap, bringing oval racing & full course yellow support, AMDM, and an overhaul to tire carcass, tread & thermodynamics modelling as covered in the August 2022 Dev Update.

AMS2 V1.5 represents another such leap - in fact there is so much to talk about V1.5 and beyond that we will break this Dev Update in two parts - Pt2 to come closer to actual release day.

Automobilista 2 V1.5 Physics Development

One of the major highlights of V1.5 of course is the latest top-to-bottom physics overhaul, courtesy of the tire findings we commented on in the April Dev Update. The latest V1.4.8 release provided a taste of how significant this revision is, as an initial batch of classes in it already received the revisions.

We are pushing to conclude revisions to all other classes in time for V1.5 - although the tire updates are at the core of the overhaul, the revisions go more in-depth than that with adjustments & refinements to all elements of the car, so to avoid bloating this dev update too much we will detail that process in another dedicated v1.5 physics development update - those of you who enjoy getting technical better buckle up!

Adrenaline Pack DLC to introduce Rallycross to AMS2


The time has finally come for AMS2 to branch outside of tarmac and get dirty, as with V1.5 we will also be releasing the Adrenaline Pack DLC, bringing a variety of off-road and extreme cars & tracks to the sim.

Rallycross racing is bound to be one of the highlights of the Pack, with the Madness engine already presenting built-in world-class support for it, as LiveTrack handles deformable terrain and blending transitions from dirt, gravel to tarmac and back beautifully, along iwwth an in-depth rule set that includes the use of joker laps.

On the car front, we can already confirm that the Mitsubishi Lancer X and VW Polo RX as pictured in these previews will be on the grid, with at least two more models assured to join them.

Adrenaline features several other Dirt-focused classes beyond the typical RX cars - one of them being Rallycross Karts, which are bound to shot up right to the top of the charts in terms of fun factor.



On the track front, Adrenaline will introduce several RX layouts from existing Grade A tracks, including Barcelona, Hockenheimring, Nürburgring & Spa-Francorchamps (whether the buyer of Adrenaline has those specific DLC tracks or not).

Besides these, old favorites from AMS1 have been fully revamped for a AMS2 return, including Ascurra, Foz and Tykki, pictured below in full DX11 glory:





There is a lot more to Adrenaline than what is previewed in this little teaser - we´ll dig deeper into its content and core features along with what you may expect from it in term of gameplay in Pt2 of this Dev Update.

Further AMS2 V1.5 Developments


Besides the Adrenaline Pack, there is some free content coming with V1.5 - the Sigma P1 G5 already previewed in the April Dev Update was originally planned for V1.4.8, but we decided to hold that for V1.5 so with it we could also bring along its direct rival Metalmoro AJR, which as of 2023 also has had extensive updates relative to the version that currently features in P1 class, as can be seen in the picture below.



On the track front, a couple of valuable improvements as we have developed the option to increase pit slots beyond what the pit building can hold, and set start / finish points in different positions which weren´t previously supported by the engine - this among other things will allow us to scale up tracks that currently are restricted to fields as small as 17 cars (such as Cadwell Park), to a V1.5 target of a minimum 26-car field, with the prospect of eventually maxing them all out to the current max grid size of 32. Longer term, this will also allow us to also start gradually increasing that 32-car ceiling, to whatever extent it doesn´t cause substantial reliability issues.

We are also pushing hard to bring more AI improvements for V1.5, with further behavior adjustments that already resulted in some noticeable improvements in V1.4.8. Just as if not more importantly, a heavy push towards improving AI calibration on both dry and wet weather for all classes as we go through the physics revisions, with parallel efforts on the track front to improve AI lines and iron out performance discrepancies between them.

The efforts likewise continue on the Multiplayer Development front - although the digging through the net code that has been ongoing for a few months now is unlikely to result in significant improvements in time for V1.5, we do expect to sort a couple of potential sources for client disconnects as well as some valuable commonly-requested QoL improvements such as expanding of voting options, support for auto-advancing sessions without host interaction and adding option for host to join as spectator

One of the cool immersion boosts already secured for V1.5 is the addition of a Visible Safety Car to lead the field in rolling starts as well as whenever a full-course yellow is triggered.


Another immersion booster is the addition of diverse pit crew sets - out goes the generic fully overall and helmet suited pit crew, in comes class and period-accurate crews with the appropriate attire.


On the quality-of-life front, we can also confirm the added option to set the HALO pillar transparent on the F-Ultimates Gen & Gen2, with a neat emulation of the actual optical effect drivers experience with it in rea life.


This is some of the good stuff coming with V1.5, but not all of it - we will cover the remaining highlights in Pt2 of this Dev Update later this month.

Le Mans is Coming for Automobilista 2!


After months of speculation and a few forum whistling emojis, we are delighted to finally confirm that Le Mans is coming for AMS2 later this year!

It has been a long time coming, but earlier this year we finally concluded a negotiation that started way back in 2020 to bring the Mecca of Endurance racing to AMS2. And we intend to do the sacred venue justice: the modern track is being modelled with laser scan data, and we also plan to offer a couple of historical versions from the 70s and 90s.

Endurance racing is the next frontier we are looking to explore with AMS2, as along with the track and some dedicated endurance features users may expect a very exciting list of new cars to come to the sim, including some 2023 LMDh Hypecars & LMPs along with a fresh batch of 2023 GT3 cars.in anticipation for next year´s event.

On the historical front, plans are just as much if not more exciting - AMS2 already features several Group C cars from the late eighties and GT1s from the late 90s, and we plan to complement AMS2´s Endurance timeline with several prototypes and GT cars ranging from the early 70s to the mid-00s.

Although the track is already in development it will not be ready until much later this year (with historical versions and associated cars most likely going further than that), so don´t be mistaken by the announcement with the V1.5 previews above - this is just to celebrate the good timing of this year´s milestone race from last weekend marking 100 years of the event to share the good news, and also to demonstrate that the future for AMS2 is looking bright well beyond V1.5.

Introducing the AMS2 Paddock Club


With the release of Adrenaline Pack along with V1.5 soon to fulfill the last remaining item of the 2020-2022 Season Pass (even if those who own it can still look forward to a Racin´ USA Bonus Pack beyond it), it is finally appropriate to discuss what the plans are for further DLCs and how users looking to contribute to that future can do so.

As mentioned in a Dev Update later last year, we do not plan to offer a new Season Pass to cover these future DLCs - simply put it has proved not to suit our way of doing things, and it wouldn´t be right to further push the good will of our users by selling DLC bundles with content and schedules we can´t possibly fully assess before-hand - if one such bundle package ever comes, it will be much later in AMS2 shelf life when all DLCs are either released or well under way.

We are aware however that many passionate users are comfortable giving us such "carte blanche" with their support and are urging for a way to contribute to whatever else we may have store for the future, and some of you also wish to engage with the development process through AMS2 Beta which hasn´t been available for new members since before AMS2 release early in 2020. At the same time, although we don´t need the extra funding to fulfill our existing plans for AMS2 it can always help either expanding or speeding up the realization of those plans.

Taking all that into account, we decided to launch the AMS2 Paddock Club - you can learn more about what it is and how to become a member HERE (if you have questions or any feedback on this specific topic please also redirect to that thread).



That is all we had to cover for Pt1 of this dev update! We will catch up again soon for Pt2 to cover the remaining highlights you may expect to arrive with AMS2 V1.5.



EDIT: Pt2 of this dev update should be published towards the end of the second week of July, a few days before V1.5 release. With the new month now well under way now it will be titled July Dev Update, so the title for this article has been adjusted accordingly.
Automobilista 2 - Renato Simioni
There´s been a collection of minor "silent" hotfixes deployed over the weekend and today, addressing the following:

  • Fixed inconsistencies with F-USA Gen1-3 physics revisions
  • AI improvements in oval tracks
  • Minor aero adjustment for Brabham BT52 physics revision
  • Minor art updates for Barcelona
  • Fixed F-USA 2023 Display second page not working
Automobilista 2 - Reiza Studios

Automobilista 2 V1.4.8.1 is now officially released! The update introduces Circuit de Barcelona-Catalunya as a new DLC, the Formula USA 2023 as part of Racin´ USA Pt3 and all packages that include it, as well as the Formula Junior, a super-fun car free for all owners of the base game.

V1.5 PHYSICS REVISIONS


As per the latest dev update, V1.4.8 includes extensive physics revisions to an initial batch of car classes, revisions which are expected to be completed for all cars in the game by the update that follows this one 4-5 weeks from now (v1.5.0).

IMPORTANT: all revised cars MUST have the setup reset - users can do so either by resetting each model individually from their setup menu, or for all cars by deleting your local Documents\Automobilista 2\savegame\123456789\automobilista 2\vehiclesetups folder (please note however this would also delete your existing setups from currently unrevised cars that don´t require the reset yet).

The AI dry performance is meant to be well calibrated to the player performance for all classes already revised - if you still notice any discrepancies please report the car / track combo along with eventual specific details. Wet weather is still in progress, and we will deliver some further updates in the coming day to address the major discrepancies that may still persist.


CLASSES WITH COMPLETE V1.5 PHYSICS REVISIONS:

  • Formula Retro Gen1 (all models)
  • Formula Retro Gen2 (all models)
  • Formula Retro Gen3 (all models)
  • Formula Classic Gen1 (all models)
  • Formula Classic Gen2 (all models)
  • Formula Classic Gen3 (all models)
  • Formula Classic Gen4 (all models)
  • Formula Inter
  • Formula USA Gen1 (all models)
  • Formula USA Gen2 (all models)
  • Formula USA Gen3 (all models)
  • Formula USA 2023
  • Formula Ultimate Gen2
  • Formula Junior
  • P1 (all models)


CLASSES WITH PHYSICS UNCHANGED FROM V1.4.7.2:

Everything else.

Please note that even classes already completely revised will remain subject to further minor adjustments all the way to v1.5 release.


V1.4.7.2 -> V1.4.8.0 CHANGELOG

CONTENT
  • Added Circuito de Barcelona-Catalunya DLC
  • Added Formula USA 2023 (road, short oval & speedway variants) (part of Racin´ USA Pt3 & all packages that include it)
  • Added Formula Junior

GENERAL
  • Added Race Weekend option to set pre-race sessions as private sessions (with this setting enabled participants run on an empty track with no interaction from other vehicles)
  • Added option to set minimum number of changed tyres required for a mandatory stop to count as valid in SP/MP/Champ. Not all stops require the changes but at least one stop in the window must meet the requirements to avoid disqualification; AI will now take advantage of changing less tyres in mandatory stops if other factors don't compel them to change more
  • Pit Strategy: Removed 'Recommended' tire change strategy. (starting fresh for beta is advised, forced reset likely to follow before main release); When saving a strategy if only fronts or only rears option would be valid for the compounds selected this is automatically applied for the user; Time estimation for changes will now reflect the actual compounds selected regardless of front/rear/all setting
  • Updated Trueforce support, increased rate, cleaner TF audio effects. Uses native TF lockstop
  • Initial fuel levels in Multiplayer qualifying will now be the same as the player had set in the previous session, instead of forcing an auto fuel level

UI & HUD
  • Fixed keyboard/controller navigation and incorrect button mapping on vehicle class selection page. ([A]/Enter now toggle classes, [X]/H clears all)
  • Fixed incorrect DLC marker on all vehicles selection list

PHYSICS
  • Fully revised physics for F-Retros (all gens), F-Classics (all gens), F-USAs (all gens), F-Ultimate Gen2, P1 classes
  • Updated tire tread for F-Inter

AI
  • Fixed a case where the AI would slowly rear-end other AI on corner entry making it spin, that was happening on some track/car combos
  • Minor improvements to AI aggression code
  • AI behavior adjustments: Increased the rate the AI pulls aside to overtake; Increased amount of AI throttle lifting over water puddles; Increased max distance from which AI overtaking routine kicks in; Increased threshold controlling when AI cars give up on overtaking into corners (both inside and outside)
  • Fixed an issue where the AI would make an abrupt movement to the pitlane line after requesting a pitstop

AUDIO
  • McLaren MP4/6: Adjusted rev limiter sound

TRACKS
  • Nurburgring 1971: Added more period correct advertisement boards; Object LOD adjustments; Minor performance fine-tuning; Some fixes for TV cams; Added VR cams for all layouts; Fixed LOD pop of billboard signs at Nordkehre
  • Indianapolis Speedway: Move pit lane entrance approximately 40m further down the pit wall as seen in the 2023 event
  • Azure Circuit: Improved track cut limits at Nouvelle and Piscine

VEHICLES
  • User Livery Overrides: Completed support for all vehicles & corrected some remaining issues
  • Added tire compound sidewall colors to F-Reiza, F-Ultimate Gen1
  • Formula Classic G4M3: Fixed T-Cam position
  • Mclaren MP4/4: Added missing low downforce variant

V1.4.8.1 CHANGELOG
  • Fixed missing rear wet compound for P1 2023 tires
  • F-USA 2023 (all variants): Revised engine torque curve and boost pressure mapping; Reduced default steering lock for speedway variant
  • F.Vintage Gen1: Initial force feedback revisions
  • F-Ultimate Gen2: Adjusted AI start performance & DRS gains; Reduced dirty air effect; Adjusted thresholds for sparks to be generated from bottoming out
  • F-Classic (All gens): Adjusted dirty air effect
  • Adjusted AI consistency range for less overall laptime variation from lap to lap (consistency standards will still vary class to class and from driver to driver within same class)
  • F-Retro Gen1: AI calibration pass
  • Barcelona: Art updates & addition of remining trackside objects; Updated AI performance & lines for both layouts; Fixed bug causing AI to drop out within one lap in chicane layout; Added DRS zones to trackmap
  • Virginia: Corrected LOD issue with the marshal huts
  • F-Ultimate Gen2: Adjusted display centering tire temps & adding page 2 with tire pressures & fuel delta
  • F-Junior: Added needle damping to analogue gauges
Automobilista 2 - Reiza Studios
Greetings Everyone! Here we are for the second Dev Update of 2023, and we have tons of exciting stuff to talk about on this one.

Just this past week, we have deployed V1.4.7 featuring the fantastic Nürburgring Historic 1971, the conclusion of a mammoth project on which our track team worked so hard for so long. It has taken much longer than even our latest forecast suggested, as has been often the case specially with these historical projects which seems that always provide room for going a little bit further.

Partially because of the ever-expanding demands involved in the historical track projects, the neat bimonthly release schedule we had mapped our for 2023 isn´t really panning out so far, and the updates also haven´t included everything we had planned for them - reality once again demonstrates it can and often will mess up the most carefully crafted plans.

The silver lining here is that work going beyond schedule is not work gone to waste, so users may expect a very meaty update in the next cycle - so meaty in fact that we have opted to split them in two updates, one already later in May before the big one just before the end of Q2 in late June.

So let´s look into what is it that we have been working on and what you may expect for these next AMS2 updates!

Stock Car Pro 2023 Series


2023 marks the fourteenth year of our ongoing partnership with VICAR, the organizers of many Brazilian motorsports series - the main one of course being the Stock Car Pro Series which already feature heavily in AMS2, with a total of seven seasons represented ranging from the very first one in 1979 to the latest in 2022.

With V1.4.7 we have increased that representation to eight, adding the new 2023 season joining the roster - although both Chevrolet Cruze and Toyota Corolla models remain largely unchanged to the generation of Stock Cars first introduced in 2020, the series has now switched to Hankook tires which are slightly different from the Pirelli PZeros the series used to run - these differences aren´t yet represented in-game however as new tire physics are expected to arrive in June (to be elaborated on later in this dev update).

Nürburgring Historic 1971 - A Triumph of Passion

Needless to say, the highlight of the latest release is the arrival of Nürburgring 1971 - it has been a long time coming, but hopefully everyone can now appreciate where all the time went.

A lot was already said and shared about this project, and Youtuber GPLaps - a great content creator himself who goes beyond the usual Youtube punditry to provide fantastic and detailed coverage of historic motorsports content in sim racing - does a great job covering it in his latest video.

In this dev update we will instead give tribute to the artists who put it together: a project of this magnitude obviously is the result of many man-hours from many different devs with a wide range of different skills, one of key ones being @gunnar333 who already did great work as a track modder in Assetto Corsa, and who provided a lot of the initial modelling & data for this project.

This was done under the supervision of @ilka who is Reiza´s general art lead and also our main track modeler; he is the main artist in most of our track projects and has major input into all of them - Ilya took over the main duties from Gunnar towards the end of last year, and he has been hard at it ever since (although still juggling it with the other historical projects we have released since).


Ilya is Russian, and is one of our lead artists who was affected by the Russia-Ukraine conflict last year; as commented in a dev update around that time, Ilya was forced to move to Brazil in order to be able to continue to work with us. Without getting into the unfortunate nature of that conflict, it goes without saying that it had a direct impact in his life and that of his loved ones, most of whom he has no idea when he will get to see again.

This challenging situation however didn´t compromise his ability to do great work - if anything, it has led to him pouring even more of himself into his craft, as the last year has seen him realize some of his best work.

As a bonafide perfectionist, left to his own devices Ilya would easily find reasons to keep going with each of these projects for another month or three, but I think we can all agree these historical tracks as they are have been realizations with very few equivalents in sim racing, and that it is to AMS2´s gain as well as that of everyone who appreciates motorsports history that his talents get redirected to covering more of it - and there is more from when this one came from further down the line.

We raise our glasses to Ilya, Gunnar and many others from our fantastic track team, who consistently go above and beyond the call of duty even when the odds are heavily against them.


The team are also not quite done with the Nürburgring yet - we had plans to release an update to the modern track along with the 1971 version, enhancing mesh resolution and adding further trackside details, but that task has been put on hold as the track had recently undergone renovations - these will eventually feature in a future update.

Circuit de Barcelona Is Coming!


Following a long stint of time travelling, for the next release the track team is back to modern days for a very modern racetrack - Circuit de Barcelona is expected to arrive with a late May update, just in time for the Spanish GP.

Barcelona will be the bonus sixth Premium Track we alluded to in previous dev updates, and as a standalone DLC the price is estimated at US$ 6.99 / 5.99€ - it will however also be included free of extra charge to the 2020-2022 Season Pass and to the Premium Track Pack.

A staple on the F1 calendar since 1991, the Barcelona circuit has been a favorite among teams to test and develop their cars due to its mix of long mid and high-speed corners, making it an ideal testbed to gauge and develop their aerodynamic performance. For the 2023 Grand Prix the track is reverting to the pre-2007 layout, opting out of the unpopular tight chicane at the end of the lap for the two ultra-fast right-handers that cars used to tackle back in the day before entering the long 1km long home straight.

Barcelona will become the tenth modern GP circuit in AMS2, which means we are edging close to having 50% of the 2023 calendar being represented in the sim; in terms of layout accuracy, that ratio is sustained virtually for all of the last 40 years of the sport. By the end of 2023, those figures will be at or above 50% over 50 years, with similar strike ratios for many of the most prestigious classes in motorsports history, from Group C to GT1 on to modern IMSA and GT World Challenge - not bad for a sim supposedly focused on Brazilian motorsports!

Formula USA 2023 Makes a Return

You may recall that original plans for the V1.4 update included a generic F-USA 2022 as part of Racin´ USA Pt3 - we even had previews for the car in our August 2022 Dev Update, but that ended up triggering an objection by Indycar due to its similarity to their IR-18.

We did try to use that opportunity to resume a previous licensing discussion we had years earlier to officially feature Indycars in AMS2, and although that did end up netting a deal for the Indianapolis Motor Speedway, ultimately the car was too tied up with their agreement for the official Indycar game for them to license it to anyone else.

The plan for a modern F-USA was thus shelved, but thanks largely to the physics developments we will elaborate on later in this dev update, we felt the urge to get back to the drawing board to produce something of our own - hence the arrival of the Formula USA 2023, a completely fresh design that shares technical specs with the 2022 car, and that like other F-USAs will come to AMS2 with road, short oval and speedway variants.


As originally planned, this car will be added as part of Racin´ USA Pt3 and all packages that include it.

Sigma P1 G5


Also coming with the late May update is a new prototype challenger in the P1 class - the Sigma P1 G5, free to all AMS2 owners.

The original Sigma P1 has already been available in AMS2 since the early days, but despite the name their freshman effort still lacked performance to compete at the very top, so at first Sigma were forced to compete in the P2 class of the Brazilian Endurance championship.

Its latest G5 update however evolved to not only rise up to the P1 class, but actually take the fight to the Metalmoro AJRs that used to rule the P1 class - Sigma actually scored their first win last year at Interlagos, and are expected to be a regular contender this season.

Formula Junior - Vintage Low Power Racing


We are not done with new cars for the next update, as May will also see the arrival of another old gem as free base game content - the Formula Junior, based on the popular class from the early 1960s which remain popular in historical racing to this day.

The series was conceived to be a cheap entry level formula - a tiny 400kg chassis with skinny tires, little over 100HP and various components mandated from production cars of the day.

The development of the Südschleife made evident that AMS2 really needed such a vintage lower power formula in its car roster, and F-Juniors are the perfect fit - as can be seen in videos like the one below of a Brabham BT2 (of similar spec but not same car as our generic F-Junior), these are gobs of fun to throw around in tight and twisty tracks:

Automobilista 2 V1.5 Physics Development
While we have already delivered some AMS2 updates this year and have another incoming for May, the first true milestone update of 2023 is expected to come later in June, when Automobilista 2 is expected to hit V1.5 - as with previous milestone updates, this will be another major upgrade to the game on all levels.

One front to have another big step-up is physics - as explained in the Dev Update preceding V1.4 release last year, from that point onwards we would be concentrating further physics developments to these bigger updates, in order to preserve gameplay consistency between them (rather than having physics developments fragmented through the various updates in between as it had been the case before). So even though the updates since V1.4 have included some critical physics fixes and general functionality developments, from a handling and performance perspective physics have largely been preserved since that release.

We have made some considerable progress on this front since, and are eager to share the results with you - while the full revision to all cars is expected to be completed only upon V1.5 release, the update later next month will already introduce full V1.5 physics for several classes - currently all gens of F-Vintages, F-Retros, F-Classics, F-USAs, the F-Ultimate Gen2 and P1 Prototype class along with the new cars previewed above are expected to feature new physics, and for that reason we wanted to advance some info about how the new overhaul came about, and what you may expect from it.


The V1.5 physics overhaul is once again focused on tires, with aerodynamics and suspension also receiving substantial developments. It was triggered by the discovery of an issue with how the SETA tire model was interacting with the old ISI PMotor model from which it was still getting fed some tire-related values - basically this was resulting in a "confused" tire carcass with oscillating spring rates which were different from what we were actually inputting into STM - and as explained in previous revisions, since the dynamics of the whole vehicle literally rides on how the tire carcass flexes under load due to its direct repercussions on aerodynamics and suspension, fixing this issue once again demands an extensive overhaul to all car physics.

Another important discovery made since V1.4 was that the way the undertray of the car was defined for each car had been changed vs what we had in AMS1, even though that particular component of the physics seemed on the surface to be identical to what we had before. Correcting that issue forces further suspension and aerodynamics revisions but the results are well worth it; it also contributes to fixing the issue of cars appearing to explode off the ground upon hard bottoming (which has been known to happen specially with AI from low riding formula cars).

The developments relating to the undertray are already present in new cars released since V1.4 (as obviously it wouldn´t make sense for us to ignore that for the sake of consistency with older content) and so are refinements to how we reproduce each car´s suspension geometry - these being the main reasons some of you have noticed post-V1.4 cars already drive better than older content. The real thick of the V1.5 upgrade however will come from the tire developments, and while the F-Inter is the one car so far to feature some of those tire improvements, most of it relies on code changes we haven´t yet merged to release in order to preserve older content until they are also properly revised to suit it.

The net result of the changes impacts different cars in diverse ways - some (like the oval variants of F-USAs) really are massively improved with noticeably more accurate dynamics, while others present subtler differences. Generally speaking, what you may expect from V1.5 physics from a driving perspective are cars with more precise response to steering inputs which thus feel more "connected" to the road than before, but that also will punish mistakes getting tires beyond their peak slip angle more severely.

All this once again highlights what we have been trying to communicate since we first announced AMS2, and that this is a long-term project; all sims that are serious about simulation evolve over their shelf-life, but with the Madness engine and specifically its physics being so complex and detailed, it would be a steeper evolution curve until we figured it all out - it´s in the very nature of the project for things to go from good to better until eventually great, and it goes for the whole game not just physics.

Being candid, we didn´t expect to still be making such physics breakthroughs three years into its release and five years into its development but the simple fact is, while this is a fantastic piece of technology from developers whose brilliance we are in awe of and feel privileged to have our hands on, it is also the product of code on top of code integrated by different third-parties over the course of decades - understanding and sorting it all out does take a lot of time, effort and resilience, and it is a journey that will continue until we wrap up its development for good.


There is a lot more to be said about V1.5 beyond physics - among other highlights, we are pushing for a solution to lift the need to use Bootfiles for mod installation and possibly lifting some other hurdles based on feedback being received on this topic to better support the great modding projects already being delivered for AMS2; Multiplayer should also receive some substantial upgrades including some net code developments.

We will expand on these and everything else you may expect to see in AMS2 V1.5 and beyond in our next development update in June, by which time V1.5 should hopefully be just around the corner.

Until then, there will be plenty to keep you all busy with Nürburgring Historic and all the good stuff incoming with the May Update - we hope you all enjoy it!
Apr 29, 2023
Automobilista 2 - Renato Simioni
This is a hotfix with some further improvements to the latest release.

V1.4.7.2 CHANGELOG

GENERAL
  • Further adjustments to G-Wheel damping

AI
  • Updated AI lines & corridors for both Nürburgring Südschleife & Nordschleife

AUDIO
  • Mini Cooper S '65: Revised starter sound & timing, fixed AI/replay car onboard sound incosistency
  • Lotus 23: Fixed incorrect onboard sounds from AI/replay car
  • Ginetta G40: Adjusted starter sound & timing

TRACKS
  • Nürburgring 1971: Minor art updates & trackside objects LOD adjustments; Added more 3D animated marshals; Adjusted TV cameras

VEHICLES
  • McLaren Senna: Optimized liveries to take up less disk space
Automobilista 2 - Reiza Studios


The wait is finally over - Automobilista 2 V1.4.7 has been officially released, and with it our track team´s magnum opus following two years of hard work - the legendary Nürburgring, as it was in 1971, featuring the Südschleife ("South Loop"), Nordschleife ("North Loop") and Gesamtstrecke ("Whole Course") in an incredibly detailed and faithful recreation of this glorious race track.

Nürburgring Historic 1971 has been added to the previously released Nürburgring DLC already featuring the modern Nordschleife and Grand Prix layouts - users who already own that DLC or packs that include it are all set to enjoy one of the most thrilling experiences ever created in a racing sim.

Below is the full update changelog:

V1.4.6.4 -> V1.4.7.0 CHANGELOG

CONTENT
Tracks
  • Added Nürburgring Historic 1971 featuring Nordschleife, Südschleife & Gesamtstrecke layouts (Part of Nürburgring DLC)

Cars
  • Added Stock Car Pro Series season 2023

GENERAL
  • Fixed wear state of all tires being reset in pit stops when less than four tires are changed
  • Fixed incorrect race 2 date for custom championships
  • Fixed champ editor incorrectly showing +1 lap for pre race sessions
  • Fixed track cut detection not working on some terrains (like the green area on the final chicane of Montreal)
  • Full servers are no longer hidden in Multiplayer lobby
  • Fixed rule preset selection issues when client doesn't have access to all DLC
  • Fixed an issue that could lead to a crash if an unknown class was encountered in lobby list
  • Servers are now hidden from lobby list if it can be determined they contain content the client does not have the 3rd party content installed

UI & HUD
  • Fixed white pixel in upper left of TTotW menu

PHYSICS
  • Adjusted tire treads for all RWD TC Vintages & GT Classics; Adjusted carcass heating for BMW 2002
  • Further adjustments to extreme, intermediate, wet & slick tires handling of water on a wet track, correcting various inconsistencies

AI
  • Fixed bug where the AI drivers would choose the race starting tyres based on the weather of the previous session
  • F-Ultimate Gen2: Adjusted AI differential to fix inside tire smoking out of slow corners
  • F-Retro Gen3: Further AI calibration
  • Copa Truck: Fixed instant engine failure for some AI drivers during standing starts

AUDIO
  • Adjusted tire skid and scrub sound for BMW 2002 Turbo, Corvette 73, Lotus 23 and Mini Cooper S 1965
  • Revised starter timing and starter sound for: F-Vintage Gen1 M1, F-Vintage Gen2 M1, Lotus 49C, Brabham BT26A, Brabham BT44, Brabham BT52, F-Retro V8, Lotus 72E, McLaren M23, Brabham BT46B, Brabham BT49, F-Retro Gen2, Lotus 79, Brabham BT52, F-Retro Gen3, McLaren MP4/1C
  • Corvette GTP: Corrected tire sound effects
  • Brabham BT52: Fixed missing starter sound & adjusted starter timing

TRACKS
  • Bathurst 1983: Expanded track side crowd density
  • Kyalami Historic: Corrected csm garage building wall material

VEHICLES
  • F-Classic Gen4: Fixed driver position in M1 & M3
  • F-Vintage: Fixed low riding looking cars in Gen2: Adjusted tachometers for all models
  • F-Inter: modified interior texture for outside view to match the cockpit screen
  • User Livery Overrides: Added Cadillac DPi, Group A touring cars , GT Classics and Vintage Touring Cars Tier 1 and 2 helmets and race suits; Fixed BMW M1 Procar & Porsche RSR 74 helmets and suits; Fixed materials for Ginetta G58
  • BMW 2002: deleted right wiper artefact on the chassis 3d mesh
  • Added cracked glass effects for crashes in cars with glass windshields
  • Caterham Supersport: Add correct badge and headlights
  • Brabham BT49: Fixed cockpit tire bug



V1.4.7.1 CHANGELOG

GENERAL
  • Fixed occasional CTD when viewing cars from trackside camera
  • Helmet liveries from specific drivers are now excluded from the random pool of helmets for other drivers that don't have one assigned
  • Fixed an issue where the player driver would use a random helmet livery instead of the assigned one
  • Fixed an issue where the AI drivers would be loaded with the wrong helmet liveries in saved replays, multiplayer and championship mode
  • Championship Editor: Fixed a potential crash when exiting class selection screen and add proper guidance that at least one class must be selected
  • Altered some default values (for G-Wheel) and improved / lowered on center knock that is felt with some cars (g-wheel)

UI & HUD
  • Fixed FR next compound button on Edit Strategy page

AI
  • Copa Truck: Fixed instant engine failure for some AI drivers during standing starts

AUDIO
  • Increased volume for ignition sound effect
  • Wastegate sound is now prevented from playing when RPM's are too low
  • Shortened engine shutdown sound timer; Prevented artificial engine sound volume bump for a more natural sounding startup
  • Mini Cooper: adjusted external sound for player and AI cars, adjusted starter timing and starter sound.
  • Stock Car Pro Series: Fixed incosistent tire sounds for Stock Corolla '21, '22, 23

TRACKS
  • Nürburgring 1971: Completed artwork for release and fixed reported issues
  • Cascais 1988: Fixed LOD on animated 3D crowds

VEHICLES
  • F-Vintage Gen2: Corrected tachometer orientation
  • McLaren MP4/5B: Corrected steering wheel position for better cockpit display visibility; Fixed rear wing disappearing at a distance
  • Copa Montana: Fixed windscreen wiper texture issue
...