V1.5.3.5 is now live - this is another complementary update to the latest release, pushing to address some of the remaining physics & AI issues and performance discrepancies.
AI remains unstable for the faster 125cc & Superkart classes, we´ll need a bit more time to fully get on top of these. The slower 4-stroke karts however shouild be working well.
V1.5.3.5 CHANGELOG
GENERAL
Slightly increased wetness level of Damp Track Preset
Further minor reduction of initial water puddle size scalar so that puddles don´t grow as deep over a wet session
PHYSICS
Fixed excessive tire wear when flatspotting tire on a wet surface
Further minor reduction of initial water puddle size scalar
Revised oval tire treads for Super V8, StockV8 (2019-2022), Montana, Opala 86 & Omega 1999
Minor tire tread adjustments for all karts & Superkart, tintop oval variants (Stock 2019-2023, Super V8, Opala 86, Omega 99, Copa Montana)
F-Retro Gen1: Adjusted undertray collision for generic models & Mclaren M23; Minor aero adjustment for Lotus 72E
F-V10 Gen2: Made default gear ratio one click higher
Kartcross: Slightly increased rear wing downforce; Increased AI field spread. AI adjustments
Rallycross: Moved default brake bias slightly forward; AI adjustments
Minor adjustment to front splitter yaw sensitivity for StockV8 2019-2023 & Copa Montana
This is a complementary update to the latest release with some further improvements & fixes.
This update also switches of the F-HiTech & Historical Track Pack Pt2 free trial period, from now on they are available only to those who own those respective packages.
Full changelog below:
V1.5.3.4 CHANGELOG
GENERAL
Reverted new camera switch behaviour on Cockpit Configuration page pending further assessment
Added -ffb_nofade launch command switch to disable FFB effect smooth fade in/out on pause and session start
UI & HUD
Added Motorsports Presets for Formula HiTech Gen1-2
Removed spurious help text from Scheduled FCY setting
Fixed redundant Gol FL boost setting in setup menu
PHYSICS
Disabled F-Classic qualifying tires until better support exists for AI cars to run them
Improved launch control efficiency for F-Hitech G1M2 & all Gen2 engines
Nissan GT-R: Revised suspension geometry
AI
Redone AI lines For Interlagos 91/93, Oulton Park Classic, Watkins Glen (all layouts), Spa 1993
Further adjusted fuel load AI scalars for all classes, factoring fuel tank capacity along with car charateristics
Fine-tuned AI tire degradation to more closely match that of player for all classes
Further increased function to discourage AI from decididng to run off-track
Ai calibration pass for GTE, Porsche Cup (wet), Copa Classic B & FL, F-V12, F-Ultimate Gen1, F-HiTech Gen2, Kartcross, Superkart
Adjusted corridors at Daytona RC Bus Stop Chicane and Velopark 2010 to discourage drivers from driving off track and bouncing off inside wall respectively
TRACKS
Added dedicated safety car pitbox to Oulton Park, Watkins Glen
Barcelona GP: Fixed a physical irregularity in the track surface near the Europecar corner exit
VEHICLES
Added colour matching driver outfits & helmets for all drivers in Copa Classic B/FL, Copa Fusca, Copa Uno, HotCars
Further increased speed thresholds for F-Classics & F-HiTechs to produce undertray sparks (further improvements to their visuals & dynamics still in progress
The new AMS2 update has finally arrived, bringing the game to version 1.5.3.2.
The two new DLCs pages are live on Steam however they will remain free for all users through the weekend until a minor complementary update on Monday so everyone gets to enjoy the new content.
Please note these are only sold independently, neither are part of the 2020-2022 Season Pass nor the Premium Packs.
IMPORTANT: Given the continued physics overhaul, all setups have again been reset. By the complementary update on Monday all physics development will be frozen until from public releases until the next milestone update sometime in 2024.
Time Trial boards will come live again over the next few hours.
V1.5.0.5-V1.5.3.2 CHANGELOG
CONTENT
Tracks - Historical Track Pack Pt2 DLC
Added Barcelona 1991
added Interlagos 1991
Added Interlagos 1993
Added Montreal 1991
Added Barcelona National layout (Part of Circuit de Catalunya DLC)
Cars - Formula HiTech DLC
Added Formula Hitech Gen1 class (featuring MP4/7 & 3 generic models)
Added Multiplayer logging to help debugging common multiplayer reliability issues (dedicated thread for reports incoming soon)
Added launch control support
Added 'Scheduled Full Course Yellow' option to Race Settings screen
Added dedicated safety truck model to Copa Truck; Corvette Z06 Pace Car to F-USA 2023; AMG GT for F-Reiza, F-Ultimate Gen1/Gen2; pace kart to kart classes; Porsche RSR to F-Retro Gen1-3; BMW 2002 to GT Classics, F-Vintages & TC Vintages; BMW M3 to F-Classic, F-HiTech & F-V12
Added safety car blinking lights which go off when the safety car is about to return to the pits
FCY: Safety car no longer leaves the pits in a conflicting situation when leaders are speeding by on oval tracks; Fixed issue where the detection of illegal overtakes during full course yellow would keep track of the wrong driver (displayed in the follow label) and wouldn't remove the illegal overtake message once the correct driver could be ignored; severely damaged vehicles are no longer prevented from pitting the pit entry is closed on long oval races (PIT OPEN label will now be displayed for severely damaged vehicles); damaged vehicles no longer penalised for not staying with leaders; Improved detection of struggling vehicles that can be overtaken under FCY to prevent unfair penalties
Corrected legacy issue with motion blur being always force enabled in replays (now it will respect user setting); Fixed legacy issue causing to run low motion blur even if user had it set to high
Fixed legacy bug in driver head animation from external view where the angular G-force passed with orientation inverted, leading to a tendency to bend helmet left
Increased the default distance between each AI vehicle during full course yellow
Fixed driver helmet animation not being in sync with the vehicle G-Forces during replays
Disabled gear shift animations when car is set with automatic shifts in either or both directions
Fixed bug where a vehicle (AI or player with auto pit on) could get stuck in garage in single player (in practice or qualifying) if another vehicle was within a blocking distance near it
Fixed issue that would cause missing tires not to be reset after pitting or session restart
Enabled spotter on all ovals in authentic mode
Fixed mandatory stop min tyres incorrectly being limited to maximum setting of 3
Fixed vehicles with exactly two Final Drive settings always running the shorter ratio
Tightened up track limit detection thresholds
Fixed issue on oval tracks where a vehicle in the pitlane would appear in first place or last place on live leaderboards even if it wasn't physically in such positions
Fixed issue where the safety car wouldn't move in time from waiting position if the leader was leaving the pits
Fixed issue where a player could be unable to drive in multiplayer if he joined a practice or qualifying session in progress that had safety car setting enabled and only one free user slot available (also could cause the session to be unable to advance to race if this user didn't quit)
Fixed issue on oval tracks where a vehicle in the pitlane would appear in first place or last place on live leaderboards even if it wasn't physically in such positions
Fixed issue where the safety car wouldn't move in time from waiting position if the leader was leaving the pits
Fixed issue where a player could be unable to drive in multiplayer if he joined a practice or qualifying session in progress that had safety car setting enabled and only one free user slot available (also could cause the session to be unable to advance to race if this user didn't quit)
Private sessions: Fixed player vehicle being rendered as ghost; Fixed opponent vehicle ambient shadows sometimes visible
Fixed late joiners being stuck in a visible state in private qualifying if local player was on track when they joined
Enabled spotter on all ovals in authentic mode
Fixed issue where Authentic Aids setting could become out of sync for a client in multiplayer
Increased maximum pit speed limit allowed to 240 km/h
Redefined setup folder to force-reset setups
UI & HUD
Message 'YOU CAN PUSH NOW' is now displayer for the leader (instead of the caution message) when the safety car is already out of road limits when the race is about to resume from full course yellow
Entering Cockpit Configuration screen will now switch view to cockpit
Various corrections to track grade filter
Fixed incorrect Limiter state in HUD widget after returning to garage with limiter enabled
Fixed Auto-advance countdown being incorrectly displayed on non-host clients when the server does not have it enabled
Onboard camera group on Replay mode now cycle on command rather than automatically
PHYSICS
Continued V1.5 physics overhaul for all classes
Revised FFB for all cars
Revised ideal brake range for all cars
Revised aero dropoff with yaw for all high-downforce cars
Revised turbo altitude scaling BoP for GT3, GT4, GTE
Added launch control system for F-V10 Gen2, Corvette C8 Z06, Mclaren Senna, Rallycross
Updated logic for tires pre-race heating in case of skipped formation lap to minimise discrepancies in handling over first few corners
Adjusted idle RPM range for all F1 engines
Minor fine-tuning adjustments for Group A & GT1 engines
AI
AI fast paths redone for several track layouts (full list here)
Disabled all track-specific AI Grip multipliers (persisting performance variations from track-to-track now adjusted exclusively via AI paths)
AI calibration pass for all classes in dry & wet
Fixed a bug in AI drivers´ assessment when overtaking a car ahead causing them to pull aside too early and lose the draft
Adjusted AI brake application for all classes to better match that of human driver
AI behavior adjustments: Increased function to reduce chances of AI deciding it should go of-track only as last resort; Adjusted AI speed difference & distance thresholds for taking defensive action; Reduced avoid ratios to minimise jerkiness in line switches; Increased threshold for AI carefulness with human players; Increased wall check awareness; Adjusted front & side buffer ranges; further brake usage fine-tuning to various classes
Adjusted AI launch performance for classes with newly added launch control system
Adjusted behavior under blue flag to prevent AI from moving erratically on out lap
Fixed an issue where AI could sometimes be aware of other vehicles in private sessions
Revised & tightened Ai driver Skill ranges for Formula Classics Gen1-4, Formula V12, Formula V10 Gen1-2, Formula Reiza, Formula Ultimate Gen1-2, Formula USA Gen4, GTE, GT3, Stock Car Brasil 2019-2023
Adjusted interclass AI performance of Lotus 98T, Mclarens MP4/4, 5B and 6 Sigma P1 from P2 class
Slightly increased AI tire wetness threshold for slightly earlier switch to wet tires and slightly later from wets to dry
Slightly reduced AI performance boost for qualifying hot laps
Increased AI care with human players
Added function to independently configure how much AI slows down in cool down lap for each class
Added AI fuel load density scalar to adjust AI performance when running higher fuel loads
Adjusted standard pit strategy thresholds for when AI decides it is worth making a pitstop for tires (lower for F1 cars, higher for 4 / 6 nut wheel cars)
Defined number of AI dry hotlaps in qualifying for F1-style cars (min 1, max 2 hotlaps) and non-F1 style cars (min 2, max 3 hotlaps)
Adjusted AI overtaking aggression parameters for all oval variants
Added AI "cheat" function to prevent it from overshooting pitbox in higher pit speed limit settings
Slightly increased AI lifting off throttle under blue flags
Revised AI tire wear rates & resulting degradation (combination should lead to AI suffering less performance degradation with tire wear and coming in earlier for tire pitstops
Further adjustments to AI performance with wets on dry track & slicks on wet track
increased AI global wall check awareness; slightly decreased front buffer range & increased side ranges
Barcelona: Fixed AIW alignment at start / finish junction in chicane layout
BMW M4 GT4: revised engine limiter and traction control sound
Chevrolet Corvette C3 & C3R: adjusted chase camera engine sound volume
TRACKS
Adjusted LiveTrack grip range for Buenos Aires, Montreal (all versions) & Hockenheim 2020
Corrected an error that prevented actual track starting lights from working at Kansai, Santa Cruz, Taruma
Adjusted road noise for Hockenheim Historic layouts, Monza 1971, Spa 1993, Montreal (all versions)
Interlagos 2020: Added 3D foliage, redone track and terrain materials and textures; Updated materials and shading for temp grandstands for GP layout
Spa-Francorchamps: Fixed a terrain shadow issue visible during specific date and time of day in 1993, 2020 & 2022 layouts
Spa-Francorchamps 2020: Corrected inappropriate next lap penalty when off track near Blanchimont; Added dedicated safety car parking spot
Hockenheim GP: Increased track edge to cover curbs that were previously excluded.
Ascurra Dirt: Switch P1 to the left side of the grid
Daytona: Removed excess runoff at the entry to the bus stop chicane; Adjusted track limits; Fixed static object LOD pop issues; Relocated pit exit line at Daytona RC and NRC layouts as seen in the 24hr race
Jerez 2019: Fixed a physical track surface bug in the T1 brake zone; replaced broken tooth on the entry curb; Fixed bug with the garage floor lighting
Spielberg Historic / Vintage : Corrected a missing LOD flag on the pit lane entrance tire bundle
Nurburgring (all versions): Corrected geo location and time zone data; Fixed black grass blades near Dunlop on the Nords 24hr layout; Fixed a minor collision issue on the RX layout Fixed the track length data for Sprint S layout
Barcelona: Fixed the collision on the pit lane entrance tire barrier; Adjusted LiveTrack grip range
Kyalami: Increased grid box spacing to fix AI drivers sometimes reversing during race starts
Montreal Historic 1988: Updated TV trackside cameras
Spa 1993: Minor performance and export optimization
Silverstone 1991. Fixed trackside camera flickering at Hangar Straight
Oulton Park: Adusted position of chicane apex tire bundle
Speedland Kart 3: Fixed misplaced layout tire barriers
Completed VR cameras for all RX tracks
Tykki: Fixed RX layout pit lane (cars wont start in garage); Minor graphics fixes; Corrected Max AI participants from 5 to 7 in RX layouts
Indianapolis 2022 (both layouts): Update formation lap path
VEHICLES
Defined colour matching driver outfits & helmets for all drivers in F-Junior, F-Vintages, F-Retros, F-Classic, F-V12, F-V10. F-Reiza. F-Ultimates (all Gens), Group C, Group A, GT1, GTE, GT3, GT4, GT4 Supercup, G40 Cup, GT5, GT Open, MINI JCW, Porsche Cup, Copa Montana, SprintRace, Formula USA Gen1-3, P1, P2, P3, P4, Aussie Racing Camaro, Vintage Touring Cars T1-2, GT Classic Touring Cars, StockCar Brasil 1979-1999, F-USA 2023, F-Inter, Rally RX1, Kartcross, F-Dirt
Adjusted bodywork dirt buildup rate for all cars
User Livery Overrides: Fixed body part issue when using metallic materials
Adjusted visual backfire thresholds for all cars to more realistic frequency
Fixed spark effects being too dark during the day
Increased driver helmet LODs to avoid it popping in and out at longer distances
Adjusted cockpit POV for Group A, Mclaren F1 GTR, Mclaren 570S GT4,Ultima GTR, Metalmoro AJR Gen2, F-Vee, MIT Lancer Cup (both models)
StockCar Pro Series 2023 Cruze: Fixed brake disc glow issue, Fixed LODs tail light issue; Adjusted height offset; Fixed driver legs position for Cruza Model
Stockcar Pro Series 2023 Corolla: Changed steering wheel position; Adjusted driver position & animation; Adjusted cockpit view; Fixed UV map on front inner tirewalls; Adjusted the steering wheel position to be centered in relation to the driver pov; Adjusted driver animations
Mercedes CLK LM GT1: Reverted driver animations to use stick shifter; Revised collisions; Adjusted driver animations to use paddle shift
Ginetta G58: Fixed Driver animation position on 3rd person view
Catherham 620R: Fixed right-side tire pivots
Copa Truck:
Brabham BT44: Adjusted suspension animation and camber on the front wheels
F-Classic (all gens): Correct wet tire texture for various models; Fixed shiny tires on lower LODs; increased speed threshold required to produce undertray sparks; Fixed Rear boot that was obstructing the view in cockpit, steering wheels rotation angle & missing cockpit windscreen for F-Classic G4M2; Updated & revised 3D display for Mclaren MP4/5B, MP4/6. Fixed suspension mesh skin on lodA and cockpit view & fixed suspension animations for F-Classic G3M3
F-V10 Gen2: Adjusted suspension animation on the front wheels
F-Ultimate (both gens): Added damage models; Revised cockpit suspension animations structure; Improved transparent HALO; Fixed front suspension mesh in cockpit view & adjusted the right-side cockpit mirror mesh for Gen1
F-Vintage G2M1: Fixed wrong name in collision joint
F-Dirt: Fixed red body panels when viewing from cockpit view
Revised livery F-Junior #55, Mclaren F1 GTR #03, Mclaren Senna #04, Mercedes CLK LM #53; New paint materials
Camaro SS: Corrected cockpit model to 6-speed manual transmission & adjusted driver animations
Corvette C8 Z06: Added Launch Control info on page 1 and 2. TC of cockpit display off pictogram on 3 pages. Improved textures
Mclaren Senna: Added Launch Control info to cockpit display
Onboard camera adjustments forKartcross
Copa Truck: Fixed spawn location causing the truck to bounce when entering or leaving the setup menu; Fixed wipers not clearing water from windscreen in Vulkan model
It´s been almost 5 months since our last Dev Update in June and almost 3 months since our last public release - not exactly a lifetime in game development, but a first for AMS2. Never since its original Early Access release has there been such a big gap with neither new game updates nor detailed news about them.
This isn´t a sign of AMS2 development slowing down – on the contrary, behind the scenes this has been one of the most intense and productive development cycles we have had, the results from this especially long cycle soon to be shared with you all.
Those of you used to following these dev updates will have read a lot about the challenges to develop and manage a game of this size – many cars, many tracks, many simulation variables, all of which under constant development with new features and new variables being brought in all the time keeping goalposts ever moving and making it harder to make it all work cohesively. The game by design been a constant construction site and some untidiness comes with the territory - the only manner we could tackle such an ambitious project was by leaving perfectionism at the door, and just keep building it one update at a time Deliver good first, then push to make it better - this has been the approach for every new car, track or feature. Sometimes that initial “good” wasn´t even that good, sometimes it was more than that but up to this point we never set out to make everything as good as we could make it to begin with – that would have to come later, once more building blocks were in place.
With the release of v1.5 we have reached the point at which it´s finally time to focus less on creating potential, and more on fulfilling it. After the last v1.5.0.5 that has been the primary guideline for all dev fronts – polish everything, to the best we can within the window of time we have.
As we dug into it, what was at first a development guideline became a bit obsessive – simply put, we would not have a new public release until we felt everything was as good as we could possibly make it, or at the very least heartwarmingly close to it as far as the core of the simulation is concerned – physics, FFB, AI, audio and all related functionalities.
Under that approach and with no clearly defined goals, timelines became even harder to assess as the more we polished the more room for improvement we dug into, which then required further polishing, with then brought up further room for improvement in what seemed to be a never-ending loop. And as we went through that loop days became weeks which then became months, and ultimately we decided to merge what were supposed to be two separate development cycles into one, and now we are finally about to wrap everything up for AMS V1.5.3 release.
This isn´t meant to overhype the new update much to less to pretend perfection has been reached, not least as we don’t believe that is an attainable goal in sim racing yet - everything can always still be made a little or even a lot better, that goes for the core simulation as well as the whole production surrounding it. After this release we´ll certainly still have great many new things to achieve, a few solvable niggles will have slipped by which will demand quick fixing, and bigger problems will remain to be understood and improved on – plans are already in the works for 2024 and beyond for further substantial progress, including a complete GUI overhaul (an area we didn´t do much work on for this update), some updates on the rendering engine (another area we´ve haven´t dug into beyond adjustments here and there); a content management system (for those who are interested in parts of the game but not in others, and who might want to combo that with mods for a more focused experience), a more robust Multiplayer dedicated server tool, as well as plenty more cool cars and tracks to fill up all the dots towards the endgame of an-encompassing career mode that ties the whole thing together, among other things that will certainly lead to AMS2 taking further leaps until its development finally wraps for good.
In light of the above, the next update could be seen just as another step towards the next step just as all that came before it, and in terms of introducing new content, features and improvements to the sim within a single update there certainly has been bigger ones before it; and even though we are satisfied with the results right now, that satisfaction is bound to be short-lived as further development makes the current obsolete a urge to move bar for the whole thing higher inevitably kicks in again. It´s difficult to gauge where you are in a journey when you´re not sure how far away the destination is, but this update marks the first time we have delivered everything we had in reach at the point of release, and that makes v1.5.3 a milestone update in its own right.
Enough with the rambling then and let´s have a look into the specifics of what you can expect from the new update!
Update on Time Trial Leaderboards
Firstly we´d like to acknowledge this fumble and assure all TT boards will be back live upon the release of V1.5.3. Long story short, as we had mentioned in the last dev update before v1.5, the new physics overhaul would require resetting in setups and TT leaderboards, the latter being held back until we had had another cycle to fine-tune the physics revisions. We did end up resetting the boards at the point we believed to be on the verge to wrap up for release only to pull it back due to another minor physics breakthrough, leading to the boards staying out since. We couldn´t reinstate old boards once they were cleared and there wouldn´t be much sense in having new boards up only to reset them again now, so leaving it off until the update was the only choice after the deed had been done. We´d like to apologize for that and assure users we will be more careful in how we manage future resets if they are ever necessary again.
Historical Track Pack PT2 - The AMS2 History Tour Continues
All the ongoing groundwork on the fundamentals wouldn´t hold back the content teams from doing their thing, and on this front track and vehicle teams have continued to deliver brilliantly with some exciting new content coming up with the new update in the form of two DLC packs, one of which being this second Historical Track Pack featuring four additional historical versions for modern tracks already present in the game:
Barcelona 1991 – Earlier this year we release Circuit de Catalunya as it is today, and with v1.5.3 the shorter National layout will be added to that DLC pack. The track already has some history behind it now, having inaugurated in 1991, having hosted rounds of many high-profile championships and becoming a staple in F1 the F1 calendar hosting the Spanish GP in every year since. The track back then looked distinctively modern vs the other tracks in the 1991 calendar, and while it has proved to be ahead of its time managing to remain one of the top-Grade A tracks in the world with minimal reforms in these 32 years, it looked quite different back then. In terms of layout, the amazingly fast Campsa corner was even faster back then with a shallower angle leading to another fast right / left S corner that still exists but was retired from use back in 1994.
Interlagos 1991 / 1993 - the classic Interlagos circuit in two slightly different versions, as they were in Senna´s two Brazilian GP victories, fresh out of the reform that reduced its total length from the amazing original 7,873km layout (already featuring in AMS2) to the shorter but still excellent 4,325 km layout has by and large remained the same to this day – most of the track changes were in its topography, with a big climb in between T6 / T7 (Laranjinha) where the new layout “shortcut” to the infield section getting smoothed out in the 1995, and run-offs around the track being mostly off-camber, including at the exit of T11 (Mergulho, the fast downhill left-hander) which made going off there particularly hairy back In the day.
Montreal 1991 – Another track which features in AMS2 with an older version from 1988 and the modern, which 1991 being and interim evolution between them as in that year the track was reformed to lower the very high curbs it had up to that point, and tighten the previously absurdly fast last right / left S into the last chicane that remains pretty much unchanged to this day. The track was still tighter in places than it is currently, and big sawtooth curbs and lack of run-offs anywhere meant the room for error was much smaller.
Despite the superficial layout similarities, as you get to drive each of these historical tracks it should be evident how different they actually are how far the overall standards for race tracks has shifted in the 30 years since these versions were raced on – from the bumps and the curbing to the barriers and run-offs (or lack thereof) these tracks provide a very different experience and some additional challenges relative to their modern counterparts, and are thus more suitable for the race cars from this era (of which AMS2 has plenty) to be raced on.
Given the limited rework involved in these alternative historical versions, Pt2 will be priced a bit cheaper than Pt1 – for a very reasonable $7.99 you´ll get all four layouts described above.
Formula HiTech - AMS2 Goes Active
The early nineties tracks as featured in the Historical Track Pack Pt2 were notoriously bumpy – luckily, we have just the right machinery to handle them as AMS2 V1.5.3 will introduce the Formula HiTechs, headlined by two official McLaren F1 cars from an era in which technology truly started to pervade Grand Prix racing.
Cars of this era were equipped with various gadgets such as traction control, launch control ABS and active suspension. The first three need no explanation as they have continued to be used in various motorsports classes ever since, but active suspension was so revolutionary and so distorted the nature of the competition that it got banned within two seasons never to return - and for the first time in sim racing AMS2 users will be able to experience what it was like to drive with it!
The system had already been experimented with on and off through the eighties but only in the nineties was there enough computing power to make the best of it. The system did away with the usual springs, dampers and roll bars of a typical passive suspension and replaced with electronically-controlled hydraulic actuators that actively managed the vehicle´s vertical movement in order to optimize ride and ensure the car was always at its ideal ride height irrespective of the bumps it was going over and the loads it was under. The demo video below demonstrates how that works in practice – notice the lack of movement from the chassis in the active car relative to the passive:
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Beyond that obvious performance benefit, the system allowed teams to get creative in exploring other ways to gain lap time – one of which being the original "Drag Reduction System", with which drivers could with the press of a button change the car´s attitude on straights and with it stall the rear wing in order to gain top speed – then pressing the button again to restore the car to its appropriate poise for the next corner.
Formula HiTech Gen1 features four distinct generic models along with officially licensed McLaren MP4/7A. the first year in this technological revolution, in which Williams got the jump on everyone else by introducing at once traction control, launch control and active suspension to the 1991 passive car to deliver the FW14B, and with that car it dominated the season with qualifying times that were often 2s faster than the first conventional car.
The other teams scrambled to try catch up, and as the season went on a couple of them introduced traction control to their cars, one of which being McLaren with the MP4/7A. The car was a tidy evolution to the iconic MP4/6, finally progressing to semi-auto gearboxes following the lead of both Ferrari and Williams and with the Honda V12 more powerful than ever, overall though a step-up that proved insufficient against the mighty Williams FW14B which Senna once described as being "from another planet". [/img]
Parallel to the electronic revolution, teams were making big strides in aerodynamic development thanks in parts to the stable ride provided by the active suspension. In the ever-going quest to contain the speed of the cars, new regulations for that season mandated cars to be narrowed to a maximum of two meters (including narrowing of rear tires from 18” to 15”) with new constraints applied to wing design including lowering rear wing height from 100cm to 95cm.
These changes allied with the aggressive aerodynamic development led to cars becoming faster and peakier than ever, and heavily reliant on the electronic systems for stability. By the end of the season the electronic systems were all banned in attempt to reduce the growing gulf between the haves and have-nots and to prevent the continuing electronic developments from making driver skill all but irrelevant. The shift from mechanical grip to aerodynamical downforce from the previous rule changes however persisted, the teams no longer could count on active suspension to keep the cars stable, which put the sport decisively on the path of tragedies for the following season and compromised the cars´ ability to race each other closely for decades to come.
This inflection point in the history of the sport did however produce utterly unique and fascinating machines, and thus must-have content to feature in AMS2. The HiTech classes are headlined by the McLaren MP4/8, which despite being underpowered with the switch from Honda V12 power to costumer Ford V8s and lack of championship success still proved to be one of the most advanced F1 cars ever, powering Ayrton Senna to some of his most famous wins. As with all other Senna McLarens, we have had this car under license for a few years already but if we were to actually model it we had to do it properly, and so it is with the car featuring all of its main gizmos – traction control, launch control, ABS, active suspension complete the “vintage” DRS system.
[h3]Audio Development[/h3]
In the Dev Update preceding the release of the Brazilian Racing Legends DLC last December which features cars sharing similar engines to the upcoming HiTechs, we referred to their glorious engine sounds and how important it was for us to capture that in AMS2. While we believe we succeeded for the onboard sounds, the externals still weren´t quite delivering on the experience of actually hearing these cars live.
For V1.5.3 we were determined to go the distance there. Sounds speak louder than words in this particular topic, so here´s a preview of what the cars with these engines will sound like V1.5.3:
[previewyoutube=VuTCGtDp_BY;full][
[h3]Concluding the big V1.5 Physics Overhaul[/h3]
[img]{STEAM_CLAN_IMAGE}/35138208/f9a84e6939b74b9d24041274aee54e2100ee9045.jpg[/img]
As elaborated on the Physics Dev Update before the release of v1.5, we had corrected a bug in tire carcass spring / damper calculations which prompted the overhaul that headlined the last update. This was critical as the way the tire carcass twists, flexes and deflects under load has major repercussions not only on the way the tire itself handles, but also on the car´s ride heights which in turn have major repercussions on its suspension and aerodynamics, which in turn have repercussions on the load the tire carcass is under - these are very intertwined dynamics so getting one right is critical for the others.
With V1.5 going a long way towards getting the carcass issues rectified, there was another component in the tire model still to maximize – the tire tread. In STM, the tread model consists primarily of a complex web of friction coefficients and a number of thermodynamic properties which basically define the tires´ optimal operating window and how the various friction coefficients are affected from temperatures under and above that optimal range – these are critical in defining not only how much grip a given tire has, but also how that grip builds up, sustains and lets go under various loads and temperatures.
A lot of work already went into the tread physics over the course of the v1.5 revisions, but unlike the carcass (which has somewhat more absolute and verifiable attributes), the tread coefficients are a much greyer area, and getting them right is even more challenging precisely because there´s no verifiable “right”– when that is the case and even a 0.01 change in any of these coefficients produce a perceptible difference in handling, getting them to a place that at least seems to be right involves constant research, and a lot of old-fashioned and time consuming trial and error.
It´s not flashy sophisticated and exact work, but it´s as critical as any other if not more – a given sim car may have millimeter accurate suspension geometries, 1:1 aero map and engine torque curve perfectly matching dynamometer figures, if the tires are not gripping and letting go as they should, the experience of driving the car just won´t be captured.
[img]{STEAM_CLAN_IMAGE}/35138208/f0154756e3dfd8f72c59a18c03cee89a88b9a085.jpg[/img]
Given the sheer amount of cars in AMS2, despite all the efforts poured into the tread over the course of the V1.5 revisions we fully expected there would still be room to improve them and that the work should continue after V1.5 to give them further fine-tuning, for which we gave ourselves a few extra weeks. As it turned out the fine-tuning cycle ended up demanding a lot more than a few weeks, but we have finally made the tires as good as we could for the time being.
Similar fine-tuning has been done in other areas of the physics, not necessarily as consequential as tires but also very significant, the most notable of which on aerodynamics where efforts have gone towards adjusting the yaw sensitivity of the various aero devices in high downforce, which make a big difference in how car behaves once it starts sliding, and revising rear wing efficiency at baseline as we found several cars were still retaining an optimistic amount of the total downforce at minimal setting. Brakes have also received updates, fine-tuning brake torque figures, disc thermodynamics & optimal temperature ranges which give a perceptible better feel for them.
All these adjustments add up to a considerable leap in physics accuracy, to an extent it wouldn´t be overselling to say V1.5.3 is as big a step-up relative to V1.5.0.5 as v1.5 had been to the previous V1.4.X, - once again we very much forward to sharing these results with you.
[h3]Wet Weather Physics Development[/h3]
Another huge step-up we didn´t quite cover in time for v1.5 release but that is being delivered on for v1.5.3 is on wet weather physics, where for the first time we´ve managed to give this front all the attention it deserves, after all this engine not-so arguably features the most advanced weather model and dynamic track system in all of sim racing – not exploiting that to the fullest would be a big waste, and unfortunately we were too caught up figuring out dry weather tires to make the case wet weather physics have ever been close to right or a good as they could be for all classes – that case we can make now, with improvements both to wet tires (or street / all-weather tire physics on the wet and even slicks on wet) as well as wet track dynamics.
In V1.5 we introduced a crucial LiveTrack development first in sim racing making rubber on the racing line more slippery once it gets saturated with water as it does in real life. This is a must to properly simulate wet weather driving as in real life drivers are forced to avoid the racing line as much as possible, and instead explore the outer edges of the track for more grip. The wet tires and the system itself wasn´t developed enough to make itself evident in v1.5.0,5, but it is a critical to driving fast in V1.5.3.
Another critical LiveTrack development for v1.5.3 concerns the way water puddles get defined and develop as rain falls harder, adjusting the properties that could lead to them quickly growing as deep as 16cm under heavier rain and becoming impossible to drive through them without aquaplaning as no tire can drain that much water to remain in contact with the tarmac anywhere but modern Grade A tracks which have drains everywhere (in LiveTrack water is actually drained according to where drains are mapped on the track model, and naturally these are realistically modelled as per real reference in modern and historical tracks alike).
The end result from these developments is wet weather driving like nothing ever seen before – incredibly fun, very challenging, occasionally scary but (provided you are on the right tires and with a reasonable setup) seldom frustrating.
[previewyoutube=zf_YG2iNIPk;full][
[h3]AI Development[/h3]
[img]{STEAM_CLAN_IMAGE}/35138208
All the physics developments are obviously critical for a racing sim and where efforts are often concentrated on, but for the sim to work as a game the other fronts need to be up to par too so you can actually race rather than just experience and hot lap cars, which although is fun on its own right will
Even with the growing number of sim racers dedicating more and more to Multiplayer, there still are certain sim racing itches that only good AI can scratch - no matter how big the online community for a sim mat be, you are unlikely to be able to gather a full field of competent racers join session with whatever car / track combo you feel like racing whenever you feel like racing It,, let alone run a full championship according to your specific preferences.
One of our main goals with AMS2 was to deliver on that to become a strong if not the strongest Single Player option in sim racing – a game you could jump into, pick a car from the wide range of motorsports disciplines available past and present with a track to suit it (or not), get on-track and have a good race with minimal tweaking of settings required for some pure unadultered single player fun, Here again the scope of the sim, the sheer number of variables and constantly moving parts have detracted from our ability to deliver on that to the standard we wanted it at, and while there remains plenty of room for improvement it still, v1.5.3 represents the biggest leap in AI development yet, thanks to developments in three critical fronts:
[b]Performan- All through AMS2 development we have been gradually adding more performance-defining variables, along with moving others that originally were applied globally to all cars to be configurable at car level, to the point where we now have enough control over AI performance in all conditions to match that of player at all stages of any given corner.
Having achieved that level of control the next step in the process is to calibrate all those variables for each car in the game, and do so In a way that the performance would scale up and down for to accommodate most skill levels, remaining consistent to that skill level irrespective of the car-track combo in use. We´ve been chasing that elusive goal consistently update after update, but this is by the one where we have covered most ground on.
To begin with, we have greatly reduced the track variable from the equation by redoing the racing lines for all tracks that were In any way suboptimal for their performance – a whopping total of 70 line redos in between v1.5 and v1.5.3, with some more still to come in time for official release. These new lines not only improve the AI performs relative to the player, but also help them keep away from track edges and dangerous curbs, and potentially improve the AI assessment of overtaking opportunities.
The next step is the sheer grind of manually calibrating the various performance parameters AI for each car , and while we can´t yet claim the calibration is 100% for every car / track combo in every possible condition, the discrepancies have been greatly reduced relative to previous versions, where some classes could still have AI cars going 5s slower or faster with a weather swing from dry to wet or vice versa.
Still on the Performance component, AI tire wear and the degradation that comes with it have adjusted for every tire and match up better with what the player will experience.
[b]Racing Behav in terms how AI reacts to cars around it has also substantially improved in v1.5.3 – they challenge and overtake both player and each other more easily and with less incidents, switch lines more smoothly, hit walls and generally get themselves into trouble less often, and are more inclined to back off when crowded out before they are forced off-track.
Finally, AI Pitstop Strategy have been worked on class-by-class so that AI is set with reasonable initial tire and fuel options for the session ahead, and then proceed make sensible changes according to varying weather and race conditions or to damage it may have incurred.
There is plenty more to do for AI to be the equivalent of a very capable human driver, but if all the above is realized somewhere close to right, AI can deliver races like the one captured below on a regular basis whenever you want – and in V1.5.3.0 you will be able to:
[previewyoutube=qiWQD2WOY2I;full][
We have more to show to demonstrate the progress in all types of racing simulated in AMS2, and over the next few days we will share a few more such gameplay videos doing just that.
Shout out to AMS2 due to Paddock Club members for their constant influx of reports & feedback during the V1.5 cycle and this one, without which so much progress both on physics and AI development would not have been attainable.
[h3]Multiplayer Development[/h3]
[img]{STEAM_CLAN
We are still grinding away hunting some persisting reliability issues in Multiplayer, and while we have managed to debug and solve a few more, Realistically speaking, unlike Single Player this will not be the update in which AMS2 Multiplayer makes a huge leap forward.
We have however introduced more in-depth Multiplayer logging in order to try gather further info from the community to debug the remaining issues, as one of the big challenges making progress on this front is that we can´t reliably reproduce some of the typical issues users commonly run into. Upon V1.5.3 there will be a new thread for Multiplayer reports so that users file their reports from troubled sessions along with the log file for the session where it occurred, from which hopefully can make more substantial headway.
[h3]Other Fixes & Improvements[/h3]
[img]{STEAM_CLAN_IMAGE}/35138208/4b81f316d1c7a7af2e5c4ef04f2801d7c0f2f4bd.jpg[/img]
The complete changelog for all the smaller improvements and fixes in this update is truly enormous as polishing efforts poured in from every dev front - some highlights worth mentioning:
Following up on the introduction of a visible Safety Car in V1.5, we have expanded on the feature by introducing a number of dedicated Safety Car models more befitting to various classes in AMS2, and added an option for users to configure a scheduled Full Course Yellow for both Single and Multiplayer races.
[img]{STEAM_CLAN_IMAGE}/35138208/c8eef648cc80ddfff9761a093805cc4ad7f13df9.jpg[/img]
We have fixed a couple of legacy issues with driver head animations which meant they had very little movement, and generally in the opposite direction of the corner, and also a bug in their initialization that could lead to driver head leaning oddly to the side during replays.
[img]{STEAM_CLAN_IMAGE}/35138208/b7a1724c17c7104631cbe7873d7db98b1ad0c67b.jpg[/img]
Still on the topic of Replays, we discovered another oldie in the code which forced blur on medium setting during replays irrespective of the option the user graphical setting was set to. Now Replays will follow whatever the user setting is and having it off solves various graphical artifacts that could be seen during trackside replays.
Further improvements on the LiveTrack front include additional visual and audio cues when driving off the racing line and into the dirtier edges of the track, with sounds of rubbish hitting the car further hinting to the driver he´s not where he should ideally be. Further down the line a faint offline dust will be visible from behind the car so that the driver behind can know the guy ahead is on the dirt and may have a little trouble in the next braking zone.
The vehicle team has pushed hard to finish all the remaining damage and animation components for various models. We have addressed the issue causing occasionally excessive dirt buildup on the car body and have done away with the random selecting driver outfits and helmets, instead having drivers from all professional classes in the game to run appropriately matching helmet design, gloves and driver overall to their car livery.
[img]{STEAM_CLAN_IMAGE}/35138208/21adc4ad987a8c1c3838b9464f7072157671d0ed.jpg[/img]
A final last-minute win (literally just occurred shortly before wrapping this dev update) is the fixing of emissive materials on sparks – solved by a new shader expert who just joined us this week to help us pursue the visual improvements we alluded to earlier on. Further work to do there still but it already looks nicer.
[img]{STEAM_CLA
And on that bombshell, we have covered all we had to share for this Dev Update! Hopefully the news and the depth of the work within this next release makes up for the relatively long gap since the last one and the silence in between. We know we have pushed e
Formula HiTech Gen2 features three distinct generic models along with the officially licensed McLaren MP4/8; representing the season that proved to be at once the pinnacle and the deathbed of the "hi-tech" era in Grand Prix racing. By this time most cars on the grid featured (to a varying degree of sophistication and reliability) active suspension, traction control & fully automatic gearboxes - some of the top teams also had ABS and some primitive form of the "blown diffuser" trick that would blow hot exhaust fumes into the diffuser to increase downforce, a trick that would be in vogue again almost 20 years later (and which is represented in our Formula Reiza). Williams even dabbed into CVT transmission and Benetton into four-wheel steering, although neither ever actually raced.
Parallel to the electronic revolution, teams were making big strides in aerodynamic development thanks in parts to the stable ride provided by the active suspension. In the ever-going quest to contain the speed of the cars, new regulations for that season mandated cars to be narrowed to a maximum of two meters (including narrowing of rear tires from 18” to 15”) with new constraints applied to wing design including lowering rear wing height from 100cm to 95cm.
These changes allied with the aggressive aerodynamic development led to cars becoming faster and peakier than ever, and heavily reliant on the electronic systems for stability. By the end of the season the electronic systems were all banned in attempt to reduce the growing gulf between the haves and have-nots and to prevent the continuing electronic developments from making driver skill all but irrelevant. The shift from mechanical grip to aerodynamical downforce from the previous rule changes however persisted, the teams no longer could count on active suspension to keep the cars stable, which put the sport decisively on the path of tragedies for the following season and compromised the cars´ ability to race each other closely for decades to come.
This inflection point in the history of the sport did however produce utterly unique and fascinating machines, and thus must-have content to feature in AMS2. The HiTech classes are headlined by the McLaren MP4/8, which despite being underpowered with the switch from Honda V12 power to costumer Ford V8s and lack of championship success still proved to be one of the most advanced F1 cars ever, powering Ayrton Senna to some of his most famous wins. As with all other Senna McLarens, we have had this car under license for a few years already but if we were to actually model it we had to do it properly, and so it is with the car featuring all of its main gizmos – traction control, launch control, ABS, active suspension complete the “vintage” DRS system.
Audio Development
In the Dev Update preceding the release of the Brazilian Racing Legends DLC last December which features cars sharing similar engines to the upcoming HiTechs, we referred to their glorious engine sounds and how important it was for us to capture that in AMS2. While we believe we succeeded for the onboard sounds, the externals still weren´t quite delivering on the experience of actually hearing these cars live.
For V1.5.3 we were determined to go the distance there. Sounds speak louder than words in this particular topic, so here´s a preview of what the cars with these engines will sound like V1.5.3:
[
Concluding the big V1.5 Physics Overhaul
As elaborated on the Physics Dev Update before the release of v1.5, we had corrected a bug in tire carcass spring / damper calculations which prompted the overhaul that headlined the last update. This was critical as the way the tire carcass twists, flexes and deflects under load has major repercussions not only on the way the tire itself handles, but also on the car´s ride heights which in turn have major repercussions on its suspension and aerodynamics, which in turn have repercussions on the load the tire carcass is under - these are very intertwined dynamics so getting one right is critical for the others.
With V1.5 going a long way towards getting the carcass issues rectified, there was another component in the tire model still to maximize – the tire tread. In STM, the tread model consists primarily of a complex web of friction coefficients and a number of thermodynamic properties which basically define the tires´ optimal operating window and how the various friction coefficients are affected from temperatures under and above that optimal range – these are critical in defining not only how much grip a given tire has, but also how that grip builds up, sustains and lets go under various loads and temperatures.
A lot of work already went into the tread physics over the course of the v1.5 revisions, but unlike the carcass (which has somewhat more absolute and verifiable attributes), the tread coefficients are a much greyer area, and getting them right is even more challenging precisely because there´s no verifiable “right”– when that is the case and even a 0.01 change in any of these coefficients produce a perceptible difference in handling, getting them to a place that at least seems to be right involves constant research, and a lot of old-fashioned and time consuming trial and error.
It´s not flashy sophisticated and exact work, but it´s as critical as any other if not more – a given sim car may have millimeter accurate suspension geometries, 1:1 aero map and engine torque curve perfectly matching dynamometer figures, if the tires are not gripping and letting go as they should, the experience of driving the car just won´t be captured.
Given the sheer amount of cars in AMS2, despite all the efforts poured into the tread over the course of the V1.5 revisions we fully expected there would still be room to improve them and that the work should continue after V1.5 to give them further fine-tuning, for which we gave ourselves a few extra weeks. As it turned out the fine-tuning cycle ended up demanding a lot more than a few weeks, but we have finally made the tires as good as we could for the time being.
Similar fine-tuning has been done in other areas of the physics, not necessarily as consequential as tires but also very significant, the most notable of which on aerodynamics where efforts have gone towards adjusting the yaw sensitivity of the various aero devices in high downforce, which make a big difference in how car behaves once it starts sliding, and revising rear wing efficiency at baseline as we found several cars were still retaining an optimistic amount of the total downforce at minimal setting. Brakes have also received updates, fine-tuning brake torque figures, disc thermodynamics & optimal temperature ranges which give a perceptible better feel for them.
All these adjustments add up to a considerable leap in physics accuracy, to an extent it wouldn´t be overselling to say V1.5.3 is as big a step-up relative to V1.5.0.5 as v1.5 had been to the previous V1.4.X, - once again we very much forward to sharing these results with you.
Wet Weather Physics Development
Another huge step-up we didn´t quite cover in time for v1.5 release but that is being delivered on for v1.5.3 is on wet weather physics, where for the first time we´ve managed to give this front all the attention it deserves, after all this engine not-so arguably features the most advanced weather model and dynamic track system in all of sim racing – not exploiting that to the fullest would be a big waste, and unfortunately we were too caught up figuring out dry weather tires to make the case wet weather physics have ever been close to right or a good as they could be for all classes – that case we can make now, with improvements both to wet tires (or street / all-weather tire physics on the wet and even slicks on wet) as well as wet track dynamics.
In V1.5 we introduced a crucial LiveTrack development first in sim racing making rubber on the racing line more slippery once it gets saturated with water as it does in real life. This is a must to properly simulate wet weather driving as in real life drivers are forced to avoid the racing line as much as possible, and instead explore the outer edges of the track for more grip. The wet tires and the system itself wasn´t developed enough to make itself evident in v1.5.0,5, but it is a critical to driving fast in V1.5.3.
Another critical LiveTrack development for v1.5.3 concerns the way water puddles get defined and develop as rain falls harder, adjusting the properties that could lead to them quickly growing as deep as 16cm under heavier rain and becoming impossible to drive through them without aquaplaning as no tire can drain that much water to remain in contact with the tarmac anywhere but modern Grade A tracks which have drains everywhere (in LiveTrack water is actually drained according to where drains are mapped on the track model, and naturally these are realistically modelled as per real reference in modern and historical tracks alike).
The end result from these developments is wet weather driving like nothing ever seen before – incredibly fun, very challenging, occasionally scary but (provided you are on the right tires and with a reasonable setup) seldom frustrating.
[
AI Development
All the physics developments are obviously critical for a racing sim and where efforts are often concentrated on, but for the sim to work as a game the other fronts need to be up to par too so you can actually race rather than just experience and hot lap cars, which although is fun on its own right will
Even with the growing number of sim racers dedicating more and more to Multiplayer, there still are certain sim racing itches that only good AI can scratch - no matter how big the online community for a sim mat be, you are unlikely to be able to gather a full field of competent racers join session with whatever car / track combo you feel like racing whenever you feel like racing It,, let alone run a full championship according to your specific preferences.
One of our main goals with AMS2 was to deliver on that to become a strong if not the strongest Single Player option in sim racing – a game you could jump into, pick a car from the wide range of motorsports disciplines available past and present with a track to suit it (or not), get on-track and have a good race with minimal tweaking of settings required for some pure unadultered single player fun, Here again the scope of the sim, the sheer number of variables and constantly moving parts have detracted from our ability to deliver on that to the standard we wanted it at, and while there remains plenty of room for improvement it still, v1.5.3 represents the biggest leap in AI development yet, thanks to developments in three critical fronts:
Performan- All through AMS2 development we have been gradually adding more performance-defining variables, along with moving others that originally were applied globally to all cars to be configurable at car level, to the point where we now have enough control over AI performance in all conditions to match that of player at all stages of any given corner.
Having achieved that level of control the next step in the process is to calibrate all those variables for each car in the game, and do so In a way that the performance would scale up and down for to accommodate most skill levels, remaining consistent to that skill level irrespective of the car-track combo in use. We´ve been chasing that elusive goal consistently update after update, but this is by the one where we have covered most ground on.
To begin with, we have greatly reduced the track variable from the equation by redoing the racing lines for all tracks that were In any way suboptimal for their performance – a whopping total of 70 line redos in between v1.5 and v1.5.3, with some more still to come in time for official release. These new lines not only improve the AI performs relative to the player, but also help them keep away from track edges and dangerous curbs, and potentially improve the AI assessment of overtaking opportunities.
The next step is the sheer grind of manually calibrating the various performance parameters AI for each car , and while we can´t yet claim the calibration is 100% for every car / track combo in every possible condition, the discrepancies have been greatly reduced relative to previous versions, where some classes could still have AI cars going 5s slower or faster with a weather swing from dry to wet or vice versa.
Still on the Performance component, AI tire wear and the degradation that comes with it have adjusted for every tire and match up better with what the player will experience.
Racing Behav in terms how AI reacts to cars around it has also substantially improved in v1.5.3 – they challenge and overtake both player and each other more easily and with less incidents, switch lines more smoothly, hit walls and generally get themselves into trouble less often, and are more inclined to back off when crowded out before they are forced off-track.
Finally, AI Pitstop Strategy have been worked on class-by-class so that AI is set with reasonable initial tire and fuel options for the session ahead, and then proceed make sensible changes according to varying weather and race conditions or to damage it may have incurred.
There is plenty more to do for AI to be the equivalent of a very capable human driver, but if all the above is realized somewhere close to right, AI can deliver races like the one captured below on a regular basis whenever you want – and in V1.5.3.0 you will be able to:
[
We have more to show to demonstrate the progress in all types of racing simulated in AMS2, and over the next few days we will share a few more such gameplay videos doing just that.
Shout out to AMS2 due to Paddock Club members for their constant influx of reports & feedback during the V1.5 cycle and this one, without which so much progress both on physics and AI development would not have been attainable.
Multiplayer Development
[/img]
The complete changelog for all the smaller improvements and fixes in this update is truly enormous as polishing efforts poured in from every dev front - some highlights worth mentioning:
Following up on the introduction of a visible Safety Car in V1.5, we have expanded on the feature by introducing a number of dedicated Safety Car models more befitting to various classes in AMS2, and added an option for users to configure a scheduled Full Course Yellow for both Single and Multiplayer races.
[img]{STEAM_CLAN_IMAGE}/35138208/c8eef648cc80ddfff9761a093805cc4ad7f13df9.jpg[/img]
We have fixed a couple of legacy issues with driver head animations which meant they had very little movement, and generally in the opposite direction of the corner, and also a bug in their initialization that could lead to driver head leaning oddly to the side during replays.
[img]{STEAM_CLAN_IMAGE}/35138208/b7a1724c17c7104631cbe7873d7db98b1ad0c67b.jpg[/img]
Still on the topic of Replays, we discovered another oldie in the code which forced blur on medium setting during replays irrespective of the option the user graphical setting was set to. Now Replays will follow whatever the user setting is and having it off solves various graphical artifacts that could be seen during trackside replays.
Further improvements on the LiveTrack front include additional visual and audio cues when driving off the racing line and into the dirtier edges of the track, with sounds of rubbish hitting the car further hinting to the driver he´s not where he should ideally be. Further down the line a faint offline dust will be visible from behind the car so that the driver behind can know the guy ahead is on the dirt and may have a little trouble in the next braking zone.
The vehicle team has pushed hard to finish all the remaining damage and animation components for various models. We have addressed the issue causing occasionally excessive dirt buildup on the car body and have done away with the random selecting driver outfits and helmets, instead having drivers from all professional classes in the game to run appropriately matching helmet design, gloves and driver overall to their car livery.
[img]{STEAM_CLAN_IMAGE}/35138208/21adc4ad987a8c1c3838b9464f7072157671d0ed.jpg[/img]
A final last-minute win (literally just occurred shortly before wrapping this dev update) is the fixing of emissive materials on sparks – solved by a new shader expert who just joined us this week to help us pursue the visual improvements we alluded to earlier on. Further work to do there still but it already looks nicer.
[img]{STEAM_CLA
And on that bombshell, we have covered all we had to share for this Dev Update! Hopefully the news and the depth of the work within this next release makes up for the relatively long gap since the last one and the silence in between. We kn
We are still grinding away hunting some persisting reliability issues in Multiplayer, and while we have managed to debug and solve a few more, Realistically speaking, unlike Single Player this will not be the update in which AMS2 Multiplayer makes a huge leap forward.
We have however introduced more in-depth Multiplayer logging in order to try gather further info from the community to debug the remaining issues, as one of the big challenges making progress on this front is that we can´t reliably reproduce some of the typical issues users commonly run into. Upon V1.5.3 there will be a new thread for Multiplayer reports so that users file their reports from troubled sessions along with the log file for the session where it occurred, from which hopefully can make more substantial headway.
Other Fixes & Improvements
The complete changelog for all the smaller improvements and fixes in this update is truly enormous as polishing efforts poured in from every dev front - some highlights worth mentioning:
Following up on the introduction of a visible Safety Car in V1.5, we have expanded on the feature by introducing a number of dedicated Safety Car models more befitting to various classes in AMS2, and added an option for users to configure a scheduled Full Course Yellow for both Single and Multiplayer races.
We have fixed a couple of legacy issues with driver head animations which meant they had very little movement, and generally in the opposite direction of the corner, and also a bug in their initialization that could lead to driver head leaning oddly to the side during replays.
Still on the topic of Replays, we discovered another oldie in the code which forced blur on medium setting during replays irrespective of the option the user graphical setting was set to. Now Replays will follow whatever the user setting is and having it off solves various graphical artifacts that could be seen during trackside replays.
Further improvements on the LiveTrack front include additional visual and audio cues when driving off the racing line and into the dirtier edges of the track, with sounds of rubbish hitting the car further hinting to the driver he´s not where he should ideally be. Further down the line a faint offline dust will be visible from behind the car so that the driver behind can know the guy ahead is on the dirt and may have a little trouble in the next braking zone.
The vehicle team has pushed hard to finish all the remaining damage and animation components for various models. We have addressed the issue causing occasionally excessive dirt buildup on the car body and have done away with the random selecting driver outfits and helmets, instead having drivers from all professional classes in the game to run appropriately matching helmet design, gloves and driver overall to their car livery.
A final last-minute win (literally just occurred shortly before wrapping this dev update) is the fixing of emissive materials on sparks – solved by a new shader expert who just joined us this week to help us pursue the visual improvements we alluded to earlier on. Further work to do there still but it already looks nicer.
And on that bombshell, we have covered all we had to share for this Dev Update! Hopefully the news and the depth of the work within this next release makes up for the relatively long gap since the last one and the silence in between. We know we have pushed everyone´s patience a bit and generally speaking with the way we have approached AMS2 development over the years and appreciate some of you might have preferred a more well-rounded, consistent experience even if it meant narrowing the ultra-wide scope of the sim but that just wasn´t the game we had set out to make. Hopefully as we go through delivering on our vision things start to make a bit more sense, and more of you find that patience duly rewarded.
With this update AMS2 should be in a great place for its 2023 grand finale at some point in December - having wrapped our historical formula projects for the year, it´s time to set the clock back to the future for a different type of racing and machinery altogether. We will cover that and all that is to come with it in our final catch-up of the year!
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
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
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
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!
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.