Automobilista 2 - Renato Simioni
Greetings Everyone!

Here we are for our final catch-up of the year, just in time for Christmas!

As hinted in the November Dev Update, we weren´t quite done with the year just yet with v1.5.3 - rather that was to be the platform for the AMS2´s 2023 grand finale. If you have been keeping track of the forums or our social media you´ll have an idea what it is about, but it´s in this Christmas Special Dev Update that you´ll get the full scope of what we have been putting together for the Holidays. Without further ado, let´s begin unwrapping!

Circuit des 24h Du Mans & Endurance Pack Pt1 Incoming!

At this time last year we were on the verge the Brazilian Racing Legends DLC along with the first Historical Track Pack - both were meant to set the theme for a 2023 filled with historical open wheelers and historic tracks to suit them, and what an year it has proved to be for fans of those!

The book isn´t quite closed on that front yet, but with the final update of 2023 we are setting off in a different direction as we begin a push to make AMS2 as compelling for Endurance racing fans as it already is for fans of modern and historic formula cars, and as strong for Multiplayer racing as it has become in Single Player.

The first step in thar journey is nothing less than the introduction of the mecca of Endurance racing to AMS2 - as announced in the June Dev Update earlier this year, the license for the 24h du Mans circuit had been secured and the goal was to deliver the modern version of the track before the end of this year.


Part of the track team has been dedicating themselves to the project ever since, modelling the main mesh with the aid of detailed laser scan data. The rest of team has joined them after wrapping the Historical Track Pack Pt2 last month, and in the last few weeks they have together made a grueling push to complete it in time for the Holidays. We are thrilled to confirm they have succeeded with flying colors, and the plan is on to release the track as a dedicated DLC at some point in this final week of 2023. The DLC featuring the modern 24h track along with its shorter Bugatti layout is estimated to sell for US$ 9.99 / 8.99€ .

Beyond the ultimate Endurance race track, an initial batch of ultimate Endurance racing cars as together with Le Mans we will also be releasing Endurance Pack Pt1, featuring four new GT3 Gen2 cars along with three LMDh Hypercars.


Two of the new GT3 Gen2 are as per their names evolutions of the existing Gen1 models - the Mercedes AMG EVO and the McLaren 720S EVO. Joining them are the BMW M4 GT3 and the Porsche 992 GT3-R.


The LMDh Hypercars in turn represent the new leading Endurance prototype class which made its debut in this year´s race to immense success, with exciting cars and a competitive field full of new contenders. Endurance Pack Pt1 features three of these contenders: The Porsche 963, the Cadillac V-Series.R and BMW M Hybrid V8, which didn´t race in this year´s Le Mans but did make its debut across the pond racing in the 2023 IMSA championship.

Endurance Pack Pt1 DLC featuring all four GT3 Gen2 cars and the three LMDh models is estimated to sell for US$ 9.99 / 8.99€ .




Both the track and the car pack is just the beginning – a second Endurance Pack is already being assembled r for 2024 to add more cars to both classes, but also new contenders to GTE, LMP2 & LMP3 classes; We can´t yet confirm which and how many there will be, but it´s fair to expect them to have a more Latin flavor to them.

Further down the road, we will travel back in time several historical versions of Le Mans, along with the cars that made history in them - but those are topics for 2024!

Shader Updates


We have an initial batch of shader updates coming with V1.5.5, bringing some nice visual enhancements for to no significant performance cost

Continuing what we started in the previous update, sparks have received further adjustments to their visuals and dynamics, looking much more accurate now:


We also have initial developments to how rain interacts with the car models, in particular the way rain droplets hit, stream, and get wiped off from the windshield - more to come here.


Car number panels for the new endurance cars are now made of LEDs and also feature leader LEDs as per their real counterparts racing in WEC and IMSA so they can be seen at night. Inside the car, we have fixed the emissive shader for LCD and LED screens, correcting them being too bright at night and too dim during the day


There is more to come here both for these specific shaders as well other visual details we are aiming to improve on over the course of 2024. Thanks to the resources of the Madness engine and the skills of our 3D & 2D artists AMS2 has always been beautiful but as can be seen in the images illustrating this article, we´re not resting on our those laurels and will continue pushing to keep AMS2 competitive with the best of them in 2024, without compromising its exceptional optimization.

Further V1.5.5 Features & Improvements

With fresh new Endurance content comes the need for the game to offer better Endurance features, and V1.5.5 introduce some valuable initial steps there.

On the AI front, besides improving what type of driving mistakes the AI is subject to as well as how and when they may occur and further calibration refinements both to their performance as well as pit strategy decisions, we have added official support for AI driver swaps in pitstops - upon pitting and choosing to swap places with an undefined AI driver, the car will be under AI control for the stint until the next stop (assuming player decides to take over then). This feature has already sneaked in the last update but the AI performance wasn´t scaled appropriately to the AI Strength the player was running, which has now been rectified. As most new features in AMS2 this one will also get expanded in the future - users will get to choose which AI drivers from the existing pool get to be their teammate(s), what sessions and stints each of them will run as well as who gets to start and finish the race.


Furthermore, AI drivers will now flash their headlights at slower traffic ahead as they come up to lap them just as is typical in Endurance racing

One common complaint we got from users regarded the lack of performance options for night time racing -we have addressed this shortcoming by adding the option for user to configure the maximum number of visible vehicles, as upon investigation that proved to be the main performance draw during the night as each car model would be hit with various light sources from track as well as opponent´s headlights.


We also have a number of audio improvements, amongst which new user options to adjust the level of overall audio reverb & wall reflections.

Another cool new feature is the addition of working flag LED panels to higher grade tracks that feature them in real life - initially only green and full course yellow flags will be activated in the panel, but that will evolve in future updates to also display local blue and yellow flags.


Last but not least, v1.5.5 will bring a batch of new single player championships fully set up with appropriate rule presets, including regional and international Endurance challenges. Multiclass points system are now supported for both the built-in and custom championships created by the player, with a range of new points system to pick from.

The Road Around the Corner - AMS2 in 2024


2023 has proved to be another very strong year for AMS2, and it´s heartwarming for us to see so many of our users enjoying the game more than ever before..

Rest assured there are no plans to slow down in 2024, although users should expect game updates to generally grow more spaced out, with new updates taking up to 2-3 months - as new developments become more complex and the user base continues to expand there is a bigger focus in keeping the public game stable as even more important that such developments are not introduced until reaching a higher level of maturity and stability, demanding longer development timeframes. Such developments include a built-in content management system, a substantial UI & HUD overhaul, a more powerful Dedicated Server Multiplayer tool and a groundbreaking career mode (although this most likely will only see public release in 2025).

We also have a long list of new tracks and cars lined up to boost what is already an impressive roster in 2024, with negotiations for some further premium licenses already well under way. Some of these will introduce further exciting classes from past and present along with fresh motorsports disciplines to make AMS2 even more diverse than it already is. For the most part however new content in 2024 will be focused in further populating existing classes with more contenders as well as increasing the choice of suitable tracks for these classes to race on.

Le Mans and the new Hypercars mark a strong initial stab at modern Endurance Racing, and with the tracks already in the sim the European and Brazilian Endurance racing scenes are instantly very well represented in the game as we wrap this final update of 2023.


It won´t go amiss for hardcore endurance fans however that other prominent manufacturers are still missing from the game, and that a couple of very traditional race tracks in the USA are still needed to make AMS2 truly complete for Endurance racing. We do have some red hot news they may look forward to early on next year, which should further highlight how exciting 2024 promises to be for AMS2 and Endurance racing fans alike - we look forward to sharing these with you all in our initial Dev Update of 2024!

In the meantime, as curtain begin to come down in another year I´d like to once again thank all our users in the name of the whole Reiza team for their ongoing support, without which none of this would be possible. We wish you all a Merry Christmas and the very best of times throughout your Holidays – may it be filled with exciting sim racing!
Automobilista 2 - Renato Simioni
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
  • Revised intermediate tire tread for F-V10 (both gens), F-Reiza, F-Ultimate (both gens)
  • Further launch control adjustments for F-HiTechs & Rallycross cars

AI
  • AI lines redone for Buenos Aires (6S, 12, 15 layouts), Cleveland, Interlagos 91/93, Road America (both layouts), Brasilia External, Campo Grande, Cascavel, Imola 1972, Imola 2001, Nurburgring RX, Tykki Dirt 1
  • Further adjusted AI fuel load & tire wear performance scalars for all cars
  • Revised AI tire wear rates, correcting excessive wear for GT and Prototype classes
  • Adjusted Ai brake usage for Opalas, Corvette C3 & C3R, Fusca FL
  • Increased AI field spread for F-Dirt, Kartcross
  • AI wet & damp calibration pass for F-Vintage (both gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens)
  • AI adjustments & calibration for tintop oval variants, Rallycross, Kartcross
  • AI calibration pass for F-Retro Gen2

TRACKS
  • Minor adjustments to track grip ranges for all surface types
  • Watkins Glen: Revised track limit at T1 to exclude run-off area as legal road
  • Spa Francorchamps 1993: Fixed safety car not returning to pits in a FCY causing caution period to never end

VEHICLES
  • Fixed missing windscreen in cockpit for F-Classic G4M2 & F-Hitech G1M2
  • F-Vee (both models): Adjusted front suspension animations to correct lifting front wheels at speed
  • F-Vintage G1M2: further adjusted rear height offset
Automobilista 2 - Renato Simioni
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
  • Adjusted baseline tire pressures for F-HiTech Gen2 cars (setup reset recommended)
  • 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
Automobilista 2 - Renato Simioni

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 Formula HiTech Gen2 (Featuring Mclaren MP4/8 + 3 generic models)

GENERAL
  • 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

AUDIO
  • Added offline dirt sounds
  • Updated external engine sounds for Ford DFV engines (F-Vintage G1M1 & G2M2, Lotus 49C, Brabham BT26, Brabham BT44, Brabham BT49, F-Retro Gen1, F-Retro Gen2, F-Retro Gen3, McLaren M23, Lotus 72E, Lotus 79)
  • Updated V8, V10 & V12 external sounds for all F-Classics
  • Updated F-V12 internal & external sounds
  • Adjusted tires scrub and skid sound volume for F-USA Gen1, F-USA Gen2.
  • F-Junior: Adjusted Player & Oppponent engine sound parameters
  • Fixed issue with some sound effects continue to play when switching view target
  • Closed cockpit cars: adjusted chassis rattle sound effects
  • 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
  • StockCar (all seasons): Updated and enhanced steering wheel display; Adjusted cockpit materials
  • Porsche Cup: Fixed damage models on LOD A
  • Adjusted onboard cameras for Corvette C8 Z06, F-Dirt
  • Metalmoro AJR Gen2: Fixed windscreen rain issue
  • Lotus 23: Fixed lowres artifacts on the dirt/damage texture
  • Roco 001: Added driver animations; Adjusted gear shift mesh Added dirt/damage texture; Revised collisions; Detached front fenders; Added damage models
  • 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-V12: Added damage models; Revised cockpit suspension animations structure
  • F-V10 Gen1: Added damage models; Revised cockpit suspension animations structure
  • Mclaren MP4-12: Added damage models; Revised cockpit suspension animations structure
  • 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
  • F-Trainer (both): Added damage models; Added dirt/damage texture; Fixed rear tyre skin; Revised collisions
  • Porsche 911 GT1: fixed missing paint material
  • Metalmoro AJR Gen1: Fixed red body panels when using livery override paint materials
  • Opala Stock Cars 1986: Fixed flickering windshield banner
  • BMW M8 GTE: Revised livery #9 #15 New paint materials
  • McLaren F1 GTR: fixed exhausts´ position
  • F-Vee (both models): Updated the rim blur model and textures
  • Porsche Cup: Corrected rear tire diameter for 4.0L model
  • BMW M3 E30 Gr.A: Added adjustable rear wing details to 3D model
Automobilista 2 - Reiza Studios
Greetings Everyone!

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.
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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:
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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!
Automobilista 2 - Reiza Studios
This latest hotfix includes a few more pressing fixes to v1.5 release, most relevant being Rallycross AI now is properly competitive.

V1.5.0.5 CHANGELOG

GENERAL
  • Fixed Automatic by weather option not changing tyres in pitstops
  • Fixed an audio related issue that could lead to CTD

UI & HUD
Fixed refresh and filter buttons bound to same key on MP browser page
[/list]

PHYSICS
  • Further tire tread adjustments for Group C, GTE, GT3, GT Open, Kartcross, Rallcross, F-USA SW variants
  • Adjusted wet tire treads for GTE; F-Ultimate Gen1/2, F-Reiza, GT3, GT4, Super V8, P1, karts
  • Reduced dirty air effect on front wing for F-USA Gen1-3 & 2023 speedway configs
  • Minor aero adjustments for Mclaren 720S GT3, BMW M6, Nissan GT-R
  • Adjusted Traction control range for GTE & GT3 classes
  • Mclaren MP4/4: Minor aero adjustment
  • Slightly increased rear wing downforce for Rallycross, Kartcross
  • GT3: Further minor diffuser adjustments for all models in class
  • Group C: Further aero adjustments; adjusted diff lock per clutch
  • McLaren F1 GTR: corrected rear damper setting asymmetry

AI
  • Fixed a bug causing RX AI to randomly slow down in races
  • Adjusted AI throttle application for GTE, GT3, GT4, GT Open, F-USA oval variants;
  • AI wet weather performance calibration for F-Retro Gen2/3, F-Classic Gen1-4, F-V12, F-V10 Gen1/2, F-Reiza, F-Ultimate Gen1/2, Group C GT3, GT4, Super V8, P1 GTE, GT3, GT4
  • AI calibration pass for F-Classic Gen2
  • Further adjusted AI overtaking thresholds for F-USAs in speedway configurations
  • Slightly reduced AI hot lap performance boost

VEHICLES
  • F-Classic Gen1-4: Reduced incidence of sparks
Automobilista 2 - Renato Simioni
A new update is now out bringing AMS to v1.5.0.4 - the update rectifies bugs with Logitech G923 wheels and cars occasionally being configured with incorrect final gear ratio, along with various other fixes and further adjustments to V1.5 physics revisions.

V1.5.0.2 -> V1.5.0.4 CHANGELOG

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

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

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

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

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

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

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

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

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

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

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




V1.4.8.1 -> V1.5.0.0 CHANGELOG

CONTENT

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

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

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

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

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

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

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

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

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

Automobilista 2 - Reiza Studios
Greetings Everyone!

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

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

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

Car Physics Development


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

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

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

Pictured Below: Thorough Factory Setup sheet for Ginetta G58


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

Pictured below: Formula Dirt collision mesh

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

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



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

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


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

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


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



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

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

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


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

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


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

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

Pictured Below: Wheel Slip Graph


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

V1.5 Surface Physics Development


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


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

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

The Reiza Physics Development Team

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

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

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

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

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

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

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

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

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

We are really looking forward to sharing the results with you, and hope you enjoy driving it as much as we do!
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