Automobilista 2 Updated to Version 1.3.3.0, Adds New Cars and Road America

Automobilista 2 Jan 2022 Update 01.jpg
The first major update of 2022 for Automobilista 2 has been released, and it includes new content, improved cockpit view effects, physics updates, and dozens of other changes and fixes.

Reiza Studios’ major monthly updates for Automobilista 2 have rolled into 2022, and January’ update is an impressive one. Reiza’s updates tend to be either heavily focused on new content or heavily focused on improvements to the underlying driving physics in the title, but this update seems to strike a balance.

In terms of content, Reiza has expanded Automobilista 2’s Formula USA cars, which are part of the Racin’ USA DLC Pt 2. These cars grabbed the attention of the sim racing world when they were released and received praise from many in the sim community. Not content to rest on that success, Reiza has added a Gen3 class including the Reynard 2Ki and Lola B2K/00 cars. Fans of historical F1 cars will also enjoy some new content, as AMS2 now has a Formula Retro Gen3 class including the Mclaren MP4-1C, F-Retro Gen3 Turbo, and the F-Retro Gen3 DFY Aspirated. Lastly, the Volkswagen cars in the title got an update with the addition of the VW Polo GTS and Virtus GTS to the TSI Cup class.

But the biggest news on the content front is the addition of Road America to the Racin’ USA DLC Pt 2 pack. Located in Elkhart Lake, Wisconsin, the 14 turns and 4 miles of Road America has been almost unchanged in the past 60 years.

On the physics, UI and AI front, AMS2 has been given a huge list of improvements and fixes. The full list of changes is listed below, but among the most notable improvements are revisions to the cockpit view effects. These changes give the player more detail and better control over how much the camera moves under acceleration, braking and turning.

Also, the driveline elasticity improvements that became part of the sim late last year have been applied to the Lancer Cup, TSI Cup, JCW Mini, Copa Truck, and F-Ultimate, which should increase the enjoyment and realism of driving these cars.

The changlog is listed below. Be sure to let us know your thoughts on what has changed in this major update to Automobilista 2.

Automobilista 2 Jan 2022 Update 02.jpg


V1.3.3.0 CHANGELOG

CONTENT
  • Added Road America (part of the Racin´ USA Pt2 DLC pack)
  • Added F-USA Gen3 class featuring Reynard 2Ki, Lola B2K/00 (part of the Racin´ USA Pt2 DLC pack)
  • Added F-Retro Gen3 class featuring Mclaren MP4-1C, F-Retro Gen3 Turbo, F-Retro Gen3 DFY Aspirated
  • Added VW Polo GTS & Virtus GTS to TSI Cup class
GENERAL
  • Enabled G-forces for cockpit camera (previously G-forces were only enabled for helmet camera)
  • Made the helmet and cockpit cameras orientation change that comes from G-force effect be scaled by the G-force slider settings (previously only the camera position change was scaled, not the orientation)
  • Fixed in-game session details not accounting for session scaling in championship mode and rounding to multiples of 5 in multiplayer.
  • VR Camera Settings: Enabled legacy/new head movement toggle for VR users; World Movement renamed to 'Head Movement' (current user World Movement setting will be maintained and converted to an equivilent 'Head Movement' setting)
  • Enabled camera G-force settings for TrackIR users.
  • Enabled look to apex and leaning in cockpit camera
  • Shared Memory: Updated header to V10; Added Tyre temp L/M/R, Ride height, Session duration which were previously only available via UDP; Added DRS State; Added session additional laps information; Extended CarFlags to include TCS/SCS active state; Latest header/changelogs/sample project now available in the 'Support' directory of the game install
  • Fixed an issue with championship editor which would lead to incorrect race 2 starting order if both races did not use the same duration type. Added a fall back to find any race 1 result as the basis for race 2 in existing savegames
  • Default weather progression for official championships are now sync to race
  • Fixed an issue where default weather progression for official championships was extremely high (existing saves will revert to sync-to-race on load if out of range)
  • Made brake pedal sensitivity linear by default for most Thrustmaster wheel types.
  • Fixed issue where HUD leaderboard would cut off the local player row in some cases
  • Fixed stale drive button state requiring double click of race ready button if a user drove a previous session of a Multiplayer event.
  • Actual timestep is now passing to FFB scripts
UI & HUD
  • Added Front/Rear tire selection to quick setup menu
  • Fixed selected row visual states on Game control assignments tab
  • Added current lap info to position widget HUD in timed races
  • Fixed in-game camera options screen not correctly hiding VR options
  • Corrected engine displacement info for F-Classic Gen3 models 2 & 3
PHYSICS
  • Minor tire tread adjustments for F-Reiza, F-V10 G1, F-V12, F-Ultimate F-Classics (all gens), Group C, Group A, BMW M1 Procar
  • Added driveline elasticity modelling for cars that still didn´t feature it (Lancer Cup, TSI Cup, JCW Mini, Copa Truck, F-Ultimate)
  • TSI Cup: Improved clutch smoothing
  • Revised wheel spin inertia for all cars
  • Reduced front splitter pitch sensitivity for Group A & Procar
  • Slightly improved rear wing baseline downforce of Group A cars
  • Disabled now redundant autoclutch forced off in semi-auto F1s (fixes cars stalling even with autoclutch set on)
  • Adjusted Corvette C3-R final drive ratio
  • Further clutch heating/wear improvements and adjusted update rate
  • Reinstated auto-clutch logic for sequential shifts that do not have autoblip/autolift
  • Updated clutch models to include flash and burst parameters
  • Changed clutches on some cars
  • All street cars now have clutch damage
  • Revised F1 driveline inertias
  • Improved sequential F1 shift reliability
  • Added clutch damage and heating model.& clutch damage attributes for DPI, GT1/GTE/GT3, C3/C3R/Omega, multiple F1s
  • Prevented needless autoclutching in clutchless sequentials
  • Updated default setups for M1 Procar, Groupa A (both models), GT3 (all models), Corvette C3-R, Porsche RSR 1974, Ginetta G40 Cup, G40 GT5, Porsche Cup, Stock Car 2021 / 2022, Mercedes CLK, AJR (all variants), MRX (all variants), Roco (setup reset recommended), F3s,
  • Adjusted engine wear increase with boost settings for F-Classic turbo engines & eeduced default wastegate setting to account for higher engine wear at higher settings
AI
  • Increased hardcoded radius values for AI detection of corners ahead (this should fix some existing AI logic not triggering in some corners)
  • Added a AI series-specific radius check and distance ahead to look at before trying to overtake (customization per car type still to be implemented)
  • Adjusted AI decision behaviour when an AI driver is attempting to avoid cutting the track but has a player vehicle on opposite (should prevent some cases of AI hitting player laterally)
  • Added a per-weekend based consistency personality logic for AI
  • AI calibration pass for F-Classics (all gens)
  • Slightly increased AISidecalc range to further reduce chance of AI cars being "scared" out of the way by player coming up behind it
  • AI rolling resistance adjustments for GT3, GT4, GTE, P1, P2, P3, P4, Stock Cars
AUDIO
  • Updated crash sound effects
TRACKS
  • Updated weather & climates change in European and North American locations to ease transitions in seasonal foliage (so early spring the foliage is still looking dry, early summer still lush green; and early autumn still green)
  • Adjusted rolling start and TT start points for Kansai, Monza, Ortona, Silverstone, Snetterton, Spielberg, Velocitta, Velopark, VIR
  • Watkins Glen: Added barriers on the bypass road for inner loop layouts
  • Monza: Added missing grandstands, ad boards / gantries; grounded floating poles at Lesmos in Monza 1991
  • Silverstone 1975: Add more cones marking pitent/pitex, Adjust a few 3d people, LOD adjustment on flags
  • Ortona: Fix for outer houses LODs; Trimmed the apex corridors
  • Daytona: Updated AI lines & corridors
  • Updated trackside cameras for Brands Hatch, Curitiba
  • Nurburgring: Fixed Cam 01 clipping
VEHICLES
  • Reynard 98i: Fixed left mirror bug): Added dirt/damage texture; Changed rain tire texture; Updated cockpit tires
  • BMW M8 GTE: Fixed brake discs glow issue
  • McLaren F1 GTR: Fixed conflicting #8 livery
  • Adjusted suspension animations for all F-USA models
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Another great update for this fantastic sim.

Its great to drive Road America and the new cars, they are superb the new American open wheeler ones.

Looking forward to the new track getting fleshed out with spectators etc.
 
Drives great, looks stunning.

Did it always look this good?

Maybe the last two weeks looking at the ugliness of iracing has given me a fresh set of eyes for this game.

Maybe I'm bashing iracing too much, But I find it hard not to when so many other titles (such as this one) are on an entirely different level.
Agreed, but I do think iRacing in HDR on an 38" 4k screen also looks very nice!
But, yeah, i use iRacing for multiplayer AND after that I am having a lot of fun in AM2. I really mis the multiplayer aspect in AMS2. I hope they are implementing something more by implementing simracing.gp or other platform. Or doing something like raceroom. I don't onderstand why no other developer other than iRacing is capable of implementing fun multiplayer racing...
 
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Agreed, but I do think iRacing in HDR on an 38" 4k screen also looks very nice!
But, yeah, i use iRacing for multiplayer AND after that I am having a lot of fun in AM2. I really mis the multiplayer aspect in AMS2. I hope they are implementing something more by implementing simracing.gp or other platform. Or doing something like raceroom. I don't onderstand why no other developer other than iRacing is capable of implementing fun multiplayer racing...
Costs for MP servers all around the world are huge especially for small developers with no publisher or series promoter supporting them financially. No one can afford them other than iracing really...
 
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Thank you Reiza for all your work and efforts to make AMS2 a better SIM experience.
I got into AMS2 since the early days, I have had many hours of fun already, all those updates fixed some of the things I did not like at the beginning, some are still there, but knowing that Reiza will keep improving this SIM, that I bought 2 years ago, is very comforting.
I am glad to have AMS2 in my collection and I am looking forward to try some of the new features. All good.
 
Agreed, but I do think iRacing in HDR on an 38" 4k screen also looks very nice!
But, yeah, i use iRacing for multiplayer AND after that I am having a lot of fun in AM2. I really mis the multiplayer aspect in AMS2. I hope they are implementing something more by implementing simracing.gp or other platform. Or doing something like raceroom. I don't onderstand why no other developer other than iRacing is capable of implementing fun multiplayer racing...
Simple. $$$

The difference is the subscription pay-model at work. As with any & all financial approaches, each has their Pros & Cons.
 
Costs for MP servers all around the world are huge especially for small developers with no publisher or series promoter supporting them financially. No one can afford them other than iracing really...
Sim racers want 24/7 multiplayer so they can jump in a pick-up race at 3 a.m. with some obscure 70's car on a full grid, and have a human being wade through their protests because someone punted them and hurt their feelings, but won't pay $10/month for the infrastructure to make it happen.
 
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Sim racers want 24/7 multiplayer so they can jump in a pick-up race at 3 a.m. with some obscure 70's car on a full grid, and have a human being wade through their protests because someone punted them and hurt their feelings, but won't pay $10/month for the infrastructure to make it happen.
Simracers are definitely difficult clients at times, however even iracing is quite a greedy developer. Why asking you money to use offline stuff you already purchased? That is a ridiculous rip-off.
Plus the cost of cars and tracks is far over reasonable values when you compare the quality they provide and the cost of the same content in other sims... I think some middle ground could be there
 
I have always supported Reiza and will continue to do so, I love her work, dedication and commitment to the community and her love of racing. But... I must also say, and it's just my opinion, that AMS2 carries an original sin and it's the choice of the Madness engine, I think they took the wrong path and it doesn't come back from that. Anyway I will continue to support Reiza and buy all her content.
 
WHY the negativity??? If you dont play AMS2 you cant have an opinion ,Can you ? I dont play Iracing So I cannot judge how good or bad it is. As for on line player numbers being the the measure for a sim sales value, I have all the current sim's apart from Iracing(costs)

And I very rarely go on line to play, don't mean the game's are crap does it ? and at least Rezia hav'nt just taken my money and ran!!! like alot of publishers do!! rf2 and AC are still popular due to content being added, and I think AMS2 should be applauded for making the efforts they are.... I play it i like but I play other sims too and like them just as much.... at the end of the day , it's just a game
 

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