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Automobilista 2 | New Build Time - Version 0.9.5.1 Is Now Live

Reiza Studios have deployed their brand new build of Automobilista 2 into the public domain - welcome to the world V0.9.5.1.

Another Friday, another new build as Reiza Studios continue their relentless development ahead of deploying the V1 build of Automobilista 2. Plenty of changes, plenty of improvements, and you can read all about them below...

From the update notes:

Another week of intense housekeeping as we approach v1.0 release - once again a lot of the focus has been on physics / FFB, with a lot of fine-tuning resulting in another good step forward all around, as the handling for most cars now become pretty representative of our v1.0 target. From now on most of the physics work will concentrate on reviewing fuel consumption, tyre & engine wear, temps & reliability properties.

On the AI side we haven´t yet concluded implementing the new AI Strength logic, so for those struggling with AI speed in lower settings we ask for a little more patience until we finalize this development tol provide more consistent performance accross the AI Strength range. In the meantime setting around 90-110% AI Strength and 50% Aggression have been quite thoroughly callibrated and should provide the best racing.

3D Animations for wipers, suspension, drivers & other moveable car parts are finally beginning to come in, although only one minor item added in this update (animated suspension arms for F-Trainer from external view) - all the remaining exports should flow very quickly from here.

Last but not least, the Dedi tool is now available from the Tools Library on Steam - please check further information about the tool, how set it up and run it as well as post feedback / reports about it .

For those wondering about upcoming content, please hold for more information in our May Development update coming up tomorrow.

AMS 2 1.jpg


V0.9.5.1 CHANGELOG:

UI

  • Fixed spectator leaderboard position text always being forced to wrong colour.
  • Applied HUD style leaderboard to Replay/Monitor Screens
  • Fixed disabled 'View Replay' button displaying instead of 'Save Replay' button in MP session results screen
  • Fixed Time Trial Pause Menu leaderboard not displaying correctly
  • Added identification for dedicated servers in browser list
  • Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
  • Fixed Monitor camera switcher not working after changing cars
FORCE FEEDBACK
  • Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
  • Fixed error in parking force script
  • Adjusted locktstop strength
  • Fixed issue with recently added FFB filter occasionally behaving unpredictably
  • Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developments
PHYSICS
  • Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
  • Slight adjustments to all wet tyre compounds
  • Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
  • Fixed bug causing downshift protection system not to work properly
  • Adjusted shift tolerances for semiauto boxes (to avoid neutral - 1st gear not engaging in high revs)
  • Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
  • Revised engine inertia for V8, V6 engines
  • Reduced default steering lock for light formula cars, prototypes & Super V8
  • AJR: Revised rear wing aero efficiency
  • MCR 2000: Revised rear wing aero efficiency
  • F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
  • Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
  • F-Vee: fixed front left rebound damper range
  • Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
  • F-Reiza: Adjusted diffuser center of pressure, default caster setting
  • F-Classic Gen1&2: revised aero balance
  • Superkart: Adjusted default tyre pressure & ride height
  • Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
  • Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
  • Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
  • Adjusted MIT Lancer roll bar stiffness
AI
  • Further callibration of AI performance & rolling resistance for all cars
  • Improved AI pitlane manoeuvrability
  • Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
  • Fixed AI tendency to oscillate steering erratically running down longer straights
  • Fixed Roco P3 excessive AI straight speed
  • Reduced thresholds for AI to attempt overtaking in improbable circunstances
  • Further reduced AI aggression scalars & brake power
  • Further reduced AI overtaking boost under braking
AUDIO
  • F-V10: Adjusted Traction Control sounds
  • Sigma P1: revised engine sounds, engine / turbo / blowoff volume balanced
TRACKS
  • Updated Livetrack racing groove shader to become more visible as track rubbers up
VEHICLES
  • Further revisions to visual brake glow ranges
  • F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
  • F-Trainer: Added suspension animation (external)
  • F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33

Original Source:

AMS 2 is available now in Steam Early Access.

If you need help and support getting the most from AMS2, start a thread in our AMS2 sub forum here at RaceDepartment and let our great community help you out.


AMS 2 2.jpg
 
Last edited:
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.

Goffik

A legend in my own mind...
Staff member
Premium
Sep 28, 2009
10,981
6,884
Good stuff. If I could keep my eyes open I'd try it right now, but unfortunately it'll have to wait. :sleep:
 
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Reactions: Des Bain

BillGuy

250RPM
Jun 1, 2017
267
249
So we now have explicit mention of semi-auto gearboxes as opposed to just “sequential” as well as anti-stall and downshift protection systems. This is great, but I really hope they haven’t lost sight of the fact that we as players should now this about the cars when we’re browsing/selecting them within the game.
 

BillGuy

250RPM
Jun 1, 2017
267
249
This is a track limits violation now at Curitaba T1. Sigh….
CuriT1.jpg

Maybe I was just attacking the curb more than I have but I’m pretty sure that in prior releases you could have rolled the curb like that without getting dinged. If I’m correct, that would make two releases in a row where they’ve done track limits tweaking and have not mentioned it in the release notes. I don't particularly care for that.
 

fireballr18

100RPM
Mar 3, 2018
204
216
40
I like and appreciate the job reiza is doing. However got bored by this weekly updates some time ago and stopped further testing.
The variety of tweaks looks like there are still tons of work to do.
 
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Spinelli

1000RPM
Jan 22, 2014
1,195
409
Interested in hearing about suspension animation work. I thought all suspension, chassis, body, etc. movements literally just came from the physics engine.

Does this mean in this iteration of the physics and graphics engine that there's still a big disconnect between the 2 (unlike some other games like Live for Speed, iRacing, BeamNG, Rigs of Rods, etc.)?
 

Kurupt CDN

DirtT Tuned Motorsports
Premium
Jul 18, 2012
2,757
2,073
This is a track limits violation now at Curitaba T1. Sigh….
View attachment 377585
Maybe I was just attacking the curb more than I have but I’m pretty sure that in prior releases you could have rolled the curb like that without getting dinged. If I’m correct, that would make two releases in a row where they’ve done track limits tweaking and have not mentioned it in the release notes. I don't particularly care for that.
The car looks like a micro machine on that curb lol
 

M D Gourley

1000RPM
Premium
Sep 17, 2015
1,325
2,675
57
This is a track limits violation now at Curitaba T1. Sigh….
CuriT1.jpg

Maybe I was just attacking the curb more than I have but I’m pretty sure that in prior releases you could have rolled the curb like that without getting dinged. If I’m correct, that would make two releases in a row where they’ve done track limits tweaking and have not mentioned it in the release notes. I don't particularly care for that.
Would it be cheating to...'Just turn OFF track limits....err, I do anyway. :sneaky::rolleyes:;):roflmao:
P.S. Nice screenshot:thumbsup::thumbsup:
 
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Dady Cairo

Cat-Car
Premium
May 23, 2017
141
122
51
Interested in hearing about suspension animation work. I thought all suspension, chassis, body, etc. movements literally just came from the physics engine.

Does this mean in this iteration of the physics and graphics engine that there's still a big disconnect between the 2 (unlike some other games like Live for Speed, iRacing, BeamNG, Rigs of Rods, etc.)?
No,the physics are right there.only the visual animation wasn't be seen.Like driving in rain.The wipers work,but you can't see the animation.
 

gamer19

2000RPM
Aug 28, 2012
2,396
806
Great deliver Reiza. Another one.
This game slowly goes toward the fornt of my most popular racing games list...
Way to go, keep up ! :thumbsup:

Good stuff. If I could keep my eyes open I'd try it right now, but unfortunately it'll have to wait. :sleep:
What in a world could be more important ?? :cautious:
:D

What on earth is going on with the front left? Its melting.
That's not tire that's part of the front spoiler, c'mon...