Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by norbs »

NeilPearson wrote:iRacing has had them since launch. Just not the Aussie body's.

I think my thoughts on iRaping are known. $15 for the cars I expect. yep, fuck that. Not for me.
Sarc ; my second favourite type of gasm.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by NeilPearson »

they come as base content.

they used to serve as the rookie Series for oval.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Shaun »

They were good fun in iracing so i look forward to them in this. For the money spent this feels like the gift that keeps on giving haha

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios have released the new 1.3 build of their Automobilista title.
A stepson on the way to the final 1.5 release, the new version adds new shaders for dynamic dust on tracks as well as other improvements as listed below.
Furthermore, owners are being treated to a brand new car as the Chevrolet Camaro is a free addition as part of the update.
Along with the free update, Reiza has also released the second “Legendary DLC” pack, introducing the Australian Adelaide street circuit.
Coming with both the classical 1988 Formula One layout and the two layouts for current competition, the track sells for $5,99 USD on Steam.

Changelog
Added option to customize number of AI opponents per class in race weekend
Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
Added new sound effect filters & altered doppler effect
Expanded audio options & reprofiled volume sliders
Added diesel exhaust smoke emission to Formula Trucks
Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
Race menu tweaks & other minor UI adjustments
DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
Added (AI) label to AI cars in multiplayer
Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
updated engine wear / reliability values in various cars
Adjusted yellow flag / parc ferme / start procedure rules for several series
Raised AI speed behind safety car
Fixed bug with track state not resetting correctly when race or weekend is restarted
Added new engine wear / blow-up functions **
Adjusted marbles spacing offline to reduce FFB rattling
Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
Interlagos: Eased off cut detection at T11 exit and inside S/F straight
Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
Slightly increased downshift protection in cars with semi-automatic boxes
Adjusted AI brake power / grip usage for all cars
Removed incorrectly enabled launch control from engines in several series
Fixed overdone dynamic tire wear texture
Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
Boxer Cup: Completely revised physics with addition of helper springs
SuperV8: fixed uv mapping issue on carbody
F-Trainer: Minor tire model adjustments
F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
F-V12: Minor tire model adjustments; Softened front suspension range & default settings
F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
Karts: Further AI performance tuning
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Dr. Pain »

This is shut up and take my money! I drove for ages in a V-12 F1 around Adelaide. But this clip is much better driving than me lol

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by KNAPPO »

As soon as I get paid ill be getting this.
Life is hard...but, life is harder when you're dumb.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios have released a small hotfix which adds a number of fixes and improvements to Automobilista following the recent build 1.3.0 release deployed back on the 27th February. The hotfix update will be automatically downloaded next time the user starts their Steam client.
Noteworthy changes to the game include some further enhancements to the AI files in respect of the new Adelaide street circuit, amendments to engine wear parameters on some cars that caused issues in previous builds and some solid work on global AI enhancements for a number of cars within the game.

Version 1.3.1 Hotfix Changelog:
VX: Added function to feed main leaderboard & split TToW leaderboards, along with an in-game tab in TT mode to see both timing screens
Fixed max number of opponents on various series to the correct total
Switched back incorrect "Ethanol" references in UI to "Fuel"
Further global improvements to AI brake usage & re-callibrated AI performance for SuperV8, F-V10, F-Reiza, Boxer Cup, ARC Camaro, Mini, Ultima Race
Updated engine wear parameters in several cars, addressing some reported issues
Slightly adjusted default brake bias in several cars (won´t affect saved
Adelaide: Added remaining trackside buildings; Generally improved AI paths in all versions; Corrected speed limits; Corrected AI entering Pitlane; Improved cut detection on 1st chicane
Oulton: Updated terrain textures, using new method
Brands: Updated terrain textures, using new method
Caruaru: Fixed invisble wall on infield
F-Vintage: Adjusted wheel LODs for better performance
Mini: Fixed sound issue with reverb from previous version
Boxer Cup: Adjusted default tire pressures
ARC Camaro: Fixed body lighting issue at night; improved cockpit textures; improved sounds
Caterham: Updated 620R suspension rates
Opalas: Corrected small sound errors in 86 version; Corrected fuel consumption & estimate; Small tire revision in 86 version
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has released update Build 1.3.5 for their Automobilista racing simulator. Besides the usual fixes and improvements, this relatively small build update mainly focuses on a selection car physics and AI settings.
V1.3.5 also features a new option to fetch setups from other users as ran in their fastest lap in Time Trial mode. To do that, click on the name of the driver you wish to fetch the setup from, and click the “Fetch Setup” button.

Image Image

Changelog
Added feature to automatically export setups from player´s fastest lap in Time Trial Mode – other users can then fetch this setup by clicking the time on the timing stands and clicking the button to download it.
Refactored SweetFX profiles & split them into categories, including new default
Fixed Config tool bug that would allow native anti-aliasing setting to remain on even when SweetFX is enabled (user should set AA via graphics card control panel when a SFX preset enabled)
Added function to automatically disable mid-race full course yellow in tracks that don´t have a Safety Car (such as historical tracks)
Fixed bug that would limit opponents to a single car in championship mode irrespective of the actual setting if “randomize” function was on
Added UI tooltip to all screens (WIP, not all options have tips and it´s not localized)
Added UI option to switch off big screen movies (may help some users´ stuttering issues)
Vehicle configuration & install buttons are now hidden when car does not feature configuration options
Slightly relaxed track violation detection (except for Time Trial mode)
Added volume multiplier to swingman cameras in all cars
Adjusted fuel consumption / estimates in various cars
Fixed dark mirrors in shadows in some Caterham models, Metalmoro, F309, Ultima GTR Race
Adjusted AI corner reduction base for all cars
Changed TimedRaceNonLeaderLaps value from 1 to 2 for all series (should address some inconsistencies as to when checkered flag is displayed at the end of timed races)
Reduced AI minimum passes per tick (fixing issue that could cause AI to bounce when running over sawtooth curbs)
Adjusted Min / Mid / Max AI performance range for several tracks
Adjusted default engine rev limit in F-V10, F-Reiza, added F-V12 adjustable rev limit range for a safer default setup on these cars to help prevent engine failures
Corrected error from previous build adjusting downshift protection for modern formula cars (increasing rather than decreasing to avoid overrevving)
Sta Cruz: Improved AI line through chicane
F-Truck: Improved diesel smoke logic
ARC Camaro: Rim LODs distance correction; Fixed tires UV mapping; Tire now is skinnable; Adjusted engine heating equations
SuperV8: Further adjusted AI performance
Marcas: Slightly adjusted tire load stiffness & center of gravity height; Adjusted AI weight distribution for better stability & calibrated AI performance; Reduced default rear anti-roll bar stiffness
Montana: Minor tire model adjustments; Adjusted chassis yaw inertia (should improve handling over curbs)
Mini: Minor tire model adjustments; Adjusted AI weight distribution for better stability
Lancer: Minor tire model adjustments; Adjusted AI weight distribution for better stability
Ultima: Adjusted weight distribution in all models; Adjusted race tire grip on race tires and load sensitivity on road models; Adjusted engine heating equations
Supertruck: Slightly increased tire grip
Metalmoro MR18: Reduced default tire pressures; calibrated AI
F-Vintage: Adjusted default diff setup; Slightly reduced tires LOD A for better performance; calibrated AI; Corrected right rear wheel LOD error in HIGH detal setting
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Automobilista - March 2017 Development Update
Hello everyone - as another month wraps, it´s time for our regular Development Update with all the latest news on AMS development. Here ´s what we´ve got to share with you from this past month :)

V1.3.5 Release
Just yesterday we´ve deployed our latest v1.3.5 update, packing several fixes and general improvements to the sim.
On the graphics front, @Alex Sawczuk has developed a series of all new SweetFX profiles, including a new default setting - these can be previewed and set from AMS Config. These new profiles have been overhauled and use a much better tone mapping layout, a nice improvement over the previous offerings.
We have two categories of profiles. The 'A*' category offers a progression in terms of amount of saturation, the digit in the identifier indicates how much saturation there is. Vivid profiles have roughly same lighting as none vivid profiles. but with extra contrast in them. There is then a 'B*' category. These offer a variety of fun post-FX settings for you to try out, the higher the number the generally the more strange the effect.
The new default profile is 'A3 Natural Vivid'. Older profiles remains available in the "Legacy" category.
We expect different monitors to show up the differences in different amounts - hopefully from one of these new configurations you can find one that you like best.
Below are some album previews of the new SFX profiles:



Another important new feature in v1.3.5 is the option to fetch setups from other users as ran in their fastest lap in Time Trial mode. To do that, click on the name of the driver you wish to fetch the setup from, and click the "Fetch Setup" button:

Image

The setup will then be available for you to load from the Garage Files menu, in the respective track folder:

Image

Keep in mind only laps set from this release onwards will have a setup available for fetching.

Virtual Xperience TT Rank & Official TT Challenge
We have recently introduced a new TT Rank via VX for users participating in the TT leaderboards. This is basically how that works:
- Rank Points are calculated using the position of each driver´s best lap in every series irrespective of track user - the important thing is to register at least one lap with each individual series in the sim.
- If driver has not registered a lap in any one given vehicle, they are attributed a penalty position (one place higher than the current largest leaderboard in VX)
- The higher the driver´s points tally, the better his ranking.
- Full details of laps counted towards a drivers ranking (and penalties applied) are listed on the driver´s profiles.
We strongly recommend users to work on putting together their complete TT Rank - we´ll be offering a few things in the coming months which will surely make it worth your while, and not only for the top guys!
Further news on the VX front is that our regular "Time Trial of the Week" fun challenge will be evolving into a full-blown official prize-awarding competition covering 12 weeks, starting April 9th - keep an eye out for the official announcement sometime next week!

V1.4 Development
Work is already ongoing on v1.4 development - we´re pushing hard to release it before the end of april.
Focus currently is on concluding the much anticipated Custom Season Tool for single player championships. We are working on some interesting new options which should hopefully add some extra dimensions not only to championship mode but to the race weekend in general.
Another area receiving attention for v1.4 is AI - we have compiled a number of AI issues and general areas for improvements and have allocated a few weeks over the remaining months of AMS development to be dedicated towards addressing as many of those issues as we can. While it´s uncertain how much ground we´ll cover already for v1.4 and subsequently for v1.5, we´re hoping to see some substantial improvements before AMS development wraps.
The long overdue support for Steam Achievements is also in progress and scheduled to make it in for v1.4.
There have been many enquiries about improving support for the Fanatec CSL and Logitech G29 / G920 - we´re working on those and hope to have news in time for the next release.
Major developments also coming in the audio front for v1.4, as @Domagoj Lovric is making some great gains introducing new filters which should hopefully greatly enhance the aural experience in AMS.
One of the results from these changes is that we´ll be able to reduce audio samples from the currently huge 16bit / 96kHz WAVs to much smaller 44.1kHz rates. This yields a number of benefits, including smaller RAM usage due to audio samples being considerably smaller size, smaller game footprint on disk and potentially fixing some audio related stutters and glitches.
As a visual reference, the images below show a comparison with the introduction of the new filters. First image the filter is OFF - notice these dotted sweeping lines (almost looks like fireworks of noise) above thick line in the bottom:

Image

Now with filter ON, there is much less dotted lines or "noise":

Image

The real proof of course is in the pudding - below you can check a preview of how all these developments sound in-game:



New 2017-spec Formula

Image

Work is also progressing on the yet-to-be-named 2017-spec Formula - it´s a looker!

The new 2017 car will be added as a free base content to AMS. Along with bundles of extra grip, the big news with this car will be the introduction of new physics models as Turbo & ERS are being developed and will be added not only to this car but to others in the sim which feature either or both. This however is unlikely to be completed in time for v1.4 release - we´ll expand on the topic of these new features in our next Dev Update.

Legendary Tracks Pt 3 - Hockenheimring
Development of our next DLC is also coming together nicely as the legendary Hockenheim circuit is taking shape, with meshes for both modern 2016 & 2001 versions pretty far along. Here are some early previews:

Image
Image

These 2 versions are expected to be ready in time for release of v1.4 towards the end of april, with 1972 & 1988 version to be added soon after.
We are looking to confirm the full release schedule for the remaining DLCs as well as some new free base content in the works for Automobilista in time for our next Dev Update, so stay tuned!

Worth reminding that the AMS Season Pass which secure all currently available DLCs along with the ones still to be released is currently on sale with 35% off - if you haven´t grabbed that yet make sure to do it now :)
That covers it for our March update - look forward to catching up with you all again around this time next month!
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studio has deployed a very small patch to the simulation via Steam that resolves a reported crashing issue in Time Trial mode alongside other miscellaneous niggles.
Reiza have confirmed they are still looking into the issues reported in TT mode and may release another hotfix later this week if a solution can be found.

Build 1.3.51 Changelog:
Fixed potential crash in Time Trial mode
Adjusted Setup files UI to display longer file names
Corrected cockpit camera clip planes in latest cars to usual standard to minimize texture flickering
Lance R: Corrected vehicle gearbox information
ARC Camaro: Fixed engine overheating
Superkart: Softened default roll bar settings (reducing chassis stiffness)
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios released a new update for their Automobilista title bringing the popular Racing Simulator to version 1.3.7.
This patch is mainly a maintenance update, addressing some of the reported issues. The update also includes some improvements for Fanatec wheel owners.

AUTOMOBILISTA V1.3.7 CHANGELOG:
Added support for auto-rotation with Fanatec CSL-E, Fanatec LEDs native support & a command mapping option to toggle LED to display Gear, Speed or Off
Fixed logic exporting Setups in Time Trial mode which could allow setup from a slower lap time replacing one from a previous faster lap
Adjusted qualifying lap limit (20 laps for most series, 12 for modern formula series)
DynHUD: set track map in Original / Telemetry overlays to fixed (can be switched back to rotating via DynHUD Editor); added missing race widgets to Telemetry overlay
Adjusted AI performance in various kart tracks
Karts: Revised tire model, adjusted weight distribution in all karts: Adjusted default steering lock. Adjusted AI performance
Boxer: Fixed brake light graphical glitch
F-V12: Fixed LCD display rev range
F-Trainer: Minor tire model adjustments; fixed differential settings mistakenly left adjustable
Mini: Corrected engine description
Caterham: Corrected 360R gearbox as H-Shifter
- Please make sure your Fanatec firmware is up to date for this release.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios published a preview video showcasing the soon to be released Hockenheim circuit 2001 track for their Automobilista racing simulator.

The Brazilan developer is getting ready to release Part 3 of its “Legendary Tracks” DLC series. This time they will bring you the German Hockenheimring GP circuit. The track will be released in four versions: 1976, 1988, 2001, and the current modern version. Even better, the DLC will include multiple layout variations and the Hockenheim Rallycross track.

The included preview video shows us the Formula V10 in action at the classic long layout of the Hockenheimring as it was last raced in 2001. The video also lets us sample the updated audio as it will be part of the Automobilista v1.4 build.

The Hockenheim DLC is scheduled for release by the end of May 2017. Owners of the Automobilista Beta are already able to test both the modern and 2001 version in the current Beta Build.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has released Automobilista build v1.40 along with the Hockenheimring DLC for $5.99USD (or included as part of the Season Pass).
Update V1.40 contains a massive list of fixes and features, improving all the aspects of the simulator. As an added bonus the the Formula -Ultimate series car is now available & included as free content for all. This new high downforce car is heavily based on a 2017 Formula One spec car and features new physics models to simulate the Turbo hybrid drivetrain and ERS of a modern top spec Formula car.
The Legendary Tracks DLC Part 3: Hockenheim features 4 distinct versions of this legendary German GP circuit. You will be able to drive on detailed recreations of the 1977, 1988, 2001 and 2016 versions of the track, along with the modern National, Short A & B layouts. In the near future, Reiza Studios will also add the Hockenheim Rallycross track to the package.
Changelog for v1.3.7 -> v1.4.0:
Content:

Added Hockenheimring (1977, 1988, 2001 and 2016, along with extra modern layouts – the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS
OWNERS)
Added F-Ultimate series

Features:
Added Custom Season Tool (available as a launch option on Steam) *

General:
Fixed bug with AA setting not saving in AMS Config
Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;
Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
Various minor UI fixes & adjustments
Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
Updated all helmet shaders to be same as the one used for car paint
Fixed bug in road noise replay saving (fixing potential CTD)
Added new driver model & new customized suits & gloves to all vehicles
Added configuration option to all vehicles for visible driver arms in cockpit view **
Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
Fixed error in fog logic which could cause fog to appear in cockpit
Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
Globally increased lowest LOD from 500 meters to 600m

Audio:
All audio files resampled to 44.1kHz (decreasing files size / CPU / memory usage)
increased max simultaneous sounds from 32 to 64
polished loops and pops in several audio files
Introduced advanced audio filters for external cameras
Added cockpit muffling for closed cockpit cars
Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
Enhanced replay of surface sounds (road noise, dirt, curbs)
Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
Reset volume multipliers on all cameras to address volume inconsistencies

AI:
Added function to stop AI from refuelling during pitstops in all series where that is forbidden – only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
Added function for AI to partially lift off the throttle when receiving a blue flag – their cooperation is now a function of “Courtesy” value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / qualify, in races they will be more cooperative in high profile series compared to smaller / historical ones
Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
Added function for AI to slightly lift during in and out laps in practice / qualify
Added function for AI to lift back to the pits when car has substantial aerodynamic damage
Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
Added “RaceRefuelling” value to control whether series allow for AI refueling during races (not applicable to all cars/tracks where AI may still pit for fuel)
Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimize issues with AI needlessly stopping for tires
Added AI function to stop them from pitting for tires in last 10 minutes of a race – even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
Customized AI throttle functions at race start to a realistic behavior for each series
Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
Added new TireManagement & AIStartSkill to driver RCD files – the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start
Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files
Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
Adjusted base Safety Car speeds for various series to more compatible levels
Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and mis-performing as a result) ***
Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
Various AI physics adjustments to improve their racing ability and line adherence
Generally increased AI reaction to front tire slip
Adjusted AI brake performance for all cars
Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
Updated AI performance ranges for several tracks
Adjusted AI spring/damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs

Physics:
Revised tire wear functions for several cars
Revised fuel consumption & estimates for several cars
Globally raised undertray friction to minimize advantages of unrealistically low setups in some cars
Adjusted default setups for low downforce configs in Formula cars
Reduced default suspension packer settings in several cars
Added speed limiter to MCR2000, Ultima GTR Race
Adjusted engine wear/reliability ranges on some cars

Content Updates and Fixes:
Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
Roughened up flat curbs at Trauma, Londrina
Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
Oulton: Adjusted AI line through chicane so AI don´t clip high curb
Brasilia: Fixed cars going into the pits in rolling starts
StockV8: Corrected max opponents; Corrected & Added missing talent files: fixed LCD lap time info
Montana: Fixed max opponents
F-V12: Adjusted ride height ranges, increased rake in default setup
Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display
Karts: Updated skin alphas to suit latest car shader
F-Vee: Adjusted AI performance
ARC Camaro: Fixed reflection bug in cockpit gauges
F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
F-V10: Adjusted TC sound
F3: Reduced aero loss in draft
SuperV8: Fixed pit timings to realistic values

* The Custom Season Tool should be fairly intuitive to use – run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied – your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).

** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not – exception being vehicles where this solution was not considered to look acceptable – specifically karts and Formula Truck do not feature driver arms.

*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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If only the dedicated server was sorted. This is a hell of a game now.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by KNAPPO »

Took it out for my first spin last night. Sounds good, physics seem good too altho I only did a hand full of laps in the V8SC at the Adelaide 500 then the Formula V12 at Adelaide 88.

Just need to tweak the FOV to my liking for the triples, can you raise the seat height? I have the FOV width sussed but some cars feel too low. AC looks prettier to me but this seems solid from the time ive spent so far.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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KNAPPO wrote:Took it out for my first spin last night. Sounds good, physics seem good too altho I only did a hand full of laps in the V8SC at the Adelaide 500 then the Formula V12 at Adelaide 88.

Just need to tweak the FOV to my liking for the triples, can you raise the seat height? I have the FOV width sussed but some cars feel too low. AC looks prettier to me but this seems solid from the time ive spent so far.

Should be a way to map it to some buttons or keyboard.

Take the caterham 620R out at Londrina (?) Gangs of fun on the corners with elevation changes.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Sounds good. Will have to check that out, love me some elevation.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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KNAPPO wrote:Sounds good. Will have to check that out, love me some elevation.

Image
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by KNAPPO »

LEGEND!!!

Thanks Norbs, that'll save some fucking about trying to find it.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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You will have to map them. I am pretty sure that is my set up, not default.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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All good, should be able to map em to the button box or rotary encoders.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Dr. Pain »

Those your wheel settings Norbs in the pic you posted helping Knappo?

I'm gonna give them a go to see if I can get a bit more out of my G-25. I still find some cars a bit hit and miss on FFB but some are bloody brilliant.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Dr. Pain wrote:Those your wheel settings Norbs in the pic you posted helping Knappo?

I'm gonna give them a go to see if I can get a bit more out of my G-25. I still find some cars a bit hit and miss on FFB but some are bloody brilliant.

No Doc. That looks like a default setting. I will post at lunch.


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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Dr. Pain »

Cool thanks.

I've found some cars like the Caterham 620 to be great FFB but others not and I feel like I'm always chasing a better feel.
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