Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by norbs »

Got some cars that dont feel good. I will see what they feel like for me.

Also......

http://www.racedepartment.com/threads/f ... st-2197861
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Thank you for the link :yes:
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Here you go Doc.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Cheers mate :yes:

Only difference I have to do is FFB strength at -66%. To go positive FFB on a G-25 puts a heavy weight at the top of the wheel and as soon as you turn, it falls to that side. But I now have the smoothest FFB I've had in any game and it's very nice. The 1967 F1's made me work for it at Johannesberg 1976 but it was fun. I've never sawed at a wheel that hard before.

But challenge of the week: Get a V-8 Supercar out of the pits at Johannesberg '76...

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

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Reiza Studios rolled out the v1.4.3 update for their Automobilista racing title.
Besides a good list of fixes and improvements, the update also brings us the promised new Hockenheim RX layout, Steam Achievements, AI improvements and better support for the Logitech G29/G920 steering wheels.

On a side note. Until July 5th, Automobilista is available on the Steam Summer sale for $8.99 (70% price reduction). The Automobilista title + Season Pass for All the DLCs is available for €28.98 (59% price reduction).

Changelog V1.43

Added Hockenheim RX layout (not compatible with DynHUD at the moment)
Integrated initial batch of Steam Achievements (more info & related discussions here)
Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customized when starting the season in game)
Radio Spotter: Audio files now cached in memory to try to prevent stutters loading the files during gameplay on some systems
Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
Added AIRaceCompoundSwitch parameter to series files – if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
Made the softest compound default for F-Extreme. Formula-Reiza, F-Ultimate
DynHUD: Added option to switch Track Map state from static, rotating & off (CTRL + M switches between the states)
Replaced tacho texture in native HUD
Revised & expanded default championship calendars for several series
Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
Finetuned drag effects for each car, correcting some previous exaggerated values
Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being the default tire compound wear)
Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to being more combative when another is close by or side by side
Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
Changed AI strategy for fixing damage in pits – now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
Further fine tuning of fuel consumption & estimates for several cars
Reduced AI performance variation in Supertruck layouts
Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
Hockenheim: Disabled Safety Car for 77 & 88 layouts
Karts: Adjusted POV to avoid clipping with driver model
Caterham: Fixed missing driver arms in external view for 360R models
Montana: Fixes to pit groups & talent files
Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
F-Truck: Updated driver suits & Gloves
F-V10: Updated driver suits & Gloves
F-V12: fixed sound going mute between 4-5k RPM
Ultima: Fixed graphics glitch in headlights from external cameras
Superkart: corrected moving arms lodout distance
F3: fixed steering wheels LODs of F301
MCR: fixed rpm lights and LCD glass
Marcas: Added missing talent files; Reduced AI skill range for more consistent performance
* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s an F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If its a tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and/or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users: Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here.

For the next release, we hope to have it fully integrated into the main branch.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has rolled out a new hotfix for their Automobilista racing title. The v1.4.32 update tackles a number of issues that were still plaguing the title since the release of the June update.
The hotfix will automatically be deployed when starting the Steam client.

V1.4.32 hotfix – changelog:
Fixed bug leading to AI cars refueling during pit stops in series in which they are not supposed to
Added AIqualLapsperRun parameter to HDV files defining how many laps AI is supposed to run in qualifying
Fixed errors with some Steam Achievements (please note Achievements will be reset as a result)
Fixed bug with helper springs which could lead to some odd behavior under max suspension deflection
Fixed bug preventing player from fixing car damage in pitstops
Added extra “Force Lan” & “Seconds to autoload” parameters to multiplayer.ini to facilitate flow in a LAN session
Adjusted traction control driving aid levels for most cars
Small aero tweaks to StockV8, Montana, Metalmoro (slightly less yaw drop-off)
Corrected Montreal 1988 pit speed in practice sessions
Fixed missing dust smoke at Ascurra
F-Ultimate: Adjusted driver helmet height
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza Studios released the v1.4.5 update for Automobilista and introduces the 2017 Stock Car Brazil season and Curvelo track as free content.
The new 2017 Stock Car Brazil season, brings us a new car, a new track, and new regulations, including a revamped Push-to-pass functionality featuring indication lights on the windshield.
Changelog for v1.4.32 – v1.4.5:
Content

Added Curvelo circuit (“A” & “B” layouts)
Added Stock Car Brasil 2017 series

Updates and Fixes
Revised AI overtaking risk calculations – AI now constantly looks for a way past a slower car ahead (no longer backs off overtakes) *
Revised & Expanded Push-to-Pass functionality, simulating Stock Car 2017 season (including windshield lights indicating activation/availability)
AI now also uses P2P to overtake/defend from opponents
Added new car-specific AI risk calculation parameters for overtaking – AI now factors corner radius ahead to decide whether to try switch lines to overtake
Added new AI function to prevent AI car from trying to rejoin the track after a spin until there is no oncoming traffic
AI now affected by grass/gravel grip levels & dirt on tires (it will lift a bit until tires are clean again)
Added new controller damping sliders & presets for better keyboard & gamepad control **
Moved camera settings to DISPLAY UI screen, & added a “Lock to Horizon” slider (where 0% is pre-v1.4 setting, and 100% is the latest setting)
Added Garage UI warning message for series in which race refueling is not allowed, & disabled HUD pit menu fuel adjustment for those series ***
Several minor UI fixes & adjustments
Adjusted audio occlusion, low pass & wind filters
Adjusted AI drafting, slip reaction, aggression levels
Changed default cockpit FOV from 50 to 45 degrees
Adjusted traction control functionality (as a driving aid)
Added PLR file setting to disable track scoreboards (known to cause some issues in live streaming)
Track state regression between sessions & overnight reduced from 2% & 10% respectively to 1% & 5%
Corrected excessive fuel consumption in Caterhams, MCR, Marcas, Lancers
Updated sunrise/sunset lighting values for all tracks
Updated Cadwell, Brands, Imola, VIR, Curitiba. Cascavel, Kansai, Velocittá, Taruma, Goiania, Spielberg, Santa Cruz, Guaporé, Londrina, Interlagos terrain & road textures to latest quality standard
Minor road & curb updates at Curitiba, Tarumã, Goiania, Santa Cruz, Londrina, Interlagos to match their 2017 layouts
Fixed F-Ultimate tire options for Interlagos, Kansai
Karts: Fixed handling-breaking suspension bug from the last hotfix
MCR: Fixed RPM LEDs not working in left-hand driver side
Camaro: Added 2017 Stock Car Safety Car skin
* For this build Medium aggression is generally recommended for best AI racing; higher settings may be suitable for tin tops in which more bumping & rubbing is acceptable; Low aggression disables all new risk bypassing functions and effectively reverts to their pre v1.4.5 behavior with regards to overtaking.
** Users of digital inputs should review their settings for steering, throttle and brake rates.
*** All cars/tracks still allows race refueling for all classes, so users looking to get around series refueling rules should use that for both single & multiplayer races (be advised that AI fuel strategy for longer races may not be ideal).
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by pab »

OK, now I'm convinced!

It just needs to hurry up and get VR support!
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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pab wrote:OK, now I'm convinced!

It just needs to hurry up and get VR support!
Pretty sure they have explained it will never get VR support. DX9 game. The new title might though.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Sarc ; my second favourite type of gasm.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Must be really uncomfortable driving with his pedals mounted like that!!
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios released a new hotfix for their Automobilista title which addresses some issues that were introduced with the previous release. The update also includes several track updates.

Changelog for v1.4.53:
Slightly toned down AI aggression on all levels, & reduced AI risk calculation bypassing for overtaking on 1st lap when running MEDIUM AI Aggression setting (HIGH & MAX remain with full bypass)
Adjusted series-specific AI corner radius detection (used to decide whether to try switch lines to overtake) to more conservative values
Added information for connected devices & other minor adjustments to controller UI
Updated Montreal, Campo Grande, Brasilia, Caruaru, Buenos Aires, Guapore, Speedland, Granja, Cordoba, Spielberg & Salvador textures to latest standards
Fixed Stock Car 2017 & Curvelo IDs for VX leaderboards
Small update to billboard shaders, smoke & dust effects
Minor tire wear adjustments to Boxer, SuperV8, StockV8
Goiania: Fixed CTD loading short layouts
Interlagos: Fixed night lighting on new road sections in 2017 variants
F-Ultimate: Added HALO as a configuration optional
StockV8: Added Lapenna´s car & fixed error causing Valerio´s car not to load; Added missing driver talent files; Added 2017 championship option with correct season order & scoring; Fixed glare in night lighting; Fixed LOD flaw in rear fender
Montana: Small adjustment on engine torque curve
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza Studios is getting ready to deploy Automobilista V1.4.7. Besides the usual list of fixes and improvements, the newest Automobilista update will also include a new free track.

The Autodromo Internacional de Yahuarcocha is a permanent road course located next to the Yahuarcocha lake on the eastern outskirts of Ibarra, Ecuador. The somewhat technical circuit is 3.650 km (2.268 miles) long and features 16 corners. Each year, the Ibarra venue hosts a selection of national championships and amateur races.

Situated next to the Yahuarcocha Lake, Ecuador’s only permanent racing circuit is famous for its stunning sceneries, which are now meticulously reproduced by the Automobilista Studios track team. You can check out the included in-game preview screenshots below.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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that track is great to drive.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Changelog for v1.4.54 to v1.4.7
Content:

Added Ibarra track (two layouts: normal & reverse)

Features & Fixes:
Added surround sound support (please run AMS Config to set up your audio output properly)
Multiplayer lobby improvements: General UI Tweaks; Pinned Reiza Servers; Improved Server Sorting; Added Series to Lobby; Added Bookmarks to list and ability to add / remove bookmarks; Fixed Beta in game Lobby; Added classification to server details; Fixed General Steam plugin issues, including reporting of Series, Players vs AI count and more
Added Upper Deadzone for Axis Settings
Fixed loading of FFB levels when game was set to 360hz and the loaded level had 180hz
Updated Xbox One and 360 controllers preset to XInput. Fixed clutch assignment on G25 Preset
Added XInput support (no FFB yet but will be added in the next release)
Improved info when creating a new profile about auto loaded preset on controller page.
Added button on Controller setting to detect the best preset for your controller.
Added Auto Loading for Xbox One controller.
Forced default controller profiles to resync to users game folder at every game load
Added global Cockpit Preference Option (for driver arms, LHD, RHD etc) to Display screen (no longer needs to be set for each car Configuration)
Added “Driver Arm Rotation Lock” option to PLR file for users who wish to disable the 90º rotation lock when arms are enabled (please note this may cause severe clipping at larger angles)
Several minor UI Adjustments
Fixed bug to display current Opponent Tire Compound color in multiplayer
Fixed Inconsistencies with Start Grid Position when changing AI Numbers on Single Race
Fixed Pit Box objects showing when there are always cars visible
Fixed a couple of bugs that could cause the game to crash in Championship mode
Fixed bug with in-game multiplayer game creation settings not working
Fixed bug where tire compound in replay would overwrite current setup
Fixed bug in AI pit strategy that could cause the AI to come repeatedly into the pits needlessly
Upscaled all vehicle body LOD Out values from 600 to 750m to address cars loading in and out on long visible track segments
Updated road & terrain textures for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona, Velopark to latest standards
Several minor shader improvements: a bit of AO to Ambient Lighting on Terrains; diffuse scroll shaders with and with out fog; Adjusted tree shader so it acts more naturally at dusk
Adjusted AI draft values so it remains in draft a little longer
Adjusted pit tire thresholds, making AI stay out longer into tire life for series where tire stops are not regular
Enabled pit menu refueling on physics level (so now refueling is determined fully by SRS setting – allowed in all cars/tracks, follows series actual regulations in their respective SRS)
Added/corrected aid weight penalties for cars that were missing them
Updated Push-to-pass boost values in Stock Car, Montana
Jaca Historic: Fixed crash when loading
VIR: Fixed flickering on paddock buildings
Kansai: Improved AO on main grandstand and pit building
Cadwell & Spielberg Historic: Fixed flickering on overhead signs/bridges at T1
Ortona: Fixed flickering on pit building at a distance
F-Ultimate: updated HALO model
F-V12: Fixed ID error for Time Trial mode
F3: Fixed F309 cockpit mirrors
Marcas: Updated onboard sounds
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has released hotfix v1.4.72 for Automobilista to addresses some urgent issues that have come up since the last update.
Changelog:
Fixed a few issues with multiplayer lobby, including bug that could cause lobby list not to show up
Fixed a bug in which if user’s My Documents folder is a Drive’s root folder, the game does not work creating the player file when (just stays on the enter driver name screen)
Fixed bug where controller input would register complete left when exactly 0 input was given
Fixed other engine sounds playing out of time
Fixed occasional audio artifacts with other distant cars on external cameras
Tykki: Updated terrain textures to latest standards
Ibarra: Optimized AI line through first and last corners
F-Retro: Fixed AI fuel estimate
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has released a new update bringing the Automobilista racing title to Version 1.4.76.
Besides the usual fixes and improvements, this new update addresses some urgent crash issues that have come up as a result of one of the latest Windows 10 updates.

IMPORTANT: Please note that in this update DynHUD has been disabled by default while some reliability issues are worked out – if however, you were not experiencing crashes or any DynHUD-related problems you may enable it back on by unticking the option to disable it in AMS Config. For Nvidia Users: We have introduced advanced AntiAliasing settings in the Config application, your settings should be auto-upgraded, but feel free to take a look and adjust as you please.

Changelog:
Added Config app option to disable DynHUD, disabled by default while some reliability issues are worked on (if you experienced no problems you may re-enable DynHUD by unticking the option in AMS Config)
Added support for advanced Nvidia Control Panel settings in the Config application so Nvidia Antialiasing settings can be configured straight from AMS Config)
Added Driving Line Aid (it adapts in real time to how fast you are going to give you updated information)
Speed Sensitivity is now customized for each vehicle
Added dynamic ambient/track temperatures, configurable via Track GDB, & configured ambient Track Temps at all default circuits according to real weather data
Corrected sunrise/sunset times for better accuracy
Season Tool: Fix user-data failure when Windows username contains non-scii latin1 characters
Added FFB for XInput Devices (may require loading of Controller Preset of Xbox Controller for it to start working, depending on your current settings. Support for one XInput FFB device only, limits all FFB to 90hz)
Added Refresh Connected Devices button to Controllers page, available from main & in-session menus
Made XInput built in dead zones configurable in the Controller.ini (also halved the amount from the previous build)
Minor tweaks to Controller Damping Presets
Added Dedicated Server options to allow driving line or not
Added options to use predefined profiles in Dedicated Server and in Game Server for game difficulty
Made game DPIAware, so that the game formats correctly on PCs using non 100% scaling setting
Added actual game version to the Windows game window
Tweaked ToolTip and Icon placement top right of screens in general
Adjusted Difficulty Settings page to be more organized
Added long spinner UI option so text doesn’t get cut off with Controller Profile names or User Profile names
Adjusted In Game Monitor screen, tidied up the UI in general and organized. Added Session Info button which shows the general information about the current session. Online adjusted vote and server details options. Added Servername and Message of the day to the Server Info button.
Adjusted Garage page to hide pit stop options when pits not available. Made Session Info accessible from Garage Page and reorganized UI elements slightly
Reorganized Setup File browser and added noneditable notes element to the Setup Browser
Improved AI Behaviour on Formation / Standing Start
Improved AI Behaviour behind Safety Car on Rolling Starts and SC periods
Adjusted Safety Car to take Fastest Line rather than a middle of the road line
AI cars now lift less under blue flag in race condition, and not at all in practice/qual for other AI cars as a temporary measure to avoid AI cars going off track (better blue flag logic currently under development)
Foz: Updated terrain textures to latest standards
Ibarra: fixed inner collision corridor at hairpin; fixed the headlight beams going up to the mountains; fixed specular levels on the road patches; slight tweak to AI performance
Adelaide: Fixed AI lining up after formation lap
Ascurra: Updated terrain textures to latest standards
Velopark: Updated model to feature 2017 modifications & terrain textures to latest standards
SuperV8: Adjusted fuel consumption estimates
Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.7_G29.

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added/updated correctly.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Those with the beta......



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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

The gift that keeps on giving is what this Race Sim should be called. :D
Reiza Studios Renato Simioni has published the Automobilista September 2017 Development Update.
In this latest dev update, Reiza Studios shares some more info about the upcoming Automobilista V1.4.8 release and reveal some of the upcoming new content for the racing simulator. Slowly but surely, Reiza Studios is working towards the final version of the Automobilista title. However, it is reported that due to some unforeseen issues, and the opportunity to add a few valuable improvements, the development of the simulator might take a little longer than scheduled.
The next scheduled update will bring the sim to v1.4.8 and will feature the Brazilian Touring Car Classics DLC.

September 2017 Dev Update
New DLC – Brazilian Touring Car Classics

The next DLC will bring several “oldies” to AMS – the TC Classics are some of the cars that have made history in Brazilian touring cars through the decades.
The DLC will include 4 models (Fusca, Gol, Passat, Uno), spread over 4 unique series:

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Copa Classic – a modern mixed class series from southern Brazil running classic machines; DLC will feature Fusca, Passat, Gol and Uno with the specs these various cars run in the series.

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Copa Fusca – a modern series from southern Brazil for Fusca (Beetle) enthusiasts.

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Copa Uno – based on popular 1990s Brazilian Formula Uno series, with the street car, stripped down to the basics:

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Hot Cars (Brazilian TC series from the early 1980s, a derivative of the previous Divisão 3 from 70s), featuring seriously tuned up versions of these classic cars. DLC will feature Fusca, Passat, and Golf:

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All series feature the 4 models in a wide variety of configurations presenting very distinct challenges.

Special thanks on this one to the good people involved with the Copa Classic championship who have been super friendly and very helpful with information. It´s very hard to find data for these cars, especially the older ones from the early 80s so having people who have lived through this history be so engaged is both and a very pleasant experience. The series is based in the southern state of Rio Grande do Sul which has some of the strongest motorsports culture in the country – it has been a great experience to get to know it better.

There are some other interesting models that some are sure to miss not being included – unfortunately we had initially set out to do only 3 Hot Cars models and ended up going further with 4 models and a bunch of variations covering 4 different series, so we´d already stretched our schedule for it as much as we could. It´s not out of the question though that some new “old” models will be added further down the line.

V1.4.8 update
Further AI Developments

Alex Sawczuk took a break from track modeling this month to take a few stabs at the code, and he´s managed some valuable AI improvements in the process, including a revamped blue flag logic – AI cars now better evaluate approaching cars and move out of the way:



We have also increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations – this makes it much less likely the AI will get confused and veer off the track, or not “see” a car coming up alongside.

DynHUD issues
We´re hoping we have a fix for the recent DynHUD issues that came up for Windows 10 users following a recent system update included in v1.4.8. In any case we´ll be also looking to improve some remaining niggles with DynHUD and also beef up the native HUD a bit more as an alternative.

The run down to 1.5.0
Following v1.4.8 we´ll be on the final stretch to the definitive version of AMS – at the moment we´re still undecided on whether there will be a public v1.4.9 or if we´ll go straight to v1.5.0 – depends on the rate of progress we manage next month.

Here are some of the goodies still to come:
Metalmoro AJR

Image

Turbo model
Niels Heusinkveld and Luis Miguel have been working on finalizing the turbo model and it will be included in time for v1.5.0, including updated physics for all turbo cars in the sim to use the new model.

Spielberg 2017

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Ilka has been working on an update to the modern Spielberg track, to include the latest reforms since the track was originally modeled. Although the track hasn´t had its layout altered, there are several curb and run-off changes, a new grandstand in the home straight along with other cosmetic modifications.

There is more still to come of course – look forward to sharing some final surprises with you all
That´s all for this month – hope you all enjoy the coming update!
Dukester

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by norbs »

If Reiza 18 is anything like the quality of AMS and has good graphics, it will be a hell of a game.

Still the best FFB by a long way for me, and possibly the most interesting content.
Sarc ; my second favourite type of gasm.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has deployed build v1.4.8 for their Automobilista racing simulator. The update includes the new Brazilian Touring Car Classics DLC which is now available for purchase on the Steam platform for a modest USD$5.99.

The Brazilian Touring Car Classics DLC brings several “oldies” to Automobilista, featuring some of the cars that have made history in Brazilian touring cars through the decades.This DLC includes 4 models (Fusca, Gol, Passat, Uno), spread over 4 unique series:
Copa Classic – a modern mixed class series from southern Brazil running classic machines; DLC will feature Fusca, Passat, Gol and Uno with the specs these various cars run in the series.
Copa Fusca – a modern series from southern Brazil for Fusca (Beetle) enthusiasts.
Copa Uno – based on popular 1990s Brazilian Formula Uno series, with the streetcar, stripped down to the basics.
Hot Cars: Brazilian TC series from early 1980s derivative of the previous Divisão 3 from 70s, featuring seriously tuned up versions of these classic cars. DLC will feature Fusca, Passat and Gol.

The version 1.4.8 update contains the usual set of fixes and improvements, bringing to Automobilista title another step closer towards the final version.
Changelog
Content

Added Brazilian Touring Car Classic series: Copa Classic, Copa Fusca, Copa Uno & Hot Cars (requires ownership of DLC or Season Pass)

Updates & Fixes
Fixed DynHUD on Win10 & re-enabled it by default as a config option
Fixed bug that could cause game to crash loading old setups with notes
Added support to latest Fanatec SDK
The AI blue flag logic is improved: AI cars now move offline to let leaders by, lift proportionally to the amount of throttle they should be doing, and to the speed difference relative to the car approaching
Increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations and less off-track excursions
Tweaked AI calculations when thinking about passing to reduce the swerving from one side of another car to the other (added AISuddenMoveScalar parameter to car physics, makes cars change lane, react to incidents more gradually)
Changed AI Start Behaviour to keep drivers running in a straight line from their grid slot more (added AIStartOffset and AIStartMerge values to car physics – these are how long to stay on the line and how long to merge in seconds)
Adjusted default talent values so that AI is better when there is no RCD file or values are missing
Rescaled AI aggression levels for latest code changes
Fixed possible crash with Season Tool
Added Season Tool option for double points in final race of the championship
Added regular silent messages by clients in multiplayer (as a possible fix for TCP connection lost issues with client inactivity)
Changed logic for “Finish Session” / “Skip Session” logic” – the first now accelerates time to finish the session with properly generated times from the AI, the second advances the session with the current standings (with player put in the back of the grid if not having set a time)
Adjusted tire smoke threshold so tires don´t generate smoke on smaller slides or in lock-ups of lightly loaded wheels
Added garage pitstop schedule menu to all cars when refueling is allowed (hidden when it´s not)
Velopark: Fixed minor graphics glitches
F-Vintage: Fixed collision bug with wheels
Ultima GTR: Revised road car physics

General Notes:

Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.8_G29. Further instructions as to how to switch to a beta branch here.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added/updated correctly.
Dukester

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios released a new hotfix for their Automobilista racing title. The V1.4.81 Patch addresses some of the main issues that came up after the deployment of the v1.4.8 update.

v1.4.81 Changelog
Fixed a possible CTD caused by uninitialized career data when calculating points
Removed redundant “/ka” messages in AMSDedi
Added PLR file name and version number to AMSDedi tool
Adjusted Realfeel defaults for TC Classics & F-Vintage
Added new car-specific AI aggression scalars
Spielberg: Fixed CTD issue with 2015 GP version
Adelaide: Adjusted fast rolling start location
F-Vintage: Reduced default ride height & increments to 0.1cm per step (rather than the previous 0.5cm); Moved default brake bias a bit further frontwards
TC Classics: Updated HotCars Passat & Gol to have their own VX IDs; Fixed external idle sound missing; Adjusted tires; Duplicated Hot Cars Boxer engine file so it can feature sound emission points for both Gol and Fusca; Increased power for FuscaR, Gol33 and PassatR in Copa Classic; Corrected errors with Reiza51 drivers; Fixed Passat, Gol Hot Cars bumper models flickering in TV cameras; Fixed missing hood from cockpit view in some cars; Small adjustment to FWD weight distribution; Small fuel consumption & estimate adjustments; Bumped max opponents to 25 to accommodate full Hot Cars field (keep in mind however other classic series have only 20 cars)
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

With a new build to Automobilista right around the corner, Reiza Studios have revealed preview images of the all new MetalMoro AJR prototype...
Announced in the October Development Roadmap alongside such goodies as new TV overlays and turbo model, race weekend simulation elements and a new Spielberg update, the AJR MetalMoro is an exciting free piece of content that looks set to feature a variety of different power units from the likes of Chevy, Honda, Judd and Powertec, even making use of the new turbo model...
It looks weird and its made in Brazil, check out the previews below;
Reiza have confirmed the new car will indeed come at no additional cost to players of Automobilista, and forms part of a larger update to the base game that looks set to bring "several valuable updates" to the title.
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