Automoblista 2

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pixelboy
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Re: Automoblista 2

Post by pixelboy »

I bought this last night..
eek
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Re: Automoblista 2

Post by Duke »

Reiza Studios has deployed the first public hotfix for their Early Access version of the new Automobilista 2 racing title.
This update features minor improvements and fixes for issues reported after the initial EA release.

V0.8.0.1 Changelog:
General

Adjusted rain spray parameters – slightly longer draw distance & slower decay
Raised default Camera World Movement from 50 to 75, reduced G Force Effect from 50 to 25 (resulting in less default cockpit camera movement)

UI
Added game version number to the main menu screen
Desaturated Championship & Time Trial panels in Main Menu to better illustrate current unavailability
Adjusted order and included Start button in Test Day / Custom Event menu (allows pressing start button with cursor+ accept button as well as gamepad start button)
Added missing track background screens & track maps for Snetterton
Corrected F-V10 livery thumbnails

Physics & AI
Slightly adjusted tyre tread physics for F-Classic Gens 2&3, SuperV8, MIT Lancer, F-Vee, Opala, Ultima GTR, Copa Truck, Caterhams, karts
Slightly reduced pneumatic trail for slick tyres & adjusted max steering rack forces to suit (results in slightly more consistent FFB)
Fixed error in suspension rates of SuperV8, Sprint Race which could lead to excessive bouncing mid-corner and other handling woes
Adjusted differential locks for all Caterham models with LSD
Adjusted brake response curve & reduced default brake pressure to 90% for all cars
Fixed error in Ultima GTR Race rear brakes which would cause it to lock rear wheels easily
Reduced brake torque for Superkart
Fixed missing rear pre-warmed tyres for F3, Roco 001
Adjusted AI dry tyres for Caterhams, Touring Car Classics, Ultima GTR, ARC Camaro, F-Vintage, F-Trainer for more consistent performance vs player
Adjusted AI wet tyres for StockV8, Sprint Race, Superv8, Caterham, F-Classic, Touring Car Classics, F-Trainer for more consistent performance vs player
Fixed Chevette 5th gear ratio

Vehicles
Mitsubishi Lancer: Fixed windscreen textures issue
Ultima GTR: Fixed shifting animation (manual instead of paddles); Added chrome stripes to some liveries; Fixed wheels and exhaust vertex AO; Added backfire animations
Caterham 620R: Updated several liveries (adding some metallic variations)
Formula Vintage: Added missing lower LOD models (which could cause cars to disappear in lower car detail settings)

Tracks
Jerez: Complementary art pass & fixes
Snetterton: Fixed curbs & added 3D marbles to both layouts

Note: To users still struggling with brake sensitivity, please make sure to calibrate your controller to try to ensure the full range is being correctly used.
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Re: Automoblista 2

Post by Duke »

Reiza Studios has deployed a new update for their Early Access version of the new Automobilista 2 racing title. This release features several substantial updates to both the Physics and AI alongside a new Photo Mode.

v0.8.2.0 Changelog:
Important: In order to ensure you completely reset your build to the latest changes, it´s strongly recommended to delete your MyDocs/Automobilista 2 settings folder and start anew – make sure to calibrate your controller, and that your pedals are calibrated to the complete 1-100 range (some users have reported needing to calibrate pedals twice for it to register – we´re still investigating it).

Content:
Added Snetterton 100 layout
Added Velocittá CD layout
Added Interlagos Historic External Ring layout

General:
Further updates to rain spray (longer life, draw distance, smaller from front wheels)
Reduced threshold for track limit penalties (still subject to further tuning)

UI/HUD:
Implemented initial version of in-game Photo Mode
Added back Random Weather option
Added vehicle statistics to track loading screen
Updated car class colour definitions & added short class name icons
Multiplayer Browser: Player count corrected to sort numerically instead of alphabetically; fixed incorrect
Lobby Screen: Fixed activation of “Invite” button; added class and vehicle name to driver table column headings; fixed private/password icon showing for all servers
Removed redundant session time acceleration button from Multiplayer monitor screen

Physics:
Corrected error in fast damper rates incorrectly applying to cars without 2-stage damping (resulting in overall incorrect or altogether broken dampers in some cases)
Updated semi-slick treads on various Caterhams for more accurate performance on a wet track
Adjusted carcass load stiffness for F-Vee / Copa Fusca / F-Uno / Copa Truck / F-Classic / F-Trainer / F3 / P4 tyres
Removed excessive rolling resistance from wet tarmac & concrete (AI & player)
Further revised MRX aero, suspension rates & default setup
Adjusted ideal temperature ranges in several compounds (correcting sizeable errors in P4, F-Classic Gen1 tyres
Fixed wrong tread width on F-Vee front tyre
Fixed F-Classic Gen3 Model 1 7th gear
Updated rental kart physics (narrower track, rear tyres)
Applied Balance of Performance for cars in P3 class

AI:
Implemented new AI Aggression logic
Fixed AI suspension rate issue that could cause AI cars to vibrate violently
Slightly Increased AI smoothness when moving laterally (both calm and urgent) & AI simplified tyre peak slip angle, combining to slightly more natural changes of direction

Tracks:
Interlagos Historic: Complete art pass
Incremental art passe to Oulton Park, Spielberg
Updated night lights & fixed flags for Brands Hatch, Imola, Goiania
Added period-accurate night lighting to historical tracks
Updated Kansai trackside cameras

Vehicles:
Copa Uno: Added missing lower LODs
ARC Camaro: Full field livery update
F-Classic:Fixed needle vertex AO, mirror material on LODs of G1M!; Added rear light to G1M2, G2M3; Fixed gearshift lever animation for G3M3
Updated wet and inter tyre textures for F-Classics & F-V12
Caterhams: Fixed carbon material
Roco 001: Fixed gearstick animation
Sprintrace: Added windscreen reflection, corrected drift gearshift animation (paddles instead of sequential
AJR: Added Tubarão #5 2020 Chevy V8 livery; added chrome parts to v
F-Reiza: fixed duplicated livery
F-V12: Added new Community Skins
F-Ultimate: Updated liveries for Reiza / Milano / Groove teams (logos/materials)
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Re: Automoblista 2

Post by Dr. Pain »

Some great corners in the right car in this game. Like Curva 1 at the old Interlagos and Dr Tiroch kurve (turn 2) at the Österreichring. Brown undies in real life if the car twitched in those turns! :yikes:
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Re: Automoblista 2

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Automobilista 2 Early Access to be Updated Weekly - Dev Roadmap Overview
Automobilista 2 has been out on Early Access for a little over 2 weeks now, and it seems like a good time to share a bit more about our plans for the remainder of the Early Access period.
We have opted to go all the way in our initial proposal of 8 weeks of Early Access period, and may actually add a couple weeks more before official release in order to try make sure Automobilista 2 reaches v1.0 as well rounded and complete as we possibly can make it in this timeframe.
As ever, we stress that AMS2 is a long term project and development will continue way beyond the official release - v1.0 is all but a development milestone marking the game as "ready for normal consumption", or a reliable base for more serious racing both on and offline that allows users to make the best of the premium content to be added thereafter. That doesn´t mean it will be as complete or as good as it will ever be - we see plenty of room for improvement in every area of the game and remain commited to exploring that for years to come.
At this point in Early Access we are still managing to take substantial leaps on a weekly basis and we want to make sure these are rolled out to users in the shortest timeframe possible - to this end, excepting some unforeseen issue we will be deploying game updates every week from now to the end of Early Access, first in AMS2 Beta on Wednesday or Thursday evenings, and then (provided the new build doesn´t present any major issues) to AMS2 Release on Friday or Saturday morning at the latest.
Naturally this speedy pace of development may see the odd rough edge occasionally slipping through into releases, but we believe that at least for this Early Access stage it will be more value for users to have these updates rolled out at this faster rate - after Early Access you may expect the gaps between Beta and Release deployment to increase so we can better ensure releases are kept reliable, and new content rolls out already polished by a proper beta testing period.
Here´s an overview of what you may expect to see during AMS2 Early Access:

GAME MODES
The two currently disabled game modes will become available over the course of Early Access. TIME TRIAL will be the first to come, hopefully before the end of the month.
CHAMPIONSHIP mode will be limited to official series featuring in the game, such as Stock Car Brasil, Copa Truck, Formula Vee and Sprint Race.
While it is unlikely we will also manage to complete the Custom Championship System over the course of Early Access, this remains an important feature which should hopefully follow not too far beyond v1.0.
A career mode is also planned but as a longer term project.

MULTIPLAYER FEATURES
Two common requested features for multiplayer should be integrated during Early Access:
Multiplayer Rating System
Dedicated Server Tool

SIMULATION FEATURES
These are the features that have a substantial role in the simulated series currently in the game which we plan to add support for over the course of Early Access:
DRS
KERS
Push-to-Pass
Copa Truck Speed Trap

CONTENT
The following SERIES are already confirmed to be added over the course Early Access:
Opala Stock Cars 1979 & 1986 (Classic Stock Car Brazil series)
Omega Stock Car 1999 (Classic Stock Car Brazil series)
Copa Montana

Besides these, there are at least 4 MORE UNIQUE CLASSES adding a minimal of 10 NEW CAR MODELS in the works to be added to the Game over Early Access or shortly after - these are mostly content that have not yet been officially announced yet so can´t expand on the details just yet, but you may look forward to a fairly packed Dev Update later this month :)

The following brand new RACE TRACKS will be added over the course of Early Access:
Kyalami 2020
Estoril 2020

The following KART TRACKS from AMS1 are being revamped and are also expected to be added to AMS2 over the course of Early Access:
Interlagos 2020
Granja Viana 2020

Image

A few more of the remaining AMS1 favorites will be upgraded & added to AMS2 over its shelf-life, but these will have to wait for after v1.0 release.

UI & HUD
Both UI & HUD will be actively developed over the course of EA, with new resources & options being added as well as fine tuning and expanding what is already there.

For the UI, the main additions planned for EA are:
Saved Replay page
Driver Profile page
FFB multiplier per car in Setup page

On the HUD front you may expect the following developments to hit the game soon:
Customizable HUD
Telemetry HUD page
Input & FFB meters

GENERAL IMPROVEMENTS & FIXES
Every front of the game will remain under active development and receive substantial upgrades over the course of Early Acccess. Below is a breakdown with a few highlights you may reliably expect to see in this period:
General art standards are still under constant development and you may expect UPDATED SHADERS & TEXTURES for cars and tracks to gradually make its way in over the weekly builds, adding that little bit extra to the visual experience;
Image

3D ANIMATIONS are obviously still very limited in AMS2 as we have continued to struggle with the exporting process for these assets in the new engine, and as consequence driver animations are still adapted SMS assets used as placeholders, and cars generally miss their animated wipers, suspension, animated damaged parts as well as vibrating parts, while trackside environment generally are still missing life - all of these will be addressed over the course of Early Acess;
CAMERA CINEMATICS, specially for trackside cameras are mostly baseline conversions from the original AMS1 sets, and will be gradually revised to make best of use of the extra resources of the new engine;
The Reiza / Automobilista 2 logos that populate the TRACKSIDE ADS are placeholders which will be replaced by both actual & accurate advertising;
The generic DRIVER NAMES / SUITS / HELMETS will be fully customized per series, including series with real drivers;
The fictional CAR LIVERIES, many of which are still basic 4k upscales of their AMS1 counterparts are in process of being revised & upgraded to be more life-like - all fictional series that haven´t already received this upgrade will be revised in time for v1.0, and we will also be adding Community Liveries selected from applications of Early Backers over this period.
On a similar topic, ability to fully CUSTOMIZE CAR LIVERIES AND CREATE CUSTOM CARSETS is high on our priority list - no definitive timeline for this yet but we hope to manage it while still in Early Access.
On the AUDIO front, there will be refinements and updates to engine sounds, and further developments to the audio engine, aiming mainly to maximise the racing environment outside the cockpit.
PHYSICS & FFB are in constant process of evolution, and FFB in particular will receive some further developments and customization options in upcoming builds.
AI DEVELOPMENT is one of our core priorities for AMS2 - besides the ongoing work to improve their behavior and consistency, we will also be working on their performance issues over the 1st lap and improve their strategical decision making.
The various COLLISION ISSUES with open wheelers and with Trucks spawning on pit garages they don´t fit in are in process of being resolved; we are also investigating reports of car-to-car collisions in Multiplayer and ways to mitigate the excessive friction riding along walls and armco;
Finally User Interface LOCALIZATION for FRENCH, GERMAN, SPANISH & PORTUGUESE languages will be added in time for v1.0 release, with Italian and Chinese to follow next.

Image

There are of course other game & simulation features we hope to add or develop further, and areas such as weather system, livetrack presets, replay system, multiplayer resources that are also worth and will receive attention - the more substantial updates in these and other areas not covered above however are more likely to arrive beyond v1.0.

In any case we hope this provides a clearer picture for the short term development goals we have mapped out for AMS2 over this Early Access period - we will keep you posted if and when these plans are amended as we roll out the weekly updates, and also with our Development Update round-ups at the end of each month.
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Re: Automoblista 2

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Re: Automoblista 2

Post by Duke »

norbs wrote:I think that is an old one Duke.

https://forum.reizastudios.com/threads/ ... iew.10240/
No idea how i did that but fixed now. :yes:
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Re: Automoblista 2

Post by norbs »

Duke wrote:
norbs wrote:I think that is an old one Duke.

https://forum.reizastudios.com/threads/ ... iew.10240/
No idea how i did that but fixed now. :yes:
You need to be careful with us old fucks. I thought I had had a stroke. :D
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Re: Automoblista 2

Post by Duke »

New Build Available Now - Includes New Car

Update 0.8.3.1 Change log:
CONTENT

Added Puma P052 to GT5 class
Added new Jerez layout (no Senna chicane)

UI & HUD
Added initial HUD Layout Editor (from OPTIONS -> EDIT HUD LAYOUT)
Added Initial telemetry HUD page
Fixed missing car class icons
Fixed class positions incorrectly displaying during single class/practice
Fixed Superkart/Stockv8 mini class icons
Blocked lap timer incorrectly displaying in HUD 'off' variant
Disabled currently unused containers/elements
Created separate leaderboard and lap/position info HUD elements
Disabled leaderboard by default on 'light' HUD variant
Adjusted trackmap zoom mechanics & tweaked graphical elements
Revised start light HUD element
Adjusted text colour and border of player in HUD leaderboard
Added missing vehicle stats for MIT Lancer R & RS
Updated trackmaps for VIR (all configs), Snetterton (all configs), Velocitta (all configs), Jerez 2019; Added Missing track logo for Snetterton
Increased vehicle preview resolution

PHYSICS, FFB & AI
Reduced wheel contact factor in all open wheelers (reducing chances of cars launching into the air with relatively minor contact) corrected mass of several independent detatchable parts
F-Classic G3M1: Fixed default gear ratio for 7-speed gearbox
F-Ultimate: Adjusted torque curve & throttle map for smoother power delivery
Minor tyre tread adjustments to F-Classic (all gens), Ultima GT, MCR 2000, MRX P4, F-3, MIT Lancer R & RS
Added TC / ABS to MIT Lancer R & RS when running Authentic driving aids
F-Classic (all gens): adjusted default front wing setting for better aero balance
Adjusted AI prudence when challenging human opponent
AI behavior tweaks: smoother lateral reactions & brake application; less performance variation depending on AI skill when on throttle / brakes; less performance loss as AI driver loses stamina
AI performance callibration passes for all cars

TRACKS
Added alpha to coverage to all foliage shaders - improves quality, only works with MSAA
Jerez: Reworked wet track material and puddle mapping; fine tuned road blend textures and vertex alpha blending to improve some blending abnormalities
Oulton Park: Fixed pitwall collision bug
Night lighting updates for Cascavel, Velopark, Kansai, Goiania, Jerez, Imola, Imola 2001, Imola 1988

VEHICLES
Copa Uno: Updated liveries (partial); Adjusted collision mesh
Super V8: Adjusted collision mesh; Updated Vertex AO; Added detachable parts from Damage;
Gol Copa Classic: Added LODs & updated materials for both models
F-Ultimate: Updated liveries with logos
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Re: Automoblista 2

Post by w00dsy »

Thank fuck for the non chicane version of Jerez. It ruins the flow of the track.
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Re: Automoblista 2

Post by Duke »

Hotfix V8.3.2 Changelog:
Fixed telemetry HUD switching
Added new function to improve AI skill / performance on 1st lap
Fixed inverted FFB on Fuscas, F-Vee, F-Vintages
Adjusted gearbox tolerances for P052
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Re: Automoblista 2

Post by pixelboy »

It's hard work to get your wheel set up for this game. I had to shift the sensitivity right up just to get round a corner.
eek
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Re: Automoblista 2

Post by w00dsy »

Mine was spot on out of the box, possibly because there was a built in profile for it.
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Re: Automoblista 2

Post by norbs »

w00dsy wrote:Mine was spot on out of the box, possibly because there was a built in profile for it.
pixelboy wrote:It's hard work to get your wheel set up for this game. I had to shift the sensitivity right up just to get round a corner.
Dont you 2 have the same wheel?
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Re: Automoblista 2

Post by Cursed »

I found with my CSW v2 that I the neatest answer was to change the steering angle to match the wheel on a per car basis. I think a neater solution would be if they could implement a FFB based soft limit on the wheel rather than scaling the car's steering angle to whatever the wheel is set to.
Image[url=steam://friends/add/76561197962772149]Image[/url]
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Re: RE: Re: Automoblista 2

Post by w00dsy »

pixelboy wrote:It's hard work to get your wheel set up for this game. I had to shift the sensitivity right up just to get round a corner.
Is your wheel showing 900° in the game when you calibrate it?
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Re: Automoblista 2

Post by DarrenM »

With my CSW v1 the solution was to turn off the Sen/rotation setting in the wheel. It's been fine for all cars doing it that way.

I must have set to 900 for some other game but this one didn't like it.
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Re: Automoblista 2

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DarrenM wrote:With my CSW v1 the solution was to turn off the Sen/rotation setting in the wheel. It's been fine for all cars doing it that way.

I must have set to 900 for some other game but this one didn't like it.

I think they say to set it to Auto for the DD wheels. No idea if the CSW v1 has that setting.
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Re: Automoblista 2

Post by pixelboy »

When I. first fired it up with my Thrustmaster TX Ferrari 458 I had to do a couple of full rotations to get round corners. Increasing the sensitivity to about 90 made it better.

Maybe it got confused as I have Logitech pedals and the Thrustmaster wheel?
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Re: Automoblista 2

Post by w00dsy »

Have you calibrated your wheel in the game? It sounds like it's not picking up the full 900° rotation. I did a fresh install of it the other day and I fucked up when I first calibrated it and I ended up with what you said, really slow steering. I redid it and got 851° now.

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Re: Automoblista 2

Post by pixelboy »

OK,

I'm pretty sure I did that but I'll try it again.

We should give this a run on a Friday?
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Re: Automoblista 2

Post by norbs »

pixelboy wrote:OK,

I'm pretty sure I did that but I'll try it again.

We should give this a run on a Friday?

Probably not enough regulars own it.
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Re: Automoblista 2

Post by Duke »

Reiza Studios has released a new public build Update for the Automobilista 2 Early Access title.

Reiza Quote:
The Brakes for all cars, including optimum temp ranges, wear, fade & failure properties have all been thoroughly revised according to the brake materials and specs of each car. These will address the brake failure issues from v0.8.3.2 and should hopefully provide more realistic wear and more “feel” on some cars.

The custom date option has been temporarily removed from session options, now sessions will always run on default date for that track – with that we have also addressed the bug that would cause a new track selection to retain the default date of the previous track, which could be particularly problematic when for example the user switched from a Brazilian track with a December Summer default date to a European track, leading the latter to load with winter weather and temperatures with a fairly big impact on physics that the user wouldn´t have an obvious visual cue for. The next step will be to add a custom season option along with seasonal foliage (which besides the added visual variety will provide the visual cue for different temperatures). Option to customize date may be added at a later stage once we have more systems feeding correctly from such a specific setting.

Force Feedback – We have included an additional “New Default” profile featuring several Force Feedback developments, as an option to the “Old Default” profile in the FFB UI – those with existing game settings will remain with “OLD” until they opt to switch to “NEW”. As the Gain, Low Force Boost and FX sliders work quite differently in the “NEW” profile, we want to give people the chance to opt in to the new once they have understood how the Sliders may need to be adjusted.

The main differences with “New Default” relate to the Low force Boost slider. and how it interacts with the Gain slider.

In AMS2 the “Old Default” profile, Gain slider was a confusing device as overall output FFB path was setup badly, with Low Force Boost applied after Gain slider – this was problematic as essentially then you have as many combinations of what happens with the signal as there are settings on Gain slider, leading to big inconsistencies (this explains some of the difficulties users had found a good all-around FFB setting that worked well with all cars, especially on more powerful wheels).

With the “New Default” profile, Low Force Boost is applied before Gain slider, leading to more consistent behavior – it is now factored in the same order as AMS1.

Sample of differences in LFB curve with OLD vs NEW profile:
Image Image

Automobilista 2 Force Feedback Profile Automobilista 2 Force Feedback Profile
In the next build, we will be adding further functions, including an updated tyre scrub formula & a minimum force configuration. Future builds will see a custom FFB multiplier per car so that users can fine-tune each car to their preference. Once these and some other minor adjustments are completed, we believe AMS2 FFB will be ready for v1.0 release and by then “old” default profile will have been completely phased out.


V0.8.4.0 Changelog:
Content:

Added Interlagos Kart track (3 layouts)

General:
Disabled custom event date setting
Fixed bug that would cause a new track selection to retain the default date of the previous track
Fixed multiplayer client rebroadcasting (could cause clients to be dropped from server)

UI & HUD:
Added pedal input & engine power/torque data to telemetry screen
Fixed reported issues with VR / Triple HUD customization (needs validation, will reset any previous edit in those types of display)
Reenabled HUD selection for Options screen in-session

Force Feedback:
Added “New Default” FFB profile, with the following changes vs “old Default:
“Remapped” Gain slider
Improved Low Force Boost formula
A more detailed calculation of steering linkage ratios and how they influence force transferred over to the rack
An overall small change in FFB output
More accurate self-aligning torque and factors in residual Mz, camber inclination Mz; steer gyro Mz

Physics & AI:
Updated brake disc thickness, optimum temps, wear, failure, fade properties with variations depending on brake material, fixing brake failure issues from previous build & improving brake feel on some cars
Minor adjustments to F-Classic tyre tread (all gens)
Adjusted AI tyre rolling resistance in F-V12, F-3, Roco
Minor AI performance update for Brands Hatch, Campo Grande, Donington, Guapore, Montreal, Oulton Park, Snetterton, Velocittá

Vehicles:
Puma P052: Updated missing LOD levels, cockpit display, rim blur, windscreen
Copa Truck: Added a new parameter for Trucks to spawn in their pit slot rather than inside the garage, fixing a bug in tracks where they wouldn´t fit the garage
Adjusted MRX & Roco collision mesh
Opala OldStock: Fixed bodywork mapping distortion
Gol Copa Classic: Added missing LOD levels
F-V12 : Updated #22 #23 community skin
Copa Uno: Completed livery updates for all cars in the series
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Re: Automoblista 2

Post by Duke »

Time Trial mode is now available - please note that not all car / track combos will have boards available yet, the ones that are still missing will be added over the coming days.
Also please be advised that we plan to reset all Leaderboards by the time we hit v1.0.

V0.8.7.1 CHANGELOG:
GENERAL

Enabled Time Trial Mode
Player now has complete control in pits if Pit Stop Control is set to "Manual" in Gameplay Options (no longer gets automatically held up due to incoming traffic)
Implemented new CutTrackFraction logic for detecting how far back a track limit infringement in previous lap invalidates the next one (5% of track length in practice, 10% in qualifying, 15% in Time Trial)
Fix bug where spawning in garage in between sessions would cause Trucks to crash into the garage

CONTENT
Added Opala Stock Cars 1986 Season

UI & HUD
Added missing F-Trainer A vehicle specs; Corrected Puma GTB, Super V8, Lancer R & RS, Copa Classic specs
Fixed AJR V6 short name in session config screen
Added new 'Full' variation of the Laptime Info HUD element (gives past lap info or Time Trial info depending on game mode/session)
Moved Laptime info position slightly higher in default layout

PHYSICS & FFB
Added "Tyre Scrub to Rack" effect to FX FFB slider (New Default profile only
Added "Min force" FFB funcion, disabled by default (can be activated in custom FFB file)
Minor FFB adjustments to various cars to better suit New Default profile
Increased FFB smoothness for FWD cars
Fixed remaining issues with excessive brake wear
Revised drivelines for all TC Classics, AJR, F-Vintages, F-Classics Lancers, Ultimas to correct excessive drivetrain losses & inertia
Fixed suspension physics for Copa Classic B Passat
Minor adjustments to tyre tread & carcass for Copa Classic, Lancers, Opalas, Ultima Race, AJR, Stock Car & F-Classic
Added wet tyre options for Lancers & Copa Classics
Corrected excessive engine boost in Lancer R & RS
Fixed wrong default tyre option in some TC Classics that could cause CTDs
Reduced front ride height range & moved diffuser center of pressure forward by 8cm in Metalmoro AJR for more accurate aero balance (all variants)
F-Classics Gen1&2: moved diffuser center of pressure forward by 2cm for more accurate aero balance, increased diffuser downforce loss with yaw
F-Classic (all Gens): Adjusted default setup (stiffer rear ARB, corrected ride height inconsistencies); fixed V8 engine wear range

AI
Disabled glitchy AI function that would cause it to behave erratically while trying to weave out of the way under blue flag in Practice & Quali (AI will now just reduce speed to let faster car by)
Adjusted AI behavior under yellow flag (a bit less overzealous)
Revised AI damper rates for all cars
Minor AI performance tweak to Londrina (both layouts)

TRACKS
Corrected environment & track temperature ranges for South American tracks
Interlagos Kart: Fixed layout 3 fences and walls missing when running less than High Track Detail

VEHICLES
Passat Copa Classic B: Updated interior textures, corrected collision mesh
Puma P052: Updated cockpit interior textures; updated liveries for #03 #05 #08 #35 #36 #52 #65 #78 & added Community skins #55 #56 #58 #60
Sprint Race: Added rear brake lights
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
Dukester Maldonado
Dukester Maldonado
Posts: 11459
Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

Re: Automoblista 2

Post by Duke »

Automobilista 2 April 2020 Development Update
Greetings everyone! We hope you all have been keeping safe and catching up with your sim racing while we continue to go through these surreal times.
It´s now been a month since Automobilista 2 was released in Steam Early Access, and what a ride it has been up to here! It´s been great to see the game being overall very positively received and that the sim racing community shares our confidence about its future.
Most will not be aware but with both Stock Car Extreme and Automobilista 1 being free updates to those who bought the previous version of the game, Automobilista 2 is actually our first completely new title release since Game Stock Car 2013 back in November 2013! And despite the less than ideal circunstances surrounding all of us these days, we are happy to say the game has got off to a very strong start.
As we have continued to stress since the initial announcement, Automobilista 2 is a long term project but we feel we have now crossed the most challenging milestones, and are in better position than ever to develop the game to its full potential.
We hope you all continue to enjoy the ride as we continue to push on!

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Automobilista 2 v0.8.7 coming up - Time Trial is Now In!

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Version v0.8.7 will hit Beta in the coming hours, and after some early mileage in Beta to iron out any showstopper it should also be deployed to the Main version of the game.
The highlight of the new build is the availability of Time Trial Mode, given everyone the chance to see how they measure up iagainst the best in a hot lap running any car / track combo in the game!
The system is an evolution of the popular Time Trial mode we had in Automobilista 1, with the new engine bringing some great new features such as the ability to load ghost laps (both from the best time in the leaderboard or from your best placed Steam friend).
The new build will also see the addition of the Classic 1986 Brazilian Opala Stock Car season, fully revamped from AMS1 with all cars featuring their original authentic branding.
The new version will also bring further FFB & AI updates, along with the usual batch of fixes and improvements.

Multiplayer Development
We are pushing to address the problems reported by users with glitchy collisions while running in Multiplayer races - previous builds have already corrected some innacuracies in the collision mesh of several cars, and we are now investigating potential adjustments in the netcode to fully recitfy the problem.
The presence of this issue and attention it is requiring has pushed back the introduction of the Multiplayer rating system, but we remain commited to complete the work on both fronts before the end of Early Access.

Next up - Kyalami & Sigma P1
Next week will see the introduction of the modern Kyalami Grand Prix Circuit, to go along with the Historical 1976 version already offered in the game.
The Kyalami Circuit has undergone a complete revamp in recent years which has put it in the map again of the major international motorsports series. We are very happy to celebrate this classic venue rising profile by bringing the track to Automobilista 2, hopefully doing justice to the technical layout and the picturesque beauty of the South African scenery - check out some previews:

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Next week´s build will also see the introduction of a new Brazilian Prototype - the imposing Sigma P1 debuted in the Brazilian Endurance Championship in 2019, powered by a mighty Audi V8 turbo engine - the car will be fully revised for the new season complete with an engine built in-house, with the goal of challenging the pace setting AJRs in P1 classs.

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Later on... Mclaren, Lotus & Brabham share the Track Again!
We are thrilled to confirm extensive licensing agreements with some of the most iconic brands in motorsports in Mclaren Racing, Classic Team Lotus and Brabham Racing, which will see a number of their Classic Grand Prix cars being added to Automobilista 2.
The first batch will not take much longer, including beauties such as the Lotus 72D, the Mclaren M23 and the Brabham BT44 pictured below:

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These however will be just the beginning - more to come where these came from :)

Automobilista 2 - Early Access Price Bump Incoming
With Automobilista 2 now one month into its Early Access phease and roughly halfway through the road to v1.0, we will be reducing the current 40% discount over its full release price accordingly next week as we hit v0.9.0. The Game will then remain with 20% off its v1.0 price (US$ 49.99 / €44.99 / R$ 149,99) until the end of Early Access.
If you haven´t yet got Automobilista 2 don´t miss the last few days to grab it still with 40% off!

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One last thing, or Two...

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But we will talk more about these next month :)
Happy Racing folks, and stay safe!
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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