Automoblista 2

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Duke
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Re: Automoblista 2

Post by Duke »

Reiza Studios updated Automobilista 2 today to v1.1.1.3. The update makes changes to the physics and AI under wet weather.

V1.1.1.1 -> V1.1.1.3 CHANGELOG
UI & HUD

Fixed Time Trial info incorrectly hiding current lap time in live sessions
Adjusted element/text size of audio device and controller model selection inputs to better suit long names
Exposing assignments for Gear 7 & 8 and Telemetry HUD mode switching
Added GT1 and G40C to vehicle filter definitions

PHYSICS
Further substantial reduction of slick adhesion on a wet track
Further adjustments to wet tires for various cars
Disabled legacy manifold pressure function (now solely using our own AMS1-based throttle mapping to adjust throttle response for each engine)
Disabled redundant legacy function applying aero torque to the frontend when car was airborne (could cause cars to nosedive after getting airborne)
Further adjusted aero draft effects
Corrected tire tread dimensions for Copa Classic, F-Trainer
Fixed error in Group A / Procar front tire tread
Fixed error in F-Ultimate tires speed effect
Adjusted tire tread optimal temperature range for Caterhams, ARC Camaro, Copa Truck
Further adjustments to dry tire falloff rates on wet surface (including grooved / road tires)
Minor default setup adjustments for Metalmoro AJR, Sigma P1, Metalmoro MRX, Roco 001, Mclaren 570S, Mclaren 720S GT3, Mercedes AMG GT3, Porsche GT3-R, Porsche Cup & all Copa Classic cars (setup reset recommended)
Metalmoro AJR: Small aero revisions; adjusted engine compression curves for Nissan V6 & Honda Turbo variants; Disabled redundant DRS icon for Nissan V6 & Honda turbo variants
Slightly reduced crankshaft mass for F-Trainers, MCR, ARC Camaro (less engine inertia)
F-Retro: Small aero revisions to all cars
Disabled AJR DRS icon for V6, Honda variants
Reduced F1 pitstop tire change timings

AI
Added car-specific overrides for AI performance on a wet track (on slicks & wet tires) & added new parameter to callibrate AI performance with wet tires on a drying track
Further AI callibration passes
Further slightly reduced AI CoG height scale to minimise chances of AI cars rolling over high curbs
Slightly raised AI lateral movement rate for overtaking & passing boosts (to mitigate getting stuck on straights)
Slightly reduced AI braking point offset
Reduced AI lifting off throttle over puddles to 50%
Slightly increased range of performance from AI drivers

TRACKS
Nurburgring: Minor art pass & fixes
Revised VR trackside cams at Silverstone & Spa-Francorchamps to disable DOF blur (ongoing process to be applied to all tracks)
Further weather probability adjustments (slightly less rain in rainy locations)

VEHICLES
Fixed missing wiper animations on Ginetta G40 Cup & Ginetta G55 GT4
Added Dirt/Scratch map for F-Retros, Lotus 72E, Mclaren M23 & Brabham BT44
Analogue gauges now light up when lights are on
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Re: Automoblista 2

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The update brings some fantastic historical content in the form of the Group C Sauber Mercedes C9 and Porsche 962C, Stock Car 1999 Omega series and the 1993 Spa layout.
It also fixes and/or tweaks the FFB, physics and AI.

1.1.1.3 to v1.1.2.0 Changelog:
CONTENT

Tracks
Added Spa Francorchamps 1993 layout

Vehicles
Added Group C class featuring Sauber Mercedes C9 & Porsche 962C
Added Stock Car 1999 Omega series

GENERAL
Implemented new LiveTrack wet weather rubber washing (rubber is now gradually washed away from track surface as it gets saturated with water)
Expanded available opponent classes to 9 (10 total)
Bumped headlight range from 160 to 240m for all cars
Corrected number of opponents in Championship mode to match the series current total number of opponents
Added function to set different presets of rubber depending on type of session (making option available to player will soon follow)
Added new functions to control when vehicle headlights & tail lights should remain on and DRS rules remain disabled based on track wetness threshold (previously was solely based on environment light levels)
Replaced Spa 2020 with Spa 1993 on the calendar of pre-2005 championships

UI & HUD
Re-styled event rules & regulations page
Re-styled single player opponent settings page
Added help texts to online Opponent settings screen
Fixed wrong value link on gear 7/8 assignments
Fixed redundant adjustable wing setup option being available for cars without such aero components
Corrected tire names for various cars using street or semi-slick compounds
Fixed missing French & German localization for track limits setting
Adjusted font size on track limit warnings labels for Rules & Regulations UI screen

FFB
Introduced routine to reset FFB in case of FFB loss (game detects the loss and reset FFB automatically, should be seamless for player)
Adjusted default FFB profile for more accurate self-aligning torque, milder force spikes over big bumps and other such sudden tire oad.change; adjusted effect from braking torque (should provide better feedback during lockups); split FX signal from Low Force Boost setting

PHYSICS
Added slow damping function to all tires (generally improves tire damping & fixes bouncing effect at very slow speeds previously proeminent in formula cars)
Added intermediate & extreme tyre compounds for modern protos, GTs & formulas
Adjusted tire tread for 60s touring cars, Opalas, Copas Fusca, Uno, Truck, Caterham Academy & F-Trainer
Adjusted semi-slick tire tread (F-Trainer Advanced, Caterhams, ARC Camaro)
Adjusted F-Vee, Opala 1979 & Old Stock tire treads
Increased RPM threshold for reduced engine life in 2-stroke karts
Moved Metalmoro AJR diffuser center of pressure rearwards by 2cm (slightly rebalancing overall aero distribution)
Slightly falloff rates in rain for all slick tires (addressing issues with tires losing all adherence beyond a certain saturation point)
Minor stifness adjustment to GT / Proto / StockCar tire carcasses
Added minor preload resistance to open diffs in cars with more powerful engines
Adjusted Porsche 911 GT1 engine compression curve
Adjusted default gear ratios for Mclaren F1 GTR & Mercedes CLK in GT1 class
Minor crankshaft mass adjustments to F1 cars
Corrected 720S GT3 negative rear toe setting (setup reset recommended)
Moved default brake bias slightly rearwards for Copa Truck, F-Trainers (requires setup reset recommended)

AI
Various AI behavior improvements, adding car-specific parameters to improve their overtaking assesments both against human player and AI vs AI
Added car-specific overrides for previously global parameters controlling the amount of lifting off the throttle AI would do while running over puddles, & introduced new car-specific parameter controlling the amount of lifting while on wet tires (generally less than on dry tires, improves their straightline performance when going through large amounts of standing water)
Added several car-specific overrides for previously global AI parameters such as brake and reaccelaration distance thresholds, start reaction times, distance triggers for defending position
Reduced likelihood of AI crashing into wall when side by side with human
Increased AI drivers performance range
Minor AI callibration pass for performance dropoff with tire wear
Azure: Smoothed corridors in several locations
Slightly increased AI grip @ Bathurst, Nurburgring GP & Velocitta

TRACKS
Adelaide: reduced road mesh noise; smooth curb at entrance to T13
Imola: Fixed camera man pop up
Kyalami: removed glitchy helicopter animation
Silverstone: trimmed 3D grass clipping walls in some places; fixed a few object pop ups; consolidated some grand stands into larger objects (same materials); optimized shadows
Revised “Max AI participants” for various tracks, correcting when this differed from available garage slots
Disabled DOF blur in all trackside VR cams for tracks that have them (currently only Grade A tracks)

VEHICLES
F-V10 Gen2: fixed visual tire tread not corresponding the actual tire when switching from wet to dry
F-Classic (all gens): added Dirt/Scratch map + New UV channel 3 mapping for carbon fiber cockpit material
Copa Montana: added Dirt/Scratch map
BMW M6 GT3: Fixed red carpaint issue in cockpit view (car #91)
F-V10: Fixed visual glitch with windscreen in rain
Gol Classic B: Fixed front splitter glitch
Ultima GTR: Fixed oil pressure needle
F3 F309: corrected RPM bars range
Lancer R & RS: Livery override entry added for windscreen and wing
Corrected cockpit POV in Metalmoro AJR, Mclaren 570S, Ultima GTR
Corrected rain tire tread for F-Retros
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Re: Automoblista 2

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I know I am biased, but...
Expanded available opponent classes to 9 (10 total)
Is a lot of fun. And carnage.
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Re: Automoblista 2

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v1.1.2.3 Changelog:
Added support new Logitech SDK, TrueForce technology & G923 controller
LiveTrack now applies even standard water saturation accross whole track at start of session if first weather slot is rainy (previously racing line would be slightly drier)
Fixed bug where LiveTrack wasn’t correctly identifying covered areas such as Azure tunnel.
Tire tread physics adjustments for F-Reiza, F-V10, F-Ultimate, F-Classic, F-Retro, F-Vintage, Procar, Group A, Group C, Superkart
F-Classic (all cars): Adjusted rear wing efficiency
Minor pneumatic trail adjustments for F-Retro, F-Vintage, F-Classics, Lancer Cup
Reduced braking distance threshold for AI on formula cars
Ai callibration pass for F-Reiza, F-Vintage, F-Trainer, Group C
Reduced distance AI cars factor cars behind to take a defensive line
Adjusted AI Grip multi for Nurburgring Veedol layout
Added new Stock Car Omega engine sounds.
Adjusted Mercedes CLK GT1 shift sounds & external engine sounds.
Nurburgring: Art & optimization pass for all layouts
Brands Hatch: Added VR trackside cams
MINI Cooper 1965: Reworked rear number plate; added additional skin
Lotus 23: Replicated default official liveries to help fill up the grid (4 in total)
F-Ultimate: Added Dirt/Scratch map
Ginetta G40 GT5: Added new livery (#28 Mike Channell)
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Re: Automoblista 2

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Reiza Studios updated Automobilista 2 last night on Steam to v1.1.2.5. The update adds the 2021 Stock Car series and contains a decent number of tweaks and fixes.

V1.1.2.5 CHANGELOG:
CONTENT

Added Stock Car 2021 series

UI & HUD
Fixed AI name occasionally disappearing from list in session timing board
Fixed name text being partially clipped in session timing board
Added missing DRS on trackmaps of circuits featuring DRS zones (Azure, Hockenheim, Imola, Kansai, Montreal, Nurburgring, Silverstone, Spa-Francorchamps, Spielberg)

PHYSICS & FFB
Further tweaks and cleanup of new TrueForce device and Logitech sdk support
Added pneumatic trail, caster trail, rar wheels forces as customizable variables FFB script
Fixed in-session per vehicle FFB adjustments not being maintained when restarting a sessionRevised F-Retro tires
Minor tire tread adjustments for F-Vintage, F-Trainer, GT3, P1, intermediate & wet compounds
Initial pass on tire wear revisions for various compounds (WIP)
Adjusted splitter / Front Wing height sensitivity for Group A, F-Vintage, F-Classic, Copa Classic, Hot Cars, Ginetta G58, Camaro GT4R, F-Trainer, Superkart, ARC Camaro
Corrected error on Opala differentials introduced in the previous build which led to it not being fully open
Adjusted Ginetta G58 damper rates
Adjusted pneumatic trail for Porsches & F-Vintages
Reduced pitch & yaw sensitivity for Group C cars
Adjusted Procar default rear ARB & clutch setting
Minor timing adjustments to F-Ultimate gearbox

AI
Further callibration of AI wet weather performance
Further customized AI brake distance offsets per car
Minor Bathurst AI Grip adjustments

AUDIO
Updated SprintRace transmission whine
Updated Porsche 911 GT1 engine & turbo sound
Updated McLaren F1 LM: engine sound

TRACKS
Cascais: Minor art & performance pass
Silverstone: Minor art & performance pass
Added VR trackside cams to Snetterton 300 & VIR Full
Added rainblockers to indoor section of Speedland kart layouts
Updated trackside ads for Interlagos & Goiania

VEHICLES
Super V8: Fixed incorrect team names
Stock Corolla: Fixed Brake disc visual glitch
Omega StockCar: Fixed the RF wheel arch edge loops
Fixed base windscreen textures to fix white windscreen problem on some cars when users turn on livery overrides
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Re: Automoblista 2

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One year on from their first public release of Automobilista 2, Reiza Studios have updated the software to v1.1.3.5 adding additional layouts for the Historic Jacarepagua circuit, and a new historical ‘Formula Retro Generation 2’ class featuring the iconic Lotus 79. The updates also includes significant physics updates, championship mode improvements, and much more.

CONTENT
Added F-Retro Gen2 Series (featuring Lotus 79 & generic F-Retro Gen2 Model1)
Added more Jacarepagua Historical layouts (2005, Oval, Sul, Stock Car Roval)

GENERAL
Reduced Multiplayer safe join buffer time in practice / qualifying from 180 to 90 seconds
Added option to set maximum limit on the number of AI in official championships
Fixed GT1 Championship lap length race sessions incorrectly treated as timed sessions

UI & HUD
Updated HUD (will reset customizations): Restyled car info and added vehicle damage widget; Restyled tacho unit
Added hints and tips to loading screens.
Added warning to opponent settings screen when the number of opponents is grater than the number of available liveries
Fixed championship AI aggression input not clamping to correct range
Increased loading screen tip refresh time to 20s
Added ‘Wheel Only’ option to ‘Display Cockpit And Driver’ setting
Added extra vehicle info to Vehicle Selection screen informing availability of tire compounds, DRS, boost, adjustable turbo, adjustable onboard brake bias & roll bars, head lights, pit limiter on the currently selected vehicle (accuracy of current info pending further revisions)
Restyled Race and Test Day settings screens
Fixed untranslated ‘Opponent Aggression’ label on opponent settings screens

PHYSICS & FFB
Fixed FFB pulling to the left under braking or to the right on power (FWD vehicles only)
Substantial reduction of friction levels for various wheel bearing models for reduced overall driveline losses, improved functionality in LSD cars, better handling entering & exiting corners, better driveability under traction and slightly higher top speeds
Adjusted default preload and ramp angles in most LSD cars (setup reset recommended)
Updated engine torque / power curves to suit new wheel bearing values
GT / Stock / Proto / wet tire wear adjustments
Adjusted F-Retro, F-Ultimate, F-Classic, F-V12, V-V10, F-Reiza, F-Ultimate tire carcass inflation shape
Slightly steeper engine compression curve for Cosworth 1974 engine in F-Retros
Slightly higher wear rate for soft compound in GT3 / P1
Minor rear wing efficiency adjustment for F-Retros
Revised aero drag in formula cars
Added customized values for tire pre-conditioning per car (replacing old global function)
Increased damage rate for grinding & clutchless shifts in manual boxes
Adjusted StockV8 2020/2021, Montana, F-Retro, Omega StockCar, Mini UK aero yaw sensitivity
Disabled onboard roll bars in GT5, GT4, GT3, F-Retro Gen1, F-Reiza, F-Ultimate
Disabled redundant turbo range in Hot Cars / Copa Classic cars
Lowered Opala CoG height; stiffened suspension rates to minimise issues with lifting inside wheels
Minor adjustments to H-pattern gearbox syncro parameters

AI
Increased range of AI performance & some initial customization per series
AI Callibration pass to account for new AI range parameters & new driveline physics update
Slightly increased AI prudence against human drivers
AI aggression is now scaled down during in/out laps of practice & qualifying sessions
Fixed issue with AI skill range at extreme ends of the scale and effective lower cap of 84% in multiplayer
Fixed bug where the AI skill from personality wouldn’t load properly in first session (leading to reduced spread of performance)

TRACKS
Weather, climate & HDR revisions for more consistency across the daytime and weather variants
Minor adjustments to weather and climates for clouds & HDR behaviour
Increased maximum render distance for far terrain at higher graphics settings
Spa-Francorchamps: Fixed bad bumps at the outside run-off of Pouhon and Fagnes; Minor art & performance pass
Jacarepagua Historic: Reduced road mesh noise; Minor art & optimization pass
Interlagos Historic: Reduced road mesh noise; Increased poly density for outer link road
Hockenheim: Reduced road mesh noise for all Historic layouts
Cascais: Fixed fix flipped armco at T9
Goiania: Updated trackside data
Revised default date for all tracks
Added VR cams for Campo Grande, Cascavel, Snetterton, Curitiba, Londrina
Minor art pass to Hockenheim Historic layouts
Minor art passes to Jacarepagua and Spielberg

VEHICLES
Adjusted LOD settings for wheel and tires in open wheel cars to avoid gaps between transitions at lower detail levels
Fixed dark external mirrors in several formula cars
Corrected suspension animation to account for camber settings in F-Vintage cars, F-Classic Gen3, F-V10 Gen2
Sigma P1: Fixed glitch on cockpit front end
F-Trainer and F-Trainer Advanced: Fixed suspension artifacts on cockpit view; Added missing chassi parts to cockpit view; Fixed chassi parts misplacement in LodA.
F-Vintage: Fixed engine damage issue
Chevette: Fixed cockpit red paint issue
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Re: Automoblista 2

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Sarc ; my second favourite type of gasm.
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Re: Automoblista 2

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These guys just get it, historic content like this is the BOMB... :vibes:
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Re: Automoblista 2

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Get ready for a challenge. i cant drive the fucking thing.
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Re: Automoblista 2

Post by w00dsy »

Lauda said he had to keep the revs high to to keep the fan speed up so it'd keep sucking to the ground. I wonder if that's been modelled.
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Re: Automoblista 2

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w00dsy wrote:Lauda said he had to keep the revs high to to keep the fan speed up so it'd keep sucking to the ground. I wonder if that's been modelled.

Yup. using some tricky calcs.
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Re: Automoblista 2

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Automobilista 2 V1.1.4.0 RELEASED!
Automobilista 2 V1.1.4.0 is now live - this time our usual complementary update has evolved into a major mid-month update in its own right, featuring another large batch of improvements and one fan-tastic new piece of content: the Brabham BT46B!

Image

As with the 1997 Mclaren MP4-12 and its extra "steer-brake pedal" released last year, Automobilista 2 V1.1.4.0 pays tribute to another unique car in motorsports history: the Brabham BT46B (aka the fan car) made into folklore for its creative implementation of ground effects at the dawn of the new aero revolution during the late 70s.
Designer Gordon Murray came up with the concept while In attempt to boost the performance of the BT46 against the mighty Lotus 79 which had been dominating the 1978 F1 season up until then - under the pretense of improving airflow and cooling through the drivetrain (which it actually also did) the fan in the BT46B would blow faster as the engine revved up, and as it did it would suck the air from underneath the car, generating astronomical levels of downforce in the process.
The car raced only once - the Swedish GP of 1978, and duly won it in dominating fashion at the hands of Niki Lauda. Bernie Ecclestone - who owned the Brabham team and at the time was also beginning to take a leading role in the newly formed F1 constructors association - decided to retire the concept to avoid stirring a feud with other constructors; contrary to common misconception, the BT46B was never banned or deemed illegal, and went into retirement with the distinct achievement of winning 100% of the races it entered.
Now the Brabham BT46B has been brought back to life in Automobilista 2 to continue taking the fight to the Lotus 79 for ground effect supremacy!

Image
Image

There is a lot more good value in this new update - check out below the full V1.1.3.5 -> V1.1.4.0 CHANGELOG

CONTENT
Added Brabham BT46B to F-Retro Gen2 Class

GENERAL
Added new MAX AVAILABLE setting to Custom Event Opponents screen to limit number of AI opponents according to the number of liveries in the selected car or class
Excluded player livery from AI selection when enough liveries are available to not have duplicates
Added support to disable pitstop refueling for series that don´t allow it

UI & HUD
Added extended vehicle information to loading screen
Fixed selected state opacity on various start buttons
Extended pause menu and added full size photo and replay buttons
Added scrolling to long help texts in vehicle setup screen.
Fixed gear tacho gear indicator not changing colour at redline.
Merged / rearranged car info widget into a single element
Adjusted colours/opacity of some car info elements to improve legibility.
Fixed pit/formation speed limit and cooldown lap notice not enabled by default in some modes.
Fixed over-sized container on relative times widget.
Fixed inability to enable relative times widget in light mode HUD editor.
Restyled custom event session selection.
Fixed menu/weather input registration on practice/qualifying session settings.
Restyled HUD pit board
Fixed start new championship list always displaying selected state
Fixed help text alignment on session settings and custom event opponents pages
Fixed Opponent Number Type option not persisting across opponents dialog launches.
Enabled localisation for loading screen tips

PHYSICS & AI
Revised unsprung mass values (spindles & wheels) for all cars to correct minor discrepancies
Minor tire tread adjustment to F-Retro, F-Vintage
Disabled pitstop refuelling in F-Reiza, F-Ultimate
Adjusted default coast differential ramp angles in F-Retros / MRX / Camaro SS
Minor F-Retro Gen1 / Gen 2 aero revisions
Added longer final gear ratio for F-Retro cars (all models)
Sigma P1: Increased default preload, increased default final gear ratio
F-Classic: Increased minimum front ride height
Porsche GT3-R: Reduced minimum rear ride height
F-Retro: Revised suspension rates
Reduced gearbox wear in sequential & semi-auto boxes
Reduced 1970s Cosworth DFV RPM critical range for engine life time
Added blown diffuser emulation to F-Reiza
Adjusted front wing max height for F-Retros, F-V10 Gen1
Adjusted critical RPM range for engine lifetime in GT1, GT3, GT4 cars
GT5 AI calibration pass
AI callibration pass for Ginetta G40 Cup, GT5, F-Retro Gen1, Gen2, Mini UK & Stock Car 2020 / 2021
Minor adjustments to AI awareness vs player car

TRACKS
Added initial logic for loading trackside crowd / objects according to session type (initial implementation covers only 2D crowd which now does not show in test day / practice sessions)
Spielberg Historic: Increased supported grid size to 20; Fixed crowds season (summer to spring)
Londrina (Long/Short): Update curb mapping to support new colors texture; Performance pass reduce draw calls 15%; Reworked sponsor adverts on temp stands
Goiania: Performance pass reduced draw calls 40%
Interlagos (GP/kart): Performance pass reduce draw calls 30%; New pit lane path for GP layout
Jacarepagua Historic: Fixed broken normals on mountain treeline; Additional performance tweaks (draw call/chunk size); Fix podium LOD popping; deleted cones in middle of the road in Oval layout; adjusted pitlane path exit to minimise chances of AI crashing
Hockenheim Historics: Conform render to reduced road noise; Performance pass reduced draw calls by 35%; Improved livegrass texture
Imola 1988: Performance pass reduced draw calls by 28%; Fix a few minor object LOD popping;
Added missing start lights
Cascavel: Minor advert tweaks
Added VR cams for Oulton Park, Goiania, Velocittá & Velopark
Reduced or removed chance of fog / foggy rain in random weather depending on track

VEHICLES
F-Classic: Fixed wheels offset in suspension animations; Added camber values to the suspension animation in G1M1, G2M1, G2M3
F-Reiza: Added camber values to the suspension animation
F-Ultimate 2019: Added camber values to the suspension animation
F3 F309: Fixed visual artifacts in rear suspension; Added camber values to the suspension animation; Adjusted the graphic offset
Stock Car 2021: Updated liveris fro Julio Campos, Rafael Suzuki, Bruno Baptista
Added period-accurate driver helmets, suits & gloves to F-Retros, F-Classics & F-V12 (WIP and still with generic textures, further customization soon to come)
Corrected Lotus 79 RPM shift light range
Fixed F-Reiza cockpit antenna
Brabham BT44: Fixed shift warning light
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Re: Automoblista 2

Post by w00dsy »

Haven't tried it yet but it's supposedly really hard to drive because it needs a different technique.
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Re: Automoblista 2

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w00dsy wrote:Haven't tried it yet but it's supposedly really hard to drive because it needs a different technique.

Hard to drive fast. :)
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Re: Automoblista 2

Post by Duke »

Reiza have today deployed an update on Steam for their simulation, fixing and tweaking since their last update a couple of weeks ago.
Here are the changes v1.1.4.0 to v1.1.4.5:

GENERAL
Fixed custom livery overrides not respecting duplicate livery rules
Adjusted crowd/character visibility in various game modes and session types
Fixed issue where only LODb of some meshes would hide based on session type
Small fix to G923 Initialization
Added Game launch command line switch “disableTF” for users with issues running Logitech G923 TrueForce to fallback to legacy mode

UI & HUD
Fixed onboard roll bars and brake bias both showing brake bias value on vehicle browser
Fixed punctuation on some loading screen tips plus some small German string tweaks
Fixed clipping on HUD warning message
Added extra batch of loading screen tips
Corrected various innacuracies in vehicle information

PHYSICS & FFB
Adjusted rear wing base drag for F1, Prototype & GT cars
Adjusted Mini JCW tire tread
Adjusted CoG height for Group A, Procar, Mini, Porsche Cup
Camaro SS: Adjusted brake torque & CoG height
Roco 001: Adjusted chassis inertia & unsprung mass
Reduced brake fade range when under optimal temp range for all cars
Enabled onboard adjustable brake bias for MCR 2000
Slightly reduced FFB resistance when car is stopped

AI
Increased AI qualifying pace
Increased AI prudence against human players
Callibrated AI rolling resistance for R-Retro Gen1 & Gen2
Reduced minimal AI Strentgh range (results in slightly slower AI in the 70-99% range)
Adjusted AI Grip multipliers in Donington, Bathurst
Silverstone 2020/2001/1991: Adjusted AI performance at Maggots, Becketts, Chapel
Imola: Adjusted AI performance at Tosa, 2nd Acque Minerali leg and Variante Alta

TRACKS

Silverstone: Added outer terrain to all track detail levels; fixed unsafe pit exit error in modern layout
Montreal: Added missing DRS zone2 line; Fixed floating walls; Updated livegrass texture; Performance pass
Hockenheim 1988 Short: Fix missing csm curbs; Remove unwanted fence bit at T3

VEHICLES
Added liveries for driver helmets & suits
Camaro SS: Fixed obstructed rear view looking back from cockpit
F-Ultimate 2019: disabled DRS light until functionality is implemented
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Re: Automoblista 2

Post by Duke »

Automobilista 2 April 2021 Development Update
Greetings everyone! I´m happy to be back with a new edition of our Development Update, after a small hiatus last month.
Regular readers of these articles may have grown a bit anxious by the fact we skipped our traditional catch-up last month - unfortunately a lot of the things we were working on in recent months had a few detours and took a bit longer to come together, while other things were shifted up the queue in order to advance some other priorities, leaving me short of news and of time to give you any sort of valuable insight in the last month.
The good news is that a lot of these exciting developments are coming to a head in the very near future, so we have a lot of exciting material to share with you this month - let´s dive into what we have been working on and the long, substantial list of developments we have delivered and will be delivering in the coming weeks.

April Progress
This month’s highlight on the content side of things has been the addition of the Formula Retro Generation 2 series, featuring two of the most iconic cars of the late 70s ground effect era with the Lotus 79 and the Brabham BT46B
Sim racing old-timers may recall the rFactor GP79 mod released way back in 2006-2007 - the mod was one of the first comprehensive projects for good old rF1, featuring both cars and tracks from the 1979 season which proved quite a popular release back in the day. It was also my first big modding project in sim racing as part of the Grand Prix Classics modding team, and the one that effectively launched my career as a professional developer.
It was thus an interesting experience to revisit this era of motorsports almost 15 years on, look back on reference material collected and stored since then “just in case”, to ultimately realize how strong the Dunning-Kruger effect can be when you are starting a new activity! At the time, we thought we were rocking with this:


This is where we are 15 years later:

Technology in sim racing and in general has certainly come along way, and the fact that devs and users alike are always pushing for things to be better is a big factor in driving that progress. Still it´s worth sometimes to look back and realize just how far things have come in these 15 years, and how somehow we still managed to enjoy what we had back then - evidence perhaps that the secret to satisfaction lies to an extent in appreciating the good things one already has, instead of always looking for what may still be missing.
From a personal perspective, the most valuable thing in this trip down memory lane was in realizing what a privilege it is to still be doing the work I enjoy so much 15 year later - I can only be thankful to the sim racing community for continuing to grant me that privilege, as I don´t see myself being as happy doing anything else!
With that little reflection out of the way, let’s get technical and look into how the game has actually improved in recent weeks:
Driver customization: it’s been a long time coming but after finally working out some exporting woes we are expanding on the customization of driver characters in AMS2 - out goes the generic driver and suits with the same generic group of drivers and personalities, in comes the customized grid per series, with period accurate suits and helmets with a series specific grid of drivers.

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The customization will go beyond the cosmetic, as AI opponents will soon have a larger spread of personalities, including additional variables determining their skill in wet weather, managing tire wear. The work is still ongoing but we hope that by the late May update all series will have their own selection of drivers.
We are aware that many users would love the option to customize driver liveries, names and personalities themselves - while that is a bigger, complex project, in a longer timeframe we hope to deliver on at least some of those requests.
We have also finally concluded some significant physics revisions, with April´s updates delivering a substantial reduction of friction levels in the driveline models, which in turn results in a much improved power delivery and differential performance, especially in cars featuring a limited-slip differential. Further fine-tuning is surely always ongoing, but the thick of the work has been concluded. Since the revisions for the most part actually resulted in faster cars, we have opted to preserve the Time Trial leaderboards and not wiping the slate clean as we expected at the time of the last Dev Update.
Lastly, the track team has been conducting an extensive revision of tracks, specifically exports from early on the AMS2 development cycle for a Performance Optimization pass, with some good improvements gathered.

Vehicle Classes
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With recent releases including more cars and adding to the ever-expanding vehicle class roster in Automobilista 2, some users have expressed the preference for future new cars to be added to existing classes, instead of expanding into additional classes with relatively few cars - first off we´d like to assure this will happen, with more official cars, generic ones or both still to arrive to beef up some of the existing classes.
For some perspective on what our approach is, and the kind of hurdles one needs to navigate in a project of this size - there´s naturally an unspecific limit as to how far we can go with licensing cars and tracks to represent a given series when the game is not licensed for it, but what we can do is to sample a number of interesting series - modern and historical - with a selection of the more appealing cars and tracks to a very compelling (if not quite complete) degree, so that´s what we tend to go for, as offering a diversity of motorsports experience essentially is what AMS2 is about.
Users of course will have their own ideas on how many models in each class are enough to make up a compelling selection - generally we find 4-5 cars in a class make up a very meaty grid so that´s typically our target in series where diversity of models are of significance (little value in doing several models in spec series when cars are fundamentally the same underneath).
Then it´s important to consider that while we may have the goal to reach licensing deals with A, B, C, D brands covering several models spread through various classes, these don´t always materialize at the same time - whether because one deal takes longer to come together or because we can´t quite cope with the financial requirements of licensing all 4 at once. In that case, once we have A, B in the bag, paid for and modelled, there´s little reason not to begin with those and add C and D later if and when those deals materialize.
It helps if you see the game as a sticker book, with several blank spots still to be filled. As always, it´s important to keep in mind we still have a long road ahead - with some patience, you may expect things to continue to fall into place bit by bit.[​IMG]

Coming up Next
As alluded earlier, some of the developments we have been working on for a few months now expected to be wrapped within the next update or two. Here are some of the highlights:
On the Audio front, we working on the implementation of a less CPU intensive & more informative surface audio model, as well as additional sound effects producing an overall richer sonic experience.
The art team is doing some further work car and track Graphics, tuning shaders and climate variables to go along with the new seasonal foliage options in order to boost the visuals even further for the next update, some early results already partially demonstrated in the screenies below. We have also began taking some early dabs at the code side of things, currently experimenting with boosting shadow quality settings where some incremental improvements may be expected soon.
The long awaited Custom Championship feature will finally arrive in the late May update, allowing users to customize their own championship season with classes, calendar and rules of their choice - it´s been a long wait but hopefully for good reason, as the tool will be a lot more resourceful than we had originally planned.
We have picked up many requests for improvements to Gamepad Support so that will also be receiving some love in time for the next update.

Image

Community Plans - We are looking into setting up some regular activities to boost community´s interaction with AMS2 - the good old Time Trial of the Week or TTofW from AMS1, in which a given car/track combo is selected as the week´s leaderboard of choice will make a comeback, and we are also looking to set up an infrastructure for regular, open and (to begin with at least) strictly for-fun Multiplayer races - no fixed timeline for these yet but they should both be a matter of weeks rather than months.
The much-anticipated Multiplayer Rating System remains on the backburner for now as we work through these priority tasks, but it´s soon to be back in the agenda for a Q3 or Q4 release.

Weather is About to Get Real
One of the main upcoming features we have been working on is the addition of Real Weather, integrating Automobilista 2 with live weather forecast systems to provide accurate weather conditions for any location featured in the game. Beyond that, users will have the option of customizing the date / season for your event, with AMS2 to feature a database of weather conditions for each circuit in the game going back 40 years, and also factoring weather forecasts into the following day.
With the reintroduction of the option to customize session date, the track team has been busy producing some variations in track art to represent the different seasons through the very different regions featured in the game.

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One caveat is that at least for now we will not feature the option to race on snow, so some creative licensing is being taken ensure tracks in heavy snowy winter locations have been cleaned off before the session (snow may still be present in trackside foliage).
Also worth taking note that the new seasonal foliage will eventually add substantial texture load to all tracks, so you may want to plan ahead for a big update and potentially 15-20 extra GB of disk space in time for the Late May update.

Racin´ USA Expansion Pack
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As the US racing season kicks into high gear, we are thrilled to announce our venture into the amazing North American motorsports scene with the upcoming release of the Racin’ USA Expansion Pack Part One.
The Pack - originally planned as a single, massive expansion pack - has been split it into three standalone parts, each including a number of tracks and cars - the first centered around the US thriving sports car scene; the second on its single-seater heritage and the third on the world of oval racing, with some overlap between them adding up to a cohesive whole. We expect to release all three parts before the end of the year.

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On the car front, Part One will offer the GTE class, initially featuring the Porsche 911 RSR, BMW M8 and Corvette C8R, along with the Cadillac DPI-R prototype; on the track front, WeatherTech Raceway Laguna Seca, the street circuit of Long Beach and the iconic Daytona International Speedway make up for a fantastic initial lineup to kick off our North American adventure.

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Part One of the Racin’ USA Expansion Pack will be arriving in late May along with our next major update, selling for US$ 12.99 / 9.99€, with parts Two & Three expected to be priced similarly. Worth reminding that owners of the AMS2 2020-2022 Season Pass as well as AMS2 early backers already have all parts of this and other forthcoming DLCs secured.

Weekend DLC Sale
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Heads-up for those still looking for the DLC tracks or who may have their interest picked by the upcoming release of the Racin´ USA pack - we currently have a Steam sale featuring discounts for all AMS2 DLC items and packages - don´t miss out, the promo runs out tomorrow!

Automobilista 2 Developer Q&A on Facebook
We have noticed discussions ongoing in the community about Automobilista 2, with seemingly some confusion about the sim and the direction it is going in. I have recently done a bit of Q&A in a closed Facebook group of AMS2 users, and it seemed like it was a productive way to cover some of the common questions for users who may not be keeping track of our regular interactions here, so we thought it would be a good idea to do another one with the community at large in our main Automobilista 2 Facebook page.
We will launch a post next weekend (May 8-9) on our AMS2 Fhttps://www.facebook.com/Automobilista2/acebook Page to start collecting questions about anything related to AMS2 development, and I´ll do my best to reply them as clearly as possible on the 10th - the questions and their answers will then be compiled into an article to be posted in our forum and the AMS2 Steam store page.
That covers it for this month! We hope this makes up for our absence last month, and look forward to catching up again after our next big update later in May.
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Re: Automoblista 2

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Automobilista 2 May 2021 Development Update

Headlines:
Racin´ USA Pt1 & BMW M4 GT4
Real Weather, Customizable Date & LiveTrack Presets
Making Beautiful Dynamics Beautiful
Physics Development
AI Evolution
Audio - Hear That Progress
Championships - Create Your Own!
Important Notes Going into V1.2
DLC Purchase Options
DLC Tracks to be Available for All in Multiplayer
Facebook Q & A
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Re: Automoblista 2

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Here are some other important considerations to take into account as you prepare for the release of AMS2 v1.2 and the Racin´ USA Pack:
Setup reset - We strongly recommend users to delete the content of their Documents\Automobilista 2\savegame\(profile number)\tuningsetups , as some old setup may cause game breaking issues with the latest physics developments. Beware also that existing championship seasons will also be invalidaded with the championship mode updates. It is NOT necessary to reset your graphical on controller configurations.
Disk Space - Users are advised to ensure they have 10-15GB worth of disk space in their AMS2 install to accommodate the addition of seasonal foliage sets for all tracks.
Time Trial - While a more thorough evaluation will be made following release to verify its necessity, it´s almost certain that a new and hopefully definitive reset to existing Time Trial leaderboards will be required as the physics and LiveTrack updates will render times set with some cars as of v1.1.4.5 unnatainable, and older setups obsolete.
Shadow Updates - V1.2 introduces revised shadow casting parameters, with increased resolution and enhanced cascading which should generally result in improved shadow quality overall, but also some side effects and minor performance hit under the same settings - generally settings have been bumped a quality level so if you previously were running shadows on Ultra and experience a performance hit with v1.2.0.0, consider switching to High setting as it should still provide improvements relative to V1.1.4.5 Ultra - same if you were running High and switching to Medium in V1.1.5.0, and Medium to Low. If you experience crashes while running shadows on ULTRA, consider switching to HIGH.
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Re: Automoblista 2

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Re: Automoblista 2

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Automoblista 2 v1.2.0.0 Changelog:

CONTENT
Tracks:
Added Daytona International Speedway (Part of Racin´ USA Pt1 DLC)
Added Long Beach(Part of Racin´ USA Pt1 DLC)
Added Weathertech Raceway Laguna Seca(Part of Racin´ USA Pt1 DLC)

Cars:
Added GTE class featuring BMW M8, Corvette C8-R, Porsche 911 RSR (Part of Racin´ USA Pt1 DLC)
Added DPi class featuring Cadillac DPi.V.R (Part of Racin´ USA Pt1 DLC)
Added BMW M4 to GT4 class

GENERAL
Added custom championship feature to championship mode (BETA)
Added option for Real Weather, synchronizing the weather conditions to the currrent & forecast conditions on the location of the track
Added option to customize date for the event (currently all sessions run under that same day)
Added 42 years of historical weather data (currently only for tracks listed in the notes above
Added seasonal foliage (currently only for tracks noted in the changelog)
Weather progression is now scaled by time progression setting when using real weather option
For effect of adjusting forecasts while running Real Weather, qualifying sessions are now configured to one day before race day, and practice 2 days before
Implemented dynamic livetrack presets for real historic weather in single player – track may start with some level of water or puddles based on the real weather data of the preceeding hours before the session start time
Added option to configure Livetrack presets for each session
Temporarily disabled real weather setting in multiplayer.
Temporarily disabled LiveTrack preset setting in multiplayer
Timed races now end after ‘time + 1 lap’
DLC tracks are now accessible to non-owners in Multiplayer sessions
Adjusted LiveTrack grip range (slightly lower base grip than before on a green track)
Added controller preset strings for new devices (Logitech G923, Thrustmaster T-GT, SiMagic M10)
Modified Logitech G923 profiles to correctly distinguish between two variants (XBox and PS4). Increase torque by 20%.
Initial revision of shadow casting variables, generally increasing shadow quality
Inverted traction control logic – higher values now produce more Traction Control (rather than more allowed slip as per old configuration)
Adjusted gamepad controller presets & car-specific parameters for improved driveability (all cars)

UI & HUD
Added more loading screen tips.
Fixed slider mouse inputs for Steering Sensitivity, Speed Sensitivity, and Minimum Shift Time controller settings.
Fixed incorrect visibility test on auto advance timer of session results screen
Suspension rates in setup screen are now displayed as incremental units rather than the actual rates

PHYSICS & FFB
Revised tire tread, center of gravity height & drag coefficient parameters for all cars
Unified all GT tire dimensions, rules & branding as per real regulations of the main North American and European series (Michelins for GTE, Pirelli for GT3 & GT4)
GT3 / GT4 Balance of performance revisions
Reduced air scale drafting effect
F-Reiza: Slightly adjusted diffuser center of pressure
Porsche GT3 Cup: Corrected minimum weight for both models
Super V8: Added kingpin multiplier to reduce pendulum effect in FFB
Adjusted FFB max force range for BMW M6, Camaro GT4R
Adjusted BMW M6 engine torque curve
SprintRace: Minor brake torque adjustment
Corrected default steering lock & steering ratio for Porsche GT3-R
Further bodywork drag coefficient revisions
Adjusted default TC & ABS settings (including proper baseline for cars without factory TC)
Corrected traction control range for GT4 cars
Adjusted aero yaw sensitivity for all GTs / Protos / Stock Cars / Touring Cars
Added engine brake setting for formulas (from 1980s on), GT and Prototype classes
Adjusted engine compression curves for F-Retros, Mclaren 570S, Porsches, F3s
Adjusted default packers for F-Retros, P1, Roco
Adjusted Stock Car, Montana, Ginetta G40s, SprintRace torque in lower rev band to correct engine bogging down on launch
Mercedes CLK LM: Disabled downshift autoblip
Removed HARD & INTERMEDIATE tire compound from GT3, P1 options
Disabled viscous LSD settings in various cars that incorrectly allowed for it
Metalmoro AJR Fixed Honda engine bug
Set new traction control and ABS ranges – increments of 0-10 instead of 1-99
Adjusted intermediate tire compound performance
Disabled redundant weight distribution setup ranges in cars that shouldn´t have them
Added hard compound option back for StockCar2019
Minor center of gravity adjustments to Porsche Cup, F-Retro cars
GT3 & GT4 BoP Pass
Fixed missing TC & ABS on GT4 Ginetta G55
Adjusted engine output in AJR Chevy
Moved default brake bias slightly forward for most cars
Adjusted Camaro GT4 default camber & differential
Adjusted BMW M6, M8 & Mercedes GT3 damper rates & ranges

AI
Extensive AI callibration pass for dry & wet performance, straightline speed
Extended pool of AI personalities (all drivers in grid should have unique personalities now)
Several adjustments to AI overtaking assesment parameters
Reduced range of possible AI deviation from ideal line
Increased AI wall check function
Added custom wall buffer values to Montreal, Speedland, Azure, Adelaide, Imola72 and Bathurst
AI tire wear callibration pass for Stock Car, GT3, GTE, P1 classes
Adjusted AI Grip @ Goiania, Curvelo
Added custom AI pit exit speed scalars
Adjusted AI relative performance in practice & qualifying sessions
Increased AI care with human & lowered AI brake grip for non-formula cars
Adjusted AI brake power / side tolerance / avoid ratio / extra care with player
Added function to prevent AI from pitting in last two laps of a race unless they have a mandatory stop to complete or will run out of fuel.
Taruma: Adjusted AI speed through T1 & T2

AUDIO
Added new tire surface sound model for skid / scrub dynamics
Added traction control & RPM limiter sound logic and smoothing
Adjusted volume for various sound effects (rain, wipers, wet road roll)
Optimized sound positioning calculation in relation to listener
Lowered brake squeal volume
Added turbo prop & jet airplane flyover sounds

TRACKS
Overcast/rain/storm climates overhaul: slightly optimized overcast weather, reduced brightness and sunlight when overcast, revised fog values for ovc/rain/storm, revised rain/storm clouds, removed inversion of lighting during thunder strikes in thunderstorm weather, removed random sky glow at night, few tweaks to clear weather HDR behavior, better blend of car’s undershadow with environment in ovc/rain/storm/thunderstorm/fog/heavy fog weather, added visible light beams from cars in the daytime for overcast/rainy weather presets
Added seasonal foliage to Bathurst, Brasilia, Campo Grande, Cascavel, Curitiba, Curvelo, Jerez, Spielberg Historic
Fixed issues with planes, helicopters, boats and trains being culled when they shouldn
Cranes, helicopters and drones now only load on race weekend from qualifying onwards
Londrina Kart: Add missing pit man animations
Cascavel: Reworked fences, fixed UV1 mismatch on grass / outer grass
Bathurst 2020: Revised track cut mesh; Performance pass; LOD object pop fixes; Cleanup orphan mesh and texture
Interlagos Historic: Removed catch fence collisions
Nurburgring; Fix a hole in the terrain at the gp pit entrance
Spa-Francorchamps_2020: Various LOD pop and zfight fixes
Oulton Park: Added missing emap setting to some render road; Enabled 2D crowd hide from session feature; Improved startlight glows; LOD object pop fixes (max/static obj); Performance pass (23% less draw call); CSM pass (curbs, road issues)
Added trackside VR cams to Ibarra, Santa Cruz, Taruma, Velopark
Interlagos Minor art & optimization pass; added seasonal foliage & optimized night lights worn curbs, fence optimization and lodding, seasonal textures tweaks, optimization of night lights
Spielberg Historic: Fixed bug with seasonal foliage
Imola (all versions): Performance pass; Bug fixes; Delete orphan mesh
Updated Stock Car trackside advertising for tracks on the 2021 calendar

VEHICLES
F-Retro V8 and V12: Added Driver animations; Adjusted the position of the cockpit gear shifter.
StockCar 2021: carpaint material update; livery updates
Reduced head light dip angle to improve lighting reach
Added outfits for 60s, 70s & 80s drivers
Porsche GT3-R: Texture optimization
Ginetta G55 GT4: Fixed display & RPM lights
Fixed bugs in dirt build-up parameters causing dirt to build up very slowly, and reset to clean once it reached maximum state
Updated tire dimensions & branding for GTE, GT3, GT4 classes to match physics revisions
Added day running lights to GTE, GT3, GT4 classes
Adjusted brake glow range
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Re: Automoblista 2

Post by Duke »

Automoblista 2 hotfixes v1.2.0.1 and v1.2.0.2.

v1.2.0.1
Reverted timed races to end without extra lap (will be added as an optional in a complementary update)
Fixed various incorrect/missing help texts
Added GTE/DPI to vehicle select category filters
Corrected various vehicle information errors
Adjusted wet road volume; Wet skid & scrub kick in points moved earlier, blend with dry sound shortened.
Minor Nurburgring art pass, correcting various LOD issues
Long Beach: Updated trackside cameras

v1.2.0.2
Further adjustments to wet road roll sound.
Added pitlane cones to Laguna Seca
Fixed a CTD issue on game launch if a championship save game with a DLC player car exists
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Re: Automoblista 2

Post by Duke »

Reiza have released Automobilista 2 v1.2.0.5 which addresses some issues and improves some small items.

GENERAL
Fixed championship editor not correctly loading session weather settings from template/existing championship slots
Fixed error which resulted in saved custom championships having weather slots shifted by one slot
Fixed custom championship name not persisting when returning to editor
Note: Championship editor fixes won’t apply retrospectively to existing saves.
Fixed issue where session settings for a round would be reset when changing track
Fixed time/weather progression settings from editor not properly persisting in saved custom championships.
Fixed Stockcar 2020 Race 2 scoring

UI & HUD
Added text to weather forecast entry of session/race settings to indicate if Real Weather will use historic data or current live weather forecast
Added warning dialog on session/race settings to notify if weather data cannot be found for a particular date/time configuration.
Added ‘Suspension Setup Display’ option to ‘Gameplay > Display’ allowing users to choose between steps or rates for suspension setting input values. (Main menu only. Cannot be modified in-session)
Further corrections to various vehicle UI info innacuracies

PHYSICS & AI
Further fine tuning to P1, GTE, GT3, GT4 tire treads
Further tire tread fine tuning to GT3 & kart rental tires
Porsche Cup: Revised aero; adjusted default diff settings (setup reset recommended)
Fixed damage warning glitch on various karts by temporarily adding dummy brakes to all wheels (front brakes exist but doesn´t actually provide any torque in kart 125cc, GX390 and Rental – proper fix & brake temperature readings in karts with more than one brake disc to follow in the next update)
Disabled hard compound for Group C
Minor adjustment to StockV8, P3/P4 tire tread
Minor BoP adjustment to GTE, GT3, GT4 classes
Fixed bug in M4 suspension triggering non-existing fast dampers
Revised brakes on GT4 cars
Increased diffuser downforce for Ginetta G55
Minor Mclaren 720S GT3 aero revisions
Minor front splitter adjustments for Ginetta G55, Camaro GT4R
Corrected fuel tank sizes for GTE cars, Cadillac DPi & BMW M4
Corrected BMW M4 steering rotation & ratio
Disabled onboard roll bar adjustments for Cadillac DPi & enabled for MCR2000
Revised aero in GTE, GT3, Cup & GT4 Porsches
Revised undertray aero in Stock Car 2020/21 models
Adjusted engine inertia for C8.R, Ginetta G55, AJR Chevy
Corrected restrictor plate limiting power output in AJR Chevy
Corrected M8 front right tire pressure
Fixed error removing all packers in default setup of F-Retros (all models, setup reset recommended)
Adjusted FFB Max force for BMWs M4, M6 & M8
P1, GT3, GTE, F-Retro AI calibration
Slightly improved AI performance on brakes / on wet track for tintops

AUDIO
Added more engine limiter samples
Wet skid/scrub volume lowered
Adjusted rumblestrip sound

TRACKS
Donington Park: Fixed AI leaving the garage hitting the door frame
Long Beach: Add pit lane cut block at pit exit
Speedland: Updated adverts
Laguna Seca: Updated curb textures
Londrina: More performance tuning
Santa Cruz: Fix “hiding” pit building roof tent
Taruma: Minor art & Performance pass
Velopark Minor art & Performance pass

VEHICLES
Cadillac DPi-VR: Fixed cockpit mesh issue
F-Ultimate: Fixed display time delta
StockCar 2020 Cruze: Fixed front grill material issue
Camaro GT4R: Added 4 new liveries
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Re: Automoblista 2

Post by Duke »

Reiza deployed have announced in their forum, a small update for AMS2 yesterday without changing the version number because the exe has not been changed.

v1.2.0.5 Hotfix Build 1699
Further tire tread adjustments to StockV8, GTE, GT3, GT4, Protos, kart rental, F-Vintage
Further diffuser & rear wing aero revisions to GTE, GT3, Metalmoro MRX
Adjusted TC longitudinal slip scaling
Adjusted default engine braking in Porsches, C8.R
BMW Procar: Minor CoG height, body drag adjustment
Adjusted CoG height for MRX & F-Vintages
AI callibration pass for Protos, F-Vintage, Stocks
Adjusted AI side calculation to reduce chances of scaring themout of the way from behind
Increased volume for Ginetta G55 drivetrain
Curitiba: Removed advert sign blocking the outer layout (selection set error)
Added VR cams for Adelaide 88
Further updates to Stock Car 2021 liveries
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Re: Automoblista 2

Post by Duke »

Automobilista 2 V1.2.0.8 is now live - this is another complementary update to the v1.2 release from a couple of weeks ago, fixing some recent and long-standing bugs that could the game to crash under some circunstances.

If you still experience any instability while running AMS2 specially following an update, it´s worth running through the checklist below:
1- Verify the integrity of game files via Steam to ensure your installation doesn´t have any faulty or corrupted files
2- While you should not need to regularly delete your Documents\Automobilista 2 folder to start a fresh profile every month, some users have reported that starting fresh helped them solve a few issues, specially handling / controller related ones
3- If you experience freezes, CTDs or stutters, double check the applications you have running in the background via Task Manager, close the ones that aren´t essential to see if they might be interfering with the game functionality
4- If you experience crashes running with shadows on Ultra since V1.2 release, try switching it down to High - High is the equivalent of pre V1.2 Ultra, with the latest update making Ultra a bit more demanding on certain GPUs.
5- If you own a G923 and are experiencing issues with game freezing on startup, this topic features some good recommendations

V1.2.0.8 also adds an art revision including seasonal foliage to all variants of Imola, adding to the beautiful scenery around the iconic Italian track.

V1.2.0.8 CHANGELOG
GENERAL

Fixed an issue that could lead to CTD at session start in some cases.
Fixed an issue that could cause a CTD when using pit strategy selection list in multiplayer sessions
Adjusted Livetrack Grip Range
Minor revisions to shadow cascading parameters from cockpit view
Increased number of hourly real weather forecast slots to allow simulated 24 hour sessions with no slot re-use

UI & HUD
Fixed incorrect help text on some instances of Live Track Preset option
Fixed missing localization of Damage > Rear Aero input label on pit strategy editor
Fixed German localization typo on pite exit blend line tip text
Fixed French text displaying on German localization on telemetry HUD tip
Updated various environmental/technical terms in Spanish localization

PHYSICS & AI
Further tire tread fine-tuning for Proto classes, GTs, Stock Cars, F-Retros, Procar, Group A, Group C, F-Ultimate
Mercedes AMG GT3: Adjusted default engine brake map
F-UItimate: Increased FFB Max Force range; adjusted default diff settings
Fixed error in Mini dampers & disabled redundant fast damper range
AI: Adjusted aggression scalars and care with player for tintops; reduced throttle response time for GTE & GT3; callibrated GTE, GT3 & StockCars
Adjusted AI Grip for Imola & added corner-specific speed boosts to Piratella, Acque Minerali, Rivazza
Cascais Added AI corner boost to last corner
Interlagos: Adjusted AI lines & corridor changes at Mergulho and Arquibancadas for improved behavior; Added speed slowdowns on pitlane exit path

AUDIO
Adjusted rumble strip sound frequency.
Further surface sound optimizations.
Surface sound filtering present only on roadnoise/skid sounds (Grass & dirt excluded)

TRACKS
Spa-Francorchamps 1993: Add dynamic cones
Velopark: Center start trigger across track and pit lane width
Added seasonal foliage to all Imola variants
Laguna Seca: Fixed curbs uv1/uv2; Add more remaining trackside objects; adjusted glow on the start lights
Imola: Fix wall collision error

VEHICLES
Camaro GT4.R: Added 3 new liveries
Helmet cameras: Reworked the helmet cams meshes and materials for the Modern formula, GT modern, club, 70s and 80s. now support triple screen/ultra wide (54 to 89 degrees of FOV)
Fixed RPM LED ranges for Mclaren 720S, F309, F301, Metalmoro MRX P3
Updated Porsche GT4 Cayman & Ginetta G55 tire material fixing issue with tires disappearing in certain circunstances
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Dukester

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Duke
Dukester Maldonado
Dukester Maldonado
Posts: 11444
Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

Re: Automoblista 2

Post by Duke »

Automobilista 2 has now been updated to v1.2.1.0 - this is another complementary update to our v1.2 release, following a good week of bug-hunting and further improvements.The update also expands visual seasonal variations to a new location, as all versions of Silverstone now feature seasonal foliage.

V1.2.0.8 -> V1.2.1.0 CHANGELOG
GENERAL

Fixed an issue that could lead to CTD on loading screen when using French localization in some instances
Fixed an issue that could lead to CTD when selecting an existing championship save in some instances
Fixed real weather in championships sometimes loading from wrong location.
Fixed incorrect track info when saving vehicle setups in championship mode
Added default compound assignments to various series that didn´t have one, fixing bug that could cause CTD during pitstops
Fixed inconsistencies in various similar material settings which could cause slick tires to become completely gripless in certain surfaces when very wet

UI & HUD
Added "ENABLE ANALOGUE INPUTS IN MENU" option to 'Controller > Configuration' options screen to disable analogue inputs in menus. Defaults to disabled for wheels with presets available and can be set per input type

PHYSICS
Added updated traction control scaling for cars that have the device
Fixed error in Caterham Supersport tire tread
Minor adjustments to GTE, GT3, Stock Car tire treads
Minor suspension geometry & wheel rate multiplier adjustments for cars in GTE, GT3, GT4, GT5, Ginetta G40, Stock Cars, Sprint Race, F3 classes
Adjusted front splitter height sensitivity for Ginetta G55, Camaro GT4R, BMW M4, Stock Car 2020/2021
Minor diffuser aero revisions & BoP pass to GT3 cars
Minor aero revisions for Ultima GTR Race
Fixed error in camber ranges of Metalmoro MRX, Montana
Various aero & default setup adjustments for Metalmoro MRX, Roco
Adjusted default power ramp angle in Mclaren GT4, GT3, C8.R, Sprint Race & Stock Cars
Mclaren 720S GT3: Revised diffuser, front brakes, ride height range & default settings
Mclaren 570S GT3: Adjusted rear ride height
Fixed corrected GTE fuel capacity from a previous build which had been reversed by accident
Enabled onboard adjustable roll bars for MCR2000
Reenabled refuelling in formula series that shouldn´t have them allowed (this will be added back as an option later)

AI
GTE, GT3 AI performance callibration pass
Adjusted speed AI can sustain while running off the ideal racing line
Increased 2020 AI Grip at Silverstone 2020
Adjusted AI for slightly lateral swerving in urgent reaction at max aggression / slightly higher concede drops, lower boosts during overtaking conditions

TRACKS
Added seasonal foliage to Silverstone (all versions)
Long Beach: Fix tire wall adverts material issue; removed wandering fence poles from T8 runoff; Revised pit lane exit limits, Cheat block follows the yellow (was blue) pit exit line.
Hockenheim Historics: Minor performance pass; Revised startlight glows
Slight zoom tweaks to Long Beach & updated FOV at Interlagos trackside cameras to minimise shimmering

VEHICLES
Ginetta G58 P1: Added 6 new liveries
Added day running lights to Porsche Cup, Metalmoro AJR, Stock Cars
Porsche Cayman GT4: Add Pirelli tire branding to the sidewall
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Dukester

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