Official Automobilista 2 website now live, along with the last major game update of the month and they have also announced an “exciting new car, we have more news to share with you – check it out!”
We finally have our official AMS2 live at www.game-automobilista2.com
Still some bits to be added such as specs and infos for each vehicle in the game, but this should already hopefully be an useful overview of AMS2 for those looking to learn more about it, and a good source of info as to what lays in the road ahead for those already onboard!
New AMS2 Packages Now Available on Steam!
We have launched two extra Steam packages for those interested in Automobilista 2 and / or its DLC:
The Automobilista 2 Premium Track Pack includes the two Premium Track Pack DLCs already released (Hockenheim & Silverstone) as well as two other to be released before the end of 2020 (Nurburgring & Spa), along with a fifth still TBA.
This pack does NOT include the tracks featuring in the future Expansion Packs or the Historical Track Pack DLC, and it is designed for those with interest in these premium tracks but would rather commit to a smaller, shorter term investment than the 2020-2021 Season Pass.
The Automobilista Ultimate Edition + Automobilista 2 Bundle is a limited time offer for AMS1 fans looking to make the jump to AMS2, or AMS2 owners and want to check how the predecessor compares.
For those who don´t own either, this is the complete Automobilista Experience in one Single Package! Get Automobilista 1 Ultimate Edition (including all DLCs) AND Automobilista 2 with a special 25% discount on overall price! If you already have one or more items of this package, you get 25% off for the items you do not yet own.
The Mclaren MP4/12 has Arrived!
We are capping our “Open Wheel Month” with a bang: the beautiful Mclaren MP4/12 from 1997 is another officially licensed car being added to Automobilista 2´s growing roster of classic Grand Prix cars – free for all AMS2 owners!
This car is very special for a few reasons besides its distinct visual and being the first of a long series of silver Mclaren-Mercedes – it was the car that ended Mclaren´s victory drought since the departure of Ayrton Senna in 1993, and earned Mika Hakkinen´s first win in the season finale after a series of DNFs from the lead.
The car had one other thing that made it special… The ingenious “brake steer” system.
What it is: The “fiddle brake”, or “brake steer” system was developed by Mclaren originally for the MP4/12 in the middle of the 1997 season, with the addition of an extra brake pedal allowing the drivers to control the inside rear brakes (left or right depending on how it was set up in the garage) independently from the main brake system – the theory behind it being that in a car limited by front-end grip, activating the inside rear brakes could help “tip” the car into corners, and also to aid traction.
Mclaren gained competitiveness in the latter part of 1997 thanks in part to the ingenious new system, earning two wins in the second half of the season, including Mika Hakkinen´s maiden win at the season finale (after retiring from the lead no less than three times). The device remained in the car for 1998 but was soon banned as Mclaren begun to dominate the series A more in-depth reading on the system and its development can be found here.
How it works in-game: You activate the system by using the handbrake command in the game (now called “extra brake” due to its multiple purposes depending on the car – it remains a simple handbrake for vehicles that have one). To get the best of the system you´d ideally want to map it to an analogue control, replacing the clutch pedal if you´re looking for extra accuracy as it allows you to modulate the pressure and thus how much ‘fiddle braking” is actually being applied.
The mechanics of the system works just as it did with real life, with one exception – in the real car the team would have the option to set the system up either on the right side (typically for clockwise circuits with a majority of right-hand corners) or the left side for anti-clockwise circuits. In the game this switch is done automatically according to the direction of the track, there is no setup control over it.
How to drive with it: The system is worth a few tenths potentially depending on the track, but it demands a lot of feet coordination to get the best of it. The best approach is try to find your pace with the car on any given track driving “normally” for a few laps, and then see how you can use the brake steer system to help flick the car and control traction out of slow corners!
So this cover the new car, now let´s cover what is on the game update – lots of valuable improvements all around as you can see in the full V18.104.22.168 -> V22.214.171.124 CHANGELOG:
- Added Mclaren MP4/12 to F-V10 Gen1 series
- Added Silverstone 1975 “No Chicane” layout (part of Silverstone Pack DLC )
- Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC )
- Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )
- Added support for “extra brake” device on Mclaren MP4/12 (shared with hand brake command)
- Fixed CTD when returning to lobby after a Multiplayer race
- Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics)
- Adjusted physics tick rate to minimise sync errors in Multiplayer
- Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R).
- Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap
- Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car
- Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h
UI & HUD
- Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and ‘in pit’ marker to Replay splits unit
- Added toggleable full leaderboard to monitor screen (also available to MP spectators)
- Added message to MP session end leaderboard screen when waiting for host
- Added more compact controls bar to replay screen UI
- Initial updades to Championship UI design
- Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved
PHYSICS & FORCE FEEDBACK
- Fixed FFB Caster deflection calculation
- Re-enabled FFB scrub effect
- Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes)
- Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8
- Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3
- Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars
- Slightly adjusted Stock2020 center of gravity height (both models)
- Globally reduced aerodynamic effects from drafting & turbulence
- Enabled slight collision pitch & roll damping (aiminig to minimise issues with over-the-top collisions)
- Adjusted physics tick rate in attempt to minimise sync errors in Multiplayer
- Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics)
- Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen
- Fixed viscous diff incorrectly disabled for F-Ultimate
- Balance of performance revision for P4 class
- Added viscous differential to Ultima GTR Road
- Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts
- Improved AI performance in pack (both better pace & less incidents)
- Fixed AI performance in practice / quali being slower than race (minor callibration still required)
- AI race performance callibration pass for various classes
- Fixed audio gear wobble
- Added triggers to support audio engine splutter on downshifts
- Fixed Stock Car Corolla referencing wrong sounds
- Revised positional audio (engine sound movement when looking left-right) for all cars
- Silverstone 1991: added missing physical tyre barriers, smoothed segments of curb steps vs surrounding terrain to minimise chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate
- Silverstone 2001: added start light gantry
- Silverstone 2020: minor art pass, added missing brake markers
- Santa Cruz: Moved start trigger to solve missing first lap for grid slot 1; recallibrated brake marker spacing, added missing dynamic brake markers
- Spielberg Historic: Major art pass (WIP)
- Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box.
- Added new crane models to various tracks
- Added TV cranes & camera men to several tracks
- Kansai West: fixed timing bug
- Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line markings; Moved start trigger and start line forward 5m in line with marshal hut
- Brands GP/ Indy: fixed timing bug
- Adjusted driver animations for Brabham BT26A
- Adjusted driver animations for Ultma GTR Race
- Adjusted Ultima race driver gear shift animation
- F-Vintage (all models) – Added dynamic redline needle
- Added F301 & F309 driver & suspension animations
- Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when “-selectds” switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI)
- Added broadcast control / spectator screens for Multiplayer sessions
- Adjusted Lobby to support broadcast role assignment
- Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency
- Slightly increased tolerance for momentarily exceeding pit speed limit
- Altered title/subtitle text behaviour and position to prevent overlap with block elements
- Polished engine sample loops of F-Ultimate. Fixed MRX_P3 engine sound wrong position.
- Adjusted Puma P052 turbo sound volume
- Tweaked engine sound parameters for better bottom end / subwoofer utilization
- Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values
- Fixed error in parameters for hump mode in viscous differentials
- Increased brake cooling when static
- Reduced heating rate of steel brakes
- Increased operating window of GT, Prototype & Stock Car series tyres
- Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards
- Adjusted Copa Montana default setup
- Mclaren MP4/12: Reduced extra brake pressure
- Minor increase of pneumatic trail for radial Tyres (vintages, road)
- Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player
- Minor BoP balancing for P3 class
- Minor Center of Gravity and aero center of pressure adjustments to F-Retros
- Corrected V12 engine performance for Vintage & Retro series
- Added new differential hump values to all viscous rear diffeential variants
- Generally reduced differential preload values
- Slightly increased AI throttle application range for low to mid powered cars
- Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates)
- Reduced AI lateral field speed distance & effect
- Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance
- Minor smoothing of AI lateral movement
- Fixed Hockenheim 1988 TV trackside cameras
- Brands Hatch: Corrected circuit info
- Jerez: Minor optimization pass
- Guapore: Updated trackside ads
- Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line
- Added tracklights for Spielberg Historics & Silverstone 2001
- Silverstone: Updated 2020 Intl TV cams
- Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits
- Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture
- Silverstone 1975: Fixed missing trackside buildings on no-chicane layout
- Snetterton: Fixed crash at race end.
- Oulton Park:fixed pit exit warning bug (track cut); Track cut mesh optimized, add grasscrete runoff, removed apex curbs; Rebuild triggers. Fixed timing bug (Start trigger was not crossing pit lane)
- Kansai: Fixed start trigger not crossing pit lane
- Reimplemented BT26, F-V10, F-V12, F-Reiza & F-Ultimate suspension animations (fixed wheels appearing to float)
- F-Trainer: Fixed RPM LED & bar scaling
- Adjusted F309 Driver animations
- F-Reiza: Adjusted Driver animations
- Adjusted gear shifter animation parameters on F-Retros, M23 and F-Classics
- Fixed driver head position on the F-Classic G3M2
- Added exhaust backfires to Stock Car 2020
- Increased exhaust downshift backfires for SuperV8
- StockCar Corolla -Added damage & dirt maps + deformable mesh