• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[TÓPICO OFICIAL] Automobilista 2

Duas coisas:
1 - Foi impressão minha ou o IA depois da atualiazação ficou zoada? É por que eu fiz uma corrida semana passada em Mônaco, era bem dificil. Os caras toda hora batia, capotava me atropelava.... Eu tinha corrido na mesma pista semanas antes e não tinha reparado isso. Correr em Mônaco está parecendo correr em Monaco no F1 Challenge que todo mundo batia....

2 - Não tem safety car nesse jogo ainda?

Sobre a IA, realmente...senti que deu uma "embaralhada", agora eles estão jogando o carro em cima do nosso e entre eles...achei estranho...
Realmente, nao estava assim antes.

Nunca vi safety car no AMS2...
 
Sobre a IA, realmente...senti que deu uma "embaralhada", agora eles estão jogando o carro em cima do nosso e entre eles...achei estranho...
Realmente, nao estava assim antes.

Nunca vi safety car no AMS2...
EU achava que tinha.....

Rapaiz em Mônaco é toda carro capotando, decolando, pedaços de carros pela pista......

Curioso que o Rfactor tinha e imagino que o AMS1 também tinha SC. Eu esperava que no AMS2 tinha também....
 
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Automobilista 2 v1.2.0.5 is now live - this is a complementary update to last week´s release, addressing some prioritary issues & adding some further improvements.

Please note championship editor fixes won't apply retrospectively to existing saves

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V1.2.0.2 -> V1.2.0.5 CHANGELOG
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
  • 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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Última edição:
Legal....teve novas atualizações...mas as que eu torci para arrumar eu acho que não rolou né?
Olha só como o IA está ruim e o som esquisito....
 
New build 1699


New AMS2 Build 1699 now live - no change in version number as exe has remained the same.

Changelog:
  • 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


We are aware of some instability / freezing issues reported by some users under certain circunstances and investigating it, hope to have news on these for the next update.
 
Automobilista 2 v1.2.0.8 Now Live

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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, {LINK REMOVIDO} 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.
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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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Automobilista 2 V1.2.1.0 Now Live
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 (may still need some car-specific fine tuning)
  • 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
 
Automobilista 2 June 2021 Development Update

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Greetings everyone!

The month of June already is in the rear view mirror, and what a month it was - first with the release of V1.2 and the Racin´ USA DLC (which we were thrilled to see so widely well received), followed by a hard push towards bug hunting and further improvements in the subsequent weeks.

In fact this slightly delayed Dev Update is largely because we are still at it, working on a new complementary update due out this weekend - and given we´ve been pushing out complementary updates over the last couple of weeks to get some outstanding issues fixed ASAP, there won´t be the usual big update this time but rather another smaller collection of fixes & improvements to wrap up this dev cycle.

Our focus continues to be on complementing the work on the new features and fixing issues that have come up since V1.2, as well as some older issues which we had been struggling for a while to track down - to this end it´s very important that users continue to submit their Bugsplat reports if they do run into a crash, if possible including information about their previous steps leading to the crash as those are most helpful to track down its source.

This focus will carry on over July for the next big update, as along with trying to resolve any pending issues we manage to track down and generally further tidy things up, we´ll be pushing to add a few more options and quality-of-life improvements that have been commonly requested by users.

So let´s go over what we´ve got on the immediate horizon:

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We have further developments to Real Weather and dynamic LiveTrack presets, with some improvements to the system and Multiplayer support hopefully already integrated in this weekend´s update.
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By the end of the month we´ll also have live storage of weather data for new days (currently weather from days in between releases is not stored so Real Weather doesn´t work for recent days and weeks since the initial June 4th release of this feature), and also expect to integrate real feed for environment temperatures and umidity data, doing away with the overly generic regional lookup tables for good.

Work continues also on bringing Seasonal Foliage to the remaining tracks - next up for this weekend will be Hockenheim along with its historical variants, making the trips into the long forest straights very different experiences depending on whether your session is run on the fall, winter or spring.

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With the addition of Hockenheim, all premium tracks along with Bathurst, Imola and Spielberg will be featuring seasonal foliage, along with the more discreet variations of Brazilian tracks. By the end of the month we hope to have completed this feature and have all tracks in AMS2 presenting their appropriate seasonal foliage.

On the Physics side, the biggest incoming development is the competion of the Traction Control system revamp that we´ve been working on through this cycle, as well as adding input binding to adjust both TC & ABS in-car (and not just via ICM as it is currently).

Still on the topic of input bindings, by the end of the month we hope to offer the often-requested option to map multiple commands to the same key or button.

On the AI front, where we also have some nice further developments - with V1.2 we introduced unique personalities to each AI driver, which means all drivers in the sim (real, fictional or generic) have their own unique personality and skillset not shared with another AI driver. Within the next couple of months we´ll reduce the presence of generic drivers, with most series getting drivers (real or fictional) assigned to each car; their personalities in turn will be substantially fleshed out with several new variables, leading to AI drivers having varied ability in managing tire wear or running on the wet, staying cool when under pressure, keeping a consistent pace without mistakes, fighting back after being passed amongst other cool details - some drivers will also be more skilled on some tracks than in others, with all these elements hopefully leading up to a more varied and organic AI racing experience.


On to UI & HUD Development - while our man @dave Stephenson continues to push hard in tidying some remaining issues with the Custom Championship tool and adding a few more options, the work should be largely completed after this weekend´s update, which means he´s finally unleashed to catch up with some other UI & HUD updates, including substantial reforms to the Multiplayer Lobby & monitor screens - the former previews below and expected to be ready for the weekend:
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Once these are completed we´ll dive into the driver profile page, and with that completing the development of the long awaited Multiplayer Rating System (at least a couple of months still to go there though).


Finally on to the Content - while the focus over the next few weeks will continue to be on delivering more of these groundwork improvements, we still have a fleshy bit of content to brighten up our next release, as the classic Porsche 911 Carrera RSR from 1974 will arrive as a free-for-all initial entry into 1970´s GT racing.
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This 3.0L turbocharged beast was very succesful on the track and remains widely popular to this day for its racey looks, sounds and performance, so we are naturally delighted to be bringing it to all AMS2 users.

Speaking of classics, we are also currently working on a track from Automobilista 1 and hoping to have it ready for the end of the month - no previews yet as we´re still early in the process, so I´ll leave you all to guess which one is it, as well as pitch in as to which other remaining AMS1 tracks you´d like to see brought over next!

That´s all the good stuff we have to share this month - and now it´s time to get back to work and get this next update ready for the weekend!
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Automobilista 2 V1.2.1.2 Now Live
Automobilista 2 V1.2.1.2 is now live - this is another complementary update to the V1.2 release, featuring a new batch of fixed and improvements.
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IMPORTANT NOTE FOR G29 / G920 / G923:
There is currently a conflict with the latest Logitech G Hub software causing the game to crash at startup - we are working on a temporary workaround to the issue to be deployed early on next week, for the time being in order to run AMS2 users of these wheels need to either uninstall G HUB or roll back to the previous {LINK REMOVIDO}, disabling auto-update right after installation to prevent it from updating to any of the more recent versions.
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V1.2.1.0 -> V1.2.1.2 CHANGELOG

GENERAL
  • Added LiveTrack Preset support to multiplayer and dedicated server
  • Fixed an issue that would result in a crash when switching to a second custom championship save that was not created in the current session
  • Fixed refuelling disallowed in custom championships (does not apply retroactively to existing saves)
  • Fixed an issue where incorrect location would be selected in saved setups screen in multiplayer
  • Fixed an issue that could result in a CTD when determining pit speed limit on loading screen in some cases

UI & HUD
  • Fixed Real Weather status text of session settings "Weather Forecast" input from displaying incorrectly in some cases.
  • Made "Dry" Track Wetness label on in-game screens based on wetness of whole track not just main driving line.
  • Added missing texts for fuel/tire multipliers 3-5x (lobby detail screen).
  • Added detailed lobby information to MP Lobby Screen. (highlight 'Session Settings' block to view it)
  • Added sub-menu to lobby screen where host can access/change rules/realism/session settings in multiplayer games. (cannot override dedi controlled games)

PHYSICS & AI
  • Further adjusted AI speed while running offline
  • Increased AI Grip for Bathurst, Imola, Silverstone
  • Rebuilt AI paths for Nurburgring GP & Silverstone from scratch

TRACKS
  • Added seasonal foliage to Hockenheim & Brands Hatch
  • Silverstone: Rebuilt new pit lane cement wall and armco collision
  • Oulton Park: Minor performance pass
  • Updated Interlagos & Nurbugring TV cams in attempt to reduce shimmering

VEHICLES
  • Stock Car 2021: Updated Guga Lima livery
 
Pena que a física do game não é lá tao boa.
 
Pena que a física do game não é lá tao boa.
infelizmente o jogo não passa de um mod de project cars 2 e é esta sensação que se tem ao jogá-lo, tudo do project cars 2 está lá, a ultra permissividade, o grip mágico na grama e em cima das zebras, o sistema de danos 1000x inferior ao automobilista 1 em que vc tinha problemas até ao dar um toque leve que visualmente não aparecia mas em performance sim, quiseram gráficos lindos o que de fato a engine do rfactor 2 não tem (é até o simulador com pior gráfico do mercado) e esqueceram que o foco devia ser física que é algo que o rfactor 2 arrebenta
 
infelizmente o jogo não passa de um mod de project cars 2 e é esta sensação que se tem ao jogá-lo, tudo do project cars 2 está lá, a ultra permissividade, o grip mágico na grama e em cima das zebras, o sistema de danos 1000x inferior ao automobilista 1 em que vc tinha problemas até ao dar um toque leve que visualmente não aparecia mas em performance sim, quiseram gráficos lindos o que de fato a engine do rfactor 2 não tem (é até o simulador com pior gráfico do mercado) e esqueceram que o foco devia ser física que é algo que o rfactor 2 arrebenta
O problema ao meu ver é tudo isso que vc comentou... + o fato de não ser um simulador convidativo.... tipo os setup padrões do game são muito ruins... as ezes eu entrava so para pegar.um carro e brincar na pista... e perdia 30min fazendo setup para dar 3 voltas na pista... se não o carro é inguiavel
 
Agora deixa eu perguntar uma coisa:

Quantos anos demorou para o Iracing chegar onde está?
Quantos anos de desenvolvimento teve o ACC (com escopo minúsculo) antes de ficar bom?
Quantas DÉCADAS o rFactor tomou pra chegar aonde está?
Raceroom, só agora chegando a maturidade....

Reiza teve pouquíssimo tempo de intimidade com a engine, uma que sabemos que é meio falha e meia caixa preta (até para os caras da SMS), e só nesse ano que começou a mexer nas entranhas dessa confusão, com pouco mais de um ano de lançamento.

Se a simulação realmente está deixando a desejar (e não acho que vá alcançar os demais citados, que chegaram a níveis incríveis de simulação) o jogo como pacote (UI, MP, IA, FFB, QoL e a quantidade imensa de conteúdo ÚNICO) é impressionante e DIVERTE.

Eu digo pra dar mais um tempo aos caras pra ver onde irão empacar.
 
O problema ao meu ver é tudo isso que vc comentou... + o fato de não ser um simulador convidativo.... tipo os setup padrões do game são muito ruins... as ezes eu entrava so para pegar.um carro e brincar na pista... e perdia 30min fazendo setup para dar 3 voltas na pista... se não o carro é inguiavel
inguiável eu não diria, pelo menos no volante não, mas lento sim, porém a maneira de guiar acho até fácil demais, parece até que to com as assistências ligadas, agora pra ser rápido de fato só mexendo no setup

Agora deixa eu perguntar uma coisa:

Quantos anos demorou para o Iracing chegar onde está?
Quantos anos de desenvolvimento teve o ACC (com escopo minúsculo) antes de ficar bom?
Quantas DÉCADAS o rFactor tomou pra chegar aonde está?
Raceroom, só agora chegando a maturidade....

Reiza teve pouquíssimo tempo de intimidade com a engine, uma que sabemos que é meio falha e meia caixa preta (até para os caras da SMS), e só nesse ano que começou a mexer nas entranhas dessa confusão, com pouco mais de um ano de lançamento.

Se a simulação realmente está deixando a desejar (e não acho que vá alcançar os demais citados, que chegaram a níveis incríveis de simulação) o jogo como pacote (UI, MP, IA, FFB, QoL e a quantidade imensa de conteúdo ÚNICO) é impressionante e DIVERTE.

Eu digo pra dar mais um tempo aos caras pra ver onde irão empacar.
iceracing eu não jogo realmente, mas acc? 0 dias, lançou já sensacional e impressionante, impecável, comprei no day one e valeu muito, rfactor 1? 0 dias, saiu tb excelente, a engine já era ótima quando era isiengine 1 no race 07, e quando lançaram a isiengine 2 no rfactor já saiu ótimo só que o jogo sofria do mesmo problema do rfactor 2 que é a falta de conteúdos oficiais e depender totalmente de mods o que demora muito a sair e depende da qualidade e empenho dos caras pra ficar bom, só o automobilista 2 mesmo está aí já tem 1 ano e continua com a cara do project cars 2
 
Última edição:
Eu gosto do Automobilista 1 e 2. Fato que a Reiza tem usado "coisas prontas" para, a partir daí, criar algo "novo".

A engine da SMS não é lá essas coisas. Tem problemas crônicos, mas AMS2 pra mim já é MUITO melhor que Project CARS 2. Alguns carros me divertem MUITO, enquanto que outros, sei lá... McLaren F1, por exemplo. O carro não consegue se manter na pista com o controle.

Já os GTE estão sensacionais (ainda que com ressalvas da engine; dou um desconto por jogar no controle). Apostei no Season Pass, pois me convence.

rFactor 2 tentei dar uma chance esse final de semana, mas não dá. A UI foi refeita e continua uma confusão. Conteúdo caro, também, e mais ainda, POUCO conteúdo.

Se é pra correr com GT3, vou de Assetto Corsa Competizione que veio redondinho (e numa engine totalmente "nova" para jogos do tipo).
 
Automobilista 2 V1.2.1.4 Now Live
Automobilista 2 V1.2.1.4 is now live - one more complementary update, hopefully addressing recent conflicts with the latest versions of Logitech GHub and users of related hardware. The latest build also adds seasonal foliage for Cadwell Park, Donington Park, Oulton Park & Snetterton.

V1.2.1.2 -> V1.2.1.4 CHANGELOG

GENERAL
  • Fixed a bug where player could receive instant wrong way DQ for no reason when leaving the pits.
  • Disable collisions for vehicles on pit exit in sessions with AI present (prevents AI on main track colliding with vehicle existing pits, pending further updates to behaviour)
  • Fixed and issue that could result in CTD when launching the game with G923 device connected and recent versions of G Hub installed
  • Fixed Logitech G923 LEDs flickering in menu.
  • Fixed an issue that could lead to a false positive/negative cut detection in some rare instances
  • Fixed pit exit cut block not immediately issuing a penalty/warning when triggered. (Currently affects Azure, Laguna Seca, and Long Beach)

PHYSICS & AI
  • Further updates to traction control system
  • Minor tire tread adjustments to GTE, GT3, Stock Car, P2, P3, P4 tires & all wet tires
  • Mclaren 720S GT3: Slightly stiffened default front suspension, adjusted diffuser center of pressure
  • Minor diffuser adjustments to Porsche GTE, GT3-R & Metalmoro AJR
  • Further AI callibration passes
  • Further reduction of AI pace while running off the ideal racing line
  • Revised Bathurst & Silverstone AI paths
  • Further increased AI Grip at Nurburgring (all modern track layouts)

TRACKS
  • Added seasonal foliage to Cadwell Park, Donington Park, Oulton Park, Snetterton
  • Updated Brands Hatch seasonal foliage
  • Brands Hatch seasonal texture update, to match with other brit track standards
  • Long Beach: Fixed pit lane exit penalty

VEHICLES
  • F-Ultimate: Fixed right mirror mapping issue
 
Automobilista 2 V1.2.2.0 RELEASED!


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Automobilista 2 V1.2.2.0 is now live! The latest update brings back the Salvador street circuit and introduces the mighty Porsche RSR 3.0 1974 as the initial entry to the GT Classics class.

The update also features another batch of fixes & improvements, including the option for users to create multiple controller profiles (please note this development may require reconfiguring your controller)

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V1.2.1.4->V1.2.2.0 CHANGELOG

CONTENT

Tracks
:

  • Added Salvador Street Circuit
  • Added Cascais Alternate Layout
  • Added alternative Interlagos Stock Car / GP variants (latter features temporary grandstands from grand prix weekend)
Vehicles:

  • Added Porsche RSR 3.0 1974 to GT Classics Series

GENERAL

  • Added support for 6 User control sets per profile. Slots can be renamed. (known issues: reset to defaults does not reset name, controller type (wheel/gamepad) is not retained with saved set)
  • Disabled collisions during formation laps and rolling starts
  • Fixed Championship editor saving incorrect dates for P/Q sessions
  • Added custom Steering Lock setting when user is running with a gamepad or digital controller for less sensitive steering than regular default steering lock

UI & HUD

  • Added binding entries for on board TC/ABS adjustment (Assignments > Vehicle).
  • Fixed save/load notification not displaying when switching user control presets
  • Added ability to copy another user control preset to the currently active control set
  • Moved controls screen 'Reset to Defaults' button up to user preset section to reinforce it is profile specific.
  • Added the current user preset name to controls screen secondary tabs.
  • Corrected various track UI information errors
  • Fixed setup edit screen displaying adjustable dampers when they have none when unitless option is enabled
  • Disabled redundant aerodynamic settings in setup screen for various wingless vehicles
  • Fixed qualify session length not correctly displaying in championship overview for custom championships
  • Fixed incorrect help text on test day custom date input
  • Fixed French text appearing on German version of the Time Trial loading screen tip text
  • Fixed Engine Breaking label in Edit Setup screen
  • Fixed untranslated Live Track preset label on session settings screen
  • Added texts for Laguna Seca and Daytona Nascar Layout

PHYSICS

  • Revised tire treads for M1 Procar, Group A cars
  • Minor tire tread adjustments for Group C, Opalas, F-Vee, Lotus 23, Copa Classics, Mini, GT5, G40 Cup, F-3, F-Trainer, Omega Stock Car, Stock Car 2019, GT3, GT4, karts (all variants)
  • Fixed error causing new traction control model not to be used in all cars featuring the system except F-V10 Gen2 & Mclaren 720S
  • Adjusted baseline damper settings for F-Retro Gen1, F-Vee
  • Revised brake heating functions for GTs & classic tintops
  • Adjusted body drag coefficients for Group A, Procar & vintage touring cars
  • Revised inertia values for both Vintage touring cars
  • Revised differential ramp angles for Procar & Group A cars
  • Adjusted default front wheel camber for all karts
  • Revised diff settings for all GTs, Stock Cars
  • Corrected Mini 1965 gear ratios
  • Adjusted default toe settings for Ginetta G55, Mercedes GT3
  • Adjusted Omega diff preload
  • BMW M4 GT4: Stiffer rear suspension rates
  • Revised engine lifetime ranges for all cars
  • Cadillac DPi: Fixed bug causing pitstop CTD due to missing default compound option
  • Adjusted front & rear toe ranges for F-Classics, Group C (requires setup reset)
  • Minor default setup adjustments for both Group C cars (setup reset recommended)
  • Added throttle map for Porsche GT3-R
  • Minor manual H shift RPM tolerance adjustments for completing clutchless shifts
  • Slightly reduced grass & gravel bump amplitude
  • Minor revisions to grass, gravel, grasscrete friction coefficients

AI

  • General AI callibration pass for dry & wet weather performance
  • Further reduced AI lateral rate in urgent moves
  • Fixed bug where fuel would be consumed by AI during accelerated time or during skip to end when the fuel consumption is set to OFF
  • Fixed some strategical decisions by AI not taking into account the fuel consumption setting when set to OFF
  • Curitiba: Smoothed fastline start/finish joint to prevent AI slowdown crossing it
  • Laguna Seca: Reset collision corridors at T11 (fix for AI pileups on rolling starts)
  • Bathurst: Minor AI Grip adjustment
  • Further increased AI performance in qualifying vs race
  • Taruma: Adjust pitlane exit speed
  • Interlagos Kart: Adjusted AI Grip for all layouts

AUDIO

  • Surface sounds: lowered flat curbs volume, increased dirty debris off line occurence
  • BMW M1 Procar adjusted chase cam live-play sound.

TRACKS

  • VIR: Added seasonal foliage; Optimized track cut mesh; Minor art & optimization pass; Fix broken shrubs
  • Montreal (Modern & Historic): Added seasonal foliage
  • Cascavel: Fixed terrain hole and gap in the barriers near the old pit
  • Laguna Seca: Fixed some object LOD popping
  • Oulton Park: Updated seasonal foliage textures
  • Cascais: Minor art & optimization pass
  • Spielberg GP: Add missing brake marker boards at T6
  • Hockenheimring: Enable playground for short layouts
  • Interlagos Kart1: Relax track limits at T7
  • Kansai: Minor LOD tweaks
  • Adjusted Interlagos, Nurburgring, Snetterton trackside camera glitches
  • Spielberg Historic: added VR cams
  • Cadwell Park: fixed invisible bits of road
  • Added working trackside cameras to all Speedland layouts

VEHICLES

  • Superkart / Kart Shifter: Added shifter & driver shifting animations
  • Stock Car Corolla 2021: Updated front bumper and hood model as per recent series facelift
  • Stock Car Cruze 2020: Fixed the cockpit bonnet and external damage clipping on the top
  • Minor adjustment to first shadow cascade radius from cockpit view
  • Switched Vintage Touring Car drivers to GT vintage models
  • Adjusted driver LOD levels to minimise driver parts from popping out while still in sight
  • F-Ultimate: Fixed inverted left mirror
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Amigos estou com um G29 montado em um cockpit da Extreme Racing pegando poeira aqui e queria me divertir em um game. Joguei muito GT online , e pra mim é o essencial em um game de corrida , um sistema online robusto. Como é o online do Automobilista 2 ? Tem uma comunidade ativa jogando ? Servers dedicados ? É fácil encontrar salas ?
Valeu !
 
Amigos estou com um G29 montado em um cockpit da Extreme Racing pegando poeira aqui e queria me divertir em um game. Joguei muito GT online , e pra mim é o essencial em um game de corrida , um sistema online robusto. Como é o online do Automobilista 2 ? Tem uma comunidade ativa jogando ? Servers dedicados ? É fácil encontrar salas ?
Valeu !
Números do AMS2

Se quer algo online, robusto, iRacing ou busque uma liga
 
Amigos estou com um G29 montado em um cockpit da Extreme Racing pegando poeira aqui e queria me divertir em um game. Joguei muito GT online , e pra mim é o essencial em um game de corrida , um sistema online robusto. Como é o online do Automobilista 2 ? Tem uma comunidade ativa jogando ? Servers dedicados ? É fácil encontrar salas ?
Valeu !
Quase sempre tem gente jogando online mas não é muita gente não.
Final de semana são diversos servers ativos mas só uns 2 ou 3 populados.
 
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Automobilista 2 v1.2.3.0 is here! The new update introduces the Corvette C3 in two versions along with several improvements & fixes, the addition of ambient temperatures to Real Weather mode, a physics fix correcting engine throttle response for all cars and addition of several new race configuration options being some of the highlights.

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V1.2.2.0 -> V1.2.3.0 CHANGELOG

CONTENT


  • Added Corvette C3 to Vintage Touring Car Class
  • Added Corvette C3 "R" Spec to GT Classics Class


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GENERAL

  • Added Damage Scale option
  • Added option to allow/disable pit stop refuelling
  • Added time +1 lap option for race sessions
  • Real Weather now uses real environment temperatures for all tracks (including historical data)
  • Added weather data between original feature release on June 4th through today to historical database of all locations

UI&HUD

  • Lobby Page session details: Fixed incorrect value for mandatory stop; Removed duplicate track cut entry; Fixed rolling start label; Added formation lap info
  • Fixed Lobby driver list scrollbar
  • Fixed Start button still being available when a championship is complete
  • Update various vehicle class colours
  • Corrected track details for Azure
  • Fixed missing track map for Interlagos Stock Car variant
  • Fixed Start button still being available when a championship is complete
  • Further restricted setup options showing redundant adjustable settings in fixed configurations

PHYSICS

  • Fixed bug in intake manifold pressure model causing poor throttle response in several cars
  • Minor tire tread adjustments to all GT classes, Stock Cars,, P2, P3, F-3, F-Trainer, Procar, Group A, Group C, Porsche RSR, F-Vintage, F-Vee, Opala 79, Old Stock, Lotus 23, Street Cars
  • Revised clutch inertia values for all cars
  • Porsche RSR 1974: Tire carcass & tread model adjustments; slightly adjusted CoG height & inertia; Minor default setup adjustments; Fixed wet tires overperformance
  • Fixed redundant 1 bumpstop level adjustment on setup screens for several cars that don´t have that setting
  • F-Vintage: Added extra final drive ratios to both V8 models as well as Lotus 49C, Brabham BT26

AI

  • Altered AI selection logic to selected fastest drivers first when fixed drivers are unavailable or exhausted.
  • Fixed excessive clutch inertia causing AI slow starts & gear shifts for Procar, Group A & Porsche RSR
  • General wet weather callibration pass for all cars
  • BMW M1 Procar, Group A, Porsche RSR AI callibration
  • Improved line and AI performance at Interlagos, Montreal & Santa Cruz

AUDIO

  • Added diversified curb, grasscrete, astroturf sound effects according to material type & profiles (all cars)
  • Added dirt pickup sound effect (all cars)
  • Corrected various curb material sounds for Granja Viana, Ortona, Long Beach, Silverstone 1975, Silverstone 2001, Spa-Francorchamps, Kyalami, Imola, Kansai & Montreal
  • Adjusted audio pan compensation for curbs and added support for more types to road noise sound
  • Mercedes 190E DTM: Fixed no engine sound when looking back in chase cam view

TRACKS

  • Minor adjustment to visual Livetrack groove
  • Hockenheim: Fixed minor object popping issues
  • Salvador: Fortified some gaps in the walls; Added more tree trunks to open areas; switched on collisions for stactic vehicles
  • Silverstone: Added a missing curb on old Abbey-Bridge road; Fixed a minor selection set error
  • Silverstone 2001: Reduced road noise on GP layout; Minor art & optimization pass
  • Brasilia Outer: Fixed minor clipping issues
  • Granja Viana: Improved track cut limits; Minor art & optimization pass
  • Silverstone 1975: Minor art & optimization pass; Fixed pit wall collision
  • Long Beach: Fix broken transform on some fence speakers; Adjusted pitlane cheat block
  • Interlagos: Minor art & optimization pass
  • Cadwell Park: Minor art & optimization pass
  • Adelaide Historic: Added pitlane cones; Replace triggers with new boxes; Minor art & optimization pass; Slightly reduced road noise
  • Spa Francorchamps 2020: Minor art & optimization pass;
  • Kyalami 2020: Minor art & optimization pass
  • Imola 2021: Minor art & optimization pass
  • Montreal 2021: Minor performance & art pass; Fixed strange collisions at T14 exit.
  • Added VR cams for Brasilia Outer and Curvelo B
  • Fixed missing pitbox marker in race session for Daytona and Long Beach
  • Santa Cruz: Add cones to mark pit ent/exit
  • Kyalami Historic: Revised physical terrain material types; Minor performance pass
  • Minor fixes & adjustments to trackside cameras of Kyalami, Azure, Cascais

VEHICLES

  • Metalmoro MRX (all variants): Added driver animations; Detached the cockpit gear shifter. Adjusted the cockpit view to match the new driver position.
  • F-Trainer: Add rear chassis parts and rear suspension for cockpit view
  • Stock Corolla 20/21: Fixed LOD C glitch
  • Various minor art improvements to Vintage GT helmet & suits

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Automobilista 2 September 2021 Development Update

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Glad to be back to bring you a new Development Update following a short hiatus last month as we took some time to catch our breath. We are already into September which means this Dev Update itself has run a bit late as we had to wait a bit for greenlight on some upcoming bits, so we are taking the opportunity to change things around a bit and name the Update with the upcoming month rather than the one that just ended :)

With that house-keeping out of the way, let´s get into what is important - here is an overview of what we have been working in recent weeks and what we have coming up next.

Latest Progress
As of the latest build, Real Weather now also include local environment temperatures - gone is the old overly generic built-in lookup tables, in is accurate for any location in the game, currently and for any date going back to January 1st 1979. The game now also packs the data from days between the original feature release in June to now. Next steps include improving the interaction between ambient temperature and solar heat with track temperatures, and add real humidity and wind data.
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The latest update also addressed a Physics error we´d made figuring out the intake manifold pressure model from SMS which led throttle response most noticeable on some of the older cars - small mistake with big consequences but properly sorted now.

Various new options have been added, such as damage scaling, enabling / disabling refueling during pitstops and whether to run an extra lap in timed races once the clock has run out.

The Championship Editor is now largely out of Beta state and working well, even if we still have plans to further develop with some additional options and features.

On the Content front, a race version the Corvette C3 has joined the party as a sparring partner to the Porsche RSR, with the regular road car adding some muscle to the vintage class, demonstrating the grid all classes have potential to expand with some fresh contenders as we progress. More to come here!

Coming Up Next
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For our late September update we have another exciting classic car arriving in the form of the BMW 2002 Turbo - another boost to the Vintage Touring Car class.

On the AI front, the extended developments to AI personalities hinted at in the last dev update haven´t quite made it in time for our latest release but it should hopefully make it in time for the September update; we are also working on improving their blue flag behavior which should add good value to multiclass racing against the AI.

We are also working on several UI updates, including a revamped leaderboard screen in-session, an early mockup preview of which can be seen below - more info to be added here, including a column for current tire selection.
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Monza on the Way!
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With motorsports temples such as Hockenheim, Silverstone, Nürburgring and Spa-Francorchamps already represented in our Premium Track Pack, the fifth track could only be one: the Autodromo Nazionale di Monza, host of the Italian GP since the very first world championship in 1950 with the sole exception of 1980, and one of the only four venues from that first season still part of the F1 calendar - all of which now to feature in AMS2!

The historic value of Monza goes well beyond F1, as a regular staple on the calendar of the most prestigious international racing series through the decades. The modern track remains an unique high-speed challenge to this day, with the long straights being broken up by tight chicanes putting a premium on horsepower, braking precision and traction.
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Like the previous premium tracks, the Monza DLC will feature the modern version of the circuit along with a few of historical variants representing this classic venue through the decades - the dauntingly fast 1971 layout (the last one before the introduction of chicanes), as well as the one combining with the old oval and its insane banking - which even though hasn´t been raced in anger for decades now remains mostly intact to this day as a testament to the bravery of drivers from yesteryear.
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The Monza DLC will also feature the 1991 layout with the original high speed Lesmos offering almost no run-off area before their 1994 sanitization, as well as the double Retiffilo and faster Della Roggia chicanes from pre-2000 reform along with their challenging high curbs.

All versions of Monza from this pack are expected to arrive by the end of September, with the modern version possibly (but not surely) seeing a slightly earlier release at the Italian GP weekend.

While the Monza DLC release will fulfill the original five planned premium track releases, the pack will still be expanded with a sixth bonus track, with early 70s historical variants of Spa and Nürburgring also still to be added to their respective packs - all of these however now on the schedule for 2022.

Long Straights call for Great Power
Historical tracks belong to historical cars, and with Monza coming up this seemed good timing to expand our F-Retro line-up into a third generation to offer something with long legs to stretch over those long straights - luckily, we have another set of officially licensed, historical GP cars from the turbo era coming up with the right stuff for the job - can you tell what they are from these early 3D previews?
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Further Down the Line
Looking a bit further into the future for some foresight into two eagerly anticipated developments - the Racin´ USA Pt2 DLC is currently in the works and expected for a late November release (some news on what you may expect content-wise in our next dev update).

Our Multiplayer Rating System is also finally coming up the pipeline and expect for an end-of-year release along with some other Multiplayer developments, with a public Beta possibly arriving with that same update - all in all November should be a big month for AMS2, with some other substantial improvements due to be concluded within that same timeframe.

We still have plenty incoming before that however, including an exciting AMS2-based project we are producing alongside the Brazilian branch of one the biggest car manufacturers in the world - that however is a topic for next dev update!

That wraps the news for this cycle - see you all again next month!
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CUP PORSCHE EDITION GRID SEXTA | 2º ETAPA | CASCAVEL #2 | AMS2
 
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