[TÓPICO OFICIAL] Automobilista 2

Beginning with the latest finding - the issue spotted just this weekend forcing the delay of the update is nothing more than a simple syntax error that resulted in some of the tire models in AMS2 using components that didn´t belong to them. This error - the type you hope not to spot years into the development of the sim - is nevertheless the type of thing that can happen when you are working on someone else´s technology.
The silver lining here of course is that spotting and correcting this error will lead to even further progress to what was already proving a very extensive revision of all tire models in AMS2, which combined with the driveline developments have already led to all cars driving substantially better than the current release to one degree or another.
Reason for this laid on a bug in the underlying mathematical formula combining forces from these two setup factors. With that legacy bug corrected, it´s been possible and in fact necessary to update all default differential setups to more sensible ones.

Isso ai pode explicar e modificar muita coisa do sentimento do pessoal quanto a engine do PC2. Tomara que as mudanças sejam substanciais mesmo.

urthermore on the driveline topic, we have been literally "flexing the muscles" of the engine by introducing driveline elasticity - with multiple moving parts between the engine and driven wheels (each with its own finite stiffness) the forces applied on these parts can be immense, as gearboxes multiply engine torque - one can often hear these dynamics at play on real onboard videos as engine noise and transmission whine oscillating as the whole driveline acts like a giant spring under changing loads.

We have revised stiffnesses and driveshaft weights in multiple classes, and in multiple points in their drivelines. This creates an immersive and organic effect that fully depends on what is going on in the physical simulation. If you stomp on the throttle in 1st gear, you will hear revs jump up as the driveline tenses up. Lift suddenly, and the driveline releases its tension audibly. Driving over bumps the engine and transmission noises will oscillate smoother than before as the connection between tires, gearbox and engine isn’t as direct.
E nesses parágrafos aqui, não consigo nem imaginar como eles simulam esses sistemas, primeiro individualmente e depois em sintonia, todos conectados, de fato criando um "músculo" flexível de metal. E agora imagina ter que fazer um ajuste fino para cada carro. É muito trabalho! Mas fico feliz que eles vão até a esses meandros pra extrair algo da simulação.

Novamente ansioso pra mais um update e desejando muito que esse jogo tenha o seu lugar ao sol.
 
Automobilista 2 V1.3.0.0 RELEASED!
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Automobilista 2 V1.3.0.0 is now live! The first of several updates on this dev cycle is heavily focused on physics and FFB - extensive revisions to driveline and tires of all cars and addition of a new FFB profile as elaborated in our November Development Update Pt2 makes this our biggest physics overhaul yet.

The extent of the physics updates have required default setups & AI performance to be adjusted accordingly, a process that remains ongoing for the next few days so you may expect some small hotfixes to be deployed before the release of Racin´ USA Pt2 next week.

AMS2 V1.3 introduces new FFB profile (Default+) in parallel to the ol "Default" profile which remains available for users who may prefer it. Information on these FFB updates along with an updated tutorial to best set it up will be posted on a dedicated thread soon.

The update also introduces the beta version of our Multiplayer Rating System - information on the mechanisms of the system as well as other relevant information for AMS multiplayer and its ongoing development will also be coming in its own dedicated thread soon.

Finally, AMS2 V1.3 also brings some new & updated content - the TSI Cup class featuring the VW Polo & Virtus from the Acelerados Demo released last week is now included in the main game. On the track front, the Azure street circuit has been completely overhauled with the aid of laser scan data.
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IMPORTANT: You must delete your Automobilista 2 Beta\savegame\[User Profile Number]\automobilista 2\tuningsetups to reset your car setups to their original settings - failure to do so may result in a broken driving experience (it is not necessary to delete your other game settings).

IMPORTANT: The extent of the physics changes means that a reset of Time Trial leaderboards will finally taking place in the coming days, so don´t bother much with previous lap times & setups.
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V1.3.0.0 CHANGELOG
CONTENT
  • Added Volkswagen Polo & Virtus to TSI Cup class
  • Added updated Azure 2021 (replacing old Azure)

GENERAL
  • Added support for customizing AI driver names & personalities (See Information for Customizing AI drivers in AMS2 V1.3 for details)
  • Minor revisions to shadow cascading parameters, slightly improving shadow quality especially for HIGH and lower settings

UI & HUD
  • Added driver profile statistics page
  • Added minimum rating information to server browser
  • Lobby Page: Condensed mutually exclusive icons to one field; Switched to short vehicle names; Added player rank information.
  • Extended player interaction pop-up to include remote player profile information; Added Steam profile link and friend request button.
  • Added Full variant tachometer (default option for new profiles)
  • Reordered vehicles by names/numbers in the vehicle selection screen
  • Revised & corrected all UI vehicle information, addressing several innacuracies
  • Updated label of Exit to Main Menu button on multiplayer session results screen
  • Fixed session overview and pre-event menu alignment
  • Fixed race session settings being incorrectly displayed on test day session overview

FFB
  • Added DEFAULT+ profile
  • Exposed FFB gain per vehicle to FFB script files.
  • Adjusted base gyro/damping FFB calculations
  • Reduced FFB parking force multiplier to minimise rattling when standing still

PHYSICS & AI
  • Extensive revisions to all tires & driveline models, with several corrections & improvements; the driveline updates include addition of elasticity moelling & fixing a bug clutch LSD preload calculation
  • Revised ABS & Traction Control slip ranges & scaling
  • Adjusted camber & toe step increments (now all camber & toe adjustments are +/- 0.1 degrees in cars that weren´t already set to that standard
  • Revised default setups of all cars to a more suitable baseline
  • Revised body drag coefficients of Sprint Race, Caterhams (all models) Caterhams, F-Classics, BMW M6 & M8
  • Revised Ginetta G55 setup & aero distribution
  • R-Retro Gen1: Moved diffuser center of pressure slightly forward
  • Sprint Race: Slightly reduced brake torque, increased body drag coefficient, minor CoG height adjustment
  • F-Vee: Reduced baseline steering lock by 1.5 deg
  • Adjusted Super V8 FFB smoothing, wheel rates, raised default tire pressure
  • Revised drag coefficients for
  • GT3: Revised baseline rear downforce for all models for more accurate aero balance
  • Ginetta G55: Revised default setup & aero distribution; Slightly reduced brake torque & default bias
  • Sprint Race: Minor CoG height, diffuser adjustments Slightly reduced brake torque & adjusted default brake bias
  • BMW M4: Minor default setup adjustments & aero revision, slightly reduced pneumatic trail
  • Corvette C3: Revised driveline & suspension geometry
  • Montana: Minor aero revisions
  • Porsche Cup: Minor rear wing & default setup revisions
  • Porsche Cayman GT4: Corrected error switching damper rates to non-existent fast dampers
  • Revised BMW M6 / M8 body drag coefficent (contributes to BoP)

AI
  • General AI calibration for all cars (further fine-tuning still in ordeR)
  • Bathurst: Revised AI performance
  • Adjusted AI Grip multipliers for Kansai, Oulton, Nurburgring, Donington, Santa Cruz, Spa 1993 to minimise gaps to player performance based on spreadsheet results
  • Adjusted AI corner cut scale to reduce corner cutting by the AI
  • Adjusted F1 AI field spread
  • Adjusted GT AI brake distance offset

AUDIO
  • Updated tires´ road rolling sounds (slightly "drier" with less "windy" artifacts in it.
  • Updated samples for external camera instead of filtered sample for dry / wet road sounds.
  • Revised AJR Nissan V6 engine
  • Porsche GT3-R: Fixed issue where transmission became inaudible off throttle
  • Porsche Cup: Corrected surface sounds
  • Mclaren 720S: Fixed missing traction control sound
  • Adjusted traction control sounds

TRACKS
  • Virginia: Several graphical and physical corrections; Minor AI tweaks (North pit layouts); Adjusted brake marker positioning
  • VeloCitta: Further track adjustments according to latest reference material
  • Bathurst: Fixed hotel railing transparency in fog conditions.
  • Kyalami Historic: Fixed red building zfight, Crowds LODs, some minor static object LOD pops; minor Z-Fight in treeline
  • Campo Grande, Ibarra, Imola, Imola 1972, Imola 1988, Imola 2001: 3d crowd LOD fixes
  • Goiania: Minor LOD fixes
  • Monza 1991: Fix hole in grass at Della Roggia Chicane

VEHICLES
  • Mercedes E190 DTM: Fixed windscreen issue
  • Caterhams: Fixed right front cockpit tire spinning the wrong way
  • Copa Montana: Fixed sticker LOD issue
  • Chevette: Textures updates & fixed light issue
  • Puma GTB: Fixed cockpit external mirror flickering
  • Porsche 911 RSR: Corrected cockpit camera position
  • Corvette C3: Corrected cockpit camera position
  • F-Classic G3M1: Fixed RPM display bar
  • Passat HC: Fixed bonnet camera position
  • Sprintrace: Corrected RPM lights
  • Kart Shifter: Corrected RPM lights
  • Corrected look back camera for: ARC Camaro, F-Classics (all models), F-Retro V12, Lotus72E, Metalmoro MRX P4, McLaren F1 LM
  • BMW M6 GT3: Fixed display lap time issue
  • F-Trainer Advenced: Fixed cockpit dashboard issue
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Rapaz, quero testar o ffb novo. Os devs do jogo são bem empenhados nas melhorias.
 
Como está a AI do jogo? Melhorou? Eu não jogo online apenas offline e a 6 meses atrás achei bem ruim, não se defendia e não tinha um toque legal, eu jogo no controle melhorou para quem joga sem volante?
 
a reiza deve chorar embaixo da cama todos os dias por entregar um projeto tão bom mas feito em cima dessa engine tosca, pqp que coisa bizarra é o carro se balançando todo parece que vc tá andando nas ruas do RJ, e um comportamento estranho que vc não vê em simulador nenhum, quando jogo competizione, assetto 1 e ams1 vejo que eles tem muito em comum, são bem similares o jeito de vc pilotar os carros parecidos e as reações mas já no ams2 é uma coisa totalmente diferente e que acontecem coisas na física e comportamento do carro que não tem sentido e nunca se viu em outros simuladores, antes o carro era colado no chão 100% que não perdia grip por praticamente nada no mundo, e agora após o patch o volante te joga pro outro oposto no meio da curva, é fato que ficou melhor agora do que era antes do patch, porém ainda está muito mas muito longe de atingir o nível do ams1
 
Essa física vinda da SMS é deveras tosca, mesmo. Andar com esses carros mais lentos é um porre total. Com outros dá pra relevar e se divertir, vide stock car, Uno, etc.

Tentei rodar com esse TSI no final de semana é uma tosqueira que só no controle.
 
pessoal uma ajuda esses cockpits da extreme funcionam legal no sofa ou fica escapando e desconfortavel?
Minha duvida eh se so fica legal com a cadeira o cockpit completo, ou da para usar tranquilo no sofa.
 
Última edição:
Automobilista 2 has now been updated to V1.3.2.0 - this update is largely focused on bug fixing & bringing further quality-of-life improvements to the game to wrap up the development in 2021. More to come soon in 2022 - look forward to the upcoming Dev Update for further info!

IMPORTANT: As previously announced, following the extensive physics and setup revisions from recent months the Time Trial boards and its setup database have been reset and are starting fresh as of this update.

V1.3.1.1 -> V1.3.2.0 CHANGELOG

GENERAL


  • Added Fanatec CLS DD control sets
  • Fixed view changing to default attached camera instead of last driving view after switching camera on session live timing boards
  • Fixed MP Opponent type spinner allowing wrap and causing class list display issues
  • Fixed missing player avatar image on profile affinity tab
  • Fixed incorrect wheel range for some controllers
  • Rate limited Fanatec rumble motor updates

UI & HUD

  • Fixed an issue that would prevent driver profile details being saved in some instances.
  • Added user option to configure ICM auto-close time (options > gameplay > display > ICM Auto-Close)
  • Replay screen: Allowed info elements to remain visible when controls are hidden and added watched driver overview.
  • Added "Favourite Content" info to Profile screen.
  • Added "Outlap" status to session overview screen.
  • Fixed main menu replays button not opening correct profile tab
  • Fixed incorrect environment info on advanced setup screen
  • Adjusted scaling of weight distribution values
  • Added option to "unready" in pre-race screen
  • Fixed Online Opponent Settings page not showing all set classes
  • Fixed track map overlap on lobby details page

PHYSICS

  • Revised ideal temperature & range for all tires (generally slightly lower ideal temps and wider operating windows for road, vintage & harder semi-pro level slicks & semislicks, higher and narrower on higher top level compounds)
  • Slightly reduced road & vintage tire tread velocity sensitivity
  • Revised tire carcass of F-Classic (all gens), Group C, F-Ultimate
  • Minor tire tread adjustments to Group C cars, F-Classic Gen 1 & 2, Street & Vintage tires
  • Further driveline flex adjustments & added flex to remaining driveline models that still didn´t feature it
  • Revised aero drop-off with yaw angle for all formulas, GTs & Prototypes
  • Minor default setup adjustments to Stock Car 2019, Stock Car 2020/2021, Camaro GT4-R, BMW 2002, Porsche GT1, F-Ultimate, Super V8, Porsche RSR 1974, BMW M4, GTE, GT3, GT4 & Group A cars (setup reset recommended)
  • Porsche Cayman GT4: Corrected weight distribution & adjusted default setup (setup reset recommended)
  • Super V8: adjusted gear ratios
  • Reduced FFB parking force (correcting error that increased the parking forces in a previous build)
  • Fixed incorrectly pre-warmed tires for Stock Car 2019, Copa Montana, Stock Car 2020 & 2021

AI

  • Fixed AI issue that would result in pit entry/exit overshoots/slides
  • AI in process of retiring before making it to main racing line merge will now do so immediately instead of waiting some time and risking tangling with other AI cars
  • Adjusted AI behaviour if encountering understeer on pit entry
  • Fixed AI sometimes getting stuck on track in reverse gear
  • Revised AI pit entrance speed tweakers

TRACKS

  • Cleveland: More details to the airport buildings, few material fixes for other buildings, added collisions for planes, trackside vehicles and structures that are visible through all the sessions; the cement wall on the exit of T8 has got some rubber battle scars; Adjusted brightness of night lighting
  • Watkins Glen: Added crowds at Turn 10; Terrace, restaurant, few more outside buildings More AIW tweaks (short layout); Rolling start P1 is now on the right hand side added small grandstand before T1, slightly corrected marshall huts; rubber marks on the tirewall at the exit of T9; updated trackside cameras
  • Salvador: Added wall at the monument chicane to avoid AI cars getting stranded on the grass island
  • Distance from start-line from which a track limit infraction would invalidate the following lap is now customized per track
  • Daytona: Moved rolling start location to exit of bus stop chicane, increase gap between grid rows
  • Monza (All layouts): Revised rolling start location; Fixed graphical issue on the tunnel
  • Long Beach: Revised rolling start location and rolling start velocity; Switch P1 to left-hand side
  • Azure 2021: Add some missing flower boxes to runoff at the chicane; Remove some out of place 2d ivy and cleanup the foliage clipping the walls at the hairpin
  • Interlagos Historic: Adjusted AI path for better pit-in behavior; Moved pit guy to minimise clipping into garage wall; Adjusted AI line to reduce corner cuts at Descida do Lago; Smoothed out an abnormal dip on the outer loop junction
  • Interlagos: Adjusted pit lane entrance path
  • Curitiba: Adjusted fastline at Entrada do Miolo / Esse de Baixa; Adjusted corridors; Move rolling start location 250m back before last corner
  • Campo Grande: Fixed garage depth causing AI to hit wall on pit exit; Adjusted AI fast line through S1,S2; Improved pit entry path
  • Kyalami: Fixed gap between grass and road ; Fix gravel traps resistance (switch sand to gravel); Corrected 3d crowd LODs
  • Speedland: Added rain blockers to indoor segment
  • Spa-Francorchamps 2020: Added rain blockers to garage building
  • Spielberg: Fix gap in pitlane mesh; Minor LOD fixes & optimization pass
  • Brasilia: Fixed garage depth causing AI to hit wall on pit exit
  • Added VR cams to Brasilia, Spielberg Vintage
  • Jacarepagua: Adjusted rolling start locations and speed
  • Jerez: Adjusted AI fat path & Fixed garage depth causing AI to hit wall on pit exit

VEHICLES

  • F-USA: Revised & fixed driver animation issues (all models)
  • Swift 009C: Fixed cockpit windows issue
  • Reynard 98i: Fixed steering rack default position (animation). Fixed tire glitch
  • Formula Classic G3M2: Revised the driver animation, fixed driver head position
  • McLaren 720S GT3 Material: update for liveries #27 #90; New sponsors added for liveries #11 #22 #87
  • Stock Car Omega: Updated windshield textures
  • VW Polo/Virtus: Updated custom materials
  • Formula V10 Gen1: Updated driver animations.
  • Roco: Fixed left tires sidewall issue
 
Automobilista 2 December 2021 Development Update
Greetings everyone!

It´s now New Year´s eve - or maybe even already the New Year depending on where you are in the world! It´s been a busy month on a personal level in and out of Reiza to cap what has been another very busy year, but we couldn´t let it end without a proper send-off and some important updates to all of you!

Automobilista 2 in 2021 - A Great Year!

What a year it has been for our team & AMS2 - 12 new tracks, 22 new cars, and a long list of new features & improvements have been delivered to the game over the course of the year, developments which we can all agree brought the game to another level relative to where we started 2021.

From the very first announcement, we´ve always maintained that AMS2 was a long-term project which would evolve considerably over the years, but even for ourselves plans are only reality after they have been successfully executed - although there´s been some stumbles along the way and still plenty to be done, as we enter the third year of development we feel AMS2 is where we hoped to be at this point, and confident we have all we need to fulfill our remaining targets.

What We Have Missed
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While we have covered a lot of ground this year and are proud of the progress we´ve made overall, we´d also like to acknowledge the bits where we´ve fallen short - contents due from already-released DLC packages are a commitment we´ve made to the people who bought them, and if a schedule was proposed for releases and not quite met, then some explanation is due - the remaining Racin´ USA Pt2 items especially which had been projected to be included in the latest update haven´t quite made it in yet. We´d like to assure all who are eagerly expecting the remaining cars and track of this pack that these are well on the way and will be part of our first update of 2022 in late January.

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Also pending on the DLC front are additional historical versions of Spa and Nürburgring from the early 1970s which, both part of their respective DLCs which will be delivered within the first quarter of 2022 - the first milestones of a year that should see AMS2 greatly expand further its historical reach for all types of motorsports.

Furthermore, a roadmap outlining plans for remaining items of the Season Pass & Premium Expansion Packs in 2022 will be presented in our January Dev Update.

We are also in process of putting together some updated documentation on the latest Force Feedback system and the new Multiplayer Rating System - these and other valuable info and instructions are being assembled for a digital user manual similar to the one from AMS1, also expected for the early weeks of 2022.

Here it´s worth perhaps to make the distinction between plans and commitments - there are naturally many other features, improvements, content and bug fixes that are eagerly anticipated and that we are pushing to deliver to AMS2 in the coming months, and these development updates are meant precisely to offer some perspective on what we are working on and where we intend to the take the sim; while we obviously fully intend to adhere to any plans we make public, these remain subject to changes as circumstances require over the course of development.
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With this bit of housekeeping out of the way and hoping we can extend everyone´s patience a bit more for what´s still due to be delivered, let´s take a glance into what else you may expect already for the beginning of the New Year!

Formula Retro Gen 3
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Our first update of 2022 will expand our F-Retro series into the early 80s, bringing 1983-spec Grand Prix cars to AMS2.

The 1983 season was technically a turning point in the series history - a ban on ground effects from side skirts used by previous gen cars (the Lotus 79 already present in the game being the pioneering example) lead to regulations mandating all cars to feature flat bottoms, promoting diffusers as the standard device for generating downforce from the undertray; the first carbon monocoque & the first coke bottle-style shape car as featured in the the MP4-1C from this season set standards that remains to this day; turbo engines and carbon brakes also became the standard as of this season, both featuring in the championship-winning car.

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All of this makes cars from this era great choices to sample in the sim - the new class will initially feature the McLaren MP4-1C and a generic turbo F-Retro Gen3, but more will join them over the course of 2022 - it will indeed be a very exciting year for the fans of classic Grand Prix cars from the 80s and early 90s,with many more iconic models from Brabham, Lotus and McLaren expected to arrive to AMS2 over the course of the year.
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What Else to Expect for 2022?
New cars from premium brands filling up existing classes as well as well as branching out to new ones, new tracks, historical tracks, further AI development, more multiplayer features, Steam achievements, full course yellows, oval racing, dirt racing and maybe the beginning of what should be a very elaborate career mode are just some of the highlights of what we have planned for Automobilista 2 over the course of 2022 - we´ll naturally share more specifics as we progress through the year, but for now the important thing we´d like to assure everyone is that we go into the new year as went into 2021: full throttle, monthly updates and with no intentions of slowing down. It should be another exciting year and we look forward to having you all along for the ride!

For now, we´re back to enjoying the remainder of our holiday break in order recharge our batteries and get ready for the new season - we sign off from 2021, with the whole Reiza team thanking all our users for your support over the course of the year, and offering our best wishes to you all for a fantastic 2022 filled with great racing!
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Eu em qualquer simulador.



Espero que esse ano eu consiga jogar MUITO mais, especialmente AMS2
 
queria muito é que eles corrigissem um problema que vem desde o project cars 2 nessa engine, que é a IA passar por cima da grama ou até brita e não perde aderência nem velocidade, isso continua acontecendo
 
Peguei esse Polo pra tentar bater o tempo do Ludgero (q foi o mais rápido "no game", entre o pessoal q participou lá do desfio do acelerados) .. ele fez 1:03.alguma coisa e eu não consigo abaixar dos 01:06.alto afffff.

 
Alguém me dê uma luz, por favor?

Estava jogando no Assetto Corsa normalmente, então entrei no Automobilista 2 pra jogar e não estava reconhecendo o G29.
Saí do game e voltei, cheguei a tentar alterar as configurações do volante mas não adiantou.
 
Alguém me dê uma luz, por favor?

Estava jogando no Assetto Corsa normalmente, então entrei no Automobilista 2 pra jogar e não estava reconhecendo o G29.
Saí do game e voltei, cheguei a tentar alterar as configurações do volante mas não adiantou.

Será que, por algum motivo, o Assento Corsa não fechou completamente e tá dando bug com o AMS?

Às vezes acontece de o Competizione não fechar totalmente quando eu saio de uma sessão, então ele fica rodando de plano de fundo e pode dar interferência em outros jogos.

Vale a pena dar uma olhada no gerenciador de tarefas e ver se ele aparece por lá (ainda que escondido na tarefa do Steam)
 
Alguém me dê uma luz, por favor?

Estava jogando no Assetto Corsa normalmente, então entrei no Automobilista 2 pra jogar e não estava reconhecendo o G29.
Saí do game e voltei, cheguei a tentar alterar as configurações do volante mas não adiantou.
Geralmente quando meu Automobilista não reconhece meu G29, faço um reset nas configurações (tem um botão no menu do jogo) e ele acaba reconhecendo.
 
@m.junior Entrei hj no jogo e continuava não reconhecendo, daí acabei fazendo o q o @Pikes Peak disse aí e funcionou.

Só é ruim pq eu costumo manter um mesmo padrão de configuração dos botões, mas pelo visto vai ser melhor acostumar com o padrão deles.
 
@m.junior Entrei hj no jogo e continuava não reconhecendo, daí acabei fazendo o q o @Pikes Peak disse aí e funcionou.

Só é ruim pq eu costumo manter um mesmo padrão de configuração dos botões, mas pelo visto vai ser melhor acostumar com o padrão deles.
Se você salvar o seu preset com um nome diferente (exemplo - Lucas Automobilista), depois de resetar, você pode mandar abrir o seu preset que ele vai seguir funcionando. Eu acredito que isto ocorra em alguma situação específica, como atualização do jogo sem o volante estar ligado, etc.

Que bom que deu certo.
 
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The first Automobilista 2 update of 2022 is now live! V1.3.3.0 adds the F-USA Gen3 with the Reynard 2Ki & Lola B2K/00 & Road America to the Racin´ USA Pt2 DLC, the new F-Retro Gen3 class featuring the Mclaren MP4/1C, the GTS variants of the Polo & Virtus to the TSI Cup class along with several other improvements, the most notable of which developments to the cockpit camera physics & related options.
Below some important notes regarding the updates to the cockpit camera physics:
  • Before V1.3.3.0, the camera g-force effect was only enabled longitudinally (braking and acceleration), with no lateral g-force effect (from corners) or vertically (from bumps & suspension movement) even at 100% g-force setting; we have now added settings for lateral & vertical g-force effects like in AMS1.
  • Before V1.3.3.0, g-forces, leaning effect, and look to apex effects would only work in helmet camera mode - now these effects apply irrespective if you´re running helmet camera mode or not.
  • As of V1.3.3.0, TrackIR users are able to change the camera g-force.
  • Before V1.3.3.0, VR and trackIR users were forced to use the SMS legacy camera head movement mode. Now, VR and TrackIR users can enable our camera head movement mode in the camera settings screen if desired. It allows for example for the driving to align with the horizon in banked corners like Daytona's without having to resort to camera orientation. Note however that for existing profiles your previous VR settings are preserved, so nothing will change for you unless you decide to change it in camera settings screen.

Below are the updated default camera settings - these however will only take effect if you create a new profile, if you do not want to create a new profile you can adjust these manually:
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V1.3.2.0 -> V1.3.3.0 CHANGELOG
CONTENT
Tracks

  • Added Road America (part of the Racin´ USA Pt2 DLC pack)
Vehicles
  • Added F-USA Gen3 class featuring Reynard 2Ki, Lola B2K/00 (part of the Racin´ USA Pt2 DLC pack)
  • Added F-Retro Gen3 class featuring Mclaren MP4-1C, F-Retro Gen3 Turbo, F-Retro Gen3 DFY Aspirated
  • Added VW Polo GTS & Virtus GTS to TSI Cup class

GENERAL
  • Enabled G-forces for cockpit camera (previously G-forces were only enabled for helmet camera)
  • Made the helmet and cockpit cameras orientation change that comes from G-force effect be scaled by the G-force slider settings (previously only the camera position change was scaled, not the orientation)
  • Fixed in-game session details not accounting for session scaling in championship mode and rounding to multiples of 5 in multiplayer.
  • VR Camera Settings: Enabled legacy/new head movement toggle for VR users; World Movement renamed to 'Head Movement' (current user World Movement setting will be maintained and converted to an equivilent 'Head Movement' setting)
  • Enabled camera G-force settings for TrackIR users.
  • Enabled look to apex and leaning in cockpit camera
  • Shared Memory: Updated header to V10; Added Tyre temp L/M/R, Ride height, Session duration which were previously only available via UDP; Added DRS State; Added session additional laps information; Extended CarFlags to include TCS/SCS active state; Latest header/changelogs/sample project now available in the 'Support' directory of the game install
  • Fixed an issue with championship editor which would lead to incorrect race 2 starting order if both races did not use the same duration type. Added a fall back to find any race 1 result as the basis for race 2 in existing savegames
  • Default weather progression for official championships are now sync to race
  • Fixed an issue where default weather progression for official championships was extremely high (existing saves will revert to sync-to-race on load if out of range)
  • Made brake pedal sensitivity linear by default for most Thrustmaster wheel types.
  • Fixed issue where HUD leaderboard would cut off the local player row in some cases
  • Fixed stale drive button state requiring double click of race ready button if a user drove a previous session of a Multiplayer event.
  • Actual timestep is now passing to FFB scripts

UI & HUD
  • Added Front/Rear tire selection to quick setup menu
  • Fixed selected row visual states on Game control assignments tab
  • Added current lap info to position widget HUD in timed races
  • Fixed in-game camera options screen not correctly hiding VR options
  • Corrected engine displacement info for F-Classic Gen3 models 2 & 3

PHYSICS
  • Minor tire tread adjustments for F-Reiza, F-V10 G1, F-V12, F-Ultimate F-Classics (all gens), Group C, Group A, BMW M1 Procar
  • Added driveline elasticity modelling for cars that still didn´t feature it (Lancer Cup, TSI Cup, JCW Mini, Copa Truck, F-Ultimate)
  • TSI Cup: Improved clutch smoothing
  • Revised wheel spin inertia for all cars
  • Reduced front splitter pitch sensitivity for Group A & Procar
  • Slightly improved rear wing baseline downforce of Group A cars
  • Disabled now redundant autoclutch forced off in semi-auto F1s (fixes cars stalling even with autoclutch set on)
  • Adjusted Corvette C3-R final drive ratio
  • Further clutch heating/wear improvements and adjusted update rate
  • Reinstated auto-clutch logic for sequential shifts that do not have autoblip/autolift
  • Updated clutch models to include flash and burst parameters
  • Changed clutches on some cars
  • All street cars now have clutch damage
  • Revised F1 driveline inertias
  • Improved sequential F1 shift reliability
  • Added clutch damage and heating model.& clutch damage attributes for DPI, GT1/GTE/GT3, C3/C3R/Omega, multiple F1s
  • Prevented needless autoclutching in clutchless sequentials
  • Updated default setups for M1 Procar, GT3 (all models), Corvette C3-R, Porsche RSR 1974, Ginetta G40 Cup, G40 GT5, Porsche Cup, Stock Car 2021 / 2022, Mercedes CLK, AJR (all variants), MRX (all variants), Roco (setup reset recommended)
  • Adjusted engine wear increase with boost settings for F-Classic turbo engines & eeduced default wastegate setting to account for higher engine wear at higher settings
AI
  • Increased hardcoded radius values for AI detection of corners ahead (this should fix some existing AI logic not triggering in some corners)
  • Added a AI series-specific radius check and distance ahead to look at before trying to overtake (customization per car type still to be implemented)
  • Adjusted AI decision behaviour when an AI driver is attempting to avoid cutting the track but has a player vehicle on opposite (should prevent some cases of AI hitting player laterally)
  • Added a per-weekend based consistency personality logic for AI
  • AI calibration pass for F-Classics (all gens)
  • Slightly increased AISidecalc range to further reduce chance of AI cars being "scared" out of the way by player coming up behind it
  • AI rolling resistance adjustments for GT3, GT4, GTE, P1, P2, P3, P4, Stock Cars

AUDIO
  • Updated crash sound effects

TRACKS
  • Updated weather & climates change in European and North American locations to ease transitions in seasonal foliage (so early spring the foliage is still looking dry, early summer still lush green; and early autumn still green)
  • Adjusted rolling start and TT start points for Kansai, Monza, Ortona, Silverstone, Snetterton, Spielberg, Velocitta, Velopark, VIR
  • Watkins Glen: Added barriers on the bypass road for inner loop layouts
  • Monza: Added missing grandstands, ad boards / gantries; grounded floating poles at Lesmos in Monza 1991
  • Silverstone 1975: Add more cones marking pitent/pitex, Adjust a few 3d people, LOD adjustment on flags
  • Ortona: Fix for outer houses LODs; Trimmed the apex corridors
  • Daytona: Updated AI lines & corridors
  • Updated trackside cameras for Brands Hatch, Curitiba
  • Nurburgring: Fixed Cam 01 clipping

VEHICLES
  • Reynard 98i: Fixed left mirror bug): Added dirt/damage texture; Changed rain tire texture; Updated cockpit tires
  • BMW M8 GTE: Fixed brake discs glow issue
  • McLaren F1 GTR: Fixed conflicting #8 livery
  • Adjusted suspension animations for all F-USA models

022-jpg.19176
 
Automobilista 2 V1.3.3.1 Now Live
V1.3.3.1 CHANGELOG:
  • Fixed excessive helmet cam wobbling
  • Adjusted FFB for all FWD cars, karts, F-Reiza & BMW M8
  • Adjusted F-Retro Gen3 AI start performance
  • Adjusted F3 AI rolling resistance
  • Road America: Various updates to trackside objects; Added "The Bend" layout; minor AI adjustments
  • Fixed missing Reynard 98i Toyota
  • F-Retro Gen2: Fixed tire texture bug
  • F-USA (both gens): Added damage/dirt texture; Updated rain tire texture
  • Reynard 2Ki: Added gold wheels to #26 and #27 liveries
 
como vcs usam o ers no jogo? eu aperto o botão boost mas nada acontece, seguro ele e nada muda tb, to sendo destruído nas retas de fórmula ultimate pela IA e imagino que seja pela falta do ers ou acontece com mais alguém?
 
Essa física vinda da SMS é deveras tosca, mesmo. Andar com esses carros mais lentos é um porre total. Com outros dá pra relevar e se divertir, vide stock car, Uno, etc.

Tentei rodar com esse TSI no final de semana é uma tosqueira que só no controle.
Sempre gastei muito tempo tentando configurar controle pra ter o mínimo de imersão e sensação de pilotagem nesses simcades. Depois de experimentar o Gran Turismo Sport, simplesmente deixei todos de lado. Não vejo o menor sentido em jogar outro simcade no controle. A diferença na jogabilidade é abismal. Agora, nenhum outro simcade me convence de que, jogando no controle, eu estou realmente no comando dos carros. Tanto os erros quanto os acertos são exagerados, assim como o comportamento dos carros, pneus e as condições de pilotagem. Percebo que, se tiverem interesse em oferecer dirigibilidade convincente no controle, as outras desenvolvedoras têm muuuuuuuuito trabalho pela frente, pra alcançar o patamar da Polyphony Digital.
 

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