• 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

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.
acho que vc está buscando algo em um jogo que tem uma proposta diferente da que vc quer, automobilista 2 não saiu bom, pra mim era até simcade tb mas após os updates principalmente o último de novembro que mexeram na engine puxou o jogo pra simulação e o colocou a par de assetto corsa e rfactor, vc está buscando jogabilidade em controle imersiva e isso sinceramente é impossível nesses jogos, é impossível adaptar o comportamento de um volante na manete e dos pedais em um gatilho, aquela manete jamais vai conseguir representar 20% da experiência e o que vc pode fazer no movimento necessário mesmo

já o gran turismo, forza e afins são arcades feitos pra jogarem no controle mesmo, eles sequer tentam reproduzir um comportamento digno do carro e jogar eles no volante mesmo é uma aberração pq vc vê que aquele comportamento, grip, freada, retomada e etc não existe em nada semelhante

focos diferentes, jogos diferentes
 
acho que vc está buscando algo em um jogo que tem uma proposta diferente da que vc quer, automobilista 2 não saiu bom, pra mim era até simcade tb mas após os updates principalmente o último de novembro que mexeram na engine puxou o jogo pra simulação e o colocou a par de assetto corsa e rfactor, vc está buscando jogabilidade em controle imersiva e isso sinceramente é impossível nesses jogos, é impossível adaptar o comportamento de um volante na manete e dos pedais em um gatilho, aquela manete jamais vai conseguir representar 20% da experiência e o que vc pode fazer no movimento necessário mesmo

já o gran turismo, forza e afins são arcades feitos pra jogarem no controle mesmo, eles sequer tentam reproduzir um comportamento digno do carro e jogar eles no volante mesmo é uma aberração pq vc vê que aquele comportamento, grip, freada, retomada e etc não existe em nada semelhante

focos diferentes, jogos diferentes
Então... eu tive um g27 por algum tempo. Comprei basicamente por causa do PCARS 1, que eu adorava e apoiei desde o começo da campanha pública de arrecadação para desenvolvimento, mas achava bizarríssimo no controle. Serviu-me pra outros jogos também, como o AC e o PCARS 2. Mas chegou num ponto que, sinceramente, comecei a achar muito chato montar e desmontar... pra usar no mesmo PC de trabalho. Era bem pouco prático (enquanto eu não tiver espaço para um PC específico para simuladores, com cockpit bem decente e possibilidade de regulagens físicas fidedignas, não quero mais jogar em volante). Vendi, voltei para o controle e tentei muito encontrar configurações que passassem o mínimo de sensação de comandar o carro. Que me convencessem de que eu estava controlando o carro, errando porque eu errei, buscando por que eu busquei, tirando porque eu tirei... e não errando, ou ganhando, porque o comando é completamente errático.

Pensava ter encontrado boas regulagens, tanto para o próprio PCARS 1, quanto para ACC e para o PCARS 2, que eram meus favoritos. Meu benchmark era a jogabilidade do Forza Motorport. Deu pra me divertir bastante... até mais do que com o volante, só que obviamente num nível de competitividade menor. Mas quando eu experimentei o Gran Turismo, Jesus! Quanta diferença. É outra experiência. Não só pelo fato de o desenvolvimento se basear muito mais no controle. Mas principalmente pelas características de dirigibilidade em diferentes condições e pelo comportamento dos pneus e freio. Tipo: visualmente a chuva de GT Sport é ridícula, mas o comportamento do carro na chuva é muito mais realista e menos exagerado do que em qualquer outro simcade que eu já tenha experimentado.

De qualquer forma, eu entendo o que você colocou sobre propostas. Mas, pra mim, não é preocupação muito fora da curva da Polyphony só com a experiência geral de quem joga no controle. Não posso garantir, mesmo porque eu ainda não joguei GT no volante. Mas imagino que há o mesmo cuidado com esse tipo de experiência. Alguém aqui pode acrescentar com experiência própria?




 
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concordo com ele, quando joguei com os carros de 2021 achei muito estranho o comportamento, talvez pq sejam novos e estavam focados no conteúdo da indy e não queriam só copiar e colar os carros de 2019 ou 2020 e deixar tipo o 2021 como se fosse skins apenas aí quiseram inventar demais, mas pra mim o carro de 2019 se comporta muito bem, já os restantes forçaram muito
 
concordo com ele, quando joguei com os carros de 2021 achei muito estranho o comportamento, talvez pq sejam novos e estavam focados no conteúdo da indy e não queriam só copiar e colar os carros de 2019 ou 2020 e deixar tipo o 2021 como se fosse skins apenas aí quiseram inventar demais, mas pra mim o carro de 2019 se comporta muito bem, já os restantes forçaram muito
Quer dizer que os carros do ano passado não é tão dificil daquele jeito para pilotar? Ou é o contrário?
 
Quer dizer que os carros do ano passado não é tão dificil daquele jeito para pilotar? Ou é o contrário?
sim os carros do ano passado não são tão difíceis como nele, no ams2 as rodas deles travam muito mais facilmente e vc traciona mais facilmente, porém tem situações que vc entra meio de lado na curva e se mantêm estável o que tb não deveria ser, eu acho a física do carro de 2019 a mais condizente com a realidade, talvez diminuindo um pouquinho a pressão dos freios no setup e aí fica perfeito
 
sim os carros do ano passado não são tão difíceis como nele, no ams2 as rodas deles travam muito mais facilmente e vc traciona mais facilmente, porém tem situações que vc entra meio de lado na curva e se mantêm estável o que tb não deveria ser, eu acho a física do carro de 2019 a mais condizente com a realidade, talvez diminuindo um pouquinho a pressão dos freios no setup e aí fica perfeito
entendi amigo. É realmente eu achava que era impossivel um cara pilotar um carro tão louco como aquele por 30 minuts
 
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Automobilista 2 V1.3.4.0 is now live - this update adds the F-USA Gen1 class featuring the Reynard 95i and Lola T95/00 as the last component of the Racin´USA Pt2 DLC, along with various improvements & bug fixes.

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V1.3.3.1 -> V1.3.4.0 CHANGELOG
CONTENT

  • Added F-USA Gen 1 class featuring Lola T95/00 & Reynard 95i (part of Racin´ USA Pt2 DLC)

GENERAL
  • Added VR mirror adjustment screen and fixed in-game VR options link incorrectly pointing to main VR options
  • Shared Memory: Fixed DRS state, added TCS/ABS garage setting entries; Updated changelog and fixed comment text of TCS setting
  • Optimized internal FFB subroutines, removed some unused FFB script values & exposed static caster trail to FFB scripts

UI & HUD
  • Added optional 'Cycle ICM' control bind which will open the ICM if not open, cycle ICM pages, and close the ICM with a long press. (existing d-pad navigation is still fully supported)
  • Reorganised ICM to a flatter navigation model without submenus and maintain old position on reopenning.
  • Fixed incorrect element order on Edit HUD page causing overlap on some inputs
  • altered 'DRIVE LAYOUT' label colour from white to Greyto match all other labels on this UI load screen
  • Fixed drive layout for Puma P052 in vehicle selection info

FORCE FEEDBACK
  • Optimized internal FFB subroutines, removed some unused FFB script values & exposed static caster trail to FFB scripts
  • Fixed FFB rattle under braking in all F-Retro cars
  • Caterham (all models): slight reduction of Mz influence in FFB signal

PHYSICS
  • Revised driveline and axle elasticity for Formula USA, GT1, GTE, GT3, DPI, P1, M1 Procar, RSR 1974, Ultima GTR, McLaren F1 LM
  • Revised driveline inertia for GT1, GTE, GT3, DPI, P1, M1 Procar, RSR 73, Ultima GTR, McLaren F1 LM, C3, C3R, Omega
  • Added engine support for thermostatic water cooling
  • Increased ABS update frequency
  • Revised turbo model for F-Classic G1, F-Classic G2M3, F-Retro G3 Turbo
  • Reduced F-Classic G2M3 fuel tank size to 150L accurate to Gen2 regulations
  • Improved F-Classic G3M1 and M2 sequential shift reliability
  • Mclaren MP4-1C: Fixed gearbox error
  • Revised engine heating & cooling properties for F-Vintages, F-Retros, F-Classics, F-USA (all gens) & set default radiator opening to 80%
  • Revised engine heating & cooling rates for F3, Ginetta G40, BMW 2002, MRX P4
    Copa Classic and Hot Cars
  • Super V8: Fixed error in hard tires causing a physics crash
  • Updated default setups for F-USA (all gens), F-Classic G1, F309, Porsche RSR, Corvette C3-R, F-Vintages (both gens), F301, MCR2000 (setup reset recommended)
  • Revised engine heating & cooling rates for for F-Vintage V8s, Brabham BT46B, TSI Cup, Camaro SS, Ultima GTR

AI
  • Adjusted AI fast line at Goiania & Road America

AUDIO
  • Adjusted engine starter timing for F-USA (all gens), Kart GX390
  • :F-USA (all gents) Added Turbo, Starter/Startup, Transmission sound; Adjusted road noise (roadroll, scrub, skid) & increased gearshift volume
  • Revised F-Classic Turbo sounds

TRACKS
  • Road America: Added foundations under various buildings, redone terrain areas, tweaked emissive glow for the cafe interior, added lightmap for Corvette bridge, added advertisement boards, cafe benches, small garages and workshop building, terrain shadows, tweaked normals of rumblestrips, reworked T5 enter/exit runoffs to 2021 spec, added grasscrete bits, added small curb extension to Canada corner, added Motorcycle school building, reworked wall collisions, updated curb at Kink exit to 2021 spec, added Turn14 adboard, administrative building, optimized a few textures and materials; added registration building, adjusted terrain under the building. added north entrance gate, few more buildings at north paddock, optimized some of textures, object settings and LODs, let some trees grow a bit; added bungalow buildings, distant powerline & entrance sign, few changes to entrance gate, few more huts corrected position/height of few grandstands; added generic vehicles, tents, huts, houses, small shacks people, other various generic assets; Moved a tree blocking the 400' brake mark at Canada corner; Adjusted track cut limits T5/T8; optimization pass
  • Bathurst: Fixed wall hole at the pit entrance; Expanded runoff road at Hell corner up to the orange barriers.
  • Curvelo: Minor LOD adjustments; Upgrade treeline shader; Added 3D tree shadows; Optimized object export with latest standards
  • Londrina: Reorganized pitbox/garage positions; Minor tweaks to shadow casters and pit markings
  • Brands Hatch: Fixed crowd alignment issue; Added variable crowd attendance per session; Added 3D tree shadows; Fixed normals on winter grass
  • Spielberg: Smoothed some abnormal track surface (short layout bridge road, T1 and T10 apex curb); Added variable crowd attendance per session; Removed some excess crowds on Short layout; Added brake markers for short layout T2; Minor LOD fixes
  • Watkins Glen: Added two missing trackside buildings
  • Kyalami: Revised track cut limits (relaxed T13 runoff, reduced T16 runoff)
  • Daytona: Minor static object LOD fixes: Fixed emmisive control on an outer building
  • Jerez: Minor LOD fixes
  • Nurburgring: Enabled score towers; Fixed some static object alignments
  • Montreal Historic: Fixed winter gravel LOD issue
  • Global trackside assets fixes: Tweaks to smoothing groups of motorhome LODB models, tweaks to AO of few tents, new variations of tents
  • Added VR cams to Cadwell Park, Granja Viana, Interlagos Kart, Buskerud
  • Curitiba Outer: Minor trackside camera adjustments

VEHICLES
  • Copa Truck: Added driver animations for all models
  • F-Classic: Revised driver animations (all models)
  • Caterhams: Revised driver animations (all models)
  • VW Polo GTS: Fixed damage models
  • ARC Camaro: Fixed oil temp needle
  • Caterham 620R: Fixed oil temp needle
  • F-Retro G3: Fixed missing backfire flame animation
  • Lancer Cup: Added 6 new liveries to Lancer RS model
  • F-USA: Fixed livery override bug; fixed all black wheel rims
  • F-USA: Added support for silver, black & gold wheels in livery customization (Requires updates to custom livery definitions)
  • GT3: Added two new liveries for McLaren 720S GT3
  • Lancer Cup: Added 6 new liveries for Mitsubishi Lancer R
  • Copa Classic: Added 3 new liveries to Passat B class & 2 new liveries to Gol B class

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Mudanças interessantes. Vou voltar a jogar pra testar.
 
Automobilista 2 April 2022 Development Update
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Greetings Everyone - we are happy to finally be back with our first Development Update of 2022!

To begin with I´d like to apologize for not providing these updates in the early months of the year - for a variety of reasons these have been challenging times during which I´ve been personally less involved with the development of AMS2 than usual, and by extension less engaged with the community to provide you all with the level of information you have been used to.

So let´s try make up for some of that and bring you up to date with what´s going with Reiza and the development of AMS2!

Housekeeping!
Just a couple of days ago on March 31st we completed two years since the initial Early Access release of Automobilista 2 on Steam - in this time we made some big strides with the game and while we are proud of the pace of development, the number of improvements and new content we´ve introduced to the sim over this time, we know there´s much still to do in order to fulfill its full potential - enough to probably keep us just as busy for another couple of years, and we very much intend to do so. Reiza is in a healthy place financially, which has allowed us to expand the team in recent months with further investments on new developers and also some new big licenses being negotiated - all in all the future for AMS2 is bright, and we´ll keep on pushing towards it.

There have been however some challenges in these early months of 2022, with the volatile times we live in causing some ripple effects within the company, some still persisting for a few key devs in the team due to the Russia-Ukraine conflict - one of our lead devs @ilka actually had to pack up and move to Brazil from Russia as the sanctions made his permanence there pretty much unsustainable, and another lead @Sandro Nabutovskiy who is based in Kyiv but has continued to work despite the stresses of being in the middle of a literal war zone - most admirably, his output has not dropped at all under these very stressful circumstances, in fact he has modelled the F-Ultimate Gen2 within the time the conflict is taking place.

The team as whole has continued to operate as usual despite these challenges, with two solid updates already deployed for Automobilista 2 this year and a third well on its way, but these circumstances combined with the fact we have been pushing extremely hard in recent years have led to some reflection as to how we should be conducting AMS2 development moving forward, and especially how we go about deploying updates and sharing our plans with the community so as to both preserve our team´s wellbeing as well avoid frustrating our users with the eventual changes of plans - something pretty inevitable in this activity at the best of times and even more so in our case where the freedom to be creative, change direction, explore new findings and take the time needed to do things to our liking are key to our continued passion for it.

In practical terms not much will change - AMS2 development will not be affected or slowed down in any significant way and we remain committed to deploying regular game updates, pretty much sustaining the ongoing rate of one major update per month for at least the remainder of 2022, but this will now be a more flexible target - things may and often take an extra week or two to come together, and when they do the schedule will be adjusted to suit. So if the end of the month has come and gone and an update has not yet been deployed, don´t despair!

We have also decided against publishing a detailed 2022 development plan, as even though we´d love to give our users a more complete foresight into the future for AMS2 we need to keep things a bit more fluid at the moment and would not want eventual changes in plans to be a source of frustration for you.

Partial nuggets of our development plans will of course continue to be a part of Dev Updates such as this one and they will continue to be posted regularly (if not necessarily every month); it´s worth noting that while the info we choose divulge in the Dev Updates are usually centered around things we are currently working on, these are not necessarily things that are due to arrive in the next update - some things may be longer term projects, some news we may want to share in advance, some we may just want to hint at so people have an idea where the sim is heading, and some others we may prefer to keep more as a last minute surprise - we have a couple of those for the next update as you´ll see further below...

Further minor tweaks you may expect to see in our M.O moving forward include:

Initial publishing of new updates as a Steam Beta Branch (not to be confused with AMS2 Beta which is a separate Steam app altogether) - from v1.3.5.X onwards, we will deploy every update as a Beta branch of the main game for a couple of days, allowing the user base at large the chance to chip in with feedback and bug reports during the final touches before the official release if they are interested in doing so. To access a Beta build, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select the “Beta” branch for the dropdown menu - this branch available for installation from the install menu. This branch will be disabled after the official public release and return you to the default AMS2 branch, if you then want to opt in for the beta in a next update you just need to repeat this process.

Previous version will be retained as an option as a Beta branch - this should allow users to revert back to a previous version in case they encounter any issues with a new update, or want to compare changes if they are interested in doing so. To access a previous version, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select “PreviousBuild” branch from the dropdown menu. To revert to the current build, just repeat the process and select “None” from the dropdown menu.

Please note these two options will only be available upon the release of the new V1.3.5.X update which should happen soon. When a beta for a new version is available, we will publish the usual release thread with the changelog in our forum, with BETA marking on the title.
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Final bit of housekeeping: since we do have an ongoing commitment with people who bought DLC packages including items to be released in the future, we´ll continue to strive to keep you posted as well as we can as to what you may expect when - to that end, we can confirm the following:

  • Our track team is currently working on Nürburgring 1971 along with a reform of the modern track mesh to add some of the recent modifications and smooth out some excessive bumps in the mesh - these updates will be free to all who already own the Nürburgring Pack or any of the packages that include it.
  • The production of the Spa-Francorchamps 1970 has been shifted to the second semester to accommodate further work on the Spa pack and the inclusion of the revamped 2022 layout (with the 2020 layout obviously being retained), likewise at no additional cost.
  • The third part of Racin´ USA will be focused on oval racing and is planned for release before the end of July - its contents will be announced shortly before release.
  • A 4th bonus part of Racin´ USA is also in the works and it will be free to all owners of the full Racin´ USA pack as well as packs that include it, however its release will most likely take until the first few months of 2023.
  • All other DLC packs in the 2020-2022 Season Pass are still planned to arrive before the end of this year.

With all this housekeeping finally out of the way, we´d like to express our sincere gratitude to our users for their patience in recent times - we´ll be pushing hard to repay your continued confidence.

Now let´s move on into the meat of this dev update and the stuff you are looking for - and some you probably weren´t!

The Formula Ultimate Gen2 Arrives!
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A completely new aero package with emphasis on shifting downforce to the undertray in order to minimize issues with dirty air for the following cars, an extra 46kg in minimum weight, bigger wheels with lower profile tires - some of the main changes in the 2022 regulations which have proved to deliver very exciting races so far!

We couldn´t resist the chance to do give it our own interpretation in AMS2, and thus arrives the Formula Ultimate Generation 2!
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The new F-Ultimate not only brings our representation of the new rules to AMS2, but have also led to a thorough revision of every component of the car including more advanced ERS modelling with adjustable options for deployment modes, revised turbo model for the V6 engine along with a complete new sound set, and finally revisions to how drafting affects the following car(s) - several of these also apply to the old F-Ultimate Gen1 model, indeed in the case of the drafting affects most of the cars in the game.

Stock Car Pro Series 2022
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2022 marks the thirteenth year of our ongoing partnership with the Brazilian Stock Car series, over which time we have had eleven seasons of the premiere Brazilian auto racing series represented in our sims, including the historical 1979, 1986 and 1999 seasons as well as the recent 2019, 2020 & 2021 seasons which remain present in AMS2.

It´s only suitable then that the continued partnership would see the arrival of the 2022 Stock Car Pro Series to AMS2 as another highlight of our upcoming release, complete with a brand-new track - the Galeão Airport Temporary track providing the venue for Stock Car´s return to Rio for the first time in ten years,
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Galeão will be available in the sim before the real event itself on April 10th, giving fans and drivers alike the opportunity to sample the track in advance!
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While the 2022 season does not see substantial changes made to the two models that made their debuts in the series in 2020, the physics of these cars have received a thorough revision, with tires especially receiving a major update, and like the F-Ultimate with extensive developments to the carcass - revisions which provide another significant step forward in the physics and that should extend to other cars in the coming months.

Last but not least - the F-Ultimate Gen2, the Stock Car Pro Series 2022 and Galeão will all be free additions to the base game.

And on that bombshell, it´s time to wrap up this article and get back to working on the final touches for update release - we hope you enjoy it!

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Automobilista 2 V1.3.5.1 RELEASED

The new v1.3.5.1 update of Automobilista 2 is now available to all users.

IMPORTANT
: From V1.3.5.0 onwards, new updates are initially be deployed as release candidates, offering AMS2 users have the two following beta branches available:

ReleaseCandidate
: This is the latest release candidate (now disabled with official v1.3.5.1 release). To access this build, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select the “ReleaseCandidate” branch for the dropdown menu. This branch will be disabled after the official public release and return you to the default AMS2 branch, if you then want to opt in for the beta in a next update you just need to repeat this process.

PreviousBuild
: This option allows users to revert back to the previous release version in case they encounter any issues with a new update, or want to compare changes if they are interested in doing so. To access it, right-click Automobilista 2 on your Steam Library, go into Properties -> Beta tab, and select “PreviousBuild” branch from the dropdown menu. To revert to the current build, just repeat the process and select “None” from the dropdown menu.


IMPORTANT INFORMATION FOR NEW ERS MODEL
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The creation of the new Formula Ultimate Gen2 had led to a complete overhaul of the ERS model (short for Energy Recovery System). The ERS consists of an electric motor connected to the drivetrain (MGU-K) that is also able to recover kinetic energy, an electric motor connected to the turbine shaft (MGU-H) that limits turbo lag and recovers energy from excess turbo RPM, and an energy store (ES) which is designed to hold 4MJ of charge.

ERS deployment has some restrictions - first there may not be more than 4MJ of energy transferred from energy storage (the energy bar) to the electric motor (MGU-K) per lap. This is offset by any energy harvested from the turbo (MGU-H) when deploying, because that energy is used directly and doesn't count against the 4MJ limit. As a rule of thumb on tracks with long straights such as Monza approximately 40% of energy deployed comes from the MGU-H and as a result the total amount of energy deployed is well over 4MJ. Finally, because the MGU-K isn't allowed to put down more than 120kW of power at any given moment, the 4MJ of per lap allowance lasts for 33 seconds with 100% deployment - or well over that with direct MGU-H energy added.

If you ever wonder why some tracks eat energy like crazy and others don't seem to deplete the energy bar, it's because of these parameters and the fact that less time spent on full throttle and more time spent braking into corners - which is also an important source of energy - shifts the charge balance heavily. Interlagos is a good example of such a track. Even though you have a lot more energy in storage to release, there simply isn't enough straight track and time to spend deploying at 100%.

Our revised system now works through driver selectable ERS deployment modes. These are:

1. Off - no deployment at all. Not used in race mode.
2. Build - recharge energy storage as quickly as possible while retaining some deployment as to not bog down in race situations. This automatically raises deployment to near balanced as state of charge (SoC) nears 100%. Not used in qualifying.
3. Balanced - monitors SoC at the end of each lap or when you switch to this mode. As a rule of thumb it aims to maintain 80% SoC. If it doesn’t hit this target, it self-adjusts deployment. This is most like the legacy model except it deploys at slower speeds and throughout the lap.
4. Attack - deployment suited to catch up to the car ahead in order to get within the DRS time difference and slipstream. Not designed to last for multiple laps without SoC dropping to 0% nor does it monitor itself. Not used in qualifying.
5. Qual - full deployment amount and little reduction through mapping with the only compromise being that it has to remain within the regulated per lap 4MJ energy release from storage (as in SoC) to the power unit. So there will be some per track mapping in the long run to optimise deployment so you won’t hit the limit on the final straight at some energy hungry tracks such as Monza. Not used in race mode.

Our ERS deployment mapping system consists of a single RPM map (% at RPM) and a gear map (% in gear) for each mode. Each deployment mode has a base deployment amount. And as mentioned the build and balanced modes self-adjust the amount. This amount is mapped to a final deployment amount through the RPM and gear maps.

The aim with deployment mapping is to maintain drivability, boost corner exits and optimise energy use. For example 8th gear is SoC neutral in balanced mode meaning it adds the same amount of charge through MGU-H harvesting as it uses, if not slightly more in some cases. Meanwhile 4th through 7th deploy most to get up to speed quickly.

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V1.3.4.0 -> V1.3.5.0 RC CHANGELOG
CONTENT

Tracks
  • Added Galeão Airport Temporary Race Track

Vehicles
  • Added Stock Car Pro Series 2022 Season
  • Added Formula Ultimate Gen2

GENERAL
  • Corrected nationality flags for all default AI drivers + added new Sprint Race, F-USA, Super V8 entries fixing missing entries; revised performance levels of all AI drivers for all classes
  • Fixed Lola 95i models being named without engine distinction & leading to mixed custom AI drivers
  • UI safety rating data is now updated after rules download is complete

UI & HUD
  • Added ICM option to modify ERS deployment mode
  • Added option to configure how/when ICM menu position will reset on exit
  • Added filter controls to photo screen and enabled photo tools in vehicle showroom
  • Fixed sound playing when opening ICM menu
  • Fixed missing environment data on championship event results screen
  • Added F-USA Gen1 to formula class filter
  • Livery name adjustments for Copa Classic B & FL for vehicle selection screen

FFB
  • Adjusted oversteer/countersteer damping compensation
  • Minor FFB adjustments to F-Retros Gen1 & F-Ultimate

PHYSICS
  • Added ERS deployment system with RPM and gear deployment maps
  • Revised turbo model of F-Ultimate engines for slightly faster turbo spin-up & adjusted wastegate harvesting to suit
  • Revised tires for Stock Car Corolla & Cruze 20/21/22 models & F-Ultimate, focused especially on stiffening tire carcass with more accurate damping rates
  • Revised default setups for Stock Car 20/21/22 to suit latest tire developments
  • F-Ultimate Gen1: Slightly adjusted brake torque
  • F-Retro Gen1: Revised brake torque, revised default setup (setup reset recommended)
  • Formula Trainer (both models): Revised brake torque, revised default setup (setup reset recommended); updated gearing
  • F-Ultimate Revised turbo with smoother spool up for better driveability

AI
  • Added forced and unforced mistake logic for AI drivers

AUDIO
  • Revised F-Ultimate V6 Hybrid turbo sounds
  • Added beep DRS & shift protection notification events
  • Reverted brake squeal mixer fader reduction back to old value

TRACKS
  • Road America: Fixed a bug in RA (Bend) pit lane path; Reduced ai collisions at T5 during race starts
  • Snetterton: LOD pass; Added variable crowd attendance per session Optimized pastoral fences; Fix lod on a7 building internal walls
  • Azure Circuit 2021: Enabled option for rolling starts
  • Jacarepagua Historic: Added variable crowd attendance per session; Updated HUD track map
  • Interlagos (all layouts): Added variable crowd attendance per session; Updated HUD track map
  • Hockenheim Historic 1977: Added variable crowd attendance per session; Adjusted HUD track map zoom level; Fine tune AI fastline and corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes.
  • Hockenheim Historic 1988: Added variable crowd attendance per session; Adjusted HUD track map zoom level; Fine tuned AI fastline and corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes
  • Spa-Francorchamps 2020: Minor LOD adjustments
  • Silverstone 1975: Increased AI garage depth; Fastline and corridors fine tuning for no-chicane layout
  • Brands Hatch: Corrected a transparency sorting issue in foggy conditions (paddock hand rail material)

VEHICLES
  • F-V12: Added driver animations; Adjusted cockpit view. Fixed front wing UV mapping
  • F-Trainer (both models): Fixed the driver shifing animation; Added vibrating mirrors on cockpit; Adjusted the cockpit view; Detached the gear shifter in the cockpit; Fixed the suspension geometry in the cockpit view.
  • F-USA Gen1: Various livery updates
  • F-Vee: Revised Driver animations; Detached the cockpit gear shifter; Adjusted the cockpit view
  • Brabham BT44: Adjusted the driver feet position.
  • Chevette: Revised driver animations; Detached the cokpit gear shifter
  • Fusca (all models): Revised driver animations; Added vibrating mirror in the cockpit; Fixed the cockpit center mirror uvmap; Reduced the steering wheel radius and the driver seat to accommodate the driver; Detached the cockpit gear shifter
  • Gol (all models): Revised driver animations; detached the cokpit gear shifter
  • Uno (all models): Revised driver animations; detached the cokpit gear shifter
  • Passat (all models): Revised driver animations; detached the cockpit gear shifter
  • Puma GTB: Revised driver animations; detached the cockpit gear shifter.
  • Puma GTE: Fixed the driver gear shifting animation
  • Copa Montana: Added driver aniamtions; Detached the cockpit gear shifter; Fixed the cockpit center mirror; Remodeled the seat to fit the driver.
  • Super V8: Revised Driver animations; Fixed the damage models on lods B/C/D; Detached the cockpit gear shifter; Adjusted the cockpit view
  • Puma P052: Revised driver animations; detached and relocated the cockpit gear shifter.
  • Ginetta G40 (both models): Fixed the driver gear shift animation
  • Ginetta G55 (both models): Fixed the driver gear shift animation
  • F-USA Gen 1 Fixed Reynard 95i rim colour overrides
  • F-Ultimate (both gens): Added DRS lights
  • Kart Shifter & Superkart: Completely redone the driver animations; Adjusted some visual gear shifter parameters.
  • Opala: Fixed gauges textures & steering wheel axis issues
  • Sigma P1: Added 3 new liveries

97ed8a088374773dc9c36f36546363e9bd8f728e.jpg


V1.3.5.1 CHANGELOG
GENERAL
  • Added Stock Car Seasons 2021 & 2022 championships

UI & HUD
  • Added control assignment help text
  • Fixed text wrapping on strategy/setup labels of session overview in Spanish localisation
  • Added distinct vehicle selection logos for F-Trainer, Caterhams & Copa Classic classses

PHYSICS
  • Further updates to Stock Car tire carcass & tread
  • Minor adjustment to F-Ultimate Gen2 tread
  • Globally reduced wet / street tires sensitivity to water
  • F-USA Gen1: Adjusted FFB max force for both models
  • Sigma P1: Adjusted RPM critical range for lifetime for improved reliability
  • R-Retro G3 TE: Flattened wastegate map so it uses the same pressure limit at all RPMs (limit set by boost pressure %)
  • F-Ultimate (both gens): Added anti-lag system to turbo & and slightly adjusted its properties
  • Sigma P1: Minor default setup adjustments (setup reset recommended)

AI
  • F-Ultimate (both gens) Adjusted AI tire rolling resistance for more balance straightline speed vs player
  • Added real driver names to Stock Car seasons 1979, 1986 & 1999

AUDIO
  • Adjusted turbo sounds for F-Classics and F-Retro TE
  • F-Ultimate Gen1 sounds is now same as Gen2

TRACKS
  • Galeao: added marbles, night lights in the paddock area, adjusted LOD values for few objects; added real historic weather data
  • Hockenheim Historic 2001: Add variable crowd attendance per session; Adjust HUD track map zoom level; New AI fastline and fine tuned corridors; Better rolling start AI behavior; Reduced high frequency road noise physics; Object LOD fixes

VEHICLES
  • Caterham (all classes): Added dirt map; Adjusted carbon material mapping (ch3) for dirt; Added vibrating bits on the cockpit
  • Metalmoro MRX P2: Added 3 new liveries
  • Metalmoro AJR: Fixed cycling between empty Motec display pages
  • F-Ultimate Gen2: Added new display with ERS bar; minor cockpit mesh corrections; Corected fuel data; added livery overrides
  • Chevette: Added dirt map; Adjusted the shift gaiter rigging
  • Added DRS LEDs to F-Reiza, Metalmoro AJR & Sigma P1
900b756841988ee8aaf5250e1c55b2e69560f4d0.jpg
 
excelente o conteúdo novo, porém deram uma forçada nos f1 2022 hein, eles são apenas 1 segundo mais lentos que os f1 2019, tá bem errado isso, deviam ser no mínimo 2, e em geral 3 segundos mais lentos
 
Eles implantaram algo parecido com modo carreira, pra quem joga mais single player? Um tempo atrás tinha lido que iam colocar isso no AMS2
 
Eles implantaram algo parecido com modo carreira, pra quem joga mais single player? Um tempo atrás tinha lido que iam colocar isso no AMS2
Tem nada de carreira, só uns campeonatos fechados assim:






_______

Tive 1 dia pra ficar em casa e aproveitei ele pra jogar o AMS2 como deveria.
Corri de Fórmula Trainee, GT3, GT1, Stock Cara e finalmente, claro, o F1 2022.
Corri em Spielberg, Donington, Galeão e muito Imola.
Corri no seco, no princípio de chuva, de dia até a noite (escuro o suficiente pra perder os pontos de referência).
Corri na pista "verde" do practice até chegar a sujeira/grip máximo de uma corrida de meia hora.
Meu rating subiu e desceu mas se manteve na média, fiquei feliz de ter terminado todas as corridas que não tomei um punt, mesmo que no pelotão intermediário (longe de ser um simracer,e falta tempo pra praticar). Em uma fiquei sem combustível na última volta mas faz parte, em algumas delas tinha Pit obrigatório, o que sempre é legal.

Tudo isso online, com gráficos top e som maneiro no 2.1 do quarto.

Dito isso, deve ter uns simuladores melhores como o ACC (limitado em escopo) e o Iracing ($$$), mas por tudo o que fiz em um dia e sem encheção de saco, tá ótimo!

Houveram bugs: uma vez o servidor travou na troca de sessões; outra vez, na largada da corrida, o jogo me acusou de ter excedido a velocidade do pitlane, tomei bandeira preta e fui eliminado da corrida. Wtf!?

PS: depois de correr um tanto de GT1 em Imola, pular para o Fórmula Gen2 no mesmo circuito é quase surreal: os carros são absurdos, parece que você tá fazendo a mesma corrida na velocidade 3x... Grip e freios inacreditáveis, é uma coisa embasbacante. Na realidade mesmo deve ser algo de outro mundo pilotar um monstro desses.

Já estou com saudades e o descobri o modo foto, que é sensacional!




 
Última edição:
F1 2022 em realidade virtual, carro oficial do Automobilista 2. Muito divertido!

 
F1 2022 em realidade virtual, carro oficial do Automobilista 2. Muito divertido!


Que óculos VR é esse que você usa?
Como é o desempenho dele na sua máquina?

To com um monitor grandão em 1440p e a 2060S segura de boa, estava querendo meter um freeTrackIr no esquema.
Mas jogar de VR deve ser outro patamar.

EDIT: Tá no título do vídeo, Quest 2.
  • Resolution. 1832x1920 per eye.
Bah, é quase 4k...... Ai deve dar uma amargada na GPU.
 
Última edição:
Automobilista 2 V1.3.5.2 Now Live
Automobilista 2 is now updated to v1.3.5.2 - this is a small complementary update to upgrade the Galeao track according to the latest references along with some other fixes & improvements.

V1.3.5.2 CHANGELOG
GENERAL
  • Added a 1s delay before ERS 'auto' mode is considered settled enough to be used as the new base mode for cycling mode (an overshoot into 'auto' now means a navigation up the stack will will select 'off' if done within 1s)
  • Added ERS deployment mode and clutch state information to shared memory

UI & HUD
  • Added ERS Auto mode indication to HUD
  • Fixed ICM issue that only allowed selection of the first two pit strategies

AUDIO
  • F-Retro G3 TE: revised cockpit engine & turbo; assigned proper interior AI sound

TRACKS
  • Galeao: Revised track according to actual event references; adjusted track elevations between T1 and T2, replaced the startlight gantry to match one used in actual event; update static concrete barriers, walls and dynamic cones; adjusted AI collision corridors at the chicane

VEHICLES
  • Uno (all cars): Added dirt map; Adjusted driver animation fingers position; Added vibrating bits on the cockpit; Adjusted the shift gaiter rigging
  • Corvette C3 - Livery override folder added
  • McLaren MP4/1C: Fixed tire side texture rotation issue
  • Metalmoro MRX P2: Added 1 new livery
 
Que óculos VR é esse que você usa?
Como é o desempenho dele na sua máquina?

To com um monitor grandão em 1440p e a 2060S segura de boa, estava querendo meter um freeTrackIr no esquema.
Mas jogar de VR deve ser outro patamar.

EDIT: Tá no título do vídeo, Quest 2.
  • Resolution. 1832x1920 per eye.
Bah, é quase 4k...... Ai deve dar uma amargada na GPU.
Opa, blz? Vamos lá. Quest 2 com um Ryzen 3600 e RTX 2070, 16Gb. Infelizmente pra simuladores em VR, é uma máquina fraca. Deixo tudo no baixo (AC é um pouco mais leve, alguma coisa no médio), mas o AMS 2 é tenso. Deixo tudo assim pra pegar 90 FPS e usar os 90hz no VR. Tem 78Hz e 120Hz tbm, mas 120 q só alcanço em jogos mais fracos ou full VR como beat saber por ex, table tennis, etc. Prefiro mais fluidez em 90 do que qualidade em 78 hz.
 
Pessoal q tem a 3070, qual configuração gráfica estão usando?
 
Pessoal q tem a 3070, qual configuração gráfica estão usando?
tenho uma 3060ti que não é muito diferente da 3070, rodo em 2560x1440 a 165hz com fps travado via driver nos 120fps pra não ter variação e não ser atrapalhado por qualquer diferença de frametime ou input lag, rodo com tudo no ultra e msaa no low, tem serrilhados pra caramba pq o AA do jogo é muito mal implementado e se subir disso já dá quedas de fps, smaa no ultra ao invés do msaa no low dá mais serrilhados ainda, embora dê mais fps tb, mas aí não adianta
 
tenho uma 3060ti que não é muito diferente da 3070, rodo em 2560x1440 a 165hz com fps travado via driver nos 120fps pra não ter variação e não ser atrapalhado por qualquer diferença de frametime ou input lag, rodo com tudo no ultra e msaa no low, tem serrilhados pra caramba pq o AA do jogo é muito mal implementado e se subir disso já dá quedas de fps, smaa no ultra ao invés do msaa no low dá mais serrilhados ainda, embora dê mais fps tb, mas aí não adianta
Achei o SMAA melhor que o MSAA. Aqui ta liso que nem bunda de nenem, deixei o SMAA no ultra e o post supersampling em alto.
 
Automobilista 2 V1.3.6.1 RELEASED
A new update Automobilista 2 is now officially released, bringing the sim up to V1.3.6.1.

The new update is largely focused on bug fixing, maintaining older content & extending recent physics developments to a wider range of cars - GTE, GT3, GT4, GT1, Porsche Cup, Stock Car 2019, Super V8, DPi & P1 class now join the F-Ultimates & Stock Cars from 2020 onwards in the list of series to receive the latest extensive tire carcass & driveline developments. These are significant improvements, the nature of which we will expand further on in our upcoming May Development Update.










V1.3.5.2 -> V1.3.6.0 CHANGELOG

GENERAL
  • Fixed an issue that would lead to incorrect session times being applied to non-race session on championship load
  • Fixed incorrect pit window opening lap in custom championships and ensured minimum session scaling accounts for mandatory pit setting
  • Fixed number step issue when changing race 1 session start time in a custom championship
  • Added 'Static Wheel' option to Cockpit Driver/Wheel setting and prevented wheel ever being displayed when 'Off' selected.
  • FFB profiles slots now reset on every return to pits.
  • Clutch damage is now repaired when engine damage is repaired
  • Fixed some cases where clutch could incorrectly receive damaged when autoclutch is enabled
  • Added mandatory FFB "fade-in" on session start / out of pits now applied always after unpausing the game.
  • Fixed an issue that could leave F-Ultimates in a broken state after viewing instant replay
  • Corrected 2022 Stock Car Pro Series Championship calendar
  • Updated shared memory project header to V12 - Adds clutch state and ERS deployment mode info

UI & HUD
  • Added Filter functionality to multiplayer browser
  • Updated Imola & Galeao track maps to reflect latest changes
  • Onboard TC/ABS adjustment input messages are no longer displayed when those systems are unavailable
  • changed the text of the four options of the 'Display Cockpit Wheel/Driver' setting to less confusing names

PHYSICS
  • Further tire carcass & tread adjutments for GTE / GT3 / GT4 / GT1 / DPi / P1 / F-Ultimate Gen1 / Gen2
  • Revised all slicks tread sensitivity to wet surface
  • Super V8: Revised tire model, suspension, inertia, included real life setup options for springs, ride height, camber, rear wing, tire pressures, engine inertia and added flexible axles; Added 3.27:1 final drive ratio for Bathurst; Slightly raised rear roll center djusted spring rate range to match RL car springs and options
  • Adjusted heating and inertia slightly in 80s and 90s Formula clutch, and Super V8
  • Copa Truck: Revised driveline elasticity
  • Reduced flash heating in basic/road & carbon clutches
  • Cadillac DPi: Removed application of slow-to-fast dampers. Remodeled 3rd element. Adjusted suspension travel to add bumpstop functionality (main and 3rd element). Balanced aero/ride height to remove squatting. Adjusted tire pressures to suit new carcass model. Remodeled damping and springs (ready for beta)
  • Revised drafting & dirty air effect model
  • Fixed atmospheric wind not being applied to some aerodynamic surfaces
  • Added Non-linear clutch wear effect on performance
  • Clutch damage is no longer scaled with the damage scale setting
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo
  • Globally revised draft / dirt air properties for all high performance cars
  • Added clutch damage, revised torque capacity, and revised clutch inertia to all cars (except TSI Cup, ARC Camaro)
  • Added flexible axles and revised overall elasticity for GTE, GT3 and GT4 Stock Car Brasil 2019-2022, Copa Montana, P2, Ultima Race, F-Ultimates, Corvette C3, Corvette C3R, Stock car Omega, Group A, BMW 2002 Turbo, Porsche Cup
  • Revised engine inertia for Porsche Cup, Cadillac DPI, Ultima Race, GT1, Stock Car Brasil 2019-2022, Copa Montana
  • F-Ultimate (both gens) Adjusted body drag coefficients for more accurate top speeds & overall performance; Revised throttle map, fuel consumption and engine inertia; corrected fuel tank size, increased downshift blip to help drivability; Revised ERS mapping; increased contrast between attack and qual mode; Monza and Spa energy saving to stay within per lap discharge allowed; ERS torque is now applied to beginning of driveline instead of wheels
  • Revised default setups & minor physics adjustments for Metalmoro AJR, Ginetta G58, Porsche Cup, Stock Car 2019, BMW M4, BMW M8, Corvette C8R, Cadillac DPi, Porsche Cayman GT4 Cayman to better suit latest carcass revisions (setup reset required)

AI
  • Fixed an issue where Custom AI Driver track specific overrides would only apply to a single model within a class
  • Increased likelihood of AI mistakes in qualifying hotlaps
  • Added dedicated driver names for F-3, F-V10 Gen1, F-Retro Gen1
  • Stock Car 2019: Corrected Diego Nunes driver name
  • Imola: Updated AI lines & corridors
  • Toned down AI performance with slicks in the wet to match latest physics revisions for player slicks on a wet surface
  • Reduced AI rolling resistance in F-Ultimate (both gens), GT3

AUDIO
  • Porsche Cup: Updated onboard sounds
  • F-Retro G3 TE: Assigned proper interior AI sound; increased volume of turbo whine

TRACKS
  • Galeao: Fixed lap not counted when pitting; Added dynamic brake markers, cones, pit signs; Corrected Max AI participants to 31
  • Laguna Seca: Improved rolling starts
  • Campo Grande: LOD fixes
  • Oulton Park: Minor LOD fixes
  • Jacarepagua: Adjusted garage positions for larger vehicles clipping pitwall on Oval and SCB layouts
  • Donington: Added variable crowd attendance per session; LOD fixes in GP layout
  • Imola: Reduced track cut limits on concrete runoffs; Minor graphical tweaks; fixed innacurate latitude and longitude of Imola (was pointing to the Imola city and not to the Imola racetrack) Updated DRS and S2 trigger points
  • Santa Cruz: LOD fixes
  • Spa-Francorchamps: Fixed a hole in an interior garage wall; Minor LOD fixes
  • Updated trackside cameras for all Hockenheim Historic tracks

VEHICLES
  • TC Classic / Hot Cars: Added sponsors to all Passat, Puma GTE, Puma GTB & Fusca liveries
  • Puma GTB: Added dirt map; Adjusted lights materials and textures; Adjusted lights uv maps; Added the cockpit gauge lights; Adjusted the shift gaiter rigging; Adjusted cockpit vibrating mirrors parameters; Adjusted collision (detachable/wobbling hood)
  • Copa Truck: Added dirt map to Mercedes, VW & MAN models
  • Puma GTE: Added dirt map
  • Puma P052: Added dirt map
  • F-Classic G1M2: Added dirt map; adjusted carbon material uv maps ch3 (dirt) on LOD A and cockpit; Redone the suspension animations adding visual camber; Fixed the RR axle mesh skin

V1.3.6.1 CHANGELOG

GENERAL
  • Corrected Stock Car Pro 2022 championship schedule as per latest adjustments

UI & HUD
  • Updated Steering Lock help text
  • Cleaned up empty rows from vehicle assignments list
  • Fixed FFB graph anchor on telemetry HUD

PHYSICS
  • Adjusted GT1 soft, F-Ultimate Gen2 medium and hard tread coefficients to atone performance gains from carcass revisions
  • Minor adjustments to Cadillac DPi, GT1, P1 driveline elasticity
  • Revised front wing / splitter draft effects for generally higher downforce loss behind another car
  • Further revisions to tread sensitivity to wet surface in high performance slick tires
  • Minor adjustments to Super V8 & Ginetta G58 FFB parameters
  • Revised engine heating, cooling & wear rates for Stock Car Opalas, Omega, Corvette C3 & C3-R, Camaro SS, F-V10 Gen1 & Gen2, F-V12, F-Classic Gen3, F-Trainer, Puma P052, Sigma P1 & Ginetta G58
  • F-Ultimate (both gens): Slightly increased rear wing drag from incremental settings
  • Super V8: Further revisions to engine inertia, fuel consumption and fuel mix settings
  • F-V12: Fixed fuel tank size
  • F-Classic Gen1: Revised fuel consumption
  • F-Trainer: Updated clutch type
  • Mclaren 720s: Adjusted default coast ramp diff & preload values

AUDIO
  • Fixed relative sound effects volume going out of balance for low master volume settings
  • Porsche Cup: Further adjusted interior sound, added low-RPM gearshift clunk in contrast to more agressive "at speed sound; Fixed loss of engine sound below ~1500 RPM on throttle, djusted upshift volume on higher revs, updated RPM Limiter sound, fixed missing AI sounds
  • F-Reiza: Adjusted gearshift sound for all views
  • Revised road noise volume for several cars

AI
  • Added F-Retro Gen2 & Gen 3 custom AI driver entries
  • Donington: Updated AI lines for both GP & National layouts

TRACKS
  • Donington: Re-exported curb bollards to fix excessive damage caused to cars by hitting them

VEHICLES
  • Porsche Cup: Updated Liveries
  • F-3: Added dirt map to F301 & F309
  • F-V10 Gen 1: Added dirt map
  • Copa Montana: Fixed livery override for windscreen
 
Última edição:
Automobilista 2 V1.3.6.2 is now live -
this is a complementary update to latest release with some further fixes & improvements.

V1.3.6.2 CHANGELOG

PHYSICS
  • Ginetta G55 (both models): Adjusted front splitter height sensitivity & reduced rear wing efficiency (both models)
  • McLaren 720S GT3: further adjustments to default setup to reduce low speed cornering instability, particularly when tires are overheating; increased 6th gear length; adjusted default traction control & engine braking (setup reset required)
  • Porsche Cup (both models): Revised tire model to more closely simulate Michelin N2 Hard slicks; Slightly raised rear roll center by adjusting rear upper suspension arm angle; minor adjustments to stiffness distribution and low speed damping; minor differential adjustment (setup reset required)
  • Ultima GTR Race: Minor FFB adjustments

AI
  • Improved AI paths for Oulton Park (all layouts)
  • Cadillac DPi: Adjusted AI suspension rate multipliers causing poor AI performance on updated physics

AUDIO
  • Porsche 911 Cup (both models): Fixed engine pitch discrepancy between external / chase cam view sound and cockpit audio

TRACKS
  • Oulton Park: Minor optimization to garage building interior; Minor track cut limit adjustments
  • Rebuilt bollard physics export to fix excessive damage to player car at Oulton & Cadwell Park

VEHICLES
  • Metalmoro MRX P3 / P4: New & updated liveries
  • Stock Car Pro 2022: Updated Bruno Baptista Toyota Corolla livery
  • Added dirt maps to F-V10 Gen2, F-V12, Ginetta G40 (both models), Sigma P1 & Opala (all models)
  • Revised functionality of analogue gauges in F-Vintage, F-Retro Gen1 & Lotus 23
  • F-Retro V8, V12, Lotus 72, McLaren M23: Updated gauges texture F-Retro V8, V12, Lotus 72, McLaren M23: Corrected oil and water gauges
  • Brabham BT26: Fixed gauges issue F-Vintage G1/2 M1/2: Fixed gauges issue Lotus 23: Fixed oil and water gauge issue
  • Ultima GTR Street: fixed graphical height offset causing car body to sit high over the wheels
 
Peguei esse jogo com as DLC's da CART (já que sempre curti a extinta Indycar/Champcar dos anos 90) no final de semana para testar e, meus amigos, que jogo.

Eu sou viciado no Assetto Corsa e Competizione, mas a Reiza está de parabéns nesse (o anterior era bom também), nem parece que o jogo é baseado num Project Cars 2...jogabilidade ótima, FFB ótimo, câmeras ótimas (só a câmera acima do cockpit ali que deveria aparecer o capacete do piloto também), nem imagino ele num VR, deve ser top...

E o modo específico da CART (tem os carros de 95, 98 e 2000 com as skins originais para baixar no RaceDepartment) tem uma nostalgia enorme, a pista de Cleveland ficou muito bem feita (ultima vez que joguei nessa pista em algo lançado com o jogo mesmo foi no PSX na época do CART World Series, o resto só mod do rFactor praticamente)

De defeito é apenas o preço, gastei praticamente 150 R$ nessa promo para ter o jogo base (que é bem completo diga-se de passagem) e mais as 3 DLC's do Pack USA (sendo que a 3 parte ainda não foi lançada, mas não duvido que eles coloquem mais umas pista da Indy e a temporada atual também)...também acho sacanagem venderem pistas separado também, tipo, Spa é uma DLC, Nurburgring é outra DLC...

Jogo 10/10 para quem quiser comprar...

 

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