1964

Reiza fórum I Automobilista I Automobilista módok I Automobilista 2 I Automobilista 2 módok I Formula Truck I
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#1523
"Automobilista 2 V1.1.0.1 Hotfix Released
Automobilista 2 has now been updated to v1.0.1.1 - this is a hotfix to complement the latest release with some further improvements & fixes to new features / content.
Regarding Spa-Francorchamps DLC
We apologise for the ongoing unavailability of the standalone Spa DLC on Steam - we have already requested Valve´s support to address it and expect it will be sorted soon (by Monday at the latest). In the meantime it is still possible to acquire the track as part of the Premium Track Pack, or the complete 2020-2021 Season Pass.
V1.0.1.1 CHANGELOG
Added International GT3, F-Classic Gen1, GT1 championships
Enabled multiple random weather slots in championship seasons
Disabled formation lap for championships ith rolling starts
Fixed FFB per vehicle adjustment in-session
Fixed FFB adjustment localization
Fixed Caterham tail lights not working in dark
Extensive Spa-Francorchamps art pass, performance improvements, object pop-up & wall hole fixes
Adjusted AI performance through various corners for better balance vs player
Slightly increased Bathurst AI Grip values
GT1 physics revisions: Adjusted engine compression curves & added throttle map for all models; adjusted default coast differential setting; Slightly improved Mclaren F1 GTR engine & center of gravity
P1 class physics revisions: corrected G58 weight distribution; added 10-15kg to AJR cars for better BoP accross class
GT1 AI callibration pass, GT3 AI rolling resistance adjustment to better match player straight speed
Adjusted roll bar rates in Group A cars (requires setup reset)
Greatly reduced values for AI simulated times when skipping session (logic appears to have been broken in one of the latter AI code changes so this is a paliative measure to help prevent AI doing much faster times when skipping session until bug is addressed)
Time Trial mode now includes all the latest content." -
#1522
"Automobilista 2 V1.1.0.0 RELEASED!
It´s time for fireworks! A new year is soon (already?) upon us, and we at Reiza have been working flatout through this Holiday season to celebrate it with a bang - the most famous race track in the world, some amazing historical sports cars, new features and many improvements mark v1.1.0.0 as the biggest Automobilista 2 update yet!
IMPORTANT: Given the amount of substantive changes in this update, strongly recommending all users to start a fresh profile by deleting their Documents/Automobilista 2 folder to avoid issues (this will be requested with far less regularity from this update onwards).
The Livery System Override is now fully implemented with this update - to get your hands on the templates for all cars currently in the game and learn more about how you can go about replacing the original car liveries with your own please check this topic (will be updated with new templates as we add them).
Please note that we have another batch of single player championships & a complementary art update for Spa incoming tomorrow after it goes through some internal testing in the morning.
V1.0.6.2 -> V1.1.0.0 CHANGELOG
CONTENT
Cars:
Added GT1 Series (featuring Mercedes CLK LM, Porsche 911 GT1, Mclaren F1 GTR LT)
Added Mclaren F1 LM to Street Cars series
Tracks:
Added Spa Francorchamps 2020 *Part of Spa-Francorchamps DLC Pack
Added Ibarra Reverse layout
GENERAL
Introduced track specific weather probability system for more realistic random weather
Random weather condition is now preserved if session is reset
Disabled "Real Weather" option (until system implementation is complete)
Added option to customize FFB gain per car
Adjusted netcode parameters for more reliable close racing and more accurate timing predictions
Adjusted default cockpit camera settings
Increased cockpit seat position storing from 20 to 100 vehicles.
Added live edit messages for vertical and longitudinal cockpit seat position
Added F-Ultimate & F-Reiza championship seasons
UI & HUD
Added new main menu panel arts & backgrounds
Updated track loading screens & increased resolution to 4k
Added loading bar gradient & fixed position on ultrawide resolutions
Fixed monitor controls and back button positions on ultrawide resolutions
Update Control Assignments screens to include per vehicle FFB gain increase / decrease
VSync is now always enabled in Main Menu
Added tag (AI)/* to AI players in multiplayer
Added additional states to DRS HUD informing detection zone & availability
Vehicle default sorting reverted to alphabetical order
Corrected various vehicle naming inconsistencies
Fixed Velopark incorrect track grades
PHYSICS
Revised tyre physics for street cars, F-Vintage (both gens), F-Retro, F-Classic (all gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate, Copa Classic, Hot Cars, Lancer Cup, Puma P052, M1 Procar, Group A, Opala 1986
Revised rain tyres for GT3, GT4, P1, P2, P3, P4, F-Retro, Procar, Group A, Opala 1986 Copa Classic, Hot Cars, Lancer cup, Puma P052
Revised Ultima GTR, F-Retro, F-Classic (all gens), F-V12, F-Ultimate & F-Reiza aerodynamics
Adjusted logic for pre-race tire & brake pre-warming & tire pressure conditions (slightly under peak conditions for more realism & avoid unnatural tire inflation)
Reduced default number of clutches for several cars & further reduced rate of differential locking per clutch
Further revised F-Retros, F-Ultimate & Ginetta G58 suspension rates
Further adjusted exhaust parameters for all cars (results in more accurate visual & audible backfiring / spluttering)
Reduced max height to account before front wing / splitter stall in several cars
GT3 Series: Added 15kg to Mclaren 720S, subtracted 10kg from Mercedes AMG GT3, added 10 HP to Porsche GT3-R for improved BoP
Further revisions of FFB max force to iron out potential peak force inconsistencies
Small adjustments to center of gravity height in Opalas, F-Retros, F-Ultimate
Reduced Ginetta G55 engine inertia
Futher reduced differential preload baseline settings
Disabled viscous differential in street cars
Adjusted default roll bars, ride height & differential settings for F-Classic (all gens), F-V12, F-V10 Gen1 & 2
Adjusted default Differential settings for F-Retro, Stock Car 2020
Adjusted F-Ultimate ERS to not kick in until 75% of throttle is applied
AI
Added preliminary new logic to improve AI overtaking lapped cars
Added new tolerance parameter for AI to not concede position to player until a given amount of the car length is alongside (prevents issue with AI cars appearing to be "scared" out of the way when approached from behind by player)
Slightly raised AI CoG height multiplier & adjusted AI damper rates to avoid cars bouncing at hard compression
AI callibration pass for all cars that received tyre physics and / or aero updates
Reduced range of lateral movement away from ideal line & rate of movement when taking urgent action
Created new AI paths for Nurburgring Nordschleife & 24h layouts (improved & more consistent performance)
AUDIO
Updated Sprint Race sounds
Adjusted tranny volume for GT3 cars to more balanced levels & more torque dependent; adjusted volume balancing; optimized number of samples used to minimise potential performance issues
TRACKS
Removed wave length in artificial road noise (slightly reduces car / camera vertical movement oscillations)
Temporarily removed animated Helicopters & planes until remaining functionality issues are addressed
Revised road mesh & reduced noise (high frequency bumps) for Curitiba, Kansai & Taruma
Updated Bathurst trackside camera
Velopark: Minor performance & art pass; updated AI with improved performanceUpdated Nurburgring 24h layout trackside cameras to reduce shimmering / trembling & added VR cams
VEHICLES
Added BMW M6 GT3 dirt / damage effects + dangling damaged parts + new colliders + detached diffuser
Gol Copa Classic: Fixed LOD errors at longer distance
Mini Cooper UK: Fixed LODding issues with windows
Lancer Cup (R/RS): Added Dirt/Damage + detached bumpers (LODA/B/C) + dirt texture for wings (RS) + modeled inner panels (LODA/B/C) + new collision + dangling damaged partsdriver animations + Detached Gear Shifter
Fixed Mini cooper 1965 damage on lower LODs + Detached gear shifter (cpit) + detached bumpers on LOD C
Lotus 23: Fixed LOD D missing, added damage models on lod B/C, detached dangling parts on LodC, closed panel gaps on LOD A and Cockpit, removed unecessary damage models for tyres
MCR S2000: Added dirt/scratch textures
Added missing tail light for Sprint Race, Stock Car Cruze 2019 & Ultima GTR
Fixed LOD errors in cars with DRS wings which could make rear wings appear to flick open at certain distances" -
#1521
Automobilista 2 December Development Update -
#1520
Itt csupán annyi a különbség, hogy a Reiza megkapta a Madness Engine v3.xxx-et(vagy nevezzük, ahogy akarjuk) és ezzel már olyan irányba mehetnek amerre akarnak. Se az EA, se az SMS nem tudja úgymond megfékezni a Reiza munkáját, mert ami most az EA kezébe kerül az a Madness v3.2xx (vagy nevezzük, ahogy akarjuk). Az meg még fennállhat, hogy az SMS fejlesztői továbbra is segítik a Reiza munkáját. A lényeg, hogy az EA nem lehetetlenítheti el a Reiza munkáját, hacsak fel nem vásárolják őket is és szerződések mögé bújva, teszik őket lehetetlenné. De mondjuk erre nem sok esélyt látok, mert a Reiza közel se olyan konkurencia számukra, mint a CM és az SMS összefogás. Gondolom nem véletlen, hogy pont most tettek vásárlási ajánlatot. Persze ebben közrejátszik a Covid alatt felerősödő eSport is. 
Utoljára szerkesztette: sertrex, 2020.12.17. 07:53:34 -
Timbu #1519 Ez a történet(kezdés) valahonnan ismerős:
"According to Kolar, work on Mafia II's script began in 2003—seven years before the game's 2010 release—and developers began pre-production on the title in 2004. Originally, 2K Czech—then known as Illusion Softworks—intended for Mafia II to be a PS2 and Xbox title with a licensed engine for a fast development turnaround, but the engine developer went out of business and the game's development moved to then-next-generation consoles, PS3 and Xbox 360, in 2005. Those two factors proved to be a major setback for Illusion, forcing the studio to work on its own proprietary next-gen engine for Mafia II, and the development team would not have a "Playable something" (whatever that means) until 2007 or 2008." (Forrás)
"So we almost had it, just create missions, characters...But what happened in 2004, Electronic Arts bought Criterion company, owner of the licenced engine, and the next year EA completely stopped the promised engine development, so the agreement voided, Illusion Softworks didn't licence RenderWare" (Forrás) -
#1518
"Originally Posted by Renato Simioni:
We don’t exactly have direct access to SMS assets and they’re not in any way obligated to supply them to us, but we do have a relationship that allows for reasonable requests they have supplied a handful of track models and we have also given them a few of our own in return. With the exception of Azure though we do model all our tracks and surrounding terrain from scratch, only using some of their trackside objects.
On the car front they have been even more supportive - we have over 50 cars to be added to AMS2 in the coming months and about a third of them are based on models supplied by SMS.. They’ll obviously feature in AMS2 with our sounds and physics but these 3d models give us an invaluable jumpstart, and it’s also a big factor in us being able to release them as free additional content and make that work financially. SMS has also introduced us to several of the licensors these assets relate to, providing a big boost to our own relationships with these brands.
We evidently have been working hard but we have a lot to be grateful for in our relationship with SMS - we’d not be in the position to fulfil these ambitious plans without their support.
Naturally they stand to benefit from whatever success we achieve with AMS2, but I’d hope every sim racer is able to nurture some appreciation for how exceptional it is for a studio of their success to hand their technology and a number of assets to another small studio like ours and let we run with it as we see fit." -
#1517
Sose gondoltam volna, majd beteszem az rfactor forumba is, biztos ami biztos :) hogy szep lassan felno a feladathoz a reiza es a formula vee, amit az rfactorba pont a reiza fejlesztett, teljesen hasonlo karakterisztikaju lesz, foleg vezetesi elmenyre. Par honapja amikor probaltam valami iszonyat gagyi erzes volt az ams2-ben vezetni a vee-t rfactor utan, (ami nekem az etalon auto ott, ugy atad minden erzest, huplit, minden vacak kore kb reagalni kell) pont a lenyege veszett el, folyamatos gaz-fek jatek a kanyarban, az erzekenysege stb.
a VIR palya mindket jatekba benne van, talan a north reszen nyomtam centire megegyeznek. Bar az auto gyorsabb az amsben egy picit, belul is maskepp nez ki (talan ujabb) de rohadtul atjon az erzes, amit az rfactorban kapsz. Persze nem annyira jegentancolos, (ams utan elinditva az rfactort, mar mar talan tulzasba is estek ott) de nagyon hasonloan viselkedik, pillantok alatt be lehet sokallni. Talan olyan mintha az almat hasonlitanam a kortehez, nem tudnek valasztani melyik a jobb, de vegre kimondhatom mindketto finom! szoval batran tegyetek egy probat az uj verzioval.(es mar a formulakat is (mar amelyiket porobaltam jo elmeny vezetni, pont par het assettos formulazas utan, amit sose szoktam, azt kell, hogy mondjam, itt is elmeny mar. Mas elmeny, de ugyanugy vegre jo! pedig de utaltam itt ezeket az autokat.
Utoljára szerkesztette: alma2, 2020.12.12. 23:16:50 -
#1516
Tegnap mentem par kort, mar jo ideje nem. Kozben csereltem kormanyt is, de mivel mas jatekoknal semmi szembetuno nem volt, igy valoszinu itt is a jatek valtozott alatta, nem a kormanycsere befolyasolt. Vegre elkezdtem erezni, mit is akarnak ezzel az ffb-vel. Jo par autot kiprobalva, vegre feszes volt ahol feszesnek kell lennie, gyakorlatilag jol mukodott. Bar nagyon sajnalom, hogy a csuszasnal nem erezni elegge, meg mindig egy csuszkan lehet csak tologatni az ffb-t, ami hihetetlen, de osszesegeben tette mar a dolgat. Ami meg pozitiv volt, hogy 100%-s a.i-val random 2-3 palyan menve, 3-4 auto tipussal, vegre mentek mint a meszes, engem sem turtak le az utrol, sot el is tudtak indulni startnal, szoval ott is van egy jo adag fejlodes.
Amit nem tudom minek koszonhetek, gepem nem valtozott es mar szet irogattam anno a config file.okat. Vegre full minumum grafikan tudtam 90 fps-sel jatszani, ugy hogy volt rajta minimum msaa.Persze, csak napsutesben max 10 autoval. Igy a szemem sem folyt ki.
Megnezve a multit 20 ember volt rajta, abbol tiz a fizetos dlc-n jatszott -> norschleife. A maradek 10 ember, meg gt3-mal tolta. Szoval el is lehet fejelteni egy eletre.- Egy csomo apro dolog is javult mar ami zavart, ha mondjuk ebben az allapotban adtak volna ki anno majusban vagy mikor, most elmondathnak hogy legalabb dupla ennyi jatekos lenne multiban, ami mar pont nem ferne fel egy szerverre :)
Meg mindig nem ertem mire a nagy lelkesedes naluk, hogy ennyire fejlesztik, annak a 100 jatekosnak. Inkabb vartak volna vele meg, anyagilag jobban kijottek volna valoszinuleg.
Ja ami rohadt zavaro, hogy minden kocsi orrtolos, fos. Meg a fekero elosztas sincs altalaban beallitva, aztan csuszik a segge. Gyakorlatilag ha nem nyul hozza az ember minden autohoz egy kicsit, total elvezhetetlen a legtobb.
Utoljára szerkesztette: alma2, 2020.12.12. 18:26:01 -
#1515
"Automobilista 2 V1.0.6.2 Now Live!
Automobilista 2 has been updated to V1.0.6.2 - this is another hotfix to our latest update, fast-tracked into release to address some relevant issues with the new content.
The hotfix also includes some of the developments intended for the update coming up later this month, hence the unusually large size.
No settings or setup reset required with this update other than for the 2 cars specified (BMW M1 Procar & Ginetta G58).
This update also completes support for custom liveries - more information and templates for all cars to be posted shortly!
V1.0.6.2 CHANGELOG
Added Nurburgring Sprint Short layout
UI Server Browser: Disabled refresh button during cool-down period; Sort by player count descending is now default; Trimmed leading whitespace from lobby names; first item after refreshing/sorting list is now selected
Slow server list refresh rate and extend maximum timeout. Refresh now typically takes longer but reliably returns more servers to the UI browser page as a result.
Added support for car livery overrides
Fixed Stockcar 2020 Championship round 5 (Santa Cruz) missing rolling start and forced pitstop.
Revised tire tread physics for all cars (in progress)
Bumped steer lock range for all cars
Minor aero adjustments for F-Vintage, Copa Truck, Procar, Group A, Opala 86, F-Retro
F-Ultimate: raised baseline rear pressure
Increased speed tolerance to trigger jump start penalty
Revised FFB Max force for several cars for better consistency
Fixed asymetrical right front damper range in Procar
Revised suspension & bumpstop rates for Procar, Ginetta G58 (requires setup reset)
Minor weight distribution adjustment for Procar, Super V8
Improved AI performance at Ibarra
AI callibration pass (all classes)
Slightly increased AI roll torque stab & CoG height multiplier to minimise risk of AI cars rolling over high curbs
Adjusted AI code to help prevent small nose to tail bumps between AI during race starts and when drafting
AI now return to track in a safer manner after slipping or going off road
Further reductions in AI lateral jitter / weaving / abrupt moves
Slightly reduced bump amplitude of gravel / grass
Several audio balancing adjustments to GT3 & P1 cars volume levels (internal & external)
Nurburgring: Added missing wall at Breidscheid; minor art & performance pass; Completed VR cams for Nordschleife / 24H layouts
Fixed helicopters disappearing on some tracks
Slight tweaks to animated objects @ Brands Hatch & Bathurst
Bathurst: Slight improvements to night lights optimization; revised trackside cameras
F-Trainer: Fixed black external mirrors
BMW M3 E30 GroupA: Fixed windshield banner; Fixed rear wing texture error on car 02" -
#1514
Ezzel a játszik is valaki vagy csak update infó megy? :)
Már elég rég köröztem bármivel is, de végre lecseréltem a T300-asom 2 taposós pedálját egy T3PA-ra amit szerencsére elég pozitívnak élek
meg, de hát ez is volt a cél. Mentem egy pár gyakorlókört és egy 10 köröst versenyt Formula 3-al Interlagos-ban default beállításikkal és egész élvezetesnek tartottam a dolgot, jó volt vezetési élményre, az AI sem csinált hülyeségeket, szóval összességében rendben volt. Persze lehet, hogy változó körülmények mellett több bokszkiállással nem így lett volna de ki tudja :) Ami számomra viszont feltűnő volt és hiányzott, az a szélárnyék hiánya, vagy rendkívül minimális tetten érhetősége. Szándékosan a mezőny végéről indultam, az első kör végén a célegyenesben még előttem autózott majdnem az egész mezőny libasorban, de annyira nem éreztem a szélárnyék hatást, hogy semennyire, az ő tempójukkal autóztam utánuk. -
#1513
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#1512
Automobilista 2 November Development Update
Spa Francorchamps Coming Up!
The Might of GT1:
Utoljára szerkesztette: sertrex, 2020.12.02. 14:33:18 -
#1511
jöhetne egy felhasználói update is, engem érdekelne hogy érzésre mennyit fejlődött a játék, kb. hol tart most a gyors és a lassú autók vezetési érzetében, programfutásban. -
#1510
"V1.0.6.1 CHANGELOG
Revised BMW M6 setup ranges & default settings (requires car setup reset to default)
Further GT3/GT4 brake revisions, also for Ultima Race, Super V8, Sigma P1, Lancer Cup cars
Reduced brake wear rate by 25% (both carbon and steel)
Slightly increased downshift protection function (less overreving allowed)
Improved GT3/GT4 AI launch on starts
Reduced GT3 AI rolling resistance to better match player´s straightline speed
Fixed Ginetta G55 Supercup ABS range
Nurburgring/Nordschleife: Terrain/roads material optimization, new armcos with new more detailed meshes, new armco graffiti, resolved flickering of armco graffiti; Further improvements to shimmering issues on TV cameras of Nordschleife / 24h layouts
Montreal: Various minor fixes, optimization & art revisions
Montreal Historic: Various minor fixes, optimization & art revisions
Silverstone: Fixed disappearing helicopter
BMW M6 GT3: Added Racelogic timing display and improved alcantara material in cockpit dash" -
#1509
"Automobilista 2 has now been updated to V1.0.6.0 - features a new GT3 car, a large update to the latest Nurburgring release, and some further significant improvements to physics & AI.
IMPORTANT! A number of physics adjustments requires setups being reset to default in the garage menu to take effect.
V1.0.5.6 -> V1.0.6.0 CHANGELOG
CONTENT
Added BMW M6 to GT3 class
Added Ginetta G55 to GT4 class
UI / HUD
Fixed issue where too much chat history was played back in some instances
Seat adjustment input is now continuous (hold to move)
Adjusted various background image anchors to improve display on 16:10 and triple screen
PHYSICS & AI
Slightly increased longitudinal slip in Cup / Stock 2020 / Proto P3-P4 tires
Stiffened sidewalls for GT / Stock / Proto tires
Revised default tyre pressures & ranges for all cars (closer to optimal and / or as per real series regulations - requires setup reset to default)
Adjusted default steering lock / ratio for GT3 / GT4 cars to more accurate values (requires setup reset)
Revised Balance of Performance for GT3 / GT4 class
Revised brakes for GT3/GT4 cars
Corrected tyre tread width for Porsche Cayman Clubsport (265mm front / 305 mm rear), Porsche 997 3.8 Cup (275mm / 315mm)
Revised Porsche Cup aero, adjusted default roll bars
Reduced front splitter downforce dropoff with yaw in all GT/ Stock Cars
Fixed missing wet tire compound for Camaro GT4R
Adjusted Camaro GT4R suspension
Adjusted Copa Montana center of gravity height
Revised Procar, Group A, Ultima Race baseline damper rates
Fixed Ultima race front left, rear right fast damper ranges incorrectly available
Improved rear efficiency, reduced Group A rear brake torque
Adjusted FFB max force for F-Vee, Procar, Mini, Stock Car 2020, GT3, GT4 cars
Callibrated tire temperature color display range (correcting errors with some tires not displaying correct colors for optimal / overheat tires)
Adjusted rear wing efficiency for Stock2020, Montana
AI
Further smoothing out of AI lateral transitions to reduce jerkiness/weaving/abrupt lane changes
Added logic to prevent AI slowing on track after returning from partially outside track limits
Added logic for AI to be more reactive and switch switch behaviors more often
Initial steps to reduce the impact of small Front-to-Rear collisions between AI (as seen at race starts especially with vehicles of differing performance)
Reduced range of AI variation from ideal racing line
GT3, Porsche Cup, P4, P3, P2, F3 callibration pass
Minor AI aggression scalar adjustment for GT cars
Further wet weather callibration passes for all GT / Stock / Proto cars
AUDIO
Adjusted Mclaren 720s tire skid volume
Lowered tranny whine given enigne sounds feature them prominently
TRACKS
Nurburgring: Various fixes for LODding / Z-Fighting issues; Corrected a few trackside ads;
add proper groove to 24hr layout; trimmed roadverge excess polys; Various crowd corrections; Various texture updates; further correction to trackside shimmering cameras; minor optimization pass
Kyalami: New AIW pit lane path (fix AI hitting pit wall when leaving pitbox, improved merge to main path at T1); Relax track cut limits on some runoff areas; Minor performance, art pass & LOD fixes
Interlagos: Fixed floating pit box lines
Campo / Curvelo: Adjusted flag LOD range
Montreal Historic: added missing HUD map
VEHICLES
Porsche Cayman GT4 - Fixed red cockpit material issue
Fixed lights for Fusca (all variants) + wiper uv mapping fix (HC1/HC2)
Adjusted brake glow ranges for carbon brakes (player & AI)
Camaro GT4R: Fixed missing RPM leds"
-
#1508
"Automobilista 2 V1.0.5.6 is now live - this is a hotfix to complement and correct a few issues with the latest update.
A setup reset to default on Porsche cars is in order for the latest adjustments.
V1.0.5.6 CHANGELOG
Added Nurburgring 24h Endurance Layout
Added support to order Vehicle group filters alphabetically (original sorting)
Fixed class list scroll bar on Vehicle browser
Fixed helper spring implementation bug causing deflection to subtract from vehicle´s suspension travel (fixes issues with Porsches bouncing on bumpstops & AI cars occasionally rolling because of it)
Adjusted Porsche Cup FFB max force
Adjusted engine compression curves for Mercedes GT3, Stock Cars, Montana (slightly reduced engine braking in all)
Adjusted Traction Control base slip to allow for more slip before system kicks in
Porsche Cup AI wet tire callibration pass
Nurburgring / Nordschleife various fixes & adjustments to render and materials; tweaks to outer terrain geometry & grass/terrain texture blending, car park around Youtube corner, LOD distance tweaks, fixed grasscrete material in GP segment; reduced Reduced tire barrier flickering for Nordschleife layout; adjusted some TVcameras to minimise shimmering issues (still more to fix)
Camaro GT4R: Corrected brake and tail lights color
Mercedes 190E: Fixed cockpit red materials
MetalMoro AJR: Fixed head and brake lights
Super V8: Fixed head and brake lights" -
#1507
Automobilista 2 V1.0.5.5 & Nurburgring Pack RELEASED!
"This update adds the Nurburgring Nordschleife, brings more AI behavior adjustments & extensive physics revisions for GT, Stock Car & Prototype series.
IMPORTANT! The latest physics modifications to GT3 / GT4 cars require a setup reset to default in setup UI to take effect - no need to delete all your settings, just go into the setup screen and click "Reset to Default" when choosing any of the new GT3 / GT4 cars added in v1.0.5.0 (other cars haven´t had setup range changes so shouldn´t need a reset).
IMPORTANT! As previously announced, with the release of the Nurburgring DLC Pack, the Nurburgring layouts included in the previous update are now only available for owners of the DLC or the packages that include it.
Our next game update towards the end of the month will add layouts combining variants of the modern track with the Nordschleife. Next year we also plan to include an historical version of the track to this pack, with no additional charge to those that already own it.
V1.0.5.1 -> V1.0.5.5 CHANGELOG:
CONTENT
Added Nurburgring Nordschleife layout *Part of the Nurburgring DLC Pack (Steam Store Page for standalone DLC should be available soon)
GENERAL
Fixed reverse grid in Championship mode
UI & HUD
Added Vehicle Selection filters
Fixed track image anchors on lobby details page
Fixed 'Left Monitor Bezel Width Right' input
Added Credits screen to UI
Fixed various missing / incorrect filters for cars & tracks
PHYSICS & FFB
Fixed coordinate conversion when reading SETA contact patch offset
Fixed curbs pulling inverse way on cars where steering arms are "behind" steering axis.
Fixed minor road noise confribution being partially unequally handled on front right wheel
Fixed issues with Mini FFB using new profile
Adjusted tire treads for additional longitudinal slip in GT / Stock Car / Prototype tires & adjusted load damping to minimise hysteresis
Adjusted tire treads for adittional longitudinal slip in rain race tires
Corrected front tire tread width in GT / Prototypes (305mm / 315mm)
Adjusted default diff settings & roll bar values for Porsches
Revised low rev band torque curves & suspension rates for GT cars
Adjusted Porsche Cayman suspension travel & helper spring deflection length
Fixed error in main driveline syntax (potentially improves rear differential functionality)
Corrected Porsche Cup engine power figures to latest specifications; adjusted FFB Max force & CoG height
Reduced engine inertia in GT3/GT4 cars
Slightly increased engine inertia for Group A cars
Reduced engine inertia & spring rate range for Metalmoro MRX (all variants)
Various weight and engine power adjustments for better BoP accross GT3 / GT4 classes
Further revised suspension rates on all GT3 / GT4 cars
Fixed Mercedes AMG GT3 camber range for front wheels
Minor adjustment to StockCar 2020 CoG height & aero
Reduced Copa Fusca FFB Max force and raised stactic ride height by 1cm
Reduced F-Reiza FFB max force
AI
Further improvements to AI Lateral player avoidance and line selection when side-by-side with players
Improved AI player avoidance in situations where more than one player is present (MP)
AI callibration pass for GT / Stock / Prototypes
Adjusted AI lateral movement smoothing values to minimise aggressive weaving in some types of cars
Reduced aggression scalars for tintop series
AUDIO
Porsche GT3-R: Set tranny whine to cutoff sound in neutral; fixed missing onboard sound for AI cars and in replays
Fixed McLaren 570S GT4 missing sound in Chase view.
Increased bottoming sound effect for GT3s & GT4s
TRACKS
Velo Citta: Rebuilt pitlane triggers & adjusted far corridors in pit lane at U-turn (remove corridor over lap, possible source for pit lane DQ issue) calibrated some brake marker spacing/distance (dynamic/static road line markings); Minor performance pass
Imola: added DRS zones triggers as per latest GP configuration
Added drone animations to Velocittá, Velopark, VIR
Fixed rain blockers at VIR
Adjusted Nurburgring GP TV cameras
VEHICLES
McLaren 720S GT3: added five new liveries; fixed collision mesh bug; Added cockpit vibrations, dirt / damage effects + dangling damaged parts
Mclaren 570S GT4: Added dirt / damage effects, dangling damaged parts + new colliders + carbon material fix + carbon material UV mapping fix + mesh changes (Rear bumper/lights); Adjusted cockpit POV so it doesnt clip driver model
Camaro GT4R - Corrected samll sidewindow material
Fixed Porsche Cup 4.0 rear tire dimensions
Added damage, dangling parts & dirt map for Fusca (all variants)"
-
#1506
A few more days added to the Nurburgring DLC Pack release to make sure the Green Hell is done the justice it deserves!
The Nurburgring DLC Pack along with a new game update will be released at some point next week - in the meantime here are some WIP previews of the Nordschleife:
-
JonasSandor #1505 Aki szeretne egy nascar 2015-ös multit az első részben billel megnézném. -
Finkoo #1504 Egyetértek... Az AI, meg a halott multi miatt tettem parkolópályára... :( Az FFB meg így nem értékelhető, mert tényleg mindig változtatnak rajta, időd sincs megszokni, tesztelni... Pedig a tartalom nagyon bejönne... -
#1503
Most megint raneztem, de ebbol sosem lesz jatek, plane nem jo.
Ezek a nem tudom honnan jott, latott youtube-erek, hogy kepesek aradozni errol, az meg szinten felfoghatatlan.
Most megint ujrairtak az ffb-t, mintha valami taknyos ragados uton mennel, semmi direkt erzes. es kb 20 valtozat a megjelenese ota. Ahelyett, hogy kitennek menube 10 csuszkara az egeszet, sokan megtalalnak a szamukra elfogadhato alternativat, de ilyen nincs.
Az a.i mar kepes elindulni, de ugyanugy letol az utrol mintha nem is leteznek. stb.
persze a mai hotfix pont az utobbit javitotta, de ne vicceljunk mar. Az autok meg ugy pattognak, mint valami gumilabda az uton ujabban.
az f1 2020-at nem ismerem, de messze a legemberibb, leghasznalhatobb meg mindig az ac a.i az osszes szimben, megha bizonyos teruletek nem is jo, de tokeletesen visszaadja azt, amikor beugrasz egy multis szerverre es nem parasztokkal van tele.
Sajnos az ac-nel ma mar teljesen igaz, hogy a publikus multiplayeren, a jatekosok 90%-a a legalja semmirekellokkel van tele. Par eve azert nem igy volt, de a ligak. srs mar elszivtak a normalisabb embereket.
Beszelnek en az ams2 multijarol is, ha letezne, de olyan gyakorlatilag nincs.
Multkor bementem egy dtm-es futamra, random 15+ ember, (csak azert mert aznap jott ki, amugy nem talalsz jatekost) azok is 90%-ban szerencsetlene voltak, korbe sem ertek a palyan. Bezzeg a kommentek, meg youtube alapjan az ember azt gondolna, valamire hasznalhato ez a jatek, pedig nem :(
Utoljára szerkesztette: alma2, 2020.11.03. 12:54:07 -
#1502
"Automobilista 2 v1.0.5.1 Hotfix Released
V1.0.5.1 is now live on AMS2 Beta - it is a hotfix to address a bug with non-linear bumpstops and helper springs, which led to Porsches being particularly bouncy on previous release.
If you had tweaked the default setup at all in v1.0.5.0, make sure to reset your setups before driving (not delete your full settings, just go in garage and reset to default),
The hotfix also features some revisions to the other cars as well as an AI code adjustment to address some poor awareness issues in some circunstances when AI cars were side by side with the player.
V1.0.5.1 CHANGELOG:
Small improvements to the logic of AI to avoid invading of human line on straights when far from curves
Fixed non-linear bumpstop code
Revised suspension for Porsches
Revised Mclaren 720S GT3 aero, brakes & drivetrain
Revised Mclaren 570S aero & brakes
Revised GT3 / Prototype tire tread for slightly more longitudinal slip
Corrected Mclaren 720S stats & onboard cameras
Updated volumes of all Porsche GT3 / Cup cars and minor improvements to GT3-R sound set
Nurburgring: Smoothed harsh road bumps along the pit lane entrance;conform some overlay mainly in pit lane region (road line, kerb verge, grass verge, road seam) fixed some tyrewall Z fighting & some object LOD popping; reorganized bollard/cone for Veedol chicane layout; Minor Art pass
Goania: Minor art pass" -
#1501
"Automobilista 2 V1.0.5.0 RELEASED!
Automobilista 2 V1.0.5.0 is now available, featuring the much awaited GT3 / GT4 car pack and the Nurburgring Circuit.
Release Promo - Temporary free access to the Nurburgring track!
With the Nordschleife and 24h layouts not quite ready for this release, we have elected to temporarily offer the other modern Nurburgring layouts FREE to all users until the long layouts are added to the package at some point next week.
Please be advised that upon the addition of the Nordschleife & 24h layouts, all Nurburgring versions will revert to being available only for owners of the DLC or packages that include it.
Updated Force Feedback
This update adds fresh Force Feedback developments, the most significant being:
- Damping now adjustable via in-game FFB menu *
- Enhanced tyre flatspots **
- Enhanced feedback during braking
- Enhanced road feel (adjustable via FX slider) ***
- Improved scrub effect (adjustable via FX slider)
- Effectively eliminated FFB "deadzone" around center in some cars
- Improved gyro moment accuracy
- Now using SETA patch offset/deformation for mechanical trail (much more "organic" feel on edge of grip)
- Tyre temperature and pressure will affect feedback
- More distinctive oversteer / understeer feedback
* We recommend using damping in game vs on wheel setting. Damping in game scales with vehicle, so roughly same level for all cars. On wheel / driver damping doesn't scale with wheel gain, so if you have gain too low, damping will overwhelm FFB signal.
** flatspots are currently presented in "raw" form. Given tire is split into many small patches, you will receive "impulses" as there are "flat patches" on tire. It depends on amount of wear on individual patch. Hence the note "raw signal".
*** Road feel is based on physical surface mesh roughness / bumps - which on real vehicles would be "fed back" to the driver via vibration "travelling" thru chassis and as a result will be felt on steering rim especially cars and race cars that have racks bolted directly to chassis, without any sort of insulating "rubber mounts" - take note this would only "vibrate", not "move" wheel rim left-right. Given our gaming controllers are effectievly "1DOF" device - ie. able to move only left or right, we are shaping this vibration such that it can be felt on them too.
IMPORTANT: Custom Force Feedback profiles may be affected by code changes to the FFB system and not work as before the update. If you find that is the case consider sticking to the default profile until the author of the custom alternative updates his version.
V1.0.4.1 -> V1.0.5.0 CHANGELOG:
CONTENT
Added GT3 series (currently featuring 2015 Mercedes-AMG GT3 & 2016 Porsche 911 GT3 R & 2019 Mclaren 720S GT3)
Added GT4 series (currently featuring 2018 Mclaren 570S GT4, 2017 Camaro GT4-R & 2016 Porsche GT4 Cayman Clubsport)
Added 2020 Porsche Carrera Cup Brasil (featuring Porsche GT3 Cup 3.8 & 4.0)
Added Nurburgring Track (GP, Veedol & Sprint layouts - DLC TRACK, FREE TO ALL USERS FOR A LIMITED TIME
GENERAL
Added support for overriding default liveries with user liveries (more info for this soon)
Updated Force Feedback system & Added Damping slider to FFB menu
Championship mode: Adjusted Stock Car championship rules to better match real regulations ( refuelling permitted in pitstops; use formation+rolling start; added mandatory pitstop; increased minimum race to to 15 mins to allow AI sensible pitting options
UI & HUD
Added support for additional UI track filters
Fixed incorrect label on FOV options tab when in unselected state
Disabled 'Reset to defaults' button in main setup screen when fixed setups are used
Fixed RR compound decrease button altering wrong value
Further reduced opacity of disabled menu options on in-game screens
Fixed incorrect current lap in displayed on HUD when rolling start used
Gaps now shown in laps rather than time for lapped vehicles on weekend results
Added lobby detail page to multiplayer browser
Extended MP player interaction dialog to include Vote To Kick
Allowed Player interaction dialog acces to all users (previously host only)
Updated all in-game leaderboards to allow access to Player interaction dialog (left click / Joypad X)
Fixed player name clipping on in-game MP leaderboards
PHYSICS
Revised tyre treads in GT, Prototypes, Stock Cars, Super V8 for more longitudinal slip & improved force combining
Slight reduction to parking force FFB (all cars)
Fixed missing autolift function in Mini gearbox
Adjusted Max force for MRX (all variants)
Reduced default viscous lock & preload baseline in cars in LSD diffs
Slightly increased speed sensitivity in road tyre tread (60s Classics, F-Vee, Copa Fusca & Uno)
Slightly further reducing lock per clutch in LSD differentials
Corrected rev range error in Group A engines
Adjusted default gear ratios for Group A
Adjusted F-Ultimate sidewall stiffness
AI
Revised AI code for various behavioral improvements
AI callibration pass to Group A, Procar, kart series & wet performance on GT & Prototype series
Scaled the pit exit speed by the outlap slowdown factor
Adjusted AI calculations for enforced pitstops in timed races
TRACKS
Added animated helicopter & drones to Adelaide, Brasilia, Brands Hatch, Cadwell Park. Campo Grande, Cascavel, Curitiba, Imola, Jerez, Silverstone, Montreal, Silverstone 2001,
Hockenheim (all versions): Minor art & performance pass
Montreal: Object LOD fixes & Minor art & performance pass
Londrina: Adjusted triggers & start location
Donington: Object LOD fixes; Minor art & performance pass
Added VR cams for Adelaide, Kansai & Montreal
Goiania: Fixed marbles
Taruma: Minor art & performance pass
Oulton Park: Fixed broken pitcrew/pitbox marker animations in Oulton / Fosters layouts
Added helicopter & drone animations to Granja, Londrina, Hockenheim, Ibarra
VEHICLES
F3 (F301) - Revised and updated liveries including new community skin; Updated leather textures on head rests.
Metalmoro MRX: Added dirt / damage effects + Dangling damaged parts + new colliders (all variants)
Camaro SS - Corrected LOD D glitch
Added Gol) Dirt/Damage effects + Detachable boot lid (all variants)" -
#1500
10 órával ezelött...
We are in process of adding the final touches for our upcoming Automobilista 2 update - the October build along with the GT3/GT4 car pack should go live tomorrow 16h GMT.
Here are some fresh screenies to whet your appetite in the meantime!
Important note: the Nurburgring Pack will also be available tomorrow, but only featuring the GP track and its variants - the Nordschleife is receiving some further art revisions and will be added to the pack early on next week.
Utoljára szerkesztette: sertrex, 2020.10.31. 10:11:28 -
#1499
FeaturedAutomobilista 2 October 2020 Development Update
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#1498
Október 30.
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#1497
"Automobilista 2 has now been updated to V1.0.4.1 - this is a hotfix to complement last week´s release & fix various issues with the new content.
V1.0.4.1 CHANGELOG:
GENERAL
Fixed camera jittering when in low head movement slider values
UI & HUD
Fixed hover activation states on new Championship screen
Fixed incorrect vehicle information for cars added in v1.0.4.0
PHYSICS & AI
Revised physics & fixed various issues in initial release of M1 Procar, Group A, Mini JCW, Mini Austin 1965 & Lotus 23
Adjusted Group A & Procar tyre tread
Increased engine rev band for Group A cars to avoid triggering overreving bug
Fixed default tyre selection errors for Lotus 23, Mini 1965, Mini 2020
Adjusted engine inertia for Group A cars, Mini JCW 2020, Lancer R & RS, Puma P052
Revised Lotus 23 suspension geometry & fixed tire diameter
Callibrated AI for new series
AUDIO
Fixed bug with news car sounds overwhelming system and cutting off certain effects
TRACKS
Imola: Fixed broken pit door collision for door 8,9,10 (garage 15-20); Max AI participants changed from 29 to 31
Adelaide: Minor art & performance pass
Azure: Added "cheatblock" to pit lane track cut mesh.
Bathurst: Attempted fix to floating groove in the Cutting
Cascavel: Minor Art Pass; Updated AI paths
Added VR Cams for Cascais & Jerez
VEHICLES
Lotus 23: various graphical updates & fxies
Mini JCW 2020: fixed bonnet issue; updated liveries(removed plates and fixed numbers font)
Ultima Race: added dirt / damage effects + Dangling damaged parts
Stock Car 2020: Update Cruze liveries; added new Windshield banner
Corrected onboard camera positions for Lotus 23, Mini Austin 1965 & Mini JCW 2020
F3 (F309) - Revised and updated liveries for the whole grid including 4 new community skins
Added MetalMoro AJR Dirt/Damage effects + Detachable parts (all versions)" -
#1496
FeaturedAutomobilista 2 V1.0.4.0 Update Released
"The new update adds several Classic cars, brings the popular Mini Challenge JCW as it is in the top class of the UK Mini series, two Kart circuits, along the usual package of new features, fixes & improvements.
One of these features is the initial revision of the HEAD MOVEMENT setting for cockpit cameras (renaming what was before "WORLD MOVEMENT"), although users will still have the option to use the original legacy head movement if they so prefer - please check the descriptions in-game for more details as to how best configure this option to your preference.
V1.0.4.0 CHANGELOG
CONTENT
Added 1960s Touring Car Series (featuring Lotus 23 & Mini Cooper S 1965)
Added BMW M1 Procar Series
Added German Group A Series (featuring BMW M3 E30 & Mercedes 190 Evolution
Added Mini JCW UK Series
Added Buskerud Kart Track (2 layouts)
Added Speedland Kart track (4 layouts)
Added Hockenheim 1988 Short layout (part of Hockenheimring DLC)*
GENERAL
Added borderless window mode option (Perfromance Options Screen)
Altered behaviour of helmet/cockpit cameras to prevent locking to world horizon and improve smoothing/damping of camera view
Fixed issue where event date was not correctly set if host changed track via multiplayer lobby
Added 'Start New Championship' flow; Added Select championship type, select vehicle/livery, Pre-allocate opponents Added championship specific AI Skill / Aggression settings to championship overview (can be adjusted mid season as desired
Fixed clamping of range when validating Multiplayer AI difficulty setting on client.
Added support to look backwards when pressing loo left / look right simultaneously
Fixed "dummy" objects unintentionally appearing in reflections at higher settings.
Player now retains control of steering/shifting during pitstops when 'Manual pitstops' setting is enabled.
Fixed issue where sometimes player control was not restored after an AI controlled pitstop.
UI & HUD
Added Help text to advanced setup screen
Fixed missing center suspension setting heading localisations
Added help text for all setings (subject to further review/localisation adjustments)
Changed 'WORLD MOVEMENT' to 'HEAD MOVEMENT' to reflect new functionality
Adjusted showroom climate brightness
Added French & Spanish localization options
'Waiting for host' message now also displayed after race sessions in multiplayer when appropriate.
Changed 'EXIT' button to 'RETURN TO MAIN MENU' on post session leaderboard
Added confirmation step when attempting to exit while waiting for host to return to lobby at the end of multiplayer events.
Fixed incorrect activation states on Broadcast Control overlay toggles.
Fixed menu mouse activations and highlight state throughout on Broadcast Control
Added Start New Championship screen for championship and vehicle/livery selection (additional championships to follow)
Replaced "Reset Championship" button with "Start New Championship"
Entering championship mode now opens new championship page if no valid save is present.
DEDICATED SERVER TOOL
Limit AI Difficulty slider to 70-120%
Max Grid Size and Max Human Opponents now allowed to be equal in http UI
Replaced AllowableTimePenalty with AllowedCutsBeforePenalty and limit to correct range (1-50)
PHYSICS & AI
Replaced open Salisbury-based open differential physics with more effective alternative;
Further reduced differential lock per clutch setting
Fixed CTD with Caterham Academy / Supersport
Fixed F-V12, MP4-12, kart shifter & other unreleased cars missing latest minimal AI strentgh adjustment (being too slow below 100% setting as a result)
M1 Procar: Revised tyre construction; Revised Suspension Geometry; Lowered engine inertia; Increased brake torque; Revised tyre constructio
Adjusted AI lateral movement in initial launch off the line
Reduced differential locking increment per clutch setting (all cars)
Slightly adjusted kart tyre treads & FFB max force
Slightly reduced F-V10 Gen2 AI tyre rolling resistance to better match player´s
AUDIO
Onboard cameras now all use onboard sounds
All cars revised for any persisting inacurate engine sound position (forward-rear, left-right)
Added helictoper & drone sound effect (track dependent, where animation is present as sound effects are tagged to the respective objects)
Puma P052: engine sound offset to side fixed, corrected small click in low-ish rpm loop.
Kart 125 2T: increased internal engine volume slightly, external decreased slightly
Camaro SS: increased external sound volume (both trackside and external on car views); fixed bad on-power low RPM samples overlap and general transition from idling to on-power.
Ultima GTR Race: Adjusted filtering on external audio (trackside).
Super V8: Adjusted SUB-frequencies over RPM range
Puma P052 small adjustment to interior sound.
TRACKS
Reworked treeline and grass blade shader, added few new types of grass blades & reworked existing ones.
Reworked fog/haze shader with different exponent steps depending on angle you look at, so you can see the sunlit air when facing the sun
Adjusted fog levels in heavy cloud/overcast setting for european tracks
Added custom track animated objects (still WIP) to Spielberg, Kyalami and Buskerud
Small art passes to Spielberg, Bathurst, Kansai
Ortona: Fixed pit speed warning on track over 60kph; Added correct trigger for pit exit on layout 4;
optimized track cut mesh
Fixed VIR South hole after pit exit
Silverstone 2020: Extensive performance pass
Outon Park: Marbles test : less boxes (78->24), bigger boxes, 0.5-1.5 range, no brake zones
Snetterton: Fixed some AI pit lane issues (hitting pitwall, driving onto grass at pitlane to main path merge)
Adjusted textures; fixed some object LOD popping; Adjusted 100 layout pitlane/pitexit/trackcut to prevent a DQ in some cases
Curitiba: Minor optimization & art pass; improved pit lane path merge to main path; remapped garage/pitbox locations; calibrated dynamic brake marker spacing
Spielberg Historic:Restored road patch bumps; minor optimization pass; calibrated brake marker spacing
Londrina: Fixed black treelines
Imola 2001: Added period-accurate ad boards
Silverstone 2020 Intl: Improved AI line.
Added VR Spectator cams to Interlagos, Silvestone 2001, Bathurst, Hockenheimring, Imola
Fixed objects popping in Spielberg, Silverstone 1975, Silverstone 2020
Brasilia: Fixed several object LOD popping; Various object & texture adjustments
Brands Hatch: Upgraded road seam & roadline shaders; Improved brake marker texture and spacing; Minor optimization pass
Interlagos: Fixed object LOD popping; Upgraded road seam & roadline shaders;
Imola: Fixed hole at Acque Minerali; closed some open edges between double sawtooth curbs; fixed some grass glitches; calibrated brake marker spacing; upgraded sign placement to latest references;
Upgrade distance marker shader to rz_basic, rework sign placement based on recent reference video; moved start trigger 5m to align with pitwall starting gantry; added garage door collisions; relaxed road noise slightly; minor optimization pass
Ortona; Minor Art pass; Added new AI paths for paddock area; Fixed broken UV4 groove mapping. Upgraded road seam & roadline shaders; ;New HUD track maps. Optimized track cut mesh; Added starting lights; Fixed wrong way/DQ bug from new paddock pit lane; Updated fast lines for layout 1 and 3; Minor optimization pass
Guapore: Fixed various object LOD issues; Minor Optimization & art pass; Fixed some open edges; added animated drones
Adjusted road noise for Guapore and Ibarra
VEHICLES
SuperKart: Updated liveries
Added Stock Car 2020 dangling damaged parts
Added Sprintrace dirt and damage effects + dangling parts
Added Super_V8 dirt and damage effects + dangling parts
Fixed Caterham Academy Driver & car animations" -
#1495
"We are still working hard on our upcoming September update to #Automobilista2 - a few more days to go but will be worth the wait!
On the content side, we have some exciting cars such as the BMW M3 E30, Lotus 23, Mini Cooper 1965 & more - all free to all #AMS2 owners!"
"We are also working on upgrades for two of our Automobilista 1 kart tracks - Buskerud & Speedland to feature in this next Automobilista 2 update. Previews below:"
Utoljára szerkesztette: sertrex, 2020.09.27. 18:09:23 -
JonasSandor #1494 Lehet moddolni a játékot? -
#1493
Automobilista 2 modding: a sneak peek
8/27/20202 Comments
"Hi guys!
It's been a while since the previous update, and in the meantime both Automobilista 2 and now Project Cars 3 have come out. The latter seems to me more like Shift than Project Cars, car classes are confusing, graphically it's worse than the previous games, and the only redeeming feature seems to be pad handling.
I guess it's a good moment to start considering new directions in modding.
I do know that I want to drive road cars (perhaps some race specced FWD hatchbacks too), and I want new tracks to drive on. AMS2 offers some of this plus a new take on tires, and the game is going to be updated for the next 2 years, with refinements coming to many aspects of the experience (AI, tires, new cars, tracks, career, etc, etc.). To me it looks better than PC3 and the car handling is much more nuanced.
And so I've been looking into the modding potential of Automobilista 2: turns out that once the game loads unpacked bootfiles, we can start adding custom cars and more…
Just as in PC2, the vehicles rely on the game for tires and sounds. As Reiza add new cars, this selection is going to expand and offer more options. For now, though, some sounds will have to suffice, at least until a better alternative is inserted into the game.
I'm planning to release the first mod car at some point after the Nordschleife dlc. Here I need to insert a caveat: the cars I've been working on have been properly tested on a pad only, and they work great. However, I had negative feedback from a wheel user, so for now this mod may be for pad users only. I do not own a wheel and have no way of testing changes to code responsible for ffb. This will change if a modder using a wheel joins the effort (must know how to use hex editor, though!).
I was going to share with you one more news item, but instead let’s have a puzzle: who can figure out what’s odd about some of the AMS2 screenshots posted below? ;)
Btw, all the cars you can spot here will be released at some point, but my test platform is the 991.2 GT3."
Utoljára szerkesztette: sertrex, 2020.09.10. 10:18:10 -
#1492
"Renato Simoni, Reiza:
This seems like an appropriate time to give a shout-out to Slightly Mad Studios and their considerable contribution in the making of Automobilista 2 - not just for developing a great sim racing engine and licensing it out to a small studio such as our own, giving out well over one year of continuous support to help us get the best of it, but doing all of that without taking a single penny in advance, or even for a few months into its release to ensure we were able to continue developing it to the best of our ability - all this made clear to us that more than anything they wanted us to get as much out of it as we could, and they certainly went out of their way to supply us with the means to do it.
This is most unusual in the gaming industry and for all that we owe them an immense amount of gratitude, as we did to ISI before them - anyone who already enjoys AMS2 or comes to enjoy it in the future as we continue developing it should be able to appreciate their contribution to making it a reality.
Wherever you land in the spectrum of racing game preferences, we should also all try to be happy with the range of great options currently in the market catering for the diversity of tastes that does exist, and recognize the role SMS played from GTR onwards in helping making sim racing what it is today - we are all better off for it "
SPOILER! Kattints ide a szöveg elolvasásához!Google fordítóval:
Megfelelő időnek tűnik, hogy kiáltást adjanak a Slightly Mad Studios-nak és jelentős hozzájárulásukhoz az Automobilista 2 elkészítésében - nem csak azért, hogy kifejlesszenek egy remek sim versenyzőmotort, és engedélyezzék azt egy olyan kis stúdiónak, mint a miénk, jóval több mint egy év folyamatos támogatással, hogy segítsen nekünk a lehető legtöbbet kihozni, de mindezt úgy, hogy egyetlen fillért sem vettünk előre, vagy akár néhány hónapig a megjelenéséig annak biztosítására, hogy tovább tudtuk fejleszteni a legjobb tudásunk szerint - mindez világossá tette számunkra, hogy mindennél jobban azt akarják, hogy minél többet hozzunk ki belőle, és minden bizonnyal mindent megtettek annak érdekében, hogy rendelkezésünkre bocsássák az ehhez szükséges eszközöket.
Ez a játékiparban a legszokatlanabb, és mindazért, amiért óriási hálával tartozunk nekik, akárcsak előttük az ISI-nek - bárki, aki már élvezi az AMS2-t, vagy a jövőben is élvezni fogja, miközben fejlesztjük tovább értékelni hozzájárulásukat a valóság megvalósításához.
Bárhová is kerülsz a versenyjáték-preferenciák spektrumában, mindannyiunknak meg kell próbálnunk örülni a piacon jelenleg található nagyszerű lehetőségek kínálatának, amely kielégíti az ízlések sokféleségét, és fel kell ismernünk az SMS szerepét a GTR-től kezdve a segítségnyújtásban olyanná tenni a sim versenyzést, ami ma - mindannyian jobban járunk neki "

Utoljára szerkesztette: sertrex, 2020.09.01. 11:59:53 -
#1491
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#1490
Automobilista 2 August 2020 Development Update
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#1489
V1.0.2.7 CHANGELOG:
Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when "-selectds" switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI)
Added broadcast control / spectator screens for Multiplayer sessions
Adjusted Lobby to support broadcast role assignment
Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency
Slightly increased tolerance for momentarily exceeding pit speed limit
Altered title/subtitle text behaviour and position to prevent overlap with block elements
Polished engine sample loops of F-Ultimate. Fixed MRX_P3 engine sound wrong position.
Adjusted Puma P052 turbo sound volume
Tweaked engine sound parameters for better bottom end / subwoofer utilization
Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values
Fixed error in parameters for hump mode in viscous differentials
Increased brake cooling when static
Reduced heating rate of steel brakes
Increased operating window of GT, Prototype & Stock Car series tyres
Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards
Adjusted Copa Montana default setup
Minor increase of pneumatic trail for radial Tyres (vintages, road)
Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player´s
Minor BOP balancing for P3 class
Minor Center of Gravity and aero center of pressure adjustments to F-Retros
Corrected V12 engine performance for Vintage & Retro series
Added new differential hump values to all viscous rear diffeential variants
Generally reduced differential preload values
Slightly increased AI throttle application range for low to mid powered cars
Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates)
Reduced AI lateral field speed distance & effect
Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance
Brands Hatch: Corrected circuit info
Jerez: Minor optimization pass
Guapore: Updated trackside ads
Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line
Added tracklights for Spielberg Historics & Silverstone 2001
Silverstone: Updated 2020 Intl TV cams
Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits
Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture
Silverstone 1975: Fixed missing buildings on no-chicane layout
Snetterton: Fixed CTD at race end.
Oulton Park:fixed pit exit warning bug (track cut); Track cut mesh optimized, add grasscrete runoff, removed apex curbs; Rebuild triggers. Fixed timing bug (Start trigger was not crossing pit lane)
Kansai: Fixed start trigger not crossing pit lane
Reimplemented BT26, F-V10, F-V12, F-Reiza & F-Ultimate suspension animations (fixed wheels appearing to float)
F-Trainer: Fixed RPM LED & bar scaling
Adjusted F309 Driver animations
F-Reiza: Adjusted Driver animations
Adjusted gear shifter animation parameters on F-Retros, M23 and F-Classics
Fixed driver head position on the F-Classic G3M2
Added exhaust backfires to Stock Car 2020
Increased exhaust downshift backfires for SuperV8
StockCar Corolla -Added damage & dirt maps + deformable mesh -
#1488
FeaturedAutomobilista 2 V1.0.2.5 Update Released - New Car, Website & Packages also out!
We finally have our official AMS2 live at www.game-automobilista2.com
CONTENT
Added Mclaren MP4/12 to F-V10 Gen1 series
Added Silverstone 1975 "No Chicane" layout (part of Silverstone Pack DLC )
Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC )
Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )
GAMEPLAY
Added support for "extra brake" device on Mclaren MP4/12 (shared with hand brake command)
Fixed CTD when returning to lobby after a Multiplayer race
Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics)
Adjusted physics tick rate to minimise sync errors in Multiplayer
Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R).
Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap
Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car
Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h
UI & HUD
Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and 'in pit' marker to Replay splits unit
Added toggleable full leaderboard to monitor screen (also available to MP spectators)
Added message to MP session end leaderboard screen when waiting for host
Added more compact controls bar to replay screen UI
Initial updades to Championship UI design
Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved
PHYSICS & FORCE FEEDBACK
Fixed FFB Caster deflection calculation
Re-enabled FFB scrub effect
Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes)
Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8
Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3
Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars
Slightly adjusted Stock2020 center of gravity height (both models)
Globally reduced aerodynamic effects from drafting & turbulence
Enabled slight collision pitch & roll damping (aiminig to minimise issues with over-the-top collisions)
Adjusted physics tick rate in attempt to minimise sync errors in Multiplayer
Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics)
Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen
Fixed viscous diff incorrectly disabled for F-Ultimate
Balance of performance revision for P4 class
Added viscous differential to Ultima GTR Road
Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts
AI
Improved AI performance in pack (both better pace & less incidents)
Fixed AI performance in practice / quali being slower than race (minor callibration still required)
AI race performance callibration pass for various classes
AUDIO
Fixed audio gear wobble
Added triggers to support audio engine splutter on downshifts
Fixed Stock Car Corolla referencing wrong sounds
Revised positional audio (engine sound movement when looking left-right) for all cars
TRACKS
Silverstone 1991: added missing physical tyre barriers, smoothed segments of curb steps vs surrounding terrain to minimise chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate
Silverstone 2001: added start light gantry
Silverstone 2020: minor art pass, added missing brake markers
Santa Cruz: Moved start trigger to solve missing first lap for grid slot 1; recallibrated brake marker spacing, added missing dynamic brake markers
Spielberg Historic: Major art pass (WIP)
Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box.
Added new crane models to various tracks
Added TV cranes & camera men to several tracks
Kansai West: fixed timing bug
Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line markings; Moved start trigger and start line forward 5m in line with marshal hut
Brands GP/ Indy: fixed timing bug
VEHICLES
Adjusted driver animations for Brabham BT26A
Adjusted driver animations for Ultma GTR Race
Adjusted Ultima race driver gear shift animation
F-Vintage (all models) - Added dynamic redline needle
Added F301 & F309 driver & suspension animations
Utoljára szerkesztette: sertrex, 2020.08.23. 10:11:41 -
#1487
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#1486
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#1485
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#1484
Automobilista 2 V1.0.2.0 RELEASED!
The new Automobilista 2 update adds plenty of free new cars, several developments to championship mode, a completely revised track limit penalty system, many AI adjustments along with the usual batch of improvements & fixes in other game fronts.
The track limit penalty system & regulations have now been completely revised to adhere more closely to real racing regulations - the system is more consistent. A more detailed explanation on the rules for track limits as of v1.0.2.0 will follow shortly.
This update also brings the home of British Motorsports to AMS2 - the Silverstone Pack features several historical iterations of the track through the decades along with its current layout - unique fast flowing challenges perfectly suited to the cars that raced on them!
This pack features 4 distinct versions of this legendary track from 4 different decades - 1975, 1991, 2001 and 2020; additional layouts for the main track in each era will be gradually added in future updates.
FULL V1.0.1.2 -> V1.0.2.0 CHANGELOG:
CONTENT
Added F-V10 Gen1 class
Added Lotus 49C, Brabham BT26A to F-Vintage Gen2 series
Released Silverstone Pack featuring 2020, 2001, 1991 & 1975 versions (DLC package)e
GAMEPLAY
Championship mode: Added Frontend standings table; Added race length scaling option; Added progress reset option; Fixed bug ensuring player vehicle respects championship configuration.
Added new track limit penalty system- no more slowdown penalties (except to give back positions), driver has a customizable number of track limit violations before being awarded a drive-thru penalty
Added penalty tolerance logic for when the cut occurs over grass/gravel or occurs after a contact with another vehicle
Decreased the distance in which a track limit violation invalidates the next lap
Track limit rules made standard for all racing sessions (whether single or multiplayer) for better consistency
UI & HUD
Added Brazilian-PT localization (Beta)
Fixed some situations where Championship was incorrectly identified as a Career championship
Added UI Pit Strategy screens (access via Setup screen)
Added Vehicle List switch option to Vehicle Selection page.
Fixed Time Trial info unit still showing old style in Minimal mode
Multiplayer chatbox now logs all messages over the session
Removed the fade delay from "Give back Position" HUD message so it disappears instantly when position is returned
PHYSICS
Reduced tyre speed effects on adhesive friction for all slick tires
Increased longitudinal slip (and reduced understeer as a result) for f-Retro, F-Vintage, Opala 1986 tyres
Adjusted F-Vintage Gen2 tyre width, diameter & gear ratios to match new official cars
Reduced engine inertia on all MRX engines
Adjusted front splitter pitch sensitivity for prototypes, GTs
Minor aerodynamical revisions for AJR, Stock 2020
F-Ultimate: Adjusted ERS charging & deployment properties (higher throttle threshold, more charging from full brakes) to minimise chances of battery running out over 1st laps
Adjusted car body friction & restitution (slightly less jerky when coming into contact with other cars)
Fixed Copa Classic CTD from missing wet compound tyre
Fixed Camaro SS 6th gear ratio
AI
Removed all "artificial" AI functions affecting their behavior in racing situations (minimises unpredictable reactions)
First-lap decision making on 1st lap introduced in v1.0.1.0 now applies to all race laps
Fixed AI tendency to put wheels on the grass on straights for no apparent reason during lap 1
Added initial version AI defensive driving logic (very subtle on this release to minimise potential issues)
Further AI refinements to reduce likelihood of accidents on lap 1, including logic for AI to be more careful when rejoining the track after going off
Adjusted DRS activation speeds for AI for Sigma P1 & AJR cars equipped with the device
Minor AI Grip tuning for Cascais, Hockenheim
Improved pitlane merge to main path at Hockenheim GP / National
AUDIO
Super V8: Muted PitLimiter sound for now until further code adjustments
TRACKS
Hockenheim 2020: Slightly relaxed high frequency road surface noise for a less bouncy ride
VEHICLES
Added F-Classic suspension animations & adjusted driver animations (all models)
Fixed F-Trainer driver hands position in 3rd person view
Stock Car Cruze 2020: Fixed chassis visual glitch
Camaro SS: Corrected mirror position
ARC Camaro - Fixed visual glitch on liveries 3,4,98,99
Puma P052: Corrected display RPM and Speed readings
Chevette: Windscreen reflection reduced
Stock Car Cruze, Corlla 2020: Added dynamic dirt & damage
