1970

Reiza fórum I Automobilista I Automobilista módok I Automobilista 2 I Automobilista 2 módok I Formula Truck I
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#1529
Persze. Ez a játék minden egyes frissítéssel egyre jobb... Deeee...
De kell egy év legalább ahhoz, hogy olyan állapotba hozzák, hogy az alapokon már ne kelljen akkorákat frissíteni, hogy szinte minden egyes frissítés után újra kelljen szokni a fizikát, FFB-t, mindent. Jó lenne, ha már csak a tartalom bővítéssel kellene foglalkozniuk. Minden esetre a formula fizika eddig tetszik. A GT fizika vállalható. Utcai autó sajnos nem nagyon van, ami van az meg sz@r. Fejlődik. Jó az az út amin elindultak. De félő, hogy kis érdeklődés miatt egyszer csak abba marad, mint az Automobilista 1. -
JonasSandor #1528 Ki is próbáltad? -
#1527
Ja, már január 15-én. 
"V1.1.0.5 CHANGELOG
GENERAL
Fixed bug that could lead to vehicles receiving draft from vehicles far behind them
UI
Fixed distance to screen value on triple screen setup
PHYSICS
Further driveline adjustments & fine tuning, fixing issues with clutch slipping in upshifts with some cars
Adjusted default clutch setting for Stock cars, Montana, Camaro GT4R, Porsches
Fixed bug with F-Retro wet tires breaking physics
Fixed bug with F-Ultimate slicks breaking physics if driven on wet
Adjusted default gear ratios for M1 Procar, Group A cars
AI
Further improvements to AI lateral weaving/abruptness of movement
Added new improvements to AI behaviour when it predicts it´s going to run off the road (should reduce some causes of abrupt lateral movement / loss of control)
Further general A performance callibration
AUDIO
Caterham Academy: adjusted sounds, improved audio loops
Copa Fusca: Fixed engine sound drop-off during gear shifts
SprintRace: further improvements to audio loops
M1 Procar: increased volume when driving in swingman view
TRACKS
Spa: various fixes for lodding pop-ups, further optimization
Velopark: Improved wall collisions; fixed some terrain gaps; improved shadows; adjusted tire stack height; adjusted 3D grass to fix instances of wall clipping; removed shadow casting & reflections from transparent face
Interlagos Historic: Added startlights; removed shadow casting from transparent fences
Oulton Park: Added missing track lights
Curitiba: Adjusted HUD map zoom
Curvelo: Adjusted render mesh to match updated physical noise
VEHICLES:
Added community liveries: Copa Fusca - Fernando Goncalves #888 / Luiz Gonzaga #09 / Marcos Cruz #20 / Tom Emilsen #3422 / Troyan Donut #61 / Filomena Silva #00
Caterham 360 Superlight - Allan Nenes #25 / Gasper Zupan #2
Caterham 620R - Gyda Marvik #25 / Chris Shire #26" -
JonasSandor #1526 Megjött az újabb patch. -
#1525
"V1.1.0.4 CHANGELOG
GENERAL
Reduced pit speed limit of historical classes from 120 km/h to 100 km/h to minimise issues with AI overshooting its pitbox
Disabled mandatory pitstops in GT1 90s Championship
UI & HUD
Fixed issue where UI would become unresponsive when restarting a race from the post session leaderboard screen
Lobbies now always use descending order when sorting lobbies by player
Custom even screens now display full vehicle name instead of abbreviated version
Fixed English label on FFB GAIN INCREASE mapping
Added GT1 HUD icon
PHYSICS & FFB
Számos új sebességváltó, tengelykapcsoló, főtengely, kardántengely és kerékcsapágy modell hozzáadva, hogy jobban megfeleljen a különböző típusú hajtásláncoknak
Csökkentett differenciálviszkózus púp és tengelykapcsoló zár arányok
Átdolgozott F-Retro & F-Classic gumiabroncs hasított (minden gens)
További merevített hasított oldalfal GT1 / GT3 / GT4 / Prototype / Stockcar gumik
További gumiabroncs futófelület kiigazítások F3, Mini, Sprintrace, Stock Car, Caterhams, F-Retro, F-Classic (minden gens), F-V12, F-Ultimate, Porsche Cup, GT3, GT4, Copa Truck, Street Cars
Javítottuk a BMW Procar 1986-os autók gumiabroncs-modelljeit
Csökkentett vízelvezetés a Formula Vee / Copa Fusca / Uno / Opala 1979 / Opala Old Stock gumiabroncs futófelület (teszi őket valamivel kevésbé hatékony a nedves pályán)
Felülvizsgált Porsche Cup fizika (csökkentett inercia, több alsó kategóriás motor nyomaték, alapértelmezett beállítás kiigazításokat, új egyedi gumiabroncs futófelület) (szükséges beállítás reset)
További finomhangolása FFB max erő 570S, Caterham 620R, Ginetta G55, Opalas, Porsche Cup, BMW Procar, A-csoport, GT1 autók
Kissé csökkentett aero tervezet hatás (minden autó)
Enyhén módosított Mercedes CLK GT1, F-Ultimate alapértelmezett beállítás (beállítás visszaállításszükséges)
Csökkentett GT1 és Opala hátsó féknyomaték (minden autó)
Megnövelt aknasebesség a GT1 osztályban 100 km/h-ra
Mclaren 570S GT4: beállított aero nyomásközéppont; rögzített hátsó jobb oldali gyors csappanziótartomány; nagyobb féknyomaték; helyesbítés, alapértelmezett beállítás (a telepítés visszaállítását igényli)
Beállított motor kompressziós görbék GT1 autókhoz, Mclaren 570S GT4, Ginetta G55, F-Retro, Caterhams
Javítottuk az A csoport ban történt lengéscsillapítót és visszapattanó utazást (a telepítés visszaállítását igényli)
Enyhén megemelt Roco 001 CoG magasság
Enyhén merevített Mclaren F1 LM első felfüggesztési sebesség
Nyitott differenciál kiigazításokat Caterhams LSD
Mozgáskorlátozott a Mclaren F1 GTR, Porsche 911 GT1, MCR 2000; engedélyezve van a Metalmoro MRX P2-hez,
Kissé megnövelt leszorítóerő az F-Classic Gen1 diffúzortól
SprintRace: Korrigált hátsó szárny nyomásközéppont; fokozott karosszéria húzás
Csökkentett motorrándulata F-Trainer, Caterhams
Emelt minimális első menetmagasság f-Classics (szükséges beállítás reset)
Beállított áttételi arányok Procar, A csoport autók (szükséges beállítás reset)
Korrigált alapértelmezett tekercs rudak, lengéscsillapítók minden Porsche (beállítás reset)
Fix fordított lassú / gyors lengéscsillapító árak Porsche Cup autók (szükséges beállítás reset)
Rögzített asymetrical jobb első menet magasságbeállítás Porsche Cayman Clubsport (szükséges beállítás reset)
AI
Added new overtaking logic - AI cars now evaluate speed of cars further ahead to dodge slow traffic more efficiently
Fixed bug causing AI simulated times to fluctuate widely
fixed issue where AIs would brake without reason on pit entry or exit
Further general AI performance callibration for throttle & brake application, tire rolling resistance & drivetrain losses (to better match player straightline speed), launch speed (slow starts still remain an issue with Group A & Procar)
Increased AI speed on wet tracks while running slicks
Slightly increased AI aggression scalars per vehicle
Further reduced AI jerkiness in lateral movement
Reduced AI brake distance offsets
Fine tuned AI brake performance
Update AI fuel load logic for practice sessions (now uses same as quali - further customizations of fuel levels per car will follow in subsequent builds)
Slightly reduced AI quali performance & improvedp practice performance (all cars)
AUDIO
Minor sound loop corrections on transmission whine samples for GT3R and M6 GT3, Sprint race and Super v8 samples.
TRACKS
Updated weather probability ratios (a bit less rain generally)
Spa: Extensive art & performance pass; added night lighting, added more static objects around scene, more trackside objects; fixed some tree & treeline shadows, fixed holes in paddock area looking from Bruxelles; added new kart building and marshall huts, updated pit fence and other fences; updates to foliage and outside terrain/roads to match the 2020 look; reduced foliage around Blanchimont; Generated new AI paths (much better fast line); adjusted track cut runoff limits
Imola 1988: Fixed a few wall and terrain gaps; Minor AI grip increase
Goiania: Rebuild armco collisions in attempt to fix ireported ntermittent collisions
Curitiba: Further road mesh noise revisions
Curvelo: Reduced road mesh noise
Guapore: Reduced road mesh noise
Ibarra: Updated trackside cams for reverse layout
VEHICLES
MetalMoro AJR: Fixed tail lights, external mirrors;
MetalMoro MRX: Adjusted RPM LED ranges for P3 variants
Further fine tuning of exhaust parameters (for cars producing less backfiring)
Further adjusted carbon visual brake glow range
Added new Metalmoro AJR liveries (including a new batch of community skins)" -
#1524
Automobilista 2 - Spa-Francorchamps Pack
"The quintessential race track on the international motorsports scene and arguably the overall favorite for both real and virtual racers alike is finally available for Automobilista 2!
The Spa-Francorchamps Pack for Automobilista 2 features a laser-scanned version of the modern 2020 track - the most accurate and up to date version of the track in any racing sim.
This pack will also see historical variants being added at no extra cost over the course of 2021, including the infamous long 14km layout from the 1960´s and the 1991 track featuring the old Bus Stop double chicane." -
#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
-
#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)"
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#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:
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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
