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Automobilista 2 - Official Thread


Alfred ita

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Le formula sono strepitose !!!

La V12 e alcune Classic Gen. mi fanno impazzire se non fosse per l'eccessivo effetto grafico di scuotimento che mi distrugge gli occhi.

Per il resto, a mio parere, sono molto divertenti le SprintRace e alcuni Prototipi.

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19 hours ago, Gino Massa said:

se non fosse per l'eccessivo effetto grafico di scuotimento che mi distrugge gli occhi.


Nelle impostazioni, se non sbaglio, li puoi ridurre o eliminare.

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On 5/4/2020 at 1:12 AM, MarcoR1 said:


Nelle impostazioni, se non sbaglio, li puoi ridurre o eliminare.

Si, nelle impostazioni della camera c'è il parametro "world movement". 

Portandolo a 0 l'orizzonte è fermo.

E' proprio l'auto che balla eccessivamente e il risultato è comunque fastidioso (orizzonte fermo e auto che balla come un'indemoniata)

Sto provando con valori intorno a 20/25 e mi pare un po meglio.

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  • 2 weeks later...

Anni fa partecipai al crow founding di Pcars1: prometteva ma alla fine si persero con la fisica, FFB e ci fecero guadagnare solo soldi; tentarono di nuovo con pC2 ma fecero la stessa fine. Poi hanno venduto a Reiza tutto il pacchetto quindi, tranquilli, che ISI e Niels qui non ci sono più. Poi il fatto che ad ogni build ci sia un gran incremento sul FFB, come succedeva in pCARS, dimostra che gli utenti si stiano facendo trascinare dall'hype come in pCARS; spero per loro che Reiza, al contrario degli SMS, sappia alla fine sfruttare il pacchetto e tirar fuori un titolo degno, vedremo!

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  • 2 weeks later...

Update 0.9.3.2:

Fixed bug causing only Stock Car V8 cars to load when attempting a multiclass race with it

Added option to switch autoclutch and auto gears On / Off from Gameplay screen (previously in Controls screen only)

Fixed series livery assignment in multiplayer and multi-class events

Fixed selected state of brake bias option in IBM

Reduced AI brake power in non-formula cars

Reduced AI Throttle application variation with AI skill

Adjusted AI speed sensitiviity relative to car in front (improves start / 1st lap performance)

Adjusted F3 & AJR, Ultima Race aero yaw sensitivity

Adjusted Opala 1986 & Hotcar tire physics

Fixed Opala wheelbase error

Fixed Sigma P1 windshield flickering in cockpit view

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Update 0.9.5.1:

UI

  • Fixed spectator leaderboard position text always being forced to wrong colour.
  • Applied HUD style leaderboard to Replay/Monitor Screens
  • Fixed disabled ‘View Replay’ button displaying instead of ‘Save Replay’ button in MP session results screen
  • Fixed Time Trial Pause Menu leaderboard not displaying correctly
  • Added identification for dedicated servers in browser list
  • Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
  • Fixed Monitor camera switcher not working after changing cars

FORCE FEEDBACK

  • Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
  • Fixed error in parking force script
  • Adjusted locktstop strength
  • Fixed issue with recently added FFB filter occasionally behaving unpredictably
  • Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developments

PHYSICS

  • Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
  • Slight adjustments to all wet tyre compounds
  • Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
  • Fixed bug causing downshift protection system not to work properly
  • Adjusted shift tolerances for semiauto boxes (to avoid neutral – 1st gear not engaging in high revs)
  • Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
  • Revised engine inertia for V8, V6 engines
  • Reduced default steering lock for light formula cars, prototypes & Super V8
  • AJR: Revised rear wing aero efficiency
  • MCR 2000: Revised rear wing aero efficiency
  • F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
  • Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
  • F-Vee: fixed front left rebound damper range
  • Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
  • F-Reiza: Adjusted diffuser center of pressure, default caster setting
  • F-Classic Gen1&2: revised aero balance
  • Superkart: Adjusted default tyre pressure & ride height
  • Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
  • Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
  • Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
  • Adjusted MIT Lancer roll bar stiffness

AI

  • Further callibration of AI performance & rolling resistance for all cars
  • Improved AI pitlane manoeuvrability
  • Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
  • Fixed AI tendency to oscillate steering erratically running down longer straights
  • Fixed Roco P3 excessive AI straight speed
  • Reduced thresholds for AI to attempt overtaking in improbable circunstances
  • Further reduced AI aggression scalars & brake power
  • Further reduced AI overtaking boost under braking

AUDIO

  • F-V10: Adjusted Traction Control sounds
  • Sigma P1: revised engine sounds, engine / turbo / blowoff volume balanced

TRACKS

  • Updated Livetrack racing groove shader to become more visible as track rubbers up

VEHICLES

  • Further revisions to visual brake glow ranges
  • F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
  • F-Trainer: Added suspension animation (external)
  • F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33
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Dopo l'ultimo update 0.9.5.1, il team Reiza ci aggiorna oggi con il development update di maggio dedicato al suo Automobilista 2. Le novità di questo dev blog sono davvero numerose ed interessanti: la versione 1.0 del gioco sarà disponibile nel corso del mese di giugno, portando con sè le attese Classic Grand Prix Cars, fra le quali Brabham BT44, Lotus 72E e Mclaren M23.

Anche sul fronte dei tracciati avremo di che rallegrarci, con l'arrivo di Mount Panorama, Silverstone e Spa Francorchamps!

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Hello everyone! We´ve reached the end of another month in 2020, which of course means it´s time for our monthly development roundup. We have a lot of ground to cover this month so let´s get to it:

Automobilista 2 v1.0 Coming Up in June

The Early Access period ended up stretching a bit from our original estimate of 8 weeks, but AMS2 EA is finally set to wrap with little over 10 weeks as we gear up for official release sometime in mid-June. We´re happy to say that we´re on track to meet all the core targets we outlined for v1.0 release, even if some of the developments haven´t quite made into the game yet.

Car animations are now finally in process of being exported to the game, and expect to have all the most important ones for wipers, drivers and suspension parts include by v1.0 release.

The Multiplayer Dedicated Server Tool has been released albeit in Beta, with some core features still to be added in the coming weeks to help leagues get some championships going by the time v1.0 is out.

The Multiplayer Ranking system is already working in the backend, however this is one feature we want to be careful not deploying too soon so the timeline for its public release will remain open.

On the content side, v1.0 will also see more of AMS1 oldies-but-goodies being included, fully revamped to AMS2 standards.

3a2b3cae763ca56591f7d60ed11a419161ee304c We also have some really exciting news incoming for the Brazilian Stock Car series in Automobilista 2 which they should announce at some point next week, so stay tuned!

The work on the old content is of course ongoing in parallel to an intense development plan to bring a lot of new cars and tracks to Automobilista 2 in the coming months, some of which already for v1.0. One of them is this glorious pearl from the portuguese Riviera:
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Another bunch confirmed for v1.0 is Classic Grand Prix Cars announced last month, which includes the Brabham BT44, Lotus 72E and Mclaren M23, bringing 1970s Grand Prix racing to Automobilista 2.

Those of you keeping tabs will recall this glimpse of the Brabham BT44 we included in the January Dev Update:

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The BT44 is in game ready to go, just waiting for its sparring partners to enter the track which should be happening over the cours of the next week.

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We have even come up with a redesigned F-Retro to help fill up that grid, and unlike the classics above which were all powered by the famous Cosworth DFV that dominated most of the 70s, our generic F-Retro will also feature a V12 variant.
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Final important note: Save for an eventual minor hotfix for anything that really needs fixing, v0.9.5.X is the last AMS2 build deployed during Early Access. The next intermediate build will be released only for Automobilista 2 Beta, as we focus on testing & wrapping up of all the core features needed for v1.0 release.
 

Licensing in the Time of COVID

While generally speaking we can count ourselves among the lucky few that have not had our operations largely affected by the ongoing pandemic, the same unfortunately can´t be said about other businesses, including some we are doing business with. Motorsport activities have obviously come to almost a complete halt, which among other things makes it harder to schedule a recon trip for a track we have licensed, or to collect data & recordings for cars we are modelling.

The main bottleneck caused by the current circunstances has been on the licensing front, specially with cars as the big manufacturers have been forced to greatly limit their operational capacity - unfortunately that includes marketing, legal and financial departments, all pipelines a licensing deal needs to go through before we can include their cars in the game. Things are progressing but very slowly, and this unfortunately is already compromising our planned release schedule, and even the ability to announce these upcoming cars.

We had estimated release of a couple of sweet german cars to the end of this month but those aren´t clear to go yet, and at the current rate it seems unlikely the GT3/GT4 cars we had scheduled for end of June will be all clear to go until then. Under the current circunstances we can´t even be assertive as to how quickly these will eventually come through - can be a week with one brand and a month for another. That could cause us to reasses our release strategy, going for staggered brand-centric releases instead of class bundles - we´ll need to wait and see how things develop in the coming weeks before we can decide and confirm how we go about it, so please bare with us for a little longer before we can provide an updated schedule.

The good news is that even though the process is moving slower than we would have hoped, none of our licensing targets are stuck or in serious risk of not coming through - most of the deals in fact have been secure for a while with the models they cover are already far along in production, and they make for quite a dreamy list - from 60´s/70´s vintage touring cars to 80´s Group C beasts, 90´s British & German touring cars and mighty GT1s, to modern supercars - there is something incoming for every motorsports taste, and once it rains it will pour as many of them are already in-game. As soon as we get them through the remaining licensing hurdles we will add them to AMS2 Beta for some bug hunting, and to release not long after. Best part: with the exception of the Street Supercars, all cars on the classes listed will be free additional content.

That´s the story on the car front - on the track front we´ve been having a bit more luck, and for the tracks already announced we´re well on track to keep the schedule we had proposed for them.

Obviously Hockenheimring and its historical variants will make up the first AMS2 DLC so the release is held up until shortly after v1.0 is out, but it´s coming along nicely.
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Mount Panorama is likewise taking shape, with trackside objects being modelled parallel to the main mesh previewed below - release schedule is for June 30th, with our first post v1.0 game update.
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Silverstone & historical variants are also very advanced, well on track for release in its planned July 30th schedule.
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And now we have one more premium track we can add to this growing roster...

Spa Francorchamps is coming for Automobilista 2!At this point Spa has become such a motorsports mecca that arguably no sim can be considered complete without featuring it - we are therefore delighted to confirm that Spa-Francorchamps is also coming for Automobilista 2, in full modern and past glory!
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We figured that if we are going to tread the ground of this magnificent venue we might as well do it full justice - the modern version will feature laser scan data, and we will also develop a couple of historical variants - the infamous 14km layout as it was in 1970, and the modern layout as it was in the late 80s, with no run-offs at Eau Rouge or Blanchimont, high curbs and the old double chicane Bus Stop - the complete men-from-boys filtering kit.
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We already have a good jumpstart on these massive projects so the timeline for them is less than you may expect - The Spa-Francorchamps Pack will surely be released for Automobilista 2 before the end of the year.

Explaining the AMS2 Season Pass

There´s been a bit of understandable confusion regarding the Season Pass availability and pricing at the start of Early Access, so we felt appropriate to shed a bit more light into what it includes, who is it for and whether it may or may not be of value to you.

Firstly some explanation on the rationale behind making the Season Pass available during EA: When we released AMS1 in Early Access back in March 2016 we did not include the Season Pass, which only became available at v1.0 release in August 2016. Some users complained about having to buy the Season Pass separately at full price, while new users had the benefit of getting both at once with a discount. It seemed like a fair complaint so this time we decided to offer both from the get-go.

With regards to the Season Pass pricing, while it may be unusually high compared to the base game it is very fairly priced in light of what it includes. Let´s take for example the three track DLCs already confirmed: Hockenheim, Silverstone & Spa will sell for US$9.99 each, well within the range of track DLCs for other sims - with the caveat our tracks also include several historical versions. Production of the Silverstone and Spa packs for example include modelling of versions of those tracks so distinct they are akin to producing several completely unique tracks for the price of one - if you consider licensing for these tracks often include additional fees for historical versions, they are really sweet deals by any measure. The Season Pass covers at least two other premium DLC tracks with similar formats and pricing to be released in the 2020-2021 timeframe, and buying these individually would already cover half of the Season Pass cost.

Then there are the Expansion Packs - these are packs currently confirmed, arranged to a certain theme, featuring cars, tracks or both, with base prices ranging from US$ 9.99 - US$ 19.99:

  • Brazilian Grand Prix Legends - Pack featuring several World Championship cars won by Brazilian drivers
  • Historical Track Pack - Pack featuring historical variants of tracks featuring in the game
  • Street Supercars - Pack of road-legal Supercars
  • Racin´ USA - Pack featuring several North American cars and tracks, modern and historical
  • Adrenaline - Pack featuring several off-road & Extreme Motorsports cars and tracks

The release order and their exact naming may still change but they will all be released in the 2020-2021 timeframe. We can´t yet detail what each of them include of course as some of the licensing arrangements are still ongoing, but these are rich, comprehensive packs that we feel add up enough value to warrant their asking pricing. Unfortunately this will only become obvious with the benefit of hindsight, but we don´t foresee many sim racers regretting their early purchases!

It should be clear however that no user needs the Season Pass now, nor do we antecipate many would want to pick it up at this point while there are no DLCs available, unless you´re in that group who prefer to buy complete packages at once. And if you are not a fan of either Hockenheim, Silverstone or Spa you may safely ignore the Season Pass until at least September as that´s the shortest timeframe for another DLC release, or Decemeber when the first Expansion Pack is due out.

You may also disregard the Season Pass altogether if the DLCs don´t interest you, if you´d rather pick some of them individually or if you are satisfied with what the base game offers - which is plenty on its own right as the game will be constantly expanded with free, premium additional content. There is no shortage of content for users on any level, and no shortage of options to pick them up only if and when they prove to be worthwhile to you.
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That covers all we had to share with you this month - we´ll catch up again next month for the first post v1.0 Dev Update, with more exciting news about what´s coming up for Automobilista 2!

 

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Nuovo update disponibile per Automobilista 2, che porta il gioco alla versione 0.9.6.0.

L'update odierno introduce dei miglioramenti alla forza della IA, con l'impostazione che lavorerà in maniera molto simile a quanto faceva in AMS1. Come nel primo capitolo lo slider della "forza" della IA adesso va dal 70% al 120%, con l'impostazione di default a 90% e il 100% che rappresenta le performance nella realtà. Gli sviluppatori però ci tengono a sottolineare che la IA potrebbe comportarsi diversamente in base all'auto, e che questo nuovo sistema richiede ancora una maggiore calibrazione.

La versione 0.9.6.0 porta in dote anche miglioramenti al FFB, alla fisica e delle nuove animazioni per le sospensioni. Ecco di seguito il changelog completo.

Quote

UI & HUD

Reinstated time acceleration for Single Player events


FORCE FEEDBACK

 

Revised code to fix (or at least mitigate) issues with FFB causing wheel to pull hard right or left in some circunstances

Increased input rates to 500Hz and limited FFB rate to 360Hz to minimise potential issues with asynchronous rates

Further fine-tuned all car-specific max force, filters & smoothing levels to suit final FFB system and latest tyre physics developments


PHYSICS

 

Fixed stalled player engine in rolling starts and in some cases when switching from AI control (still needs multiplayer testing)

Minor tread adjustments for F-Vintage, Trucks, GT, SuperV8, prototype & road tyres

Reduced default brake pressure to 90% (same as AMS1 - setting remains adjustable from car setup for player preferences)

Slightly increased optimum brake temperature ranges for both steel & carbon brakes

Reduced contact factor in open wheelers (further minimising extreme reactions in wheel-to-wheel collisions)

Reduced incremental lift with radiator opening setting

MRX: Fixed wrong brake fade ranges in all variants

Ultima GTR: Fixed rear brake cooling on Road version

F-Vintage: Adjusted default differential settings for better driveability


AI

 

Added new Opponent AI Strength logic

Clamped opponent AI Strength range to 70-120%

Added customized parameter per car for AI brake application

Further reduced AI throttle application gap dependingon AI driver skill level

Further callibration of AI performance

Further reduced AI brake grip in GT / prototypes


TRACKS

 

Jerez: curbs UV2 mapping correction; fixed LOD issues with inner grass; conformed started grid lines to latest road noise & other minor fixes

Interlagos: Updated trackside cameras


VEHICLES

 

Toned down dirty layer on rear view mirrors

Added suspension animations for all Caterhams, F-Trainers & F-Vintage

 

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Migliora sempre più ad ogni aggiornamento settimanale.

C'è un gruppo (discord o altro) nel quale ci si può organizzare per qualche sessione?

Edited by MarcoR1
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non ancora, sono in attesa che simracing.gp lo implementi come previsto in modo da lanciare un po' di eventi free

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