Automobilista 2 V1.6, IMSA Track Pack, Endurance Pt2 & Lamborghini DLCs RELEASED (V1.6.3.4 Live Now)

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Nov 29, 2024.

  1. deekracer

    deekracer Active Member

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    I'm learning to enjoy the "slideiness" of AMS2 now. Never driven a race car so can't judge authenticity, but I think I'm finding AMS2 really supporting what Driver 61 says about finding that sweet spot between slip angle and over the limit. You got be at or near the limit to find it.

    What I'm really liking about the update is that I can now figure out how to decrease my lap times bit by bit. Even the formula cars, way above my pay grade, give you clues on how to get faster. I'm also finding that little mistakes can even help you now. They can be part of discovering the limit.

    For context I use Danielkart's 6000 Extreme ffb settings on an Simagic Ultra. I vary between 8-16 nm depending on class.
     
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  2. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Guess AMS2 will never ever escape the "sliding" opinions no matter how much the physics change and improve. I feel no slideiness since 1.6 and if you try to slide your way you will be spinning out.
     
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  3. Ettore

    Ettore Well-Known Member AMS2 Club Member

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    Can I ask for Mugello?

     
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  4. Dean Ogurek

    Dean Ogurek "Love the Simulation You're Dreaming In." AMS2 Club Member

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    In regard to "Slide-y-ness", driving a car on the very limit is going to involve some amount of it. The margin of error may vary from sim to sim but, they all have some. The margin in AMS2 (pre-v1.6) for over-driving cars was certainly quite wide, and in a way - it may still seem that way.

    However, the difference now is how the consequences of doing so impact performance, especially over the long-term of a race session. Those who only occasionally run a quick test-run in AMS2 (post-updates) may never fully appreciate the difference, nor see it as an advancement, in simulation terms.

    I find I still have a slight tendency to occasionally over-drive cars in AMS2 even now, thinking that I can get away with it like we used to, but it often results in me losing time or control.
     
    Last edited: Dec 24, 2024 at 3:10 PM
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  5. morpwr

    morpwr Active Member AMS2 Club Member

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    I have to agree with you. Thats the biggest thing ive noticed in the last update. I can immediately tell when and what i did wrong. It should be super obvious when youre over driving a car now. Where before id be asking what im doing wrong and just guessing. Alot of things you could get away with before you just cant anymore. It really forces you to drive properly now.
     
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  6. deekracer

    deekracer Active Member

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    Slipping and sliding are part of driving a car fast. Reiza's model reflects that. It was too extreme before the update but I think I'm calling slideiness a feature, not a bug.

    What I'm really liking how driving at the limit now brings its own rewards sometimes. Loving how now when I overcook a corner and somehow save myself from crashing, I get some more insight about where the limit is. AMS2 is really teaching me how to drive better. I see it in my lap times. i see it in how I'm cutting way down on silly mistakes.

    The other cool thing is that we're not starting from scratch. I feel this new confidence from learning how to drive AMS2 in the previous versions. I'm not changing my style much, but I already have shallowed out the learning curve quite a bit. Also helps that I can't wait to race just about everyday!
     
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  7. BazzaLB

    BazzaLB Well-Known Member

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    Merry Christmas everyone who celebrates and Happy holidays to those having one and Cheers to everyone else :) Here's looking forward to more AMS2 goodies and surprises in the future.
     
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  8. Odd Socks

    Odd Socks Active Member AMS2 Club Member

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    The thing I've noticed more since 1.6, is the fact that if you do spin the car you have to take the next few corners a bit easier.
     
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  9. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    Regarding the Sliding that so many people seem to have a problem with, my theory is that it relates mostly to the chasis feel you get with Default+ at 25FX, which is the standard that the game ships with.
    Even at FX 0 there's still chasis feel which can be surprising to those who don't expect it, I've been using a custom FFB file that only, and I mean only gives you rack forces and that "sliding" feel is completely gone. If anybody is still having issues give it a try!
    PS: It also completely removes the oscilations that some Moza users experience, Myself included
     

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  10. TKracer

    TKracer Active Member

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    There is a lot of talks about setups and ffb but that has nothing to do with it.

    Again, just look exactly at this timestamp and tell me a car should behave like that through a corner? It looks like a trolley cart with the whole rear moving around but the fronts gripping. No ffb or no setup can change this behaviour in the game that is very unique just to AMS 2.



    But yes 1.6 is a massive step forward. The edge grip much tighter and you will get punished for overdriving the car, but there are still things to be worked on.

    I think we should be objective here, we all want this sim to be the best. I love AMS 2 and ive seen massive changes since launch and I believe they will sort all things out in the end.
     
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  11. AllocDK

    AllocDK Active Member

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    There is really no reason for reposting that video all the time...
     
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  12. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Maybe if you have a MOZA wheel ;)

    It is always best to start with Default+, properly configured, before switching settings or comparing custom files. F1 teams spend millions of dollars to ensure the chassis feel is vivid in their simulators. Make sure you try it long enough to be sure you want to lose it.

    Unfortunately, many DD wheels are incredibly difficult to configure in a neutral manner, which is the only state that a game's FFB will perform as the devs intended. No game has FFB designed to accommodate the thousands of combinations and permutations possible when you start fiddling with myriad (mostly useless distortion) sliders in the wheel control panel.

    When the wheel and FFB is properly configured, there are no oscillations, no exaggerated sensations, no dead zones, no omissions...just perfectly balanced FFB. With every car hand-tuned to maximize its accuracy. Rated by many as the best FFB in any prosumer sim. This should make you wonder what's wrong with your own set-up if the FFB is awful or clearly sub-optimal. Non-neutral settings on the wheel combined with myth-based settings in the game like zeroing-out Damping* because of a misunderstanding of what that slider does) results in crappy FFB...as one should expect.

    If you prefer numb or less feedback, that's fine. But what I read over and over and over again is people who have not taken the time to sort-out their own settings jumping to custom files where surely one of the dozens available might randomly work well on your existing (wrong or sub-optimal) wheel settings. You can be happy at the end, but it's still not the right answer or the best way to do it.

    * The FFB sliders in the game could be better named to generate less confusion!
     
    Last edited: Dec 25, 2024 at 4:20 PM
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  13. wegreenall

    wegreenall Active Member

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    Speaking of which, I have for the most part followed your advice on FFB that I have found in drips and drabs. However, I still occasionally get oscillations when I take my hand off the wheel. It's not violent or excessive, and I followed the advice of the 1.4 FFB thread RE Fanatec CSL DD 8nm settings (NDR, NFR and NIN etc.) Should I just increase damping? It's a small oscillation but realising that my ffb is incorrectly configured I figured i'd use the opportunity to just check what the best thing to do is in that case, based on your experience (or, just a link to somewhere you've explained it all in more detail, it's hard to keep track of the different places these - sorry to bother you again).
     
  14. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Trimming the sound down helps but is not the final solution.
    I do agree thresholds and sound volume , for tyre various sound components, could receive an update.

    It's pointed the right timecode and it does't hurt either.

    About sliding....
    As a custom FFB modder, I test several physical quantities and their effects on FFB to try to get what I want.
    I recently tested a configuration that revealed rear sliding so well that I clearly could antecipate spins from far, far way. With that configuration, it was obvious what James was saying - the 'never completly planted' nature of cars in AMS2. At that moment, the sliding on the screen was perfectly in tune with the FFB.
    Don't get me wrong. All in all, v1.6 was an huge and necessary step.
     
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  15. cpcdem

    cpcdem Well-Known Member AMS2 Club Member

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    Just to add my personal observation, as someone who has never raced a race car IRL, but have only watched a lot of races and have a small idea from that on how race cars behave...

    I hadn't been touching setups at all in AMS2 till now (had only raced in default setup leagues previously), but since last week I was racing a lot with the G40 Cup car in LFM, I finally had to. The car on default is extremely planted but slow on tight corners, and after experimenting I realized that changing the differential made the biggest impact on that. I put it to one extreme and the car become extremely floaty, felt even like a boat in slow/medium speed corners and the good thing is that this was actually making me slower in most cases. After experimenting a lot, I found a good sweet spot for me between the default setup and the other extreme value, which was making the car lively enough and gained me much lap time.

    Now I have absolutely no idea if it is realistic that differential changes can make such huge difference (or if it is even possible in this car to touch the differential in reality), but the fact is that such changes made it feel like a (or three) very different car or have different "physics". And that's only from one setup change (I did make more afterwards)... So that got me thinking that when a real driver tests a car in a sim and says it's close to the real thing or not, to which version does he refer to? Probably to the default setup version, but that's certainly very different to what he uses in his race car. So from now on, I will be reading such "reviews" with a grain of salt. Unless the reviewer goes through the setup and adjusts settings to try to bring it to what he is familiar with. But this requires a lot more work and effort than just saying the car is good or bad...

    For me, behavior of many cars before 1.6 felt indeed funny at times. Now, at the very least they feel very plausible to me. I'm not sure how close to reality the sim has become, but it certainly does make sense now, so I am happy enough with that. If there's proof that something is off, I would like it to be further improved, but that requires some good and not "easy" input from real drivers.
     
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  16. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    Well, obviously with hundreds of hours in ams2 I did start with default+, and what I find is that chasis feel can confuse a lot of people, this is obv my opinion but in real life there are 2 very disctinct forces, rack force, the one you feel through the steering wheel, and "seat of pants", the force you feel in your back and bottom as the car yaws, IMO when you mix those forces toghether in the ffb you can encounter a sensation thats unpleaseant, at least it was to me. I could drive the car well and I could feel easily what was going on, but there was a lack of "tightness" when the tyres reached their peak.
    I understand why it's there but to me personally I only need to know what the tyres are doing, and honestly I find the cars easier to control with this profile.

    Regarding oscilations it's something to do with Moza mostly as it's always been a problem, however this profile eliminates the problem for me so there's that ;)
     
  17. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    @Inkta I have the lastest beta version of software and firmware from Moza (made available today).
    It works very well, no oscilations on FullFFB v22 wannabe (didn't test on FullFFB previous versions or Defaults one, but, definitely, AMS2 and Moza work well together).

    One more aspect on sliding - I have not doubts about the power sliding behaviour AMS2 was now, I'm more relutant to admit the same under coast as it seems to have a rounder behaviour. But, I enjoy v1.6 as it is and hadn't touch differential, suspention, etc. within this version, so that one is still on me...
    I've said earlier, AMS2 reacts very well to diff, brake balance, suspension bound/rebound and even asymmetric setups. So... lots to do!
     
  18. BazzaLB

    BazzaLB Well-Known Member

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    Try changing differential,clutches from default of 6/8 to 2. This eliminated this behaviour completely for me. Try it and by all means report back. This stopped the GT3s from feeling like a boat through some corners for me at least.
     
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  19. lion9zion

    lion9zion Active Member

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    I agree with that, and I’ve also noticed that increasing rear toe helps the rear wheels feel more stable, almost like they’re on rails.
     
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  20. cpcdem

    cpcdem Well-Known Member AMS2 Club Member

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    I also noted that he took a setup from time trial and that setup is using for downforce 0 front/2 rear. I don't have the game at hand right now, what is the default setup using? Is the aero balance similar to what he is using? If not, then that's another factor that might be playing a big role to how the car responds in fast corners.
     
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