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Automobilista 2 V1.2.4.1 & Monza DLC RELEASED - Now updated to V1.2.5.1

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Oct 2, 2021.

  1. Knell Rohan

    Knell Rohan Active Member AMS2 Club Member

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    rallycross or supertruck is better then new car manufacturer
     
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  2. Shriukan

    Shriukan Touristenfahrten Community AMS2 Club Member

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    Maybe but that is content fit for the Extreme Pack DLC coming next year
     
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  3. Roy Niessink

    Roy Niessink Well-Known Member AMS2 Club Member

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    Is that confirmed to be coming?
     
  4. Shriukan

    Shriukan Touristenfahrten Community AMS2 Club Member

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    Supertrucks were in AMS1 and considering Renato wants to bring all AMS1 content to 2 eventually, I believe this would fit in, possibly part as base content. As for rallycross, well, pC2 had it and it was surprisingly good, so it might.

    But just to clarify, I didn’t say it will come. Just that that content would fit as Extreme Pack content.
     
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  5. Roy Niessink

    Roy Niessink Well-Known Member AMS2 Club Member

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    Ah yeah, ok, that would be great, just did a supertrucks race on ams1 a few weeks ago, and that was a lot of fun
     
  6. Gevatter

    Gevatter The James May of Simracing AMS2 Club Member

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    Basically yes if nothing changes, this is in the description of the Season Pass on Steam:
    upload_2021-10-30_14-3-9.png
     
  7. eSTee3

    eSTee3 Active Member AMS2 Club Member

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    I could be mistaken, but I'm pretty sure that @Renato Simioni said that they would be bringing a large stable of cars from the biggest rivalry in all of automotive history...

    Matchbox vs. Hotwheels
     
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  8. B Stu

    B Stu Member

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    Batmobile round Nords yes
     
  9. Renato Simioni

    Renato Simioni Administrator Staff Member

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    V1.2.5.0 is now live - smaller update this month since we already had a couple of complementary updates well into October and with most of the team now focused on the big late November/December updates, this mostly serves for some extra house-keeping to the previous release along with some further fixes & improvements - more of this still to come early on next week, and then it´s all about the big one later in November - more details on that in our Development Update to be posted next week!

    068.jpg

    V1.2.5.0 CHANGELOG

    GENERAL
    • Fixed incorrect environment values on session results screen
    • Updated recent historic weather data for all other locations

    UI & HUD
    • Made ICM Value adjustment inputs continuous
    • Explicitly display 'NO' when a vehicle has no factory fitted electronic aids
    • Removed 'Sync to Race' weather progression and replaced with 'Real Time' as default option in Test Day
    • Changed replay fast forward rewind speed steps and added UI indicator of current speed
    • Added an on screen message when mandatory pit window opens
    • Fixed incorrect weather dates used for custom championship pre-race sessions.

    PHYSICS
    • Minor tire tread adjustments to Porsche Cup, F-Classics Gen1 & 2, F-V10 Gen1, F-Reiza Opala 1986 / Omega 1999 Stock Cars
    • Further crankshaft mass fine-tuning to Group C, F-Classic (all gens), F-V12, F-V10, F-Reiza
    • Further revised slick tread sensitiveness to water to minimise chances of tires becoming unusable past a certain threshold of saturation
    • Minor adjustments to diffuser center of pressure in all F-Classics, F-V10 Gen1 & Mclaren MP4-12
    • Group C: Minor adjustments to default diff coast ramps on both cars; Fixed Sauber C9 clutch slipping on upshifts

    AI
    • Fixed an issue that could lead to AI lifting in straights for very tiny invisible amounts of surface water
    • Adjusted AI puddle lifting logic to better account for puddle depth
    • Fixed an issue where some vehicles wouldn't receive blue flags in some specific places (Curitiba main straight for example)
    • Fixed some AI vehicles would enter hotlap behaviour as soon as they left pits in qualy/practice instead of entering outlap behaviour
    • Made AI work harder to avoid the passing cars lane under blue flag conditions
    • Increased distance AI cars under blue flag will factor cars behind to move out of the way
    • Velocitta: AI tweaks (less apex grass trimming and sausage surfing)

    TRACKS
    • Velocitta: Fixed hole in grass, uneven terrain under garage tents leading to cars; cleaned up garage positions
    • Spa 1993: Revised track cut limits at bus stop chicane. Remove grass crete at 2nd apex
    • Long Beach: Added new csm wall (fixing sidewalk curb at pit lane exit causing strange collision)
    • Snetterton: Fixed strange pit wall collision; TSO lod pass; Reduced armco shimmering; Enabled start lights
    • Brands Hatch: Fixed strange pit wall collision
    • Fixed latitude/longitude of Nordschleife & Londrina resulting in slightly innacurate Real Weather data

    VEHICLES
    • BMW M3 E30: Fixed internal windscreen banner for cars #57 #58
    • Metalmoro MRX P4: Added 6 new liveries
     
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  10. Harvey Mushman

    Harvey Mushman New Member

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    Great work as usual, Reiza...Thanks VERY MUCH!!!
     
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  11. chonk

    chonk Active Member AMS2 Club Member

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    What a nice little Saturday bonus. Cant wait to drive the C9 again. Thank you!
     
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  12. GearNazi

    GearNazi Well-Known Member

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    "Velocitta: AI tweaks (less apex grass trimming and sausage surfing)":D

    Nice little surprise there, much appreciated!
     
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  13. mister dog

    mister dog Well-Known Member AMS2 Club Member

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  14. GodzillaGTR

    GodzillaGTR Well-Known Member AMS2 Club Member

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    Porsche Cup is now perfect. Please seal it in a 5,680 bit encryption with a "do not touch" clause.

    Thank you for this.
     
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  15. chonk

    chonk Active Member AMS2 Club Member

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    It's nice to see some changes being made on that front, but it's still not enough. We really need either a scrubable time line or the ability to jump to a lap start. The increase in speed doesn't seem that significant. If you had an incident at the end of a 60 minute race you want to review you have to fastforward @ 10x for 5 minutes? It's still not practical.
     
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  16. Gevatter

    Gevatter The James May of Simracing AMS2 Club Member

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    Since you're housekeeping, I'd like to talk about pit speed limits briefly. I'm not a big fan of how they are currently handled, where historic cars on modern tracks get 100km/h.

    Now, I'm no scholar on the topic, but I think speed limits should primarily depend on the era of the track, and only secondarily on the car/series. Historic tracks or historic layouts (say 1980s and older) should not have pit speed limits at all since there were none back in the day. Current day ("modern") layouts should either have 60km/h for all cars, modern and historic, or ideally the real life limit per race series. If there were higher limits in the 1990s or 2000s compared to now, implementation of those would also be great, maybe even outliers like Adelaide where the speed limit is lower (at least it was in AMS1 ^^)

    Pertaining to that topic it would be nice if cars without pit speed limiters in real life would also loose those in game.

    IMO this is not an urgent topic, but something that would add to the simulation aspect.
     
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  17. cpcdem

    cpcdem Active Member AMS2 Club Member

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    It isn't, but considering it's an engine limitation, having it twice faster than before is a very welcome improvement. I was hoping we could get even larger multipliers, but still, happy to see the x10 one at least.
     
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  18. chonk

    chonk Active Member AMS2 Club Member

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    Well, hopefully some amount of magic can happen in the future. Now Ian has all this free time on his hands maybe he can add an extra line or two. :D

    Has anyone noticed an issue with time trial? If I restart a session my frame rate tanks, restart the session again and it's fine. Happening @ Spa with the C9 and two ghosts loaded.
     
  19. sgsfabiano

    sgsfabiano Well-Known Member AMS2 Club Member

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    Adjustable side mirrors incoming!
     
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  20. GearNazi

    GearNazi Well-Known Member

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    It's outstanding, absolute bliss, especially with Steelreserv's tune on it. To the point of addiction.
    I find it now falls into a growing list of classes that can be left at 100 AI skill, and be absolutely fine for most, save for the true aliens.
    That's in the wet(light rain at least...)as well, as of late, top 10 within a second or so for pace, as it should be.
    On every track I can remember to have tried so far... This goes for ie the RSR '74, BMW 2002 and largely the gt3 for example, where even the BoP is not quite there arguably. People's mileage may vary, but I find I can, with extremely little effort, tune it in to where it's absolutely close racing where 1 mistake will ruin your gap to the car behind, and only sheer consistency will reel in the guy in front.
    I've been in so many situations both on- and offline, where there's just major gaps after a lap or 2, and that was that afa the racing was concerned.
    Very pleased in other words with the way stuff is being dialed in, and it's so inviting to want to revisit pretty much everything.

    This is what happens when capable people keep tweaking away at stuff, we knew this was coming.
     
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