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Automobilista 2 V1.5.3.2, F-HiTech & Historical Track Pack Pt2 RELEASED - Now Updated to V1.5.3.5

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Nov 25, 2023.

  1. GFoyle

    GFoyle Active Member AMS2 Club Member

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    Detaching the rear ARB is not meta for all cars in rF2 though, it's mainly a thing with GT3/GTE. There is lot in rF2 that is great, but I do also agree that this behavior is a bit too far into that direction and have been sometimes quite frustrated at first with some car/track combinations, at least until I get the setup in such shape that it doesn't do that (fortunately there is usually tools to do it so). On the other hand, I have felt it to be the other way in AMS2, where with some cars it was almost impossible to lose the rear like that (like the GT3 McLaren, which is still really forgiving) and I'm glad it's a step into less forgiving direction with the update.
     
  2. iggymax

    iggymax Britney is in the wall

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    If you guys can / want vote for AMS2 on steam for labour of love award. I think it totally deserve it from quality point specially after the last update.
    :hurrayreiza:
     
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  3. McNeil00

    McNeil00 Member

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    I wondering why the 1992 Williams have gear and suspension (DRS) LEDs indicator and the 1993 not. Also i wish a speedcounter on the dash. Maybe with a second display page?
     
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  4. Dainamo

    Dainamo Active Member AMS2 Club Member

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    Hats off to Reiza, I really love this new update. The improvement across the board is insane. I hope to see more players enjoying it.
     
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  5. lunamoon

    lunamoon Active Member

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    The new AI is really awesome guys, fantastic job! It's cool to see them fighting each other and going for moves, racing hard but clean, really impressive. Had a fun race with Porsche Cups around Goiania yesterday and they just felt right. New physics are pretty good too. Can't wait to see whats coming next in the game!
     
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  6. kallenhard

    kallenhard Member

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    I noticed on the F-HiTech Gen 1 I have 5 models, two of which are Generic 'Williams' Models. Is there a difference between the two?
     
  7. Wu!

    Wu! Active Member AMS2 Club Member

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    The second one does not have traction control and active suspension, making it much more tricky to drive.
     
    Last edited: Nov 26, 2023
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  8. Ettore

    Ettore Well-Known Member AMS2 Club Member

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    One has active suspensions the other is passive
     
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  9. kallenhard

    kallenhard Member

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    Thanks guys!
     
  10. Ettore

    Ettore Well-Known Member AMS2 Club Member

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    Bet it is the old argument on whether cars are too forgiving or too snappy. We agree to disagree there.
    I just add this interview as a further contribution
    Data Is King: KW Studios' Alex Hodgkinson on Vehicle Handling Development

    QUOTE
    OverTake: Is "realism" actually your goal when developing the handling model of sim cars?

    Alex Hodgkinson: Yes, definitely that’s the end goal. With a vast majority of real cars they are actually quite easy and enjoyable to drive without them trying to kill you. They may get sharp when you start to try very hard, but what we really want is our skills learned in the sim to translate to the real world directly.
    UNQUOTE
     
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  11. Wu!

    Wu! Active Member AMS2 Club Member

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    It also does not have TC, making first and second gear quite "interesting" in it :)
     
  12. Seb02

    Seb02 Active Member

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    F-Ultimate Gen1 is great to me, i like it
     
  13. JustinCase

    JustinCase Member

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    If I look on racingcircuits.info it looks like the chicane at the beginning of the pit "straight" was installed in 1992. Even tho it wasnt used in GP racing, I guess that one should be present in the 1993 version. I haven't checked this for myself.
     
  14. Split Second

    Split Second Active Member

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    I have a question. I see other cars sliding sometimes but it looks unnatural and dialled in to me. Does Reiza have to animate the cars since they don't have the same physic model as the players?
    Sometimes I am reminded of some old arcade games where the AI does some weird pre-animated slides and goes sideways.
    The problem to me it is looking very unnatural. Maybe if it is pre animated that they could model it to look more realistic.
    It also seems like they run up some high curbs still which looks very weird. It is just those little animations and behaviors that are taking away the realistic aspect imo.
    By the way I applaud Reiza for constantly tinkering away at everything. Especially I love they still go forward with the physics which is crucial in a sim.
     
  15. whokilledduncan

    whokilledduncan Active Member AMS2 Club Member

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    It is, as seen here:
     
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  16. SlowBloke

    SlowBloke Member

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    Pretty awesome update - thank you.

    For me the biggest change is 2 things on ovals - the indy car behaviour in the past at Indy for instance the back would continuously step out in a weird way. That is gone.

    Also I just did an oval race and the AI is sooo much better than before !!

    These 2 things are a bit of a shocker in improvements for me - wowzer :)
     
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  17. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    Don't forget, the 1993 version of the circuit also has more CHEESE!
     
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  18. BlackBird

    BlackBird New Member

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    Controlled Folder Access
    solved!!! yeah ha, first corner ;)
     
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  19. tennenbaum

    tennenbaum New Member

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    Nice update! Are the GT3 cars still rather forgiving in terms of being still pretty 'slidy'? It makes driving at the limit rewarding, but (still) I wished the grip window would be a bit narrower. Though it's a matter of taste. The way it is grants great racing in MP and AI.
     
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  20. Mazdaspeed

    Mazdaspeed Well-Known Member AMS2 Club Member

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    The AI mistakes are probably pre determined, that's why some happens on the same spots and of the same severity. However this has actually improved a lot from how it was before, now I have seen more natural errors like full 360 or 180 degree spins, losing it under braking and overall more natural looking mistakes. Before they almost always did that little tank slapper that would slow them down a little and carry on.

    Regarding the animations, I agree in that its probably due to the AI being on simplified physics, the player car doesn't bounce so unnaturally over high kerbs, I remember Project Cars being the same, so it's probably an engine limitation.
     

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