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Automobilista 2 V1.5 Physics Development Update

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

  1. Dady Cairo

    Dady Cairo "Son of Spartakus" and "Leisure Nostradamus" AMS2 Club Member

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  2. rmagid1010

    rmagid1010 Well-Known Member AMS2 Club Member

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    No he (gm) was full of nonsense. I just think its great to get diversity of thought, as one of the fast esports drivers may be able to feel things that us humans cannot. Its not about trolling, you can see that he has given a variety of cars and classes their time (although idk what his ffb is like though), but my point is that its about not being in an echo-chamber so the emphasis is always on continual improvement. Renato has written above about how the car behaviour is a deterministic manifestation of the physics engine and reiza’s input but there may always be something else to improve, or it could lead reiza closer to understanding why people are not having optimal experience of playing ams2 beyond the usual suspects; ffb settings are wrong/they are too used to playing iracing/acc/rF2
     
    Last edited: Aug 1, 2023
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  3. Bizarre Formula

    Bizarre Formula Well-Known Member

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    Watched a little of it but him saying that all cars feel like they require the same input and respond the same on brakes just discredits his opinion right off the bat as far as I am concerned.

    Sure, superkarts, formula cars and Gt3s all handle the same, glad we had an 'e-sports pro' to tell us idiots what we feel in a game.

    By the way, since you guys aren't Gordon Ramsay, you might not have realised that caviar and caramel taste identical.

    Opinion is great, people with experience should be respected, but I am as sceptical of this view as I am of a wine connoisseur saying they taste goats cheese. I get that it is a way of wrestling to put into words something that is tricky, in the same way I might describe a musical tone as 'chewy'.

    I am willing to yield to people who know more, but there are limits to a leap of faith and if you believe that 'ALL cars' feel the same in AMS2, I simply believe you haven't tried anywhere close to all of the cars in AMS2.

    Perhaps I misunderstood or didn't stay long enough for his overall point.
     
    Last edited: Aug 1, 2023
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  4. Dady Cairo

    Dady Cairo "Son of Spartakus" and "Leisure Nostradamus" AMS2 Club Member

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    Opinions are like assholes,everybody's got one.:D
     
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  5. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Hoping to see more Brazil content, especially with cars like the Chevrolet early 90's Stock Cars. We got the 86 and 99, with nothing in between.
     
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  6. Bizarre Formula

    Bizarre Formula Well-Known Member

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    Also everyone thinks the other person's stinks. ;)
     
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  7. Djin

    Djin Active Member

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    That was interesting, he sure knows how to articulate and explain his experience with AMS2 (1.5).
    He may be right, as AMS2 indeed feels easier to drive in comparison to iRacing, AC, rFactor 2, ACC, or even Raceroom (at least from my perspective).

    However, in the end, I don't really care that much because AMS2 is where I have the most fun.
     
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  8. Don Hunter

    Don Hunter Active Member

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    I watched the first 10 min. If you want to hear a rear gt3/4 gmdriver that won 2017 24hr Daytona and current Merc GT3/4 driver. He tells you ACC is no where close to how the real deal races. He likes irqcing and like myself doesn’t like the tire especially mid corner off, it’s feel dull and lacking yaw and slip angle. It all depends what you want from a sim, realism, fun immersion etc
     
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  9. Don Hunter

    Don Hunter Active Member

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  10. Gabriel Andrade Pessoa

    Gabriel Andrade Pessoa TotosaLoko

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    I was worried about some of his notes, mainly using the ACC changes of direction as a reference, he implies that in rapid changes of direction, a car would destabilize, it even happens, but not all at once, it has to be in quick succession, as we see those arabs from the middle east doing those crazy drifts, that is, the car has to accumulate enough inertial energy for that, and not as instantaneous and punishing as in the ACC, at least in my opinion, because i always found this behavior of cars in ACC very strange, implying that the car does not tolerate any sudden change of direction without spinning, and in IRacing, of course, when the car loses traction, it seems to lose indefinitely, what people call an infinite slide.
     
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  11. reptilexcq

    reptilexcq Active Member

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    For 1.6, I hope to see added features in the game. Enough of the FFB/physics. I like to see ChatGPT AI and commentary added in the game. Add features such as the ability to save a specific car,track,date,time,weather so that user can load up for easy access. Career mode, improvement to the Championship mode. Add the ability to celebrate when you win the race...DO SOMETHING to ADD SPICE to the game, please!! Did you see F1 23? ...the driver got animated and pump their fist when they win a race...that's something that can enhance the game experience and make it more enjoyable.
     
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  12. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    For me the current behavior of AMS2 regarding rear grip reminds me alot of how people use to describe rFactor2's physics a couple of years ago, where you would be rewarded for driving on the absolute edge sliding the car around and almost drifting the car out of the corners.

    Right now as much as an improvement the 1.5 is, and mind you I think is a massive improvement, I feel it allows too much rear traction abuse, you can throw the car into a corner and you almost feel like the rear is overstretching trying to not lose itself while at the same time allowing you to go back on the throttle to rotate it.

    Then again the physics as has been said multiple times are not finished, if Reiza's idea of how a car should behave resembles what they did with Ams1, I'm confident they can get Ams2 to an even greater level, but right now things are not ideal IMO.
     
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  13. MJV_1973

    MJV_1973 finnish ed AMS2 Club Member

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    Maby it´s time to leave AMS2 for a while and install AMS1 since got license for it with Paddock membership.
    edit: Tried with VR plugin, not for me!

    I share feelings with Nils Naujoks review, sadly :(
     
    Last edited: Aug 2, 2023
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  14. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    You have the freedom to do what you want
     
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  15. rmagid1010

    rmagid1010 Well-Known Member AMS2 Club Member

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    That already exists, but we dont have access to it
     
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  16. Nils Naujoks

    Nils Naujoks Active Member AMS2 Club Member

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    Almost got me ;)
    [​IMG]

    Just wanna say thanks for not being trashed right away.
    I'm not trying to put one sim over the other - eventually I don't care which one is the best. I just want good driving experiences. With the pre-release of the 1.5 updates for the few formula cars a couple weeks back I was really positive. The Formula Inter was just great. Allowed slip, but at the same time was snappy enough. Then the new rallycross cars are unmatched by any other game, full stop.
    So was really looking forward to the full roll out but the more I drove the more I digged into the tires driving wise, the more lenient they became. I started out on the GT3s because thats just what people are predominantly interested in it seems and then ventured into the other cars to see if its just a GT3-only perception.
    IMO all cars tolerate way too much abuse. They don't ever scare you, they don't threaten to break lose suddenly. The lack of suddenness, snappiness, thats my point. The limit isn't a thing line you try to dance on, it's a highway you can manage drunk with an SUV on two wheels - since someone brought up that example ;)
    Exaggerating here of course, but you get the idea hopefully.
     
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  17. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Well you gave constructive criticism instead of being rude. And I will say that I agree with your findings to a degree
     
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  18. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    Let's suppose you can "abuse" physics, overdriving a car.
    For longer races, how long are you going to do that without destroying the tires, stay on track and be consistent? You probably can't.
    These discussion about physics should happen in the context of longer races, their management and dynamics (including damage if enabled), not just in the context of hot-lapping or something...
    I can guarantee you that if I overdrive and abuse a P1 Gen 2 car like a stolen car, it will inevitably reward me with an unrecoverable spin in a curb within a few laps, sooner or later, and despite not being a physics expert I understand exactly why it did. Thus you cannot throw cars randomly in curbs making them slide and hope for the best for long.
     
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  19. CrimsonEminence

    CrimsonEminence Administrator Staff Member AMS2 Club Member

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    Cars being on the lenient side of things and talking about flaws without pseudotechnical assumptions made on reasons of why that is is a fair perspective, nothing to trash here! :)

    Performance calibration is still ongoing - this also includes the margin of the limit itself for affected vehicle classes - the physics development doesn't stop after 1.5 and after the issue with tire properties and their data fed in a faulty way was sorted there was yet another layer of control over the system opened up that will pay off with time.

    The leaderboards haven't been reset yet also for this reason, so obviously there is awareness for the matter and feedback of that kind is always welcome.
     
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  20. Nils Naujoks

    Nils Naujoks Active Member AMS2 Club Member

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    Could well be. Always difficult to test things that take a lot of time. But then you only have tire wear masking an underlying 'issue' thats still present regardless. Issue in the sense that I'm struggling to find a real life counterpart of yeeting the car into the corner, put it at an angle around the slowest point and then darting from the corner with a slide on full throttle looking through the side window rather than straight. The amount of oversteering and sliding is just a lot. It should be there ever so slightly or when you actually overdo it - then you correct the mistake and the car is back in line, but currently the fastest way to push the car around the track is by overdriving the rear aggressively. In other games you have a tinier margin that you push into and are penalized harder going above. In ACC's case in terms of laptime, in iRacings case in an outright spin, in rennsport's and rf2's case in terms of thermal degradation and progressive loss of grip over the course of a single lap, while the fastest way there remains at a tinier slip than the car allows.
    I just don't see the same amount of neutral to counter-steering in any onboard footage, and even if, to a much smaller extend.
    Feel like im doing circles with my arguments, so stopping there :D
     
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