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Featured Automobilista 2 V1.6.4.2 & Super Trophy Trucks RELEASED - Now Updated to V1.6.4.3

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Mar 14, 2025.

  1. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    maybe mention what jump and on what tracks , as it can be on a case by case basis from my experience.
     
  2. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    In my case, the only jump where I experienced issues was Spielberg, main straight, going full speed and hitting the jump I encountered the weird stuck car when landing 45 degrees, similar to what used to happen on tikky with the RX cars when going too fast.
     
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  3. Sasha

    Sasha Member

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    After the update, in the online championship, several of our pilots were disconnected from the race, this has never happened before, today there are 4 people, and most importantly the leader with two laps to go.
     
  4. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Well the last jumps around Adelaide in the RX and the one at the end of the Sebring straight in the STT and RX when just winging it
     
  5. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    there is no ramp at end of Sebring straight.
     
  6. Ernesto_171

    Ernesto_171 Active Member

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    I don't know If It is because more cores running physics or other adjustments, but here the FFB and bass shakers appears much faster with a Ryzen 7 5800X, Very noticeable in contacts with other cars.

    And almost no stutters in big crashes in SP and better performance with headlights on and a lot of cars on track.
     
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  7. ChasteWand

    ChasteWand Member

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    [QUOTE="wegreenall, post: 325830, member: 51887" I am willing to believe it is just placebo as I am well aware that subjective feel of analogue signals can be extremely variable (see audiophiles)[/QUOTE]

    Oh so true! Off topic I know but the following may interest some.

    Beyond the nyquist frequency there is no perceived aliasing by the human ear. Therefore with anything above the 44.1khz sample rate (in a lossless format) there can be no improvement in perceived quality of audio. Bit depth is another argument entirely, so I ain't going there. Arguably it is better to record and produce audio at at least double the 44.1khz sample rate to avoid artifacts then, after mastering, resample to 44.1 for distribution. Anyone who says they can hear any difference above 44.1 is the very definition of an audiophool! Consumer side there is absolutely no benefit, it's marketing hyperbole to make you pass on your hard earned cash to greedy devils. The CD format at 44.1khz/16 bit is as perfect as it gets for a digital audio format to the human ear, that's why it was chosen to be the standard! :D

    Back to topic, I send my sincere thanks to all at Reiza for all their hard work, passion and attention to detail. QOL, physics, optimisation, bug fixes, AI improvements and more content to enjoy. The game goes from strength to strength, and I look forward to enjoying more as the year unfolds...
     
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  8. Ernesto_171

    Ernesto_171 Active Member

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    Tested more, and it's not placebo, it's like all simulation is running faster. Feels like a new sim.

    Try bump a few in other cars. Before, I felt much more delay in response - graphics and FFB.
     
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  9. wegreenall

    wegreenall Active Member

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    Yeah - i noticed (in GT3) I could respond to oversteer way more easily and immediately; i also tried Group A and felt something similar (although it is hard for me to save slides in those cars). Could feasibly be physics as I know that both GT3 had tyre changes and the Mercedes 190 Evo II had some tyre pressure issue so i cannot discount that it was just that, but yes, i am very much enjoying this new update a LOT. It feels so much more like my wheel is connected to a real machine!

    Only problem i had was an evening race at Sebring, randomly FPS dropped to 24 and stayed there :( Not had that before but then I haven't raced at Sebring in the evening before, had 47 opponents, I might have been taxing things unnecessarily.

    I also have a 3900X so maybe an update on my CPU would be a good idea in any case. Later I will do a test with -pthreads 2 just to check it's not that.

    It could also be because i got little stands to raise my usb cable to the wheel off the floor to remove interference from the power grid /s
     
  10. John Hargreaves

    John Hargreaves Well-Known Member AMS2 Club Member

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    I have fuzzy memories from time spent in WMD/PCARS days, that the physics engine is designed for stuff that happens within about a metre of the road surface, obviously concentrating mostly on the interaction between tyre and road surface. Once the cars go higher than that, I think PhysX took over to deal with big airborne crashes etc, which was why crashes always looked a bit wonky compared with the likes of say Wreckfest and BeamNG. This may well have changed over time, and there may be members around here with a better memory than mine, but it could explain some of what you are observing.
     
  11. Troodon

    Troodon Active Member AMS2 Club Member

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    If you're correct, I wonder how this works with NVIDIA dropping PhysX support on the new cards.
     
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  12. CorvusCorax

    CorvusCorax Active Member AMS2 Club Member

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    They've dropped 32-bit PhysX support, not all PhysX support. So there should be no impact for AMS2.
     
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  13. Inkta

    Inkta Well-Known Member AMS2 Club Member

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    I just wanna say, mega job on the GT tyre updates, minor or not, I don't know if FFB has something to do with it (I don't think so), but every GT car I've tried feels fantastic, much more predictable and enjoyable to drive. 10/10
     
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  14. Ace

    Ace New Member

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    Had the time to finally test the GT3 G2 a bit. I really liked how the drove before the latest patch, but the standard setups were quite off so I had to adjust most of them to make them drive reliable and stable.

    With 1.6.4.2 I'm really surprised how well the standard setups are. Changing ARBs, Rear Aero, etc is now more tweaking to car to your personal driving style and fine tuning instead of a must to make them good to drive - which is how it should be. Combined with the tire update they finally lost the last bit of strange slide that could occur when driving at the limit, especially on corner entry + trailbraking

    And the updated force feedback helps a lot too, I always loved the FFB of AMS2, but with the latest update I can feel even more detailled when the car is about to lose grip and it feels very natural to find the right angle to stabilize the car before it spins out.

    The GT3s are definitely now in the best state they ever were. Even the balance between the cars seem finally fine now (the Lambo is still great but not as crazy fast on low downforce)
     
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  15. David Peres

    David Peres Active Member

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    Maybe it's just a specific issue with this car/track combo, but I just had a GT3 race at Donnington with the AI at medium aggression, and experienced a few weird situations when making corners side by side with the AI where they would continuously push against me, twice even pushing me off track. I wasn't being "hit" exactly... it was just an annoying "gentle" constant push against the back side of my car while cornering.

    Haven't played AMS2 for a few months now but I don't remember this happening before.
     
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  16. AllocDK

    AllocDK Active Member

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    Its an old problem that the AI will stay on the racing line and not stop pushing you
     
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  17. achus59

    achus59 New Member

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    What kind of FFB are you using?
    Standard Reiza or a customised file?
     
  18. Xenix74

    Xenix74 Active Member

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    To me, the force feedback feels pretty much the same.

    It could be, however, that the performance gain has provided more headroom and reserves. This always happens with the force feedback if you previously set the settings too high.

    If you set AMS2 to the absolute lowest setting, you'll get better force feedback than if you run right at the system's limits.
     
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  19. Edwin Jacobs

    Edwin Jacobs New Member

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    don't hold your breath, this is a know bug since 2020 and they don't seem to want to fix it (I hope and pray each update that they do , but it never happens... :()

    Reiza should also introduce LOD distance options for trackside objects , so we can stop trees from popping into existence! (really an immersion breaker too - just like the kart drivers ...)

    For the rest it's really a wonderful if not the best sim for VR racing, with unparalleled feeling like you are really in the car on the tarmac.
     
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  20. TomLehockySVK

    TomLehockySVK Well-Known Member

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    The same issue is for the Vintage F1 cars with drivers popping in and out of existence way too close to the player view in VR.
    EDIT: Zyin what are you even disliking about my post for when this is a long standing issue ?
     
    Last edited: Mar 18, 2025
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