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Automobilista 2 V1.6.9 RELEASED - Now Updated to V1.6.9.1

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Dec 23, 2025.

  1. Wilfrandy Ramirez

    Wilfrandy Ramirez Active Member

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    Can definitely live without it, don’t want a race to last forever
     
  2. Jezza819

    Jezza819 Member

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    Since this last update the onscreen leaderboard looks like it has a timing error. At times it will show all cars under a second even though you can clearly see there are gaps much larger than that. Then it will show your overall time away from the leader, then back to time to the car ahead of you.

    I didn't see anything in the changelog about changing the overall look of the leaderboard or how it calculated time and distance. But now I can't remember if the default before was your time to the car ahead and your overall time to the leader was reflected out beside the leader's name.
     
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  3. Anndy Wilhite

    Anndy Wilhite New Member

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    Will there be more models added to the NASCAR mods? like the 87 mod the fords, Pontiac's ,Buick's, and the old cutlass? and anymore tracks than what there is now? just curious
     
    • Optimistic Optimistic x 1
  4. TomLehockySVK

    TomLehockySVK Well-Known Member

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    And this point i genuinelly hope NOT because that would mean i would have to re-do so many liveries that i would just not have the energy for anymore :D. If there was a plan to add more models then it should have at least been announced ahead of time and seeing as this dlc is just bonus to the USA Expansion i somehow doubt there will be anything more added. I was still holding hope for one or two more ovals so we could have at least one intermediate like Charlotte or Homestead but alas.
     
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  5. AlexBfromG

    AlexBfromG Well-Known Member

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    I would think we are finished now with US Content, but maybe im wrong
     
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  6. Maverick Knight

    Maverick Knight New Member

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    Happy new year to all users and the whole Team Reiza! :)

    I recently made some multi-class races on the Auto Club Speedway Sports Car Course (Fontana) that were really, really great.

    One thing I recognized when racing there, is that when the slower car classes are lapped at the end of the road course, that cars are hitting the tire obstacles head on in the corners there. This always results in a full course yellow.

    Perhaps this could be fixed by adjusting the ai paths?

    Keep up the brilliant work, Team Reiza
    Maverick Fontana Road Course.jpg
     
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  7. Marg

    Marg Active Member

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    I also think so, shape is very typical for its era (1982-87). But some intermediate oval would be good. but - so it can be used for CART races as well, I would hope for Phoenix, Homestead (though it has high bankings now unlike in CART era). Dover is great, but that's for NASCAR only. Currently in AMS2 Gateway is fun oval, reminding me of Darlington.
     
    • Funny Funny x 1
  8. PocketsRJ

    PocketsRJ Hi from UK!

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    Trying some fun shorter road courses for the Stock Car Gen.1 - Cascavel & Oulton Park Fosters are good :D
     
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  9. TomLehockySVK

    TomLehockySVK Well-Known Member

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    I tested the current FCY on ovals and before it was way too short, now it is the opposite extreme and it takes way too long !

    Fontana Oval for example - incident happens T1, leader catches SC on start of Lap 2, before start of lap 3 the pits should be opened but they are still not, only before start of lap 4.

    By lap 4 we should already be restarting ! Instead because pits are opened on lap 4 when drivers can change tires and refuel, we then should restart on lap 5 but that is delayed too ! Restart happens all the way on lap 6 !

    TL, DR on ovals SC takes double the amount of time it realistically should.
     
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  10. Ace

    Ace Well-Known Member

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    I think FCY in AMS2 is always 3 full laps. One to gather, one behind safety car and one before the safety car goes in. Depending on track this can be way too short or way too long (Le Mans). But imho FCY in general could use an overhaul to add sorting by class and race standing, not by current relative position on the track
     
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  11. TomLehockySVK

    TomLehockySVK Well-Known Member

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    It is not, i tested Daytona, Gateway and Fontana with a lap 1 turn 1 crash and it was always excessively long FCY, and always 6 laps instead of 3. LIke it was taking 2 laps to gather cars, 2 laps for people pitting and 2 laps for going to a restart.
     
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  12. AlexBfromG

    AlexBfromG Well-Known Member

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    i like that it is longer on ovals, as that is usually the case with NASCAR who calls a yellow for literally everything.
     
  13. TomLehockySVK

    TomLehockySVK Well-Known Member

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    In AMS2 yellows happen only if a car spins and stops or flips and stops on track. Go check any Daytona race for example where a crash happens, it usually goes back to racing after about 4 laps, it depends on the severity of the on-track incident, same with intermediate tracks.

    On iracing you never ever have more than 3 laps under SC because this is videogame land so wrecks are cleared instantly and we have to go back to racing. In real life the SC usually last 4 - 5 laps in majority cases because they have to fix the walls and clear the wrecks so that is understandable. But doing 6 pace laps at Daytona in a game makes no sense, that should not be more than 3 ... lap 1 to get the field together, lap 2 for pitstops, lap 3 is a restart.
     
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  14. Seydlitz

    Seydlitz New Member

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    I have an onboard replay of a 7:07.6. Still couple of mistakes in the lap but i think it's at least decent. It's live recorded, so you can see all of the inputs and speeds and copare to the real footage. I left the steer ratio in the setup on default so that the steering input should be comparable 1:1 with the real car (I'm assuming default steer ratio is the realistic value, at least it's like this in raceroom).



    For me personally the "semi slick tyre" is still the one that feels the worst to me out of all the tyres. It feels like it has absolutely zero bite and just wants to skid across the asphalt. Maybe that's a me issue but i don't really get the feedback from the tyre that i would want. I can't really feel how much i should turn the steering wheel ideally. Also the grip drop off on the rear tyres when the rear gets loose seems a bit too agressive for a road legal tyre. Even small slides are really difficult to save because the grip just breaks away from you so agressively. I would expect this kind of behaviour from a high downforce race car but i think it should be a little bit easier to catch a slide or even drift a little bit in a street car like the vette.
     
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  15. Ace

    Ace Well-Known Member

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    Wow, congratulations to this amazing lap and thanks for sharing your video. I think your video perfectly shows that something is off with the Z06. Even though you have TCS off it looks like "old AMS2" that you constantly have to put the rear out hard to have proper corner rotation since the frontend just wont turn in properly.

    Do you mind sharing the setup you used (in case the ghost doesn't work)?
     
  16. Seydlitz

    Seydlitz New Member

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    Yeah the ghost doesn't work indeed, the setup i used is the following:
    -Brake pressure 100%
    -Front camber -3.5 deg
    -Rear bump stop 30mm
    -Front toe 0.0 deg
    -TC 0
    -ABS 7
    -Auto gears off
    Everything else is on default

    From what i can tell it seems like the ams2 car is slower in the low speed corners but much quicker on the straight compared to the real life onboard. I had 28 kp/h more top speed on the Döttinger. That's quite a big difference.
     
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  17. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Stock USA Gen 3, bump drafting simply does not work. Not sure if that should be reported as a bug or it is just how the game is ? No matter how mighty my push is when we drive online it just results in cars being glued together and nobody gainst any speed. The most important part of superspeedway races and the important strategy of bump drafting is just broken right now.
     
  18. Alexandre Costa

    Alexandre Costa Active Member

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    Being glued is one of the most annoying aspect of AMS 2 to me. It's always been like this. I haven't tried bump drafting, but any contact with other car makes it glue for about 1 second.
     
  19. Roar McRipHelmet

    Roar McRipHelmet Well-Known Member AMS2 Club Member

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    Bump drafting works in single player with the Stock USA Gen 3, although to me it doesn't seem to give quite as much of a speed boost in AMS2 as it is in iRacing. In Multiplayer, I've been in races where it works, but it needs to be players with well below 40 ping and no packet loss, or else cars will be glued together and not gain speed. I've even experienced as the bump drafter that my car suddenly shot in the air if I tried to bump someone ahead with higher ping.
     
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  20. Ace

    Ace Well-Known Member

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    @Reiza: With the new HUD having a weather widget that displays session date, session time of day and weather forecast, can this data get added into SharedMemory in the future too? Would be an amazing addition for addons to be able to work with this data too
     
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