A lenti DLC-s témával kapcsolatban. Nem akarok népszerűtlen lenni a felvetésemmel mert részben trükközéssel kapcsolatos, de talán még mindig többet profitál a fejlesztő a játékeladásból abban az esetben ha a DLC-ken spórol az ember, mintha egyáltalán meg sem vennék a játékot. Innen SPOILER!
Mivel a játék, a Project Cars-hoz hasonlóan, akkor is letölti és telepíti a DLC-ket amennyiben azok nincsenek megvásárolva, ezért csak engedélyezni kell azokat. Erre van kész megoldás, csak be kell másolni a játékba 2 db. fájlt, kevesebb mint 1MB-os méretben. Ez jó lehet akár egy DLC megvásárlása előtti próbára is, esetleg megoldás lehet egy esetleges későbbi leárazásig, vagy mindenki használja lelkiismerete szerint :) Természetesen a játék ettől még eredeti marad, megy online, frissíti magát, stb. Nem teszem itt közzé a fájlokat, de amennyiben érdekel valakit annak privátban szívesen dobok egy linket.
A fentiek figyelembevételével, az eddigi "próbaverziók" használata, vagy inkább valójában csak kipróbálgatása után, magam is a vásárlás mellett döntöttem így az akció alkalmával. Bár kis híján a Steam helyett majdnem a Kinguin-ról vettem meg, mert ez a nyomorék Steam nem hagyta, hogy PayPal-al fizessek (valaki tudja esetleg, hogy miért?), ráadásul a Kingiun-en majdnem 1 ezressel olcsóbb is lett volna. Végül maradtam a Seam-nél és a bánkártyás fizetésnél, mert ellenkező esetben végképp meghazudtoltam volna magam a fejlesztők támogatását illetően :)
Én megvettem az összes DLC-t, a megjelenéskor. Így apránként nem fájt, annyira. :)) Egyébként, mindent fillért megért.
Nincs benne. Csak az alap ennyi és a DLC-kre nincs akció. A full pack-ra van 10% kedvezmény, de így is 81 Euro. Utoljára szerkesztette: sertrex, 2021.04.01. 11:42:01
This release comes exactly one year since our initial Early Access release on March 31 2020, and we have been pushing hard as we have through this whole year to celebrate the occasion with another major update!
Unfortunately some of the new features and core developments we had hopes to wrap in time for this update didn´t quite make it in time, but the work obviously isn´t lost - while this update isn´t quite the beefed up step we had hoped to deliver, our users can still look forward to these valuable developments making into the game in the coming weeks and months.
Our March update still packs a good punch with another sizeable list of improvements & fixes, additional layouts for the Historic Jacarepagua circuit, and a new historical class - the Formula Retro Generation 2, featuring the iconic Lotus 79!
The most significant physics development in this update is the substantial reduction of driveline friction levels, resulting improved functionality in LSD cars, better driveability and slightly higher top speeds. The default preload and ramp angles have been adjusted for most cars, so setup resets on cars with LSD is recommended.
Championship Mode has also received an important update in preparation for the Custom Championship feature, as now players are able to have up to four championship seasons in progress. A batch of new championship options will be added in an complementary update before the weekend. Custom championship itself is still under development for additional features and has been pushed to May.
We´ll share a bit more details about the ongoing developments in this update and upcoming ones in our upcoming Development Update.
V1.1.3.5 CHANGELOG
CONTENT Added F-Retro Gen2 Series (featuring Lotus 79 & generic F-Retro Gen2 Model1) Added more Jacarepagua Historical layouts (2005, Oval, Sul, Stock Car Roval)
GENERAL Reduced Multiplayer safe join buffer time in practice / qualifying from 180 to 90 seconds Added option to set maximum limit on the number of AI in official championships Fixed GT1 Championship lap length race sessions incorrectly treated as timed sessions
UI & HUD Updated HUD (will reset customizations): Restyled car info and added vehicle damage widget; Restyled tacho unit Added hints and tips to loading screens. Added warning to opponent settings screen when the number of opponents is grater than the number of available liveries Fixed championship AI aggression input not clamping to correct range Increased loading screen tip refresh time to 20s Added 'Wheel Only' option to 'Display Cockpit And Driver' setting Added extra vehicle info to Vehicle Selection screen informing availability of tire compounds, DRS, boost, adjustable turbo, adjustable onboard brake bias & roll bars, head lights, pit limiter on the currently selected vehicle (accuracy of current info pending further revisions) Restyled Race and Test Day settings screens Fixed untranslated 'Opponent Aggression' label on opponent settings screens
PHYSICS & FFB Fixed FFB pulling to the left under braking or to the right on power (FWD vehicles only) Substantial reduction of friction levels for various wheel bearing models for reduced overall driveline losses, improved functionality in LSD cars, better handling entering & exiting corners, better driveability under traction and slightly higher top speeds Adjusted default preload and ramp angles in most LSD cars (setup reset recommended) Updated engine torque / power curves to suit new wheel bearing values GT / Stock / Proto / wet tire wear adjustments Adjusted F-Retro, F-Ultimate, F-Classic, F-V12, V-V10, F-Reiza, F-Ultimate tire carcass inflation shape Slightly steeper engine compression curve for Cosworth 1974 engine in F-Retros Slightly higher wear rate for soft compound in GT3 / P1 Minor rear wing efficiency adjustment for F-Retros Revised aero drag in formula cars Added customized values for tire pre-conditioning per car (replacing old global function) Increased damage rate for grinding & clutchless shifts in manual boxes Adjusted StockV8 2020/2021, Montana, F-Retro, Omega StockCar, Mini UK aero yaw sensitivity Disabled onboard roll bars in GT5, GT4, GT3, F-Retro Gen1, F-Reiza, F-Ultimate Disabled redundant turbo range in Hot Cars / Copa Classic cars Lowered Opala CoG height; stiffened suspension rates to minimise issues with lifting inside wheels Minor adjustments to H-pattern gearbox syncro parameters
AI Increased range of AI performance & some initial customization per series AI Callibration pass to account for new AI range parameters & new driveline physics update Slightly increased AI prudence against human drivers AI aggression is now scaled down during in/out laps of practice & qualifying sessions Fixed issue with AI skill range at extreme ends of the scale and effective lower cap of 84% in multiplayer Fixed bug where the AI skill from personality wouldn't load properly in first session (leading to reduced spread of performance)
TRACKS Weather, climate & HDR revisions for more consistency across the daytime and weather variants Minor adjustments to weather and climates for clouds & HDR behaviour Increased maximum render distance for far terrain at higher graphics settings Spa-Francorchamps: Fixed bad bumps at the outside run-off of Pouhon and Fagnes; Minor art & performance pass Jacarepagua Historic: Reduced road mesh noise; Minor art & optimization pass Interlagos Historic: Reduced road mesh noise; Increased poly density for outer link road Hockenheim: Reduced road mesh noise for all Historic layouts Cascais: Fixed fix flipped armco at T9 Goiania: Updated trackside data Revised default date for all tracks Added VR cams for Campo Grande, Cascavel, Snetterton, Curitiba, Londrina Minor art pass to Hockenheim Historic layouts Minor art passes to Jacarepagua and Spielberg
VEHICLES Adjusted LOD settings for wheel and tires in open wheel cars to avoid gaps between transitions at lower detail levels Fixed dark external mirrors in several formula cars Corrected suspension animation to account for camber settings in F-Vintage cars, F-Classic Gen3, F-V10 Gen2 Sigma P1: Fixed glitch on cockpit front end F-Trainer and F-Trainer Advanced: Fixed suspension artifacts on cockpit view; Added missing chassi parts to cockpit view; Fixed chassi parts misplacement in LodA. F-Vintage: Fixed engine damage issue Chevette: Fixed cockpit red paint issue"
Gőzgépen féláras. Csak most azt nem értem, a 18€-ba benne van-e a silverstone pack, avagy a frissítések mennyire.
egy kommentet mindenkepp meger, sot sokkal tobbet is, csak szerintem nagyon elbasztak ezzel a korai kiadassal. Jelenlegi allapotaban olyan a (grafikat, hangokat leszamitva) mintha mar ketszer ujrairtak volna amiota megjelent, hihetetlen jo elmenyeket tud szerezni, ha megtalalja az ember a kelloen jo autot, amit eppen jol hoztak ossze. Az a.i is kapott valamit turbot egy ideje, 100%-on utol sem erem oket a legtobb esetben, az mas kerdes, hogyan van megoldva a hatterben, de igy legalabb mindig talal gyorsabbat az ember, szoval van kihivas. Az ffb mar jo legalabbis a kormanyommal, nem olyan nyers, mint az rfactor, ami szerintem tullo a celon sok helyen, olyan content manageres ac-s, ami tokeletes elmenyt ad nekem. szoval aki reg vette elo hajra!
"Automobilista 2 has now been updated to V1.1.1.3 - this is another complementary update to our latest release, adding some further improvements and corrections.
The most significant development involves physics & AI under wet weather, correcting various performance inconsistencies accross all cars under the various combinations of tires and wetness saturation levels.
V1.1.1.1 -> V1.1.1.3 CHANGELOG
UI & HUD Fixed Time Trial info incorrectly hiding current lap time in live sessions Adjusted element/text size of audio device and controller model selection inputs to better suit long names Exposing assignments for Gear 7 & 8 and Telemetry HUD mode switching Added GT1 and G40C to vehicle filter definitions
PHYSICS Further substantial reduction of slick adhesion on a wet track Further adjustments to wet tires for various cars Disabled legacy manifold pressure function (now solely using our own AMS1-based throttle mapping to adjust throttle response for each engine) Disabled redundant legacy function applying aero torque to the frontend when car was airborne (could cause cars to nosedive after getting airborne) Further adjusted aero draft effects Corrected tire tread dimensions for Copa Classic, F-Trainer Fixed error in Group A / Procar front tire tread Fixed error in F-Ultimate tires speed effect Adjusted tire tread optimal temperature range for Caterhams, ARC Camaro, Copa Truck Further adjustments to dry tire falloff rates on wet surface (including grooved / road tires) Minor default setup adjustments for Metalmoro AJR, Sigma P1, Metalmoro MRX, Roco 001, Mclaren 570S, Mclaren 720S GT3, Mercedes AMG GT3, Porsche GT3-R, Porsche Cup & all Copa Classic cars (setup reset recommended) Metalmoro AJR: Small aero revisions; adjusted engine compression curves for Nissan V6 & Honda Turbo variants; Disabled redundant DRS icon for Nissan V6 & Honda turbo variants Slightly reduced crankshaft mass for F-Trainers, MCR, ARC Camaro (less engine inertia) F-Retro: Small aero revisions to all cars Disabled AJR DRS icon for V6, Honda variants Reduced F1 pitstop tire change timings
AI Added car-specific overrides for AI performance on a wet track (on slicks & wet tires) & added new parameter to callibrate AI performance with wet tires on a drying track Further AI callibration passes Further slightly reduced AI CoG height scale to minimise chances of AI cars rolling over high curbs Slightly raised AI lateral movement rate for overtaking & passing boosts (to mitigate getting stuck on straights) Slightly reduced AI braking point offset Reduced AI lifting off throttle over puddles to 50% Slightly increased range of performance from AI drivers
TRACKS Nurburgring: Minor art pass & fixes Revised VR trackside cams at Silverstone & Spa-Francorchamps to disable DOF blur (ongoing process to be applied to all tracks) Further weather probability adjustments (slightly less rain in rainy locations)
VEHICLES Fixed missing wiper animations on Ginetta G40 Cup & Ginetta G55 GT4 Added Dirt/Scratch map for F-Retros, Lotus 72E, Mclaren M23 & Brabham BT44 Analogue gauges now light up when lights are on Automobilista 2 V1.1.1.1 is now live - this is a hotfix to complement our latest release with some further improvements & corrections.
V1.1.1.1 CHANGELOG
GENERAL Reverted track base grip & range to pre v1.1.1.0 values (corrects Time Trial grip levels being slightly lower in the last release) Track rubber state is now reset if session starts wet Fixed race length being overwritten by active session length when sending MP Lobby data Removed redundant / pre-release folders for livery overries Fixed AI being limited to host´s car class in servers with high player:ai ratios.
UI & HUD Fixed incorrect drive axle data on session on loading screen Minor German localization adjustments
PHYSICS & FFB Various minor default differential & suspension adjustments for all cars (setup reset recommended) Slightly raised brake cooling rates Reduced slick water dissipation further reduces slick efficiency on a wet track) Increased drafting air scale (slightly increases drafting effects for all cars) Raised F-Reiza FFB max force scale
AI Fixed bug causing AI to be excessively slow in first session of a race weekend Further fine tuning of aggression scalars per car Further AI performance callibration passes Further AI rain performance callibration with both wet & slicks Reduced ARC Camaro AI CoG height to minimise chances of it rolling over high curbs Added corner-specific AI performance adjustments: +10% exit of T8 @ Adelaide Modern; +5% exit of second last & last corners @ Spielberg GP; +10% Exit of Stowe @ Silverstone 91 +10% Entry of Luffield1 @Silverstone 91 +10% Exit of chicane @ Silvestone 75; -10% Exit of Luffield @ Silverstone Modern; +10% Exit of Oak Tree hairpin & exit of final corner at VIR Full / Grand +10% Radillon & -5% Exit of Stavelot @ Spa
AUDIO Fixed missing gearbox grinding sound for some manual cars that were missing it
TRACKS Nurburgring: Minor art & functionality pass Imola: Minor art & functionality pass; revised AI paths & trackside cameras Goiania: Updated AI paths Spa-Francorchamps: Added DRS boards at detection & activation points More drones moves/removed at various tracks
VEHICLES F-Vintage Gen 1&2: Added dirt / scratch map Brabham BT26: Added dirt / scratch map; fixed rear wing livery overlap Puma GTE: Added 3 new liveries Ginetta G40 Cup: Updated liveries #10#20 ARC Camaro: adjusted driver position, edited the cockpit to have more room for the driver feet, detached cockpit gear shifter"
Minor adjustment to tire falloff rates (slightly less when hot) Minor driveline tweaks Adjusted brake heating, cooling & wear rate for Sigma P1 Fixed gearbox type for G40 Cup, reduced brake torque, reduced default coast bias for both models Reduced Puma P052 FFB max force Adjusted skiptoend to avoid AI getting faster simulates times in karts Reduced engine idle RPM for Procar, Group A"
"V1.1.0.5 -> V1.1.1.0 CHANGELOG
CONTENT Added Ginetta G40 to GT5 series Added Ginetta G40 Cup series
GENERAL LiveTrack now maintains rubber state between sessions.on a race weekend (rather than resetting to a "green" track at the start of every session) Reduced base grip from a green track & increased grip range to max grip state
UI & HUD Added option for German localization Fixed wrong description on 'Edit HUD' menu option Adjusted size and layout of ICM strategy menu to make current strategy more readable Fixed scrollbar on Start Championship list Fixed incorrect heavy fog icon Fixed Race sessions showing practice length on lobby detail page Fixed Add session start time to lobby detail page Remove stray icon from formation lap info HUD element Fixed text alignment of Retired/Pit indicator on replay/spectator leaderboards Added missing translations for some recently released tracks Added missing Edit Hud Description, Drive layout, FFB Damping translations Fixed PIT text overflowing container on HUD leaderboard in some languages Fixed issue where simulate/retirement screen could become unresponsive when choosing no during exit confirmation. Adjusted loading screen gradient to provide more positive feedback at lower levels Added leaderboard class icon for GT40Cup, Group A, JCW, TC60
PHYSICS Further differential & driveline fine tuning; further reduced crankshaft mass (reduces overall engine inertia); reduced axle shaft mass & slightly reduced wheel bearing losses (slightly increases top speed & improves differential functionality) Further tire tread adjustments for all cars (generally less speed sensitivity, slightly sharper peak slip angles) Revised tire grip falloff rates when under and over optimal operating temperature, & added rates to several tires that didn´t feature substantial falloff rates Further revisions to rain tire compounds Slightly reduced efficiency of slicks on wet surface Slightly increased tire automatic preheating ratio before race starts Adjusted optimal temperature ranges for carbon & steel brakes Adjusted brake heating & cooling rates for all cars GT3 cars now use steel brakes instead of carbon ceramic Revised Kart / superkart physics (tires, driveline) Fixed errors in front tire tread for Fusca Classic FL Fixed error on Super V8 Hard tire compound Replaced Roco tire physics to better match the one from its P3 opponents Slightly adjusted F-Classic G3M1 torque curve Moved default brake bias slightly rearwards for F1 cars, Porsches, P1 cars (require setup reset) Minor Procar Group A, Caterham, Porsche Cup & Superkart revisions (require setup reset) Minor F-V10 G1 / Mclaren MP4-12 aero corrections to front wing yaw & pitch sensivity Minor adjustments to default FFB (communicates rear end better from vehicle yaw rate developing on turn in and countersteer on rear tyres sliding) Improved FFB damping function: it´s now non-linear with very little effect in small /slow steering inputs, more on really fast & bigger inputs Reduced effects of tire flatspots on FFB
AI Added parameter to callibrate AI traction off the line on a wet surface vs player Added parameter to control how far ahead AI cars factor lapped cars ahead per type of car Adjusted AI performance on wet (both on slicks and wet tires), correcting some generally large discrepancies in each case General AI performance callibration pass for all cars Further adjustments to AI throttle application for various cars Further adjustments to AI aggression scalars per car Further reduced AI lateral jerkiness/weaving/abruptness General AI callibration for various cars Bumped AI aggression scalars, reduced AI extra awareness with human scalars to better exploit latest AI code developments & better raceability
TRACKS Spa: Minor art pass VIR: Rebuilt collision walls to latest tandards; fixed disappearing pit guy for north pitlane layouts Velo Citta: Added terrain shadow casters; minor corrections & fixes Hockenheim: Reduced road mesh noise; Minor bug fixes; Updated TV cameras & added VR cameras to all layouts Reduced road mesh noise forGoiania, Jerez, Velopark Interlagos Historic: Minor bug fixes Cascais: Reduced road mesh noise; Fixed a few LOD pop issues Montreal Modern:Reduced road mesh noise; minor bug fixes Brands Hatch: Reduced road mesh noise; minor bug fixes Spielberg:Reduced road mesh noise, minor bug fixes Adjusted drone animations & removed excessive number on some tracks
VEHICLES Added 8 new Chevette skins (10 in total) Added street tire tread for external model of Camaro SS, McLaren F1, Ultima GTR, Copa Fusca, Opala 79 and Opala OldStock Corrected headlights effect for Mclaren F1 GTR & BMW M6 GT3 Fixed kart LODs to avoid visible opponents legs popping Further brake glow range adjustment to better match physics heating & cooling rates F301 and F309: Improved cockpit windshield glass material and rain drops Sprintrace: Added boot and wing to cockpit Mini: Fixed wipers not working in cockpit view; Improved cockpit carbon material Further adjusted backfire parameters (less backfiring when lifting off throttle) Added visible onboard brake glow for cars with visible brake discs from cockpit Gol Classic B: Corrected wrong number #94 now #65; 3 teammate skins added Ginetta G40 Cup / GT5 livery updates to #05#10#28#32#38 Porsche 991 Cup 2: Fixed small glitch in cockpit model
Our January 2021 Development Update should be posted tomorrow with further info about some of these changes, along with news about the roadmap for upcoming content & developments - make sure to check it out!"
Sose tolták sokan. Bajnokságot nem lehet senkivel. Én szeretnék de mivel kormányom nincsen így kivagyok esve.
Akkor a modderek valamit rosszul csinálnak, mert az AMS1-et még kevesebben tolják, mint a 2-őt. Bár, nem nagy a különbség. Utoljára szerkesztette: sertrex, 2021.01.27. 08:22:17
Automobilista 1 azt a modderek tartják életben. Ha lenne eszük ide is beleraknák.
Persze. Ez a játék minden egyes frissítéssel egyre jobb... Deeee... De kell egy év legalább ahhoz, hogy olyan állapotba hozzák, hogy az alapokon már ne kelljen akkorákat frissíteni, hogy szinte minden egyes frissítés után újra kelljen szokni a fizikát, FFB-t, mindent. Jó lenne, ha már csak a tartalom bővítéssel kellene foglalkozniuk. Minden esetre a formula fizika eddig tetszik. A GT fizika vállalható. Utcai autó sajnos nem nagyon van, ami van az meg sz@r. Fejlődik. Jó az az út amin elindultak. De félő, hogy kis érdeklődés miatt egyszer csak abba marad, mint az Automobilista 1.
GENERAL Fixed bug that could lead to vehicles receiving draft from vehicles far behind them
UI Fixed distance to screen value on triple screen setup
PHYSICS Further driveline adjustments & fine tuning, fixing issues with clutch slipping in upshifts with some cars Adjusted default clutch setting for Stock cars, Montana, Camaro GT4R, Porsches Fixed bug with F-Retro wet tires breaking physics Fixed bug with F-Ultimate slicks breaking physics if driven on wet Adjusted default gear ratios for M1 Procar, Group A cars
AI Further improvements to AI lateral weaving/abruptness of movement Added new improvements to AI behaviour when it predicts it´s going to run off the road (should reduce some causes of abrupt lateral movement / loss of control) Further general A performance callibration
AUDIO Caterham Academy: adjusted sounds, improved audio loops Copa Fusca: Fixed engine sound drop-off during gear shifts SprintRace: further improvements to audio loops M1 Procar: increased volume when driving in swingman view
TRACKS Spa: various fixes for lodding pop-ups, further optimization Velopark: Improved wall collisions; fixed some terrain gaps; improved shadows; adjusted tire stack height; adjusted 3D grass to fix instances of wall clipping; removed shadow casting & reflections from transparent face Interlagos Historic: Added startlights; removed shadow casting from transparent fences Oulton Park: Added missing track lights Curitiba: Adjusted HUD map zoom Curvelo: Adjusted render mesh to match updated physical noise
VEHICLES: Added community liveries: Copa Fusca - Fernando Goncalves #888 / Luiz Gonzaga #09 / Marcos Cruz #20 / Tom Emilsen #3422 / Troyan Donut #61 / Filomena Silva #00 Caterham 360 Superlight - Allan Nenes #25 / Gasper Zupan #2 Caterham 620R - Gyda Marvik #25 / Chris Shire #26"
GENERAL Reduced pit speed limit of historical classes from 120 km/h to 100 km/h to minimise issues with AI overshooting its pitbox Disabled mandatory pitstops in GT1 90s Championship
UI & HUD Fixed issue where UI would become unresponsive when restarting a race from the post session leaderboard screen Lobbies now always use descending order when sorting lobbies by player Custom even screens now display full vehicle name instead of abbreviated version Fixed English label on FFB GAIN INCREASE mapping Added GT1 HUD icon
PHYSICS & FFB Számos új sebességváltó, tengelykapcsoló, főtengely, kardántengely és kerékcsapágy modell hozzáadva, hogy jobban megfeleljen a különböző típusú hajtásláncoknak Csökkentett differenciálviszkózus púp és tengelykapcsoló zár arányok Átdolgozott F-Retro & F-Classic gumiabroncs hasított (minden gens) További merevített hasított oldalfal GT1 / GT3 / GT4 / Prototype / Stockcar gumik További gumiabroncs futófelület kiigazítások F3, Mini, Sprintrace, Stock Car, Caterhams, F-Retro, F-Classic (minden gens), F-V12, F-Ultimate, Porsche Cup, GT3, GT4, Copa Truck, Street Cars Javítottuk a BMW Procar 1986-os autók gumiabroncs-modelljeit Csökkentett vízelvezetés a Formula Vee / Copa Fusca / Uno / Opala 1979 / Opala Old Stock gumiabroncs futófelület (teszi őket valamivel kevésbé hatékony a nedves pályán) Felülvizsgált Porsche Cup fizika (csökkentett inercia, több alsó kategóriás motor nyomaték, alapértelmezett beállítás kiigazításokat, új egyedi gumiabroncs futófelület) (szükséges beállítás reset) További finomhangolása FFB max erő 570S, Caterham 620R, Ginetta G55, Opalas, Porsche Cup, BMW Procar, A-csoport, GT1 autók Kissé csökkentett aero tervezet hatás (minden autó) Enyhén módosított Mercedes CLK GT1, F-Ultimate alapértelmezett beállítás (beállítás visszaállításszükséges) Csökkentett GT1 és Opala hátsó féknyomaték (minden autó) Megnövelt aknasebesség a GT1 osztályban 100 km/h-ra Mclaren 570S GT4: beállított aero nyomásközéppont; rögzített hátsó jobb oldali gyors csappanziótartomány; nagyobb féknyomaték; helyesbítés, alapértelmezett beállítás (a telepítés visszaállítását igényli) Beállított motor kompressziós görbék GT1 autókhoz, Mclaren 570S GT4, Ginetta G55, F-Retro, Caterhams Javítottuk az A csoport ban történt lengéscsillapítót és visszapattanó utazást (a telepítés visszaállítását igényli) Enyhén megemelt Roco 001 CoG magasság Enyhén merevített Mclaren F1 LM első felfüggesztési sebesség Nyitott differenciál kiigazításokat Caterhams LSD Mozgáskorlátozott a Mclaren F1 GTR, Porsche 911 GT1, MCR 2000; engedélyezve van a Metalmoro MRX P2-hez, Kissé megnövelt leszorítóerő az F-Classic Gen1 diffúzortól SprintRace: Korrigált hátsó szárny nyomásközéppont; fokozott karosszéria húzás Csökkentett motorrándulata F-Trainer, Caterhams Emelt minimális első menetmagasság f-Classics (szükséges beállítás reset) Beállított áttételi arányok Procar, A csoport autók (szükséges beállítás reset) Korrigált alapértelmezett tekercs rudak, lengéscsillapítók minden Porsche (beállítás reset) Fix fordított lassú / gyors lengéscsillapító árak Porsche Cup autók (szükséges beállítás reset) Rögzített asymetrical jobb első menet magasságbeállítás Porsche Cayman Clubsport (szükséges beállítás reset)
AI Added new overtaking logic - AI cars now evaluate speed of cars further ahead to dodge slow traffic more efficiently Fixed bug causing AI simulated times to fluctuate widely fixed issue where AIs would brake without reason on pit entry or exit Further general AI performance callibration for throttle & brake application, tire rolling resistance & drivetrain losses (to better match player straightline speed), launch speed (slow starts still remain an issue with Group A & Procar) Increased AI speed on wet tracks while running slicks Slightly increased AI aggression scalars per vehicle Further reduced AI jerkiness in lateral movement Reduced AI brake distance offsets Fine tuned AI brake performance Update AI fuel load logic for practice sessions (now uses same as quali - further customizations of fuel levels per car will follow in subsequent builds) Slightly reduced AI quali performance & improvedp practice performance (all cars)
AUDIO Minor sound loop corrections on transmission whine samples for GT3R and M6 GT3, Sprint race and Super v8 samples.
TRACKS Updated weather probability ratios (a bit less rain generally) Spa: Extensive art & performance pass; added night lighting, added more static objects around scene, more trackside objects; fixed some tree & treeline shadows, fixed holes in paddock area looking from Bruxelles; added new kart building and marshall huts, updated pit fence and other fences; updates to foliage and outside terrain/roads to match the 2020 look; reduced foliage around Blanchimont; Generated new AI paths (much better fast line); adjusted track cut runoff limits Imola 1988: Fixed a few wall and terrain gaps; Minor AI grip increase Goiania: Rebuild armco collisions in attempt to fix ireported ntermittent collisions Curitiba: Further road mesh noise revisions Curvelo: Reduced road mesh noise Guapore: Reduced road mesh noise Ibarra: Updated trackside cams for reverse layout
VEHICLES MetalMoro AJR: Fixed tail lights, external mirrors; MetalMoro MRX: Adjusted RPM LED ranges for P3 variants Further fine tuning of exhaust parameters (for cars producing less backfiring) Further adjusted carbon visual brake glow range Added new Metalmoro AJR liveries (including a new batch of community skins)"
"The quintessential race track on the international motorsports scene and arguably the overall favorite for both real and virtual racers alike is finally available for Automobilista 2!
The Spa-Francorchamps Pack for Automobilista 2 features a laser-scanned version of the modern 2020 track - the most accurate and up to date version of the track in any racing sim.
This pack will also see historical variants being added at no extra cost over the course of 2021, including the infamous long 14km layout from the 1960´s and the 1991 track featuring the old Bus Stop double chicane."
"Automobilista 2 V1.1.0.1 Hotfix Released Automobilista 2 has now been updated to v1.0.1.1 - this is a hotfix to complement the latest release with some further improvements & fixes to new features / content.
Regarding Spa-Francorchamps DLC We apologise for the ongoing unavailability of the standalone Spa DLC on Steam - we have already requested Valve´s support to address it and expect it will be sorted soon (by Monday at the latest). In the meantime it is still possible to acquire the track as part of the Premium Track Pack, or the complete 2020-2021 Season Pass.
V1.0.1.1 CHANGELOG Added International GT3, F-Classic Gen1, GT1 championships Enabled multiple random weather slots in championship seasons Disabled formation lap for championships ith rolling starts Fixed FFB per vehicle adjustment in-session Fixed FFB adjustment localization Fixed Caterham tail lights not working in dark Extensive Spa-Francorchamps art pass, performance improvements, object pop-up & wall hole fixes Adjusted AI performance through various corners for better balance vs player Slightly increased Bathurst AI Grip values GT1 physics revisions: Adjusted engine compression curves & added throttle map for all models; adjusted default coast differential setting; Slightly improved Mclaren F1 GTR engine & center of gravity P1 class physics revisions: corrected G58 weight distribution; added 10-15kg to AJR cars for better BoP accross class GT1 AI callibration pass, GT3 AI rolling resistance adjustment to better match player straight speed Adjusted roll bar rates in Group A cars (requires setup reset) Greatly reduced values for AI simulated times when skipping session (logic appears to have been broken in one of the latter AI code changes so this is a paliative measure to help prevent AI doing much faster times when skipping session until bug is addressed) Time Trial mode now includes all the latest content."
Itt csupán annyi a különbség, hogy a Reiza megkapta a Madness Engine v3.xxx-et(vagy nevezzük, ahogy akarjuk) és ezzel már olyan irányba mehetnek amerre akarnak. Se az EA, se az SMS nem tudja úgymond megfékezni a Reiza munkáját, mert ami most az EA kezébe kerül az a Madness v3.2xx (vagy nevezzük, ahogy akarjuk). Az meg még fennállhat, hogy az SMS fejlesztői továbbra is segítik a Reiza munkáját. A lényeg, hogy az EA nem lehetetlenítheti el a Reiza munkáját, hacsak fel nem vásárolják őket is és szerződések mögé bújva, teszik őket lehetetlenné. De mondjuk erre nem sok esélyt látok, mert a Reiza közel se olyan konkurencia számukra, mint a CM és az SMS összefogás. Gondolom nem véletlen, hogy pont most tettek vásárlási ajánlatot. Persze ebben közrejátszik a Covid alatt felerősödő eSport is. Utoljára szerkesztette: sertrex, 2020.12.17. 07:53:34
"According to Kolar, work on Mafia II's script began in 2003—seven years before the game's 2010 release—and developers began pre-production on the title in 2004. Originally, 2K Czech—then known as Illusion Softworks—intended for Mafia II to be a PS2 and Xbox title with a licensed engine for a fast development turnaround, but the engine developer went out of business and the game's development moved to then-next-generation consoles, PS3 and Xbox 360, in 2005. Those two factors proved to be a major setback for Illusion, forcing the studio to work on its own proprietary next-gen engine for Mafia II, and the development team would not have a "Playable something" (whatever that means) until 2007 or 2008." (Forrás)
"So we almost had it, just create missions, characters...But what happened in 2004, Electronic Arts bought Criterion company, owner of the licenced engine, and the next year EA completely stopped the promised engine development, so the agreement voided, Illusion Softworks didn't licence RenderWare" (Forrás)
"Originally Posted by Renato Simioni: We don’t exactly have direct access to SMS assets and they’re not in any way obligated to supply them to us, but we do have a relationship that allows for reasonable requests they have supplied a handful of track models and we have also given them a few of our own in return. With the exception of Azure though we do model all our tracks and surrounding terrain from scratch, only using some of their trackside objects.
On the car front they have been even more supportive - we have over 50 cars to be added to AMS2 in the coming months and about a third of them are based on models supplied by SMS.. They’ll obviously feature in AMS2 with our sounds and physics but these 3d models give us an invaluable jumpstart, and it’s also a big factor in us being able to release them as free additional content and make that work financially. SMS has also introduced us to several of the licensors these assets relate to, providing a big boost to our own relationships with these brands.
We evidently have been working hard but we have a lot to be grateful for in our relationship with SMS - we’d not be in the position to fulfil these ambitious plans without their support.
Naturally they stand to benefit from whatever success we achieve with AMS2, but I’d hope every sim racer is able to nurture some appreciation for how exceptional it is for a studio of their success to hand their technology and a number of assets to another small studio like ours and let we run with it as we see fit."
Sose gondoltam volna, majd beteszem az rfactor forumba is, biztos ami biztos :) hogy szep lassan felno a feladathoz a reiza es a formula vee, amit az rfactorba pont a reiza fejlesztett, teljesen hasonlo karakterisztikaju lesz, foleg vezetesi elmenyre. Par honapja amikor probaltam valami iszonyat gagyi erzes volt az ams2-ben vezetni a vee-t rfactor utan, (ami nekem az etalon auto ott, ugy atad minden erzest, huplit, minden vacak kore kb reagalni kell) pont a lenyege veszett el, folyamatos gaz-fek jatek a kanyarban, az erzekenysege stb. a VIR palya mindket jatekba benne van, talan a north reszen nyomtam centire megegyeznek. Bar az auto gyorsabb az amsben egy picit, belul is maskepp nez ki (talan ujabb) de rohadtul atjon az erzes, amit az rfactorban kapsz. Persze nem annyira jegentancolos, (ams utan elinditva az rfactort, mar mar talan tulzasba is estek ott) de nagyon hasonloan viselkedik, pillantok alatt be lehet sokallni. Talan olyan mintha az almat hasonlitanam a kortehez, nem tudnek valasztani melyik a jobb, de vegre kimondhatom mindketto finom! szoval batran tegyetek egy probat az uj verzioval.(es mar a formulakat is (mar amelyiket porobaltam jo elmeny vezetni, pont par het assettos formulazas utan, amit sose szoktam, azt kell, hogy mondjam, itt is elmeny mar. Mas elmeny, de ugyanugy vegre jo! pedig de utaltam itt ezeket az autokat. Utoljára szerkesztette: alma2, 2020.12.12. 23:16:50
Tegnap mentem par kort, mar jo ideje nem. Kozben csereltem kormanyt is, de mivel mas jatekoknal semmi szembetuno nem volt, igy valoszinu itt is a jatek valtozott alatta, nem a kormanycsere befolyasolt. Vegre elkezdtem erezni, mit is akarnak ezzel az ffb-vel. Jo par autot kiprobalva, vegre feszes volt ahol feszesnek kell lennie, gyakorlatilag jol mukodott. Bar nagyon sajnalom, hogy a csuszasnal nem erezni elegge, meg mindig egy csuszkan lehet csak tologatni az ffb-t, ami hihetetlen, de osszesegeben tette mar a dolgat. Ami meg pozitiv volt, hogy 100%-s a.i-val random 2-3 palyan menve, 3-4 auto tipussal, vegre mentek mint a meszes, engem sem turtak le az utrol, sot el is tudtak indulni startnal, szoval ott is van egy jo adag fejlodes. Amit nem tudom minek koszonhetek, gepem nem valtozott es mar szet irogattam anno a config file.okat. Vegre full minumum grafikan tudtam 90 fps-sel jatszani, ugy hogy volt rajta minimum msaa.Persze, csak napsutesben max 10 autoval. Igy a szemem sem folyt ki. Megnezve a multit 20 ember volt rajta, abbol tiz a fizetos dlc-n jatszott -> norschleife. A maradek 10 ember, meg gt3-mal tolta. Szoval el is lehet fejelteni egy eletre.- Egy csomo apro dolog is javult mar ami zavart, ha mondjuk ebben az allapotban adtak volna ki anno majusban vagy mikor, most elmondathnak hogy legalabb dupla ennyi jatekos lenne multiban, ami mar pont nem ferne fel egy szerverre :) Meg mindig nem ertem mire a nagy lelkesedes naluk, hogy ennyire fejlesztik, annak a 100 jatekosnak. Inkabb vartak volna vele meg, anyagilag jobban kijottek volna valoszinuleg.
Ja ami rohadt zavaro, hogy minden kocsi orrtolos, fos. Meg a fekero elosztas sincs altalaban beallitva, aztan csuszik a segge. Gyakorlatilag ha nem nyul hozza az ember minden autohoz egy kicsit, total elvezhetetlen a legtobb. Utoljára szerkesztette: alma2, 2020.12.12. 18:26:01
"Automobilista 2 V1.0.6.2 Now Live! Automobilista 2 has been updated to V1.0.6.2 - this is another hotfix to our latest update, fast-tracked into release to address some relevant issues with the new content.
The hotfix also includes some of the developments intended for the update coming up later this month, hence the unusually large size.
No settings or setup reset required with this update other than for the 2 cars specified (BMW M1 Procar & Ginetta G58).
This update also completes support for custom liveries - more information and templates for all cars to be posted shortly!
V1.0.6.2 CHANGELOG Added Nurburgring Sprint Short layout UI Server Browser: Disabled refresh button during cool-down period; Sort by player count descending is now default; Trimmed leading whitespace from lobby names; first item after refreshing/sorting list is now selected Slow server list refresh rate and extend maximum timeout. Refresh now typically takes longer but reliably returns more servers to the UI browser page as a result. Added support for car livery overrides Fixed Stockcar 2020 Championship round 5 (Santa Cruz) missing rolling start and forced pitstop. Revised tire tread physics for all cars (in progress) Bumped steer lock range for all cars Minor aero adjustments for F-Vintage, Copa Truck, Procar, Group A, Opala 86, F-Retro F-Ultimate: raised baseline rear pressure Increased speed tolerance to trigger jump start penalty Revised FFB Max force for several cars for better consistency Fixed asymetrical right front damper range in Procar Revised suspension & bumpstop rates for Procar, Ginetta G58 (requires setup reset) Minor weight distribution adjustment for Procar, Super V8 Improved AI performance at Ibarra AI callibration pass (all classes) Slightly increased AI roll torque stab & CoG height multiplier to minimise risk of AI cars rolling over high curbs Adjusted AI code to help prevent small nose to tail bumps between AI during race starts and when drafting AI now return to track in a safer manner after slipping or going off road Further reductions in AI lateral jitter / weaving / abrupt moves Slightly reduced bump amplitude of gravel / grass Several audio balancing adjustments to GT3 & P1 cars volume levels (internal & external) Nurburgring: Added missing wall at Breidscheid; minor art & performance pass; Completed VR cams for Nordschleife / 24H layouts Fixed helicopters disappearing on some tracks Slight tweaks to animated objects @ Brands Hatch & Bathurst Bathurst: Slight improvements to night lights optimization; revised trackside cameras F-Trainer: Fixed black external mirrors BMW M3 E30 GroupA: Fixed windshield banner; Fixed rear wing texture error on car 02"
Ezzel a játszik is valaki vagy csak update infó megy? :) Már elég rég köröztem bármivel is, de végre lecseréltem a T300-asom 2 taposós pedálját egy T3PA-ra amit szerencsére elég pozitívnak élek meg, de hát ez is volt a cél. Mentem egy pár gyakorlókört és egy 10 köröst versenyt Formula 3-al Interlagos-ban default beállításikkal és egész élvezetesnek tartottam a dolgot, jó volt vezetési élményre, az AI sem csinált hülyeségeket, szóval összességében rendben volt. Persze lehet, hogy változó körülmények mellett több bokszkiállással nem így lett volna de ki tudja :) Ami számomra viszont feltűnő volt és hiányzott, az a szélárnyék hiánya, vagy rendkívül minimális tetten érhetősége. Szándékosan a mezőny végéről indultam, az első kör végén a célegyenesben még előttem autózott majdnem az egész mezőny libasorban, de annyira nem éreztem a szélárnyék hatást, hogy semennyire, az ő tempójukkal autóztam utánuk.
jöhetne egy felhasználói update is, engem érdekelne hogy érzésre mennyit fejlődött a játék, kb. hol tart most a gyors és a lassú autók vezetési érzetében, programfutásban.
"V1.0.6.1 CHANGELOG Revised BMW M6 setup ranges & default settings (requires car setup reset to default) Further GT3/GT4 brake revisions, also for Ultima Race, Super V8, Sigma P1, Lancer Cup cars Reduced brake wear rate by 25% (both carbon and steel) Slightly increased downshift protection function (less overreving allowed) Improved GT3/GT4 AI launch on starts Reduced GT3 AI rolling resistance to better match player´s straightline speed Fixed Ginetta G55 Supercup ABS range Nurburgring/Nordschleife: Terrain/roads material optimization, new armcos with new more detailed meshes, new armco graffiti, resolved flickering of armco graffiti; Further improvements to shimmering issues on TV cameras of Nordschleife / 24h layouts Montreal: Various minor fixes, optimization & art revisions Montreal Historic: Various minor fixes, optimization & art revisions Silverstone: Fixed disappearing helicopter BMW M6 GT3: Added Racelogic timing display and improved alcantara material in cockpit dash"
"Automobilista 2 has now been updated to V1.0.6.0 - features a new GT3 car, a large update to the latest Nurburgring release, and some further significant improvements to physics & AI.
IMPORTANT! A number of physics adjustments requires setups being reset to default in the garage menu to take effect.
V1.0.5.6 -> V1.0.6.0 CHANGELOG
CONTENT Added BMW M6 to GT3 class Added Ginetta G55 to GT4 class
UI / HUD Fixed issue where too much chat history was played back in some instances Seat adjustment input is now continuous (hold to move) Adjusted various background image anchors to improve display on 16:10 and triple screen
PHYSICS & AI Slightly increased longitudinal slip in Cup / Stock 2020 / Proto P3-P4 tires Stiffened sidewalls for GT / Stock / Proto tires Revised default tyre pressures & ranges for all cars (closer to optimal and / or as per real series regulations - requires setup reset to default) Adjusted default steering lock / ratio for GT3 / GT4 cars to more accurate values (requires setup reset) Revised Balance of Performance for GT3 / GT4 class Revised brakes for GT3/GT4 cars Corrected tyre tread width for Porsche Cayman Clubsport (265mm front / 305 mm rear), Porsche 997 3.8 Cup (275mm / 315mm) Revised Porsche Cup aero, adjusted default roll bars Reduced front splitter downforce dropoff with yaw in all GT/ Stock Cars Fixed missing wet tire compound for Camaro GT4R Adjusted Camaro GT4R suspension Adjusted Copa Montana center of gravity height Revised Procar, Group A, Ultima Race baseline damper rates Fixed Ultima race front left, rear right fast damper ranges incorrectly available Improved rear efficiency, reduced Group A rear brake torque Adjusted FFB max force for F-Vee, Procar, Mini, Stock Car 2020, GT3, GT4 cars Callibrated tire temperature color display range (correcting errors with some tires not displaying correct colors for optimal / overheat tires) Adjusted rear wing efficiency for Stock2020, Montana
AI Further smoothing out of AI lateral transitions to reduce jerkiness/weaving/abrupt lane changes Added logic to prevent AI slowing on track after returning from partially outside track limits Added logic for AI to be more reactive and switch switch behaviors more often Initial steps to reduce the impact of small Front-to-Rear collisions between AI (as seen at race starts especially with vehicles of differing performance) Reduced range of AI variation from ideal racing line GT3, Porsche Cup, P4, P3, P2, F3 callibration pass Minor AI aggression scalar adjustment for GT cars Further wet weather callibration passes for all GT / Stock / Proto cars
AUDIO Adjusted Mclaren 720s tire skid volume Lowered tranny whine given enigne sounds feature them prominently
TRACKS Nurburgring: Various fixes for LODding / Z-Fighting issues; Corrected a few trackside ads; add proper groove to 24hr layout; trimmed roadverge excess polys; Various crowd corrections; Various texture updates; further correction to trackside shimmering cameras; minor optimization pass Kyalami: New AIW pit lane path (fix AI hitting pit wall when leaving pitbox, improved merge to main path at T1); Relax track cut limits on some runoff areas; Minor performance, art pass & LOD fixes Interlagos: Fixed floating pit box lines Campo / Curvelo: Adjusted flag LOD range Montreal Historic: added missing HUD map
VEHICLES Porsche Cayman GT4 - Fixed red cockpit material issue Fixed lights for Fusca (all variants) + wiper uv mapping fix (HC1/HC2) Adjusted brake glow ranges for carbon brakes (player & AI) Camaro GT4R: Fixed missing RPM leds"
"Automobilista 2 V1.0.5.6 is now live - this is a hotfix to complement and correct a few issues with the latest update.
A setup reset to default on Porsche cars is in order for the latest adjustments.
V1.0.5.6 CHANGELOG Added Nurburgring 24h Endurance Layout Added support to order Vehicle group filters alphabetically (original sorting) Fixed class list scroll bar on Vehicle browser Fixed helper spring implementation bug causing deflection to subtract from vehicle´s suspension travel (fixes issues with Porsches bouncing on bumpstops & AI cars occasionally rolling because of it) Adjusted Porsche Cup FFB max force Adjusted engine compression curves for Mercedes GT3, Stock Cars, Montana (slightly reduced engine braking in all) Adjusted Traction Control base slip to allow for more slip before system kicks in Porsche Cup AI wet tire callibration pass Nurburgring / Nordschleife various fixes & adjustments to render and materials; tweaks to outer terrain geometry & grass/terrain texture blending, car park around Youtube corner, LOD distance tweaks, fixed grasscrete material in GP segment; reduced Reduced tire barrier flickering for Nordschleife layout; adjusted some TVcameras to minimise shimmering issues (still more to fix) Camaro GT4R: Corrected brake and tail lights color Mercedes 190E: Fixed cockpit red materials MetalMoro AJR: Fixed head and brake lights Super V8: Fixed head and brake lights"
"This update adds the Nurburgring Nordschleife, brings more AI behavior adjustments & extensive physics revisions for GT, Stock Car & Prototype series.
IMPORTANT! The latest physics modifications to GT3 / GT4 cars require a setup reset to default in setup UI to take effect - no need to delete all your settings, just go into the setup screen and click "Reset to Default" when choosing any of the new GT3 / GT4 cars added in v1.0.5.0 (other cars haven´t had setup range changes so shouldn´t need a reset).
IMPORTANT! As previously announced, with the release of the Nurburgring DLC Pack, the Nurburgring layouts included in the previous update are now only available for owners of the DLC or the packages that include it.
Our next game update towards the end of the month will add layouts combining variants of the modern track with the Nordschleife. Next year we also plan to include an historical version of the track to this pack, with no additional charge to those that already own it.
V1.0.5.1 -> V1.0.5.5 CHANGELOG:
CONTENT Added Nurburgring Nordschleife layout *Part of the Nurburgring DLC Pack (Steam Store Page for standalone DLC should be available soon)
GENERAL Fixed reverse grid in Championship mode
UI & HUD Added Vehicle Selection filters Fixed track image anchors on lobby details page Fixed 'Left Monitor Bezel Width Right' input Added Credits screen to UI Fixed various missing / incorrect filters for cars & tracks
PHYSICS & FFB Fixed coordinate conversion when reading SETA contact patch offset Fixed curbs pulling inverse way on cars where steering arms are "behind" steering axis. Fixed minor road noise confribution being partially unequally handled on front right wheel Fixed issues with Mini FFB using new profile Adjusted tire treads for additional longitudinal slip in GT / Stock Car / Prototype tires & adjusted load damping to minimise hysteresis Adjusted tire treads for adittional longitudinal slip in rain race tires Corrected front tire tread width in GT / Prototypes (305mm / 315mm) Adjusted default diff settings & roll bar values for Porsches Revised low rev band torque curves & suspension rates for GT cars Adjusted Porsche Cayman suspension travel & helper spring deflection length Fixed error in main driveline syntax (potentially improves rear differential functionality) Corrected Porsche Cup engine power figures to latest specifications; adjusted FFB Max force & CoG height Reduced engine inertia in GT3/GT4 cars Slightly increased engine inertia for Group A cars Reduced engine inertia & spring rate range for Metalmoro MRX (all variants) Various weight and engine power adjustments for better BoP accross GT3 / GT4 classes Further revised suspension rates on all GT3 / GT4 cars Fixed Mercedes AMG GT3 camber range for front wheels Minor adjustment to StockCar 2020 CoG height & aero Reduced Copa Fusca FFB Max force and raised stactic ride height by 1cm Reduced F-Reiza FFB max force
AI Further improvements to AI Lateral player avoidance and line selection when side-by-side with players Improved AI player avoidance in situations where more than one player is present (MP) AI callibration pass for GT / Stock / Prototypes Adjusted AI lateral movement smoothing values to minimise aggressive weaving in some types of cars Reduced aggression scalars for tintop series
AUDIO Porsche GT3-R: Set tranny whine to cutoff sound in neutral; fixed missing onboard sound for AI cars and in replays Fixed McLaren 570S GT4 missing sound in Chase view. Increased bottoming sound effect for GT3s & GT4s
TRACKS Velo Citta: Rebuilt pitlane triggers & adjusted far corridors in pit lane at U-turn (remove corridor over lap, possible source for pit lane DQ issue) calibrated some brake marker spacing/distance (dynamic/static road line markings); Minor performance pass Imola: added DRS zones triggers as per latest GP configuration Added drone animations to Velocittá, Velopark, VIR Fixed rain blockers at VIR Adjusted Nurburgring GP TV cameras
VEHICLES McLaren 720S GT3: added five new liveries; fixed collision mesh bug; Added cockpit vibrations, dirt / damage effects + dangling damaged parts Mclaren 570S GT4: Added dirt / damage effects, dangling damaged parts + new colliders + carbon material fix + carbon material UV mapping fix + mesh changes (Rear bumper/lights); Adjusted cockpit POV so it doesnt clip driver model Camaro GT4R - Corrected samll sidewindow material Fixed Porsche Cup 4.0 rear tire dimensions Added damage, dangling parts & dirt map for Fusca (all variants)"
Aki szeretne egy nascar 2015-ös multit az első részben billel megnézném.
Egyetértek... Az AI, meg a halott multi miatt tettem parkolópályára... :( Az FFB meg így nem értékelhető, mert tényleg mindig változtatnak rajta, időd sincs megszokni, tesztelni... Pedig a tartalom nagyon bejönne...
Most megint raneztem, de ebbol sosem lesz jatek, plane nem jo. Ezek a nem tudom honnan jott, latott youtube-erek, hogy kepesek aradozni errol, az meg szinten felfoghatatlan. Most megint ujrairtak az ffb-t, mintha valami taknyos ragados uton mennel, semmi direkt erzes. es kb 20 valtozat a megjelenese ota. Ahelyett, hogy kitennek menube 10 csuszkara az egeszet, sokan megtalalnak a szamukra elfogadhato alternativat, de ilyen nincs. Az a.i mar kepes elindulni, de ugyanugy letol az utrol mintha nem is leteznek. stb. persze a mai hotfix pont az utobbit javitotta, de ne vicceljunk mar. Az autok meg ugy pattognak, mint valami gumilabda az uton ujabban. az f1 2020-at nem ismerem, de messze a legemberibb, leghasznalhatobb meg mindig az ac a.i az osszes szimben, megha bizonyos teruletek nem is jo, de tokeletesen visszaadja azt, amikor beugrasz egy multis szerverre es nem parasztokkal van tele. Sajnos az ac-nel ma mar teljesen igaz, hogy a publikus multiplayeren, a jatekosok 90%-a a legalja semmirekellokkel van tele. Par eve azert nem igy volt, de a ligak. srs mar elszivtak a normalisabb embereket. Beszelnek en az ams2 multijarol is, ha letezne, de olyan gyakorlatilag nincs. Multkor bementem egy dtm-es futamra, random 15+ ember, (csak azert mert aznap jott ki, amugy nem talalsz jatekost) azok is 90%-ban szerencsetlene voltak, korbe sem ertek a palyan. Bezzeg a kommentek, meg youtube alapjan az ember azt gondolna, valamire hasznalhato ez a jatek, pedig nem :(
"Automobilista 2 v1.0.5.1 Hotfix Released V1.0.5.1 is now live on AMS2 Beta - it is a hotfix to address a bug with non-linear bumpstops and helper springs, which led to Porsches being particularly bouncy on previous release.
If you had tweaked the default setup at all in v1.0.5.0, make sure to reset your setups before driving (not delete your full settings, just go in garage and reset to default),
The hotfix also features some revisions to the other cars as well as an AI code adjustment to address some poor awareness issues in some circunstances when AI cars were side by side with the player.
V1.0.5.1 CHANGELOG: Small improvements to the logic of AI to avoid invading of human line on straights when far from curves Fixed non-linear bumpstop code Revised suspension for Porsches Revised Mclaren 720S GT3 aero, brakes & drivetrain Revised Mclaren 570S aero & brakes Revised GT3 / Prototype tire tread for slightly more longitudinal slip Corrected Mclaren 720S stats & onboard cameras Updated volumes of all Porsche GT3 / Cup cars and minor improvements to GT3-R sound set Nurburgring: Smoothed harsh road bumps along the pit lane entrance;conform some overlay mainly in pit lane region (road line, kerb verge, grass verge, road seam) fixed some tyrewall Z fighting & some object LOD popping; reorganized bollard/cone for Veedol chicane layout; Minor Art pass Goania: Minor art pass"
"Automobilista 2 V1.0.5.0 RELEASED! Automobilista 2 V1.0.5.0 is now available, featuring the much awaited GT3 / GT4 car pack and the Nurburgring Circuit.
Release Promo - Temporary free access to the Nurburgring track!
With the Nordschleife and 24h layouts not quite ready for this release, we have elected to temporarily offer the other modern Nurburgring layouts FREE to all users until the long layouts are added to the package at some point next week.
Please be advised that upon the addition of the Nordschleife & 24h layouts, all Nurburgring versions will revert to being available only for owners of the DLC or packages that include it.
Updated Force Feedback
This update adds fresh Force Feedback developments, the most significant being:
- Damping now adjustable via in-game FFB menu * - Enhanced tyre flatspots ** - Enhanced feedback during braking - Enhanced road feel (adjustable via FX slider) *** - Improved scrub effect (adjustable via FX slider) - Effectively eliminated FFB "deadzone" around center in some cars - Improved gyro moment accuracy - Now using SETA patch offset/deformation for mechanical trail (much more "organic" feel on edge of grip) - Tyre temperature and pressure will affect feedback - More distinctive oversteer / understeer feedback
* We recommend using damping in game vs on wheel setting. Damping in game scales with vehicle, so roughly same level for all cars. On wheel / driver damping doesn't scale with wheel gain, so if you have gain too low, damping will overwhelm FFB signal.
** flatspots are currently presented in "raw" form. Given tire is split into many small patches, you will receive "impulses" as there are "flat patches" on tire. It depends on amount of wear on individual patch. Hence the note "raw signal".
*** Road feel is based on physical surface mesh roughness / bumps - which on real vehicles would be "fed back" to the driver via vibration "travelling" thru chassis and as a result will be felt on steering rim especially cars and race cars that have racks bolted directly to chassis, without any sort of insulating "rubber mounts" - take note this would only "vibrate", not "move" wheel rim left-right. Given our gaming controllers are effectievly "1DOF" device - ie. able to move only left or right, we are shaping this vibration such that it can be felt on them too.
IMPORTANT: Custom Force Feedback profiles may be affected by code changes to the FFB system and not work as before the update. If you find that is the case consider sticking to the default profile until the author of the custom alternative updates his version.
V1.0.4.1 -> V1.0.5.0 CHANGELOG:
CONTENT Added GT3 series (currently featuring 2015 Mercedes-AMG GT3 & 2016 Porsche 911 GT3 R & 2019 Mclaren 720S GT3) Added GT4 series (currently featuring 2018 Mclaren 570S GT4, 2017 Camaro GT4-R & 2016 Porsche GT4 Cayman Clubsport) Added 2020 Porsche Carrera Cup Brasil (featuring Porsche GT3 Cup 3.8 & 4.0) Added Nurburgring Track (GP, Veedol & Sprint layouts - DLC TRACK, FREE TO ALL USERS FOR A LIMITED TIME
GENERAL Added support for overriding default liveries with user liveries (more info for this soon) Updated Force Feedback system & Added Damping slider to FFB menu Championship mode: Adjusted Stock Car championship rules to better match real regulations ( refuelling permitted in pitstops; use formation+rolling start; added mandatory pitstop; increased minimum race to to 15 mins to allow AI sensible pitting options
UI & HUD Added support for additional UI track filters Fixed incorrect label on FOV options tab when in unselected state Disabled 'Reset to defaults' button in main setup screen when fixed setups are used Fixed RR compound decrease button altering wrong value Further reduced opacity of disabled menu options on in-game screens Fixed incorrect current lap in displayed on HUD when rolling start used Gaps now shown in laps rather than time for lapped vehicles on weekend results Added lobby detail page to multiplayer browser Extended MP player interaction dialog to include Vote To Kick Allowed Player interaction dialog acces to all users (previously host only) Updated all in-game leaderboards to allow access to Player interaction dialog (left click / Joypad X) Fixed player name clipping on in-game MP leaderboards
PHYSICS Revised tyre treads in GT, Prototypes, Stock Cars, Super V8 for more longitudinal slip & improved force combining Slight reduction to parking force FFB (all cars) Fixed missing autolift function in Mini gearbox Adjusted Max force for MRX (all variants) Reduced default viscous lock & preload baseline in cars in LSD diffs Slightly increased speed sensitivity in road tyre tread (60s Classics, F-Vee, Copa Fusca & Uno) Slightly further reducing lock per clutch in LSD differentials Corrected rev range error in Group A engines Adjusted default gear ratios for Group A Adjusted F-Ultimate sidewall stiffness
AI Revised AI code for various behavioral improvements AI callibration pass to Group A, Procar, kart series & wet performance on GT & Prototype series Scaled the pit exit speed by the outlap slowdown factor Adjusted AI calculations for enforced pitstops in timed races
TRACKS Added animated helicopter & drones to Adelaide, Brasilia, Brands Hatch, Cadwell Park. Campo Grande, Cascavel, Curitiba, Imola, Jerez, Silverstone, Montreal, Silverstone 2001, Hockenheim (all versions): Minor art & performance pass Montreal: Object LOD fixes & Minor art & performance pass Londrina: Adjusted triggers & start location Donington: Object LOD fixes; Minor art & performance pass Added VR cams for Adelaide, Kansai & Montreal Goiania: Fixed marbles Taruma: Minor art & performance pass Oulton Park: Fixed broken pitcrew/pitbox marker animations in Oulton / Fosters layouts Added helicopter & drone animations to Granja, Londrina, Hockenheim, Ibarra
VEHICLES F3 (F301) - Revised and updated liveries including new community skin; Updated leather textures on head rests. Metalmoro MRX: Added dirt / damage effects + Dangling damaged parts + new colliders (all variants) Camaro SS - Corrected LOD D glitch Added Gol) Dirt/Damage effects + Detachable boot lid (all variants)"
"Automobilista 2 has now been updated to V1.0.4.1 - this is a hotfix to complement last week´s release & fix various issues with the new content.
V1.0.4.1 CHANGELOG:
GENERAL Fixed camera jittering when in low head movement slider values
UI & HUD Fixed hover activation states on new Championship screen Fixed incorrect vehicle information for cars added in v1.0.4.0
PHYSICS & AI Revised physics & fixed various issues in initial release of M1 Procar, Group A, Mini JCW, Mini Austin 1965 & Lotus 23 Adjusted Group A & Procar tyre tread Increased engine rev band for Group A cars to avoid triggering overreving bug Fixed default tyre selection errors for Lotus 23, Mini 1965, Mini 2020 Adjusted engine inertia for Group A cars, Mini JCW 2020, Lancer R & RS, Puma P052 Revised Lotus 23 suspension geometry & fixed tire diameter Callibrated AI for new series
AUDIO Fixed bug with news car sounds overwhelming system and cutting off certain effects
TRACKS Imola: Fixed broken pit door collision for door 8,9,10 (garage 15-20); Max AI participants changed from 29 to 31 Adelaide: Minor art & performance pass Azure: Added "cheatblock" to pit lane track cut mesh. Bathurst: Attempted fix to floating groove in the Cutting Cascavel: Minor Art Pass; Updated AI paths Added VR Cams for Cascais & Jerez
VEHICLES Lotus 23: various graphical updates & fxies Mini JCW 2020: fixed bonnet issue; updated liveries(removed plates and fixed numbers font) Ultima Race: added dirt / damage effects + Dangling damaged parts Stock Car 2020: Update Cruze liveries; added new Windshield banner Corrected onboard camera positions for Lotus 23, Mini Austin 1965 & Mini JCW 2020 F3 (F309) - Revised and updated liveries for the whole grid including 4 new community skins Added MetalMoro AJR Dirt/Damage effects + Detachable parts (all versions)"
"The new update adds several Classic cars, brings the popular Mini Challenge JCW as it is in the top class of the UK Mini series, two Kart circuits, along the usual package of new features, fixes & improvements.
One of these features is the initial revision of the HEAD MOVEMENT setting for cockpit cameras (renaming what was before "WORLD MOVEMENT"), although users will still have the option to use the original legacy head movement if they so prefer - please check the descriptions in-game for more details as to how best configure this option to your preference.
V1.0.4.0 CHANGELOG
CONTENT Added 1960s Touring Car Series (featuring Lotus 23 & Mini Cooper S 1965) Added BMW M1 Procar Series Added German Group A Series (featuring BMW M3 E30 & Mercedes 190 Evolution Added Mini JCW UK Series Added Buskerud Kart Track (2 layouts) Added Speedland Kart track (4 layouts) Added Hockenheim 1988 Short layout (part of Hockenheimring DLC)*
GENERAL Added borderless window mode option (Perfromance Options Screen) Altered behaviour of helmet/cockpit cameras to prevent locking to world horizon and improve smoothing/damping of camera view Fixed issue where event date was not correctly set if host changed track via multiplayer lobby Added 'Start New Championship' flow; Added Select championship type, select vehicle/livery, Pre-allocate opponents Added championship specific AI Skill / Aggression settings to championship overview (can be adjusted mid season as desired Fixed clamping of range when validating Multiplayer AI difficulty setting on client. Added support to look backwards when pressing loo left / look right simultaneously Fixed "dummy" objects unintentionally appearing in reflections at higher settings. Player now retains control of steering/shifting during pitstops when 'Manual pitstops' setting is enabled. Fixed issue where sometimes player control was not restored after an AI controlled pitstop.
UI & HUD Added Help text to advanced setup screen Fixed missing center suspension setting heading localisations Added help text for all setings (subject to further review/localisation adjustments) Changed 'WORLD MOVEMENT' to 'HEAD MOVEMENT' to reflect new functionality Adjusted showroom climate brightness Added French & Spanish localization options 'Waiting for host' message now also displayed after race sessions in multiplayer when appropriate. Changed 'EXIT' button to 'RETURN TO MAIN MENU' on post session leaderboard Added confirmation step when attempting to exit while waiting for host to return to lobby at the end of multiplayer events. Fixed incorrect activation states on Broadcast Control overlay toggles. Fixed menu mouse activations and highlight state throughout on Broadcast Control Added Start New Championship screen for championship and vehicle/livery selection (additional championships to follow) Replaced "Reset Championship" button with "Start New Championship" Entering championship mode now opens new championship page if no valid save is present.
DEDICATED SERVER TOOL Limit AI Difficulty slider to 70-120% Max Grid Size and Max Human Opponents now allowed to be equal in http UI Replaced AllowableTimePenalty with AllowedCutsBeforePenalty and limit to correct range (1-50)
PHYSICS & AI Replaced open Salisbury-based open differential physics with more effective alternative; Further reduced differential lock per clutch setting Fixed CTD with Caterham Academy / Supersport Fixed F-V12, MP4-12, kart shifter & other unreleased cars missing latest minimal AI strentgh adjustment (being too slow below 100% setting as a result) M1 Procar: Revised tyre construction; Revised Suspension Geometry; Lowered engine inertia; Increased brake torque; Revised tyre constructio Adjusted AI lateral movement in initial launch off the line Reduced differential locking increment per clutch setting (all cars) Slightly adjusted kart tyre treads & FFB max force Slightly reduced F-V10 Gen2 AI tyre rolling resistance to better match player´s
AUDIO Onboard cameras now all use onboard sounds All cars revised for any persisting inacurate engine sound position (forward-rear, left-right) Added helictoper & drone sound effect (track dependent, where animation is present as sound effects are tagged to the respective objects) Puma P052: engine sound offset to side fixed, corrected small click in low-ish rpm loop. Kart 125 2T: increased internal engine volume slightly, external decreased slightly Camaro SS: increased external sound volume (both trackside and external on car views); fixed bad on-power low RPM samples overlap and general transition from idling to on-power. Ultima GTR Race: Adjusted filtering on external audio (trackside). Super V8: Adjusted SUB-frequencies over RPM range Puma P052 small adjustment to interior sound.
TRACKS Reworked treeline and grass blade shader, added few new types of grass blades & reworked existing ones. Reworked fog/haze shader with different exponent steps depending on angle you look at, so you can see the sunlit air when facing the sun Adjusted fog levels in heavy cloud/overcast setting for european tracks Added custom track animated objects (still WIP) to Spielberg, Kyalami and Buskerud Small art passes to Spielberg, Bathurst, Kansai Ortona: Fixed pit speed warning on track over 60kph; Added correct trigger for pit exit on layout 4; optimized track cut mesh Fixed VIR South hole after pit exit Silverstone 2020: Extensive performance pass Outon Park: Marbles test : less boxes (78->24), bigger boxes, 0.5-1.5 range, no brake zones Snetterton: Fixed some AI pit lane issues (hitting pitwall, driving onto grass at pitlane to main path merge) Adjusted textures; fixed some object LOD popping; Adjusted 100 layout pitlane/pitexit/trackcut to prevent a DQ in some cases Curitiba: Minor optimization & art pass; improved pit lane path merge to main path; remapped garage/pitbox locations; calibrated dynamic brake marker spacing Spielberg Historic:Restored road patch bumps; minor optimization pass; calibrated brake marker spacing Londrina: Fixed black treelines Imola 2001: Added period-accurate ad boards Silverstone 2020 Intl: Improved AI line. Added VR Spectator cams to Interlagos, Silvestone 2001, Bathurst, Hockenheimring, Imola Fixed objects popping in Spielberg, Silverstone 1975, Silverstone 2020 Brasilia: Fixed several object LOD popping; Various object & texture adjustments Brands Hatch: Upgraded road seam & roadline shaders; Improved brake marker texture and spacing; Minor optimization pass Interlagos: Fixed object LOD popping; Upgraded road seam & roadline shaders; Imola: Fixed hole at Acque Minerali; closed some open edges between double sawtooth curbs; fixed some grass glitches; calibrated brake marker spacing; upgraded sign placement to latest references; Upgrade distance marker shader to rz_basic, rework sign placement based on recent reference video; moved start trigger 5m to align with pitwall starting gantry; added garage door collisions; relaxed road noise slightly; minor optimization pass Ortona; Minor Art pass; Added new AI paths for paddock area; Fixed broken UV4 groove mapping. Upgraded road seam & roadline shaders; ;New HUD track maps. Optimized track cut mesh; Added starting lights; Fixed wrong way/DQ bug from new paddock pit lane; Updated fast lines for layout 1 and 3; Minor optimization pass Guapore: Fixed various object LOD issues; Minor Optimization & art pass; Fixed some open edges; added animated drones Adjusted road noise for Guapore and Ibarra
VEHICLES SuperKart: Updated liveries Added Stock Car 2020 dangling damaged parts Added Sprintrace dirt and damage effects + dangling parts Added Super_V8 dirt and damage effects + dangling parts Fixed Caterham Academy Driver & car animations"
This seems like an appropriate time to give a shout-out to Slightly Mad Studios and their considerable contribution in the making of Automobilista 2 - not just for developing a great sim racing engine and licensing it out to a small studio such as our own, giving out well over one year of continuous support to help us get the best of it, but doing all of that without taking a single penny in advance, or even for a few months into its release to ensure we were able to continue developing it to the best of our ability - all this made clear to us that more than anything they wanted us to get as much out of it as we could, and they certainly went out of their way to supply us with the means to do it.
This is most unusual in the gaming industry and for all that we owe them an immense amount of gratitude, as we did to ISI before them - anyone who already enjoys AMS2 or comes to enjoy it in the future as we continue developing it should be able to appreciate their contribution to making it a reality.
Wherever you land in the spectrum of racing game preferences, we should also all try to be happy with the range of great options currently in the market catering for the diversity of tastes that does exist, and recognize the role SMS played from GTR onwards in helping making sim racing what it is today - we are all better off for it "
Google fordítóval: Megfelelő időnek tűnik, hogy kiáltást adjanak a Slightly Mad Studios-nak és jelentős hozzájárulásukhoz az Automobilista 2 elkészítésében - nem csak azért, hogy kifejlesszenek egy remek sim versenyzőmotort, és engedélyezzék azt egy olyan kis stúdiónak, mint a miénk, jóval több mint egy év folyamatos támogatással, hogy segítsen nekünk a lehető legtöbbet kihozni, de mindezt úgy, hogy egyetlen fillért sem vettünk előre, vagy akár néhány hónapig a megjelenéséig annak biztosítására, hogy tovább tudtuk fejleszteni a legjobb tudásunk szerint - mindez világossá tette számunkra, hogy mindennél jobban azt akarják, hogy minél többet hozzunk ki belőle, és minden bizonnyal mindent megtettek annak érdekében, hogy rendelkezésünkre bocsássák az ehhez szükséges eszközöket.
Ez a játékiparban a legszokatlanabb, és mindazért, amiért óriási hálával tartozunk nekik, akárcsak előttük az ISI-nek - bárki, aki már élvezi az AMS2-t, vagy a jövőben is élvezni fogja, miközben fejlesztjük tovább értékelni hozzájárulásukat a valóság megvalósításához.
Bárhová is kerülsz a versenyjáték-preferenciák spektrumában, mindannyiunknak meg kell próbálnunk örülni a piacon jelenleg található nagyszerű lehetőségek kínálatának, amely kielégíti az ízlések sokféleségét, és fel kell ismernünk az SMS szerepét a GTR-től kezdve a segítségnyújtásban olyanná tenni a sim versenyzést, ami ma - mindannyian jobban járunk neki "
V1.0.2.7 CHANGELOG: Fixed UI issue when creating new Multiplayer game that would prevent selecting a dedicated server when "-selectds" switch is used (allows the first session of a game controlled dedicated server to be created from the client instead of requiring use of the http UI) Added broadcast control / spectator screens for Multiplayer sessions Adjusted Lobby to support broadcast role assignment Updated simulated lap speed logic used in live gap readings & track limit penalty calculations for better consistency Slightly increased tolerance for momentarily exceeding pit speed limit Altered title/subtitle text behaviour and position to prevent overlap with block elements Polished engine sample loops of F-Ultimate. Fixed MRX_P3 engine sound wrong position. Adjusted Puma P052 turbo sound volume Tweaked engine sound parameters for better bottom end / subwoofer utilization Further differential setting adjustments to correctly display available options in setup screen Generally reduced default diff preload values Fixed error in parameters for hump mode in viscous differentials Increased brake cooling when static Reduced heating rate of steel brakes Increased operating window of GT, Prototype & Stock Car series tyres Moved aero balance for Montana, Stock Car 2019 & 2020 slighly further rearwards Adjusted Copa Montana default setup Minor increase of pneumatic trail for radial Tyres (vintages, road) Reduced AI rolling resistance for F-Classic, F-Vintage, F-V10 G1 tyres to better match player´s Minor BOP balancing for P3 class Minor Center of Gravity and aero center of pressure adjustments to F-Retros Corrected V12 engine performance for Vintage & Retro series Added new differential hump values to all viscous rear diffeential variants Generally reduced differential preload values Slightly increased AI throttle application range for low to mid powered cars Bumped AI low range Strength up (to compensate AI becoming too slow below 100% following recent code updates) Reduced AI lateral field speed distance & effect Adjusted rolling resistance for F-Vintage, F-Retro, F-Classic, F-V12, F-V10, F-Reiza, F-UItimate, F-Trainer & Copa Classic to better match player´s straightline performance Brands Hatch: Corrected circuit info Jerez: Minor optimization pass Guapore: Updated trackside ads Spielberg Historic: incremental art pass update; adjusted track cut mesh; start trigger to better align with start line Added tracklights for Spielberg Historics & Silverstone 2001 Silverstone: Updated 2020 Intl TV cams Silverstone 2001: Added more accurate ad mapping to cement walls, adjusted track cut limits Silverstone 1991: Revised track cut limits; Fixed some floating big tents; Adjusted service roads material & texture Silverstone 1975: Fixed missing buildings on no-chicane layout Snetterton: Fixed CTD at race end. Oulton Park:fixed pit exit warning bug (track cut); Track cut mesh optimized, add grasscrete runoff, removed apex curbs; Rebuild triggers. Fixed timing bug (Start trigger was not crossing pit lane) Kansai: Fixed start trigger not crossing pit lane Reimplemented BT26, F-V10, F-V12, F-Reiza & F-Ultimate suspension animations (fixed wheels appearing to float) F-Trainer: Fixed RPM LED & bar scaling Adjusted F309 Driver animations F-Reiza: Adjusted Driver animations Adjusted gear shifter animation parameters on F-Retros, M23 and F-Classics Fixed driver head position on the F-Classic G3M2 Added exhaust backfires to Stock Car 2020 Increased exhaust downshift backfires for SuperV8 StockCar Corolla -Added damage & dirt maps + deformable mesh
CONTENT Added Mclaren MP4/12 to F-V10 Gen1 series Added Silverstone 1975 "No Chicane" layout (part of Silverstone Pack DLC ) Added Silverstone 2001 National & International layouts (part of Silverstone Pack DLC ) Added Silverstone 2020 National & International layouts (part of Silverstone Pack DLC )
GAMEPLAY Added support for "extra brake" device on Mclaren MP4/12 (shared with hand brake command) Fixed CTD when returning to lobby after a Multiplayer race Enabled slight collision pitch & roll damping (greatly reduces issues with over-the-top collision physics) Adjusted physics tick rate to minimise sync errors in Multiplayer Fixed bug causing starting grid being sorted by class when transitioning from scoring sessions (Q/R). Fixed time penalties when a driver fails to or cannot serve a drive through on the last lap Increased tolerance parameters for track limit violations from going over grass / gravel and after contact with another car Increased pit speed limit violation tolerance before instant DQ from 60 to 100km/h
UI & HUD Added art pass to Replay / Monitor screens, reducing overall size of controls, updating assets/colors of splits unit to improve readability, uses driver display name in splits unit for both, and 'in pit' marker to Replay splits unit Added toggleable full leaderboard to monitor screen (also available to MP spectators) Added message to MP session end leaderboard screen when waiting for host Added more compact controls bar to replay screen UI Initial updades to Championship UI design Temporarily disabled time acceleration mid-session (may trigger physics issues) until such are resolved
PHYSICS & FORCE FEEDBACK Fixed FFB Caster deflection calculation Re-enabled FFB scrub effect Adjustments to default FFB profile (rack force split to low-mid-high, scaling them differently, curbs slightly enhanced among other minor changes) Reduced adhesive friction speed sensitivity for Stock V8, GTs, Prototypes, Super V8 Minor tyre tread adjustments for Ultima GTR Road, Camaro SS, F-Classic Gen3 Adjusted Weight distribution, Aero center of pressure, adhesive friction for all F-Retro series cars Slightly adjusted Stock2020 center of gravity height (both models) Globally reduced aerodynamic effects from drafting & turbulence Enabled slight collision pitch & roll damping (aiminig to minimise issues with over-the-top collisions) Adjusted physics tick rate in attempt to minimise sync errors in Multiplayer Added minor friction & preload to open differentials (Opalas, F-Trainer, F-vee Pumas, Fuscas, MCRS200, FWD Classics) Rectified several incorrect, unoptimal or conflicting differential configurations & ranges still available from setup screen Fixed viscous diff incorrectly disabled for F-Ultimate Balance of performance revision for P4 class Added viscous differential to Ultima GTR Road Fixed V12 engine bug in F-Retro / F-Vintage causing car to break in aggressive downshifts
AI Improved AI performance in pack (both better pace & less incidents) Fixed AI performance in practice / quali being slower than race (minor callibration still required) AI race performance callibration pass for various classes
AUDIO Fixed audio gear wobble Added triggers to support audio engine splutter on downshifts Fixed Stock Car Corolla referencing wrong sounds Revised positional audio (engine sound movement when looking left-right) for all cars
TRACKS Silverstone 1991: added missing physical tyre barriers, smoothed segments of curb steps vs surrounding terrain to minimise chances of cars launching over it; added missing start light gantry; Added dynamic brake markers; corrected Goodyear advertising to be period accurate Silverstone 2001: added start light gantry Silverstone 2020: minor art pass, added missing brake markers Santa Cruz: Moved start trigger to solve missing first lap for grid slot 1; recallibrated brake marker spacing, added missing dynamic brake markers Spielberg Historic: Major art pass (WIP) Spielberg: repositioned pit box and redid pit lane (reducing lateral separation); attempted fix for some AI cars from hitting pit wall when laving pit box. Added new crane models to various tracks Added TV cranes & camera men to several tracks Kansai West: fixed timing bug Kyalami Historic: Fixed timing bug, moved grid positions back 1 row, delete unused grid line markings; Moved start trigger and start line forward 5m in line with marshal hut Brands GP/ Indy: fixed timing bug
Automobilista 2 V1.0.2.0 RELEASED! The new Automobilista 2 update adds plenty of free new cars, several developments to championship mode, a completely revised track limit penalty system, many AI adjustments along with the usual batch of improvements & fixes in other game fronts.
The track limit penalty system & regulations have now been completely revised to adhere more closely to real racing regulations - the system is more consistent. A more detailed explanation on the rules for track limits as of v1.0.2.0 will follow shortly.
This update also brings the home of British Motorsports to AMS2 - the Silverstone Pack features several historical iterations of the track through the decades along with its current layout - unique fast flowing challenges perfectly suited to the cars that raced on them!
This pack features 4 distinct versions of this legendary track from 4 different decades - 1975, 1991, 2001 and 2020; additional layouts for the main track in each era will be gradually added in future updates.
FULL V1.0.1.2 -> V1.0.2.0 CHANGELOG:
CONTENT Added F-V10 Gen1 class Added Lotus 49C, Brabham BT26A to F-Vintage Gen2 series Released Silverstone Pack featuring 2020, 2001, 1991 & 1975 versions (DLC package)e
GAMEPLAY Championship mode: Added Frontend standings table; Added race length scaling option; Added progress reset option; Fixed bug ensuring player vehicle respects championship configuration. Added new track limit penalty system- no more slowdown penalties (except to give back positions), driver has a customizable number of track limit violations before being awarded a drive-thru penalty Added penalty tolerance logic for when the cut occurs over grass/gravel or occurs after a contact with another vehicle Decreased the distance in which a track limit violation invalidates the next lap Track limit rules made standard for all racing sessions (whether single or multiplayer) for better consistency
UI & HUD Added Brazilian-PT localization (Beta) Fixed some situations where Championship was incorrectly identified as a Career championship Added UI Pit Strategy screens (access via Setup screen) Added Vehicle List switch option to Vehicle Selection page. Fixed Time Trial info unit still showing old style in Minimal mode Multiplayer chatbox now logs all messages over the session Removed the fade delay from "Give back Position" HUD message so it disappears instantly when position is returned
PHYSICS Reduced tyre speed effects on adhesive friction for all slick tires Increased longitudinal slip (and reduced understeer as a result) for f-Retro, F-Vintage, Opala 1986 tyres Adjusted F-Vintage Gen2 tyre width, diameter & gear ratios to match new official cars Reduced engine inertia on all MRX engines Adjusted front splitter pitch sensitivity for prototypes, GTs Minor aerodynamical revisions for AJR, Stock 2020 F-Ultimate: Adjusted ERS charging & deployment properties (higher throttle threshold, more charging from full brakes) to minimise chances of battery running out over 1st laps Adjusted car body friction & restitution (slightly less jerky when coming into contact with other cars) Fixed Copa Classic CTD from missing wet compound tyre Fixed Camaro SS 6th gear ratio
AI Removed all "artificial" AI functions affecting their behavior in racing situations (minimises unpredictable reactions) First-lap decision making on 1st lap introduced in v1.0.1.0 now applies to all race laps Fixed AI tendency to put wheels on the grass on straights for no apparent reason during lap 1 Added initial version AI defensive driving logic (very subtle on this release to minimise potential issues) Further AI refinements to reduce likelihood of accidents on lap 1, including logic for AI to be more careful when rejoining the track after going off Adjusted DRS activation speeds for AI for Sigma P1 & AJR cars equipped with the device Minor AI Grip tuning for Cascais, Hockenheim Improved pitlane merge to main path at Hockenheim GP / National
AUDIO Super V8: Muted PitLimiter sound for now until further code adjustments
TRACKS Hockenheim 2020: Slightly relaxed high frequency road surface noise for a less bouncy ride
VEHICLES Added F-Classic suspension animations & adjusted driver animations (all models) Fixed F-Trainer driver hands position in 3rd person view Stock Car Cruze 2020: Fixed chassis visual glitch Camaro SS: Corrected mirror position ARC Camaro - Fixed visual glitch on liveries 3,4,98,99 Puma P052: Corrected display RPM and Speed readings Chevette: Windscreen reflection reduced Stock Car Cruze, Corlla 2020: Added dynamic dirt & damage
A következő frissítésben várható: "-Championship mode options -Several AI developments -Revised penalty system -UI improvements"
Egyre jobb lesz ez a progi. A kezdeti hiányosságokon túllépve, arra figyelek most már, hogy mit kapunk, most és a jövőben. És ez egyre pozitívabb érzést kelt. Utoljára szerkesztette: sertrex, 2020.08.09. 08:11:50
Főként magammal szeretném összehasonlítani az időmet, lássam mennyit fejlődök körről körre egy meghatározott autóval az éppen aktuális pályán. Persze ez is fejlődhet még.
Time Trial módban össze tudod mérni másokkal az időidet. Pályánként, autónként. Legfeljebb nem találsz túl sok összehasonlítani valót, mert nagyon kicsi a játék játékosállománya. Utoljára szerkesztette: sertrex, 2020.07.29. 22:46:20
persze hogy nem ott, de ha "véletlenül" oda kerül az ember, elvárható, hogy ne perceket töltsek a füvön, kanyar, vissza és csapatni tovább ... na mind1. Ettől függetlenül, hogy pozitívumot is mondjon az ember, a sebesség elmosódás effekt nekem bejött, bukósisakos nézet is kaphat egy piros pontot.
Gondolkodtam azon is amit itt korábban írt valaki, hogy érdemes-e összehasonlítani bármelyik eddigi Sim-el is ... szerintem "mindenki" szinte minden simet kipróbált már így pontosan lehet tudni, hogy AM mitől ilyen vagy olyan. Ebben sosem lesz teljes konszenzus mert ahány ember annyi szokás vagy szemlélet. Viszont. Lehet csilli grafika, vagy effekt vagy fizika, ha a hangulata nem érint meg és ami szerintem még fontos a fejlődés nyomon követése. Tudjam hogy egyes pályákon vagy egyes autó kategóriákban ha jobban teljesítek akkor mennyivel. Mert bár nem nyertem versenyt a 7végén, de ha 2mp-et tudtam faragni a köridőmön, már jobban tudom érezni magam. Nekem a RR3-ban a leaderboard rendszer nagyon bejön. Lehet nincs annyi időm vagy kedvem, hogy egy egész 7végén versenyezzek és gyűrjem a köröket, de van pár órám és szívesen tolok néhány kört saját rekord megdöntése érdekében. Egy Northschleife viszonylatban meg pláne :) Ezért nem árt egy jó pályánkénti és autónkénti bontásban meglévő ranglista rendszer kihívásos szegmenssel együtt. Eddig az egyik legkényelmesebb megoldása a RR3nak van. (iRacing-et még nem próbáltam, de gondolom ott is adnak erre. :) Ha ebbe is programoznának egy ilyen rendszert ... használna neki. Toltam teszteket, érvényes mért körön, de valahogy nem írta fel az eredményemet. Kár ...
hat ja, kicsit tullotttek a celon, egy sima utcai gumis auto is ugy mozog rajta, mintha jegen menne... De jo is lenne, ha ez lenne a legnagyobb baja, elvegre nem ott kell kozlekedni :)
Végül sikerült a kalibrálás. Azt nem értem, hogy füvőn másnak is ennyire vezethetetlen ? Nem tudom értelmezni, hogy enyhe gázfröccsre miért kell 180fokot fordulnia a gépnek. Mintha nem akarna menetiránynak fordulni ... pf.
V1.0.1.2 CHANGELOG:
Fixed CTD when saving / loading car setups Fixed in-game session lengths block displaying wrong values in multiplayer Further adjustments to AI behaviour over first lap (ongoing development) Further revisions of penalty system & detection of cars to be ignored when going off track (ongoing development) Fixed position 6 selecting position 5 on instant replay leaderboard Fixed load to frontend placeholder background image Fixed text in vehicle selection screen displaying in some wrong situations Fixed & corrected StockCar 2020 thumbnails Fixed error in Stock Corolla causing a blank red car to load Fixed error in one of the new AI personalities causing some drivers to coast to a halt Further adjustments to ARC Camaro, Truck, Stock Car onboard cameras Slightly reduced kart scrub radius Further minor adjustments to tyre sidewalls & load damping Slightly reduced AI Aggression multipliers for all cars Slightly reduced grass, gravel bump amplitude for less bouncing when going off-track Hockenheim: Adjusted AI pace in T2, T6 and T8 @ Hockenheim Modern; Adjusted AI pace @ final corner in 77/88 layoutsAdd some pit in/out line cones to 88/01 versions Londrina: fixed broken pit exit/entry merge to main path. Corrected Stock Car 2019 driver model animations Stock Car 2020: Piquet Jr livery update with Extreme SimRacing logo Stock Car 2019 - Collision mesh correction ARC Camaro - Fixed cockpit mirrors Camaro SS Added wiper animations and cockpit vibrations
Automobilista 2 v1.0.1.1 CHANGELOG:
Adjusted row highlighting on session Load/Save screen to make active column more obvious. Enabled keyboard Tab key navigation for setup Save/Load page columns Updated "Ready" icon in lobby Fixed incorrect icon shown on dedicated servers in multiplayer browser Fixed ultrawide alignment issues on vehicle classes dialog screen Minor general AI dry performance callibration pass Updated track limit system logic to help avoid some penalties when avoiding accidents Reduced amount & time of lifting throttle required to pay track limit penalty Interlagos Historic: Fixed AI hitting garage door post on exit; updated performance; Set Max AI participants to 31; Fixed AI hitting garage door post on exit Hockenheim: Minor art pass to all versions; added screen gantry / pit pole; updated render road mesh to match physical; remove static crash fences from 1977 version; updated Historical & National cameras Camaro SS: Added wiper & windshield cleaning animations Formula V10 Gen2 - 2 skins Hitwin FR Team Adjusted onboard cams for ARC Camaro, F-Retros, F-Vintages, Trucks, Opalas, SprintRace, Puma P052, Stock Cars, Super V8 Fusca (all variants): Adjusted cockpit POV Utoljára szerkesztette: sertrex, 2020.07.28. 11:07:41
V1.0.1.0 CHANGELOG:
CONTENT Added Hockenheimring 2020 (GP, National & 2 Short layouts) Added Hockenheimring Historic versions (1977, 1988, 2001)
UI & HUD Fixed incorrect logo alignment on initial splash in some resolutions Added Session duration information to In-Race Info Layer Add 'Skip Cooldown Lap' option after race is finished Tweaked text colour and background opacity on timing/delta messages Increased name area on relative positions HUD unit Fixed championship standings screen only displaying first driver Added markers for DLC content Fixed Single Official Championship autoloading. Fixed lower case button labels on pause menu return to pits button. Corrected inconsistent size in Kart thumbnails Fixed Caterham Academy gearbox information Fixed error in Superkart name Slightly improved lighting in showroom Corrected Stock Cruze 2020 Thumbnails Fixed position 6 selecting position 5 vehicle on monitor leaderboard Fixed looping issue when trying to invite players to lobby via steam overlay Added more fonts assets Updated splash screen content logos Added hud colors + HUD class logos for Montana and G55
PHYSICS Implemented optimal brake temp ranges (this adds an optimal brake temperature plateau to the brake response curve, making them slightly less peaky) Revised load damping for all tyres & sidewall & tread stiffness tweaks to F-Retro, F-Reiza, F-V10, F-Ultimate, Caterhams Adjusted F-Classic, F-Trainer, F-Retro & F3 tyre treads Adjusted carcass stiffness for karts & superkarts Reduced carcass heating for Truck tyres Added new Differential hump mode values (this affects how the viscous locking torque varies by fluid temperature inside the diff, reducing locking torque as slip starts to increase the temperature, then virtually seizes with high locking torque as thermal expansion dominates at higher temperatures) Removed air restrictor setup option Reduced front ride height range & default setting, rear brake torque for G55 Supercup Revised rear wing efficiency & distribution for G55, Stock V8 2020 (both models Further adjusted F-Retro aero yaw & rake sensitivity Reduced wheel contact factor (hopefully contributes to excessive collision issues) Slightly increased FFB max force range Fixed Push-to-Pass button being available for Stock Car series in Time Trial mode Fixed wrong default preload following range correction in v1.0.0.3 Added antistall clutch to all karts Kart brake heating updates Adjusted Copa Truck tyre temp optimal window Reduced engine inertia for superkart Adjusted head physics (slightly better bump damping in cockpit view) Minor adjustment to MRX & Sigma P1 FFB max force Corrected default wing setting for F-V10, F-V12 (one click more in both ends for both cars) Reduced baseline anti-roll bar stiffness for F-Reiza Opalas: Reduced brake heating, moved default brake bias slightly forwards F-Classic: Small tweak to FFB max force Increased DRS effects for all cars that feature the device
AI Added new AI start logic (AI cars now are more creative off the line in looking for spaces and getting out of single file over first lap) Added opponent names & personalities for F-Ultimate, F-V10, F-V12 drivers Adjusted AI blue flag behaviour to reduce erratic movements when lapped in races Minor AI performance callibration pass for P1, P2 models Slightly reduced AI Grip for Bathurst Revised Classic cars AI performance & throttle application (fixing some inconsistencies added with late pre-release changes) Callibrated AI performance for Copa Fusca, Copa Uno, Copa Clasic, Karts, Caterhams, G55 Supercup series Increased AI effects for DRS
AUDIO Reduced default tire skid & surface volume to 50%
TRACKS Brasilia: Fixed vehicles popup behind the tents at turn 1 Cascais Slightly improved performance in replays Guapore: Reduced garage depth (stops AI crashing on pit exit)
VEHICLES Fixed bug in sorting cars of the same class in a quick race grid (now grid is always randomised within same grid grouping value) Fixed Gol & Passat grid grouping in Copa Classic FL & Hot Cars Added Gol wiper animations and cockpit vibrations (all variants) Сhevette: Wiper pivot point correction Added Copa Truck wiper animations and cockpit vibrations (mirrors/window net) Added Puma GTB, GTE,P052, Chevette wiper & cockpit animations Added cockpit animations, wipers & windscreen cleaning animation to ARC Camaro and Passat (all variants) Added suspension animations and cockpit vibrations to F-Classic G3M2 Updated Vitor Genz KTF livery Added New Ginetta G58 livery Corrected F309 undercar shadow Corrected cockpit POV for F-Classic G3M2 Temporarily disabled some suspension animations fro F-reiza, F-V10, F-v12 and F-Ultimate F.Reiza: Fixed numbering on liveries Updated Formula V10 Gen2 liveries: (2 New Teams - AsiaTech Factory Racing #24#25 / Dominilab Racing #26#27) + Updated/Revised #05#06#09#10#11#12#18#19