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  • 01.11.2020 · 10:40

Automobilista 2: Version 1.0.5.0 mit GT3- und GT4-Fahrzeugen plus Nürburgring

Reiza Studios hat ein substanzielles Update für Automobilista 2 veröffentlicht das die ersten GT3- und GT4-Boliden bringt und viele weitere Verbesserungen - Nürburgring temporär kostenlos

(MST/Speedmaniacs.de) - Reiza Studios hat Wort gehalten und das "Oktober-Update" für Automobilista 2 am späten Nachmittag des 31. Oktobers und zusammen damit die für Oktober angekündigten Erweiterungen GT3/GT4 und Nürburgring veröffentlicht. Insgesamt 6 Rennwagen, plus der Porsche Carrera Cup Brasil mit den Cup-Fahrzeugen, dürften für glänzende Augen und einiges an Fahrbetrieb sorgen.

Automobilista 2

Mclaren 720S und Mclaren 570S sind in AMS2 nun mit anderen GT3-/GT4-Fahrzeugen dabei Zoom

Weil die kostenpflichtige Streckenerweiterung inhaltlich noch nicht dem eigenen Standard entspricht - Nordschleife und die 24-Stunden-Layouts sind noch nicht fertig -, kommen für kurze Zeit alle AMS2-Spieler in den Genuss auf den anderen Nürburgring-Streckenvarianten zu fahren. Mit der Bereitstellung der Nordschleife und 24-Stunden-Layouts, gegenwärtig für die nächste Woche vorgesehen, wird die kostenlose Testfahrt auf der Strecke in der Eifel enden und die Erweiterung Geld kosten.

Das nun vorliegende Update auf Version 1.0.5.0 enthält die bereits
in der Oktober-Zusammenfassung vorweggenommenen Anpassungen in den Bereichen Fahrzeugdesigns, Force Feedback, KI, Schadensmodell und Audio, weshalb wir an dieser Stelle alle die sich für Details dazu interessieren auf unseren verlinkten Artikel verweisen.

Nachstehend findet ihr hier im Änderungsprotokoll alle Einzelheiten zur V1.0.5.0, darunter auch Optimierungen bei einzelnen Strecken und Fahrzeugen und noch einmal detaillierter die umfangreichen Force Feedback-Verbesserungen.

Automobilista 2 - V1.0.5.0-Changelog:
CONTENT
-Added GT3 series (currently featuring 2015 Mercedes-AMG GT3 and 2016 Porsche 911 GT3 R and 2019 Mclaren 720S GT3)
-Added GT4 series (currently featuring 2018 Mclaren 570S GT4, 2017 Camaro GT4-R and 2016 Porsche GT4 Cayman Clubsport)
-Added 2020 Porsche Carrera Cup Brasil (featuring Porsche GT3 Cup 3.8 and 4.0)
-Added Nurburgring Track (GP, Veedol and 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 and 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 and 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 Set-up screen when fixed Set-ups 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 and 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 and preload baseline in cars in LSD diffs
-Slightly increased speed sensitivity in road tyre tread (60s Classics, F-Vee, Copa Fusca and 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
-Scaled the pit exit speed by the outlap slowdown factor (this prevents the AI going offroad after leaving the pits in Taruma)
-Adjusted AI code to minimise weaving
-Adjusted AI calculations for enforced pitstops in timed races
-Further AI callibration pass for Group A, Procar and 125cc karts

TRACKS
-Added animated helicopter and drones to Adelaide, Brasilia, Brands Hatch, Cadwell Park. Campo Grande, Cascavel, Curitiba, Imola, Jerez, -Silverstone, Montreal, Silverstone 2001,
-Hockenheim (all versions): Minor art and performance pass
-Montreal: Object LOD fixes and Minor art and performance pass
-Londrina: Adjusted triggers and start location
-Donington: Object LOD fixes; Minor art and performance pass
-Added VR cams for Adelaide, Kansai and Montreal
-Goiania: Fixed marbles
-Taruma: Minor art and performance pass
-Oulton Park: Fixed broken pitcrew/pitbox marker animations in Oulton / Fosters layouts
-Added helicopter and 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)

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.

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