Automobilista v1.5.0 is now out - includes new official multiplayer ranking system, a beautiful new kart track, new realism features and more !
V1.5 is the culmination of years of simulation development, and the definitive version of Automobilista.
Introducing Race Rank: Race Rank is the first step in an online ranking system for Automobilista. The scope of it’s release for Automobilista is to rate players as they race online and produce a leaderboard of all entrants. The aim for the leaderboard is not only to drivers from the fastest downwards, but also give prominence to those who race recently to keep people actively racing.
A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as virtualxperience.net.
Below is the Changelog for v1.4.93 -> v1.5.0:
NEW CONTENT
Added Buskerud Kart track (2 layouts)
Added Mendig Langschliefe layout
GENERAL
Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player's server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
Added "TIRE SETS" option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
Added "RETURN TO PITS" option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi realistic or realistic timings)
Fixed various issues with Steam Achievements
Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
Added Game tag to results file with property "Automobilista"
Added Steam ID and Race Rank to player entries in Results files
Added Game Version and Profile in use to title bar on Dedicated Server
Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in
USER INTERFACE
Redesigned Monitor UI screen
Added Escape Menu Confirmation option to Display settings
Fixed multi join screen sometimes showing wrong track map
Added RaceRank leaderboard to Profile page
Auto select users time on TT Leaderboards
Refactored internet connection type settings
Garage UI now shows fuel by decimal point when step is less than 1.0
Optimized UI files, removing unused files and entries
AI
Tweaked AI suspension rates to smooth ride over curbs a bit
New AI code which uses actual car width to calculate road width
AUDIO
Enhanced surface sounds positioning
Fixed various little sound replay bugs
Lowered spotter default volume to 75%
Replay surface sounds are now positioned (both pre 1.49 and new replays)
Remote vehicles now also have tire sounds (although highly approximated)
Tweaked dirt residue sound calculation (should hear it more often)
Audio now is smoothly faded in / out when pausing / resuming game
Added "Trackside Camera Audio Directionality" into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
Fixed RPM limiter sound not being played
Added new crowd samples (club, national in addtion to old grandprix type)
CONTENT FIXES & UPDATES
New TV helicopter camera sample
Removed helicopter sound from ambient audio sample
Added audio environment settings to all circuits
Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
Updated Headlight textures in various cars
Fixed rear view mirror resolution inconsistencies
Granja: Revised AI paths in all layouts
Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
F-Trainer: Updated series skin set
Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / innacurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tireamanagement / startskill multipliers
AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
Ultima: Fixed unbalance front brake torque in road versions
TC: Classics: Corrected some pitch errors in external sounds
GENERAL NOTES:
Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here.
If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.
Automobilista - Final 2017 Development Update
Greetings everyone :)
Here we are then for the final dev update of the year, just in time for what is to be the final major update to Automobilista.
We´ll begin with the not so-great news - those of you who have been following these dev updates will be aware we still have one final car pack DLC to announce. Our plan had been to deliver a holiday surprise but unfortunately we haven´t quite managed to put everything together in time, so this is going to be our early 2018 treat instead. In the meantime we´ll have to keep the suspense on for a little longer...
While we´ve missed out on delivering that particular Christmas present, we do have a lot of exciting stuff packed in and almost ready to go in what is to be the last major AMS update - one which we hope will keep you warm over the holiday season :) Here are some of the highlights of what´s coming up with V1.5 and beyond:
Official Multiplayer Ranking System
@Alex Sawczuk and @Dave Stephenson have put together a cool new feature for multiplayer racing - v1.5 will introduce "Race Rank" which is our first steps in creating an online ranking system. Drivers will be able to earn points by racing on our official servers in Qualifying and Race sessions to improve their rank. The scoring will be weighted by the quality and quantity of the opposition as well as the length of the race, as well as the users recent participation. The driver and server ranking values will be visible in-game, with full in-depth details to be found at www.VirtualXperience.net.
The new system will go in open Beta stage with v1.5 initially only with Reiza official servers, with the possibility of being expanded to other open & active servers as it develops. A more detailed breakdown of the system mechanics will be shared in time for v1.5 release.
Limited tire sets
As commented in the previous dev update, v1.5 will add a new realism dimension as users will get the option to limit the number of tire sets available for single & multiplayer races, which will then accumulate wear as they´re used throughout the race weekend. Drivers will then be able to switch back & forth between used and new tire sets (rather than just infinitely reset tires to a brand new set every time he goes back to the pit menu, although this will also remain an option).
Updated UI design
@Alex Sawczuk has done a little further freshening up to AMS presentation in v1.5 with a few UI design revisions, most noticeably being the session monitor UI, now following the overall UI design, with a beefed up timing screen and background nicely filled up by the ongoing track action:
Buskerud - new kart track
@ilka has put together a beautiful-looking surprise Christmas present in the shape of Buskerud KartKurs. This fictional venue is set in a bucolic Norwegian region amidst pine trees, wind turbines, lakes and rocky hills. The two layouts are as close to a roller coaster ride one is likely to get without rails :)
Some previews:
Mendig Full Course
@ilka and @Alex Sawczuk have also managed to find some time to put together a new layout for Mendig - a respectable 11km course which roams through and around country roads, hills, village and the airport.
Super Formula Dirt
The F-Dirt is getting a new big brother variant in the shape of the Super F-Dirt - an AWD Turbo, more powerful and higher grip version of the F-Dirt currently in the sim for some extra power drifting fun.
Drift Series
On the topic of drifting.. Recently we´d been debating within the team about a fun project to wrap v1.5 with and unwind a bit. @Niels Heusinkveld had been playing with Drift physics for a while so that got things kick started, which in turn got @Domagoj Lovric (who had fancied doing some new V6 turbo sounds) going.. Along came @Sandro Kholodkevich to pimp up a few existing cars with optionals and soon we had something shaping up for some serious dorifto action :) So much so in fact that we´ve elected to add a Drift series as a new bonus content to Automobilista.
The series will feature a few of the existing models customized for drifting. We also plan to add some custom Drift courses and scoring system. This however won´t be quite ready in time for v1.5 so will be included in one of the post-release patches sometime in january.
Automobilista Holiday Bundle
Steam Holiday sale starts today and we´ve got a killer offer for those that may still be on the fence about AMS - the Automobilista Holiday Bundle is going to include AMS along with all DLCs released so far - this is a limited-time opportunity to pick the whole package up not only at its best but also at its best price :)
Individual packages are also on sale with discounts as big as 90% so if you´re missing anything in your collection do make sure to check the sale out :)
Automobilista Beyond v1.5
While core development of AMS ends with v1.5, the new Drift project and the upcoming DLC means there is still some exciting things to come to AMS in 2018 - Since v1.5 is another major update with substantial new features it´s also very likely we´ll do some fine tuning and deploy a couple of smallish hotfixes early on next year.
By and large though AMS is going to be hitting its definitive and peak form in the coming days. Although we´ll continue to support it with new content & official competitions in 2018, by next year our development focus will be fully on an exciting new challenge, about which we hope to be sharing more news soon.
In the meantime we´d like to thank everyone who one way or another contributed to AMS development - the terrific feedback we have been able to gather here, in the RaceDepartment forum and other AMS communities has has been invaluable and your enthusiasm for the sim a source of great motivation for all of us.
In the name of the whole Reiza team I wish you all a happy holiday season - we look forward to catching you for some online action over the break :)
Automobilista v1.4.93 hotfix Released
Automobilista now updated to v1.4.93 - a new hotfix, hopefully rounds up v1.4.9 to minimal issues.
Changelog:
Fixed occasional CTD when crossing SF line on the first lap out of the pits online
Fixed various Sound issues potentially causing CTDs and possibly server lag
Fixed AMS Config resetting audio configuration
Restored pre 1.4.9 replay compatibility, (1.4.9 -> 1.4.92 replays will not work though)
Fixed major lag & potential CTD when someone joins a server when there are AI present
Fixed an issue where the finish session button would not work in the last few minutes of a session when player has set a time.
AI logic tweak to bring it more in line to overtaking behavior pre v1.4.9
Updated morning lighting values
Oulton: Fixed terrain hole inside pit lane exit
TC Classics: fixed window material name on Uno; fixed rear suspension modeling on Fusca
IMPORTANT: Audio configuration has been reset to STEREO SPEAKERS to address a configuration issue - if you have another audio configuration please run AMS Config and review the setting accordingly.
Automobilista v1.4.92 hotfix Released
Automobilista has now been updated to v1.4.92, addressing the main issues that have been raised since the last update:
Fixed a CTD when loading a track that has unexpected AIW format whilst parsing for Track Map
Improved fuel log calculations in general. Now only log valid complete laps fixing an issue where by garage to s/f line would count as a full lap and result in AI having fuel issues
Added an extra 5% safety to AI fuel calculations and adjusted AI fuel strategy in none race modes
Revised AI fuel estimates for all cars to much more accurate values
HUD time should now show 00:00:00 after time expires on timed sessions
Fixed an issue where championship vehicle would not select until you clicked on the driver name
Forced load UI Fonts in 32 bit to stop image corruption
Fixed a minor issue that Quali Duration would not enable after enabling Qualifying
Cleaned out audio code, removed some redudant bits (may solve some potential CTDs in higher AudioFX settings)
Updated User Guide with HUD manual
Updated light flares on safety cars
Save PLR File when going to track and leaving to main menu to address player controller settings not getting saved
Fixed a CTD when race finishes online and you are a spectator
Fixed a CTD going to garage menu online when you are a spectator
Fixed G29 losing FFB when the game loses focus and under other arbitrary conditions
Fixed turbo sound in replay bug
Removed "Mono Speaker" from config app menu (not supported in Win7 and newer)
Adjusted curb sounds of various vehicles
Interlagos: Fixed F-Extreme compound restrictions
Santa Cruz: Fixed FTruck CTD
Londrina: Fixed road white lines in kart layouts
F-Ultimate: Revised tire wear for all compounds
TC Classics: Fixed wrong Uno Bala asymetrical front ride height; Fixed bug in Uno rear view mirror; Fixed error with 2 Uno cars from B class not appearing
F-V12: Corrected missing VX ID in Magenta #12 car
F-Classic: Improved edges in analogue cockpit gauges
AJR: Fixed rear brake glow clipping rear wing end plate; Fixed slow standing start with Honda Turbo AI cars; fixed inconsistent engine / sound / cockpit settings in a couple of cars
Camaro SS: Added Stock car 2017 Safety Car as a driveable option
ARC Camaro: Fixed click interior idle sound
IMPORTANT: If you have audio issues after this update please open AMS Config tool and reset your Audio Output to your favourite setting.
Automobilista v1.4.9 RELEASED
Automobilista v1.4.9 is now out - includes new Metalmoro AJR Prototype, a new turbo model, revamped native HUD system, updated Spielberg track & more!
Below is the Changelog for v1.4.81 -> v1.4.9:
NEW CONTENT
Added Metalmoro AJR Prototype series
GENERAL
Added turbo model (used by cars in F-Classic, Lancer Cup, Mini, Metalmoro MR18 & AJR, F-Truck series)
Season Tool: Added calendar generation support; added additional track filters for series/type/venue/no of ai supported; added randomize action to selected calendar
Fixed a bug that would cause timing issues on first lap of rolling start
Added skip race button to championships events where a DLC track is not owned
Prevented pit fixtures from loading whilst a player is on track online (should reduce stutter when a new player joins)
Removed race percentage as a race length type option, added a Distance option
Added protection so that FFB isn´t run when in the options screen
Added time out failsafe to the finish session button, only allow 2 times the fastest lap of the session or 1/4 of the session time if no lap set yet, before being able to press next session
Removed race percentage time scale option
Improved Fuel Rate calculations to use a rolling 5 lap average for AI & Player
Adjusted fuel warning to when you have less than 3 complete laps of fuel left and disabled it when fuel consumption is disabled
UI & HUD
Revamped native HUD & TV overlay system
Added ability to customize HUD layout with customingamelayoutini (See support folder - read notes in the file!)
DynHUD is now disabled by default (can be enabled back in AMS Config)
Replaced UI font
Fixed loading screen text sizing at different resolutions
Updated championship mode UI
Tweaked team name sorting code so that teams no longer require unique names (removing V12, V10, 2015, 2017 suffixes)
Combined Online Chat & Timing Monitor screens
Fixed last car disappearing on timing screen when a player is removed before starting a race
AUDIO
Added new interior and exterior curb samples (currently only in Formula V10)
Fixed possible occasional clicks and pops in audio (mostly noticeable on curbs / some engine sounds)
Fixed external shift sound sometimes producing artifacts when vehicle is far away
TC Classics: Updated cockpit textures (now all cockpits are in the main bodywork color and cockpit, roll cages can be skinned independently); Fixed various minor graphical glitches; Updated community skins; increased engine inertia; Fixed wrong VX IDs
Automobilista - October 2017 Development Update
Hello everyone!
We have a lot of new good stuff to show you this month :) The next v1.4.9 update is going to be packed with several valuable developments and new content so that´s what we´ll be covering in this month´s dev update.
New native HUD / TV overlay system
For v1.4.9 @Alex Sawczuk has undertaken a complete revamp of the native HUD system to feature a lot of the valuable information seen in DynHUD & other 3rd party systems along with a brand new TV overlay system, which the added bonus of being fully fed & rendered in-game and neatly arranged into a single overall design.
This should hopefully reduce the needs for DynHUD & other external HUDs (though these will remain as functional alternatives for those who may prefer them).
Below a couple of WIP previews of these new fully native systems:
The new native HUD won´t feature a trackmap in its initial v1.4.9 version but we´re working to add it too in-time for v1.5.0.
Turbo Model
On the physics front, the long overdue turbo model is finally due to arrive in v1.4.9 - that means turbo engines like in F-Truck, F-Classic, Metalmoro MR18, Mini and Lancers will be much more accurate to their real life counterparts.
In the videos below Niels Heusinkveld talks a bit about this new model and how they impact the driving experience in the sim:
The crazy F-Classic version Niels is testing here has 4.0 bar boost pressure allowed by the rules in the mid-80s, however the actual F-Classic based on the 88 season will be limited to 1.5 max so it should be a bit more sane than this!
For those willing to experiment with insanity though we will keep the boost adjustable up to 4.0 in the initial Beta version due to be deployed in AMS Beta some time this next week. For release the 1.5 cap will be set as per the rules but mods will still be able to experiment with different physics. In the future we might explore the turbo insanity a bit further ourselves :)
Limited tire sets with cumulative wear / component change delays
Another significant realism option currently in the works is the addition of limited tire sets - users will get the option to limit the number of tire sets available for single & multiplayer races, which will then accumulate wear as they´re used throughout the race weekend. Drivers will then be able to switch back & forth between used and new tire sets (rather than just infinitely reset tires to a brand new set every time he goes back to the pit menu).
Furthermore, we are working on adding options for time delays changing major car components, so that if for instance driver blows an engine or significantly damage the car, he will be forced to sit in the pits and unable to go out again while the mechanics handle the required repairs. This is to combine with another new option to set rules for escaping to pits mid-session (whether you can escape to menu any time as currently, only when vehicle is stopped or only when its back to its pit slot).
All this (and potentially some extra options we´re looking into) with the goal of adding an extra dimension of realism to the simulation so that drivers have to be mindful of managing their tires and equipment, an ever present element in real racing.
We are not sure these features will be ready in time for v1.4.9 but will be certainly be added in time for v1.50.
Spielberg 2017
@ilka & the rest of the track team have completed a full revamp of the modern Spielberg circuit, bringing it up to 2017 configuration. This includes several graphics updates along with new surrounding buildings, plus curb & run-off modifications to the track layout itself. Below a couple of previews in nice autumn colors (the GP version will feature appropriately greenish foliage):
Metalmoro AJR
The Metalmoro AJR will also be added in v1.4.9 as free base content.
The AJR is the first advanced LMP2-ish prototype from Metalmoro - the first of its kind manufactured in Brazil and thus appropriately the first of its kind to feature in Automobilista, filling one of the few remaining gaps in our car roster.
The AJR has been designed to be versatile for a wide range of different engine configurations, so its series in AMS will have the added bonus of featuring distinct engine options - besides the Chevy V8 currently being run by the single model in action, the sim car will include versions with a Judd V10, Powertec V8 and Honda I4 Turbo as alternatives, all with their own distinct characteristics but overall similar performances.
These new features and content should be making its way to AMS Beta very soon, along with another nice batch of bug fixes, minor AI and audio developments.
Things are really ramping up and coming together nicely now in these final stages of AMS development, which has contributed to its development continuing to stretch further than we originally planned - we are definitely going to be wrapping v1.5.0 before recess in december, by which point we hope to have our baby in its final and best form - look forward to sharing the news about that at this time next month :)
That´s all for this month - hope you all enjoy the coming update!
Automobilista v1.4.81 hotfix is out
Automobilista v1.4.81 now up - this is a hotfix to address the main issues since last week´s v1.4.8 release.
Fixed a possible CTD caused by unitialized career data when calculating points
Removed redundant "/ka" messages in AMSDedi
Added PLR file name and version number to AMSDedi tool
Adjusted Realfeel defaults for TC Classics & F-Vintage
Added new car-specific AI aggression scalars
Spielberg: Fixed CTD issue with 2015 GP version
Adelaide: Adjusted fast rolling start location
F-Vintage: Reduced default ride height & increments to 0.1cm per step (rather than previous 0.5cm); Moved default brake bias a bit further frontwards
TC Classics: Updated HotCars Passat & Gol to have their own VX IDs; Fixed external idle sound missing; Adjusted tires; Duplicated Hot Cars Boxer engine file so it can feature sound emission points for both Gol and Fusca; Increased power for FuscaR, Gol33 & PassatR in Copa Classic; Corrected errors with Reiza51 drivers; Fixed Passat, Gol Hot Cars bumper models flickering in TV cameras; Fixed missing hood from cockpit view in some cars; Small adjustment to FWD weight distribution; Small fuel consumption & estimate adjustments; Bumped max opponents to 25 to accomodate full Hot Cars field (keep in mind however other classic series have only 20 cars)
Added Brazilian Touring Car Classic series: Copa Classic, Copa Fusca, Copa Uno & Hot Cars (requires ownership of DLC or Season Pass)
UPDATES & FIXES
Fixed DynHUD on Win10 & re-enabled it by default as a config option
Fixed bug that could cause game to crash loading old setups with notes
Added support to latest Fanatec SDK
AI blue flag logic improved: AI cars now move offline to let leaders by, lift proportionally to the amount of throttle they should be doing,and to the speed difference relative to the car approaching
Increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations and less off-track excursions
Tweaked AI calculations when thinking about passing to reduce the swerving from one side of another car to the other (added AISuddenMoveScalar parameter to car physics, makes cars change lane, react to incidents more gradually)
Changed AI Start Behaviour to keep drivers running in a straight line from their grid slot more (added AIStartOffset and AIStartMerge values to car physics - these are how long to stay on the line and how long to merge in seconds)
Adjusted default talent values so that AI is better when there is no RCD file or values are missing
Rescaled AI aggression levels for latest code changes
Fixed possible crash with Season Tool
Added Season Tool option for double points in final race of the championship
Added regular silent messages by clients in multiplayer (as a possible fix for TCP connection lost issues with client inactivity)
Changed logic for "Finish Session" / "Skip Session" logic" - the first now accelerates time to finish the session with properly generated times from the AI, the second advances the session with the current standings (with player put in the back of the grid if not having set a time)
Adjusted tire smoke threshold so tires don´t generate smoke on smaller slides or in lock-ups of lightly loaded wheels
Added garage pitstop schedule menu to all cars when refuelling is allowed (hidden when it´s not)
Velopark: Fixed minor graphics glitches
F-Vintage: Fixed collision bug with wheels
Ultima GTR: Revised road car physics
GENERAL NOTES:
Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.5_G29.
If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.
Automobilista - September 2017 Development Update
Hello everyone! We´ve got another update for you, this time sharing some news about the upcoming V1.4.8 release, and some of what´s coming up next as we approach v1.5.0 and the definitive version of Automobilista.
A combination of things taking a bit longer than expected, some unforeseen issues demanding attention along with valuable improvements that we´ve found to be within reach have led to AMS development stretching a bit further still. All for the better though as it means AMS should end up in even better shape!
The next update is v1.4.8 and is going to bring some valuable improvements along with a new DLC:
New DLC - Brazilian Touring Car Classics
The next DLC will bring several "oldies" to AMS - the TC Classics are some of the cars that have made history in brazilian touring cars through the decades.
The DLC will include 4 models (Fusca, Gol, Passat, Uno), spread over 4 unique series:
Copa Classic - a modern mixed class series from southern Brazil running classic machines; DLC will feature Fusca, Passat, Gol and Uno with the specs these various cars run in the series.
Copa Fusca - a modern series from southern Brazil for Fusca (Beetle) enthusiasts.
Copa Uno - based on popular 1990s brazilian Formula Uno series, with the street car stripped down to the basics.
Hot Cars (brazilian TC series from early 1980s, derivative of the previous Divisão 3 from 70s), featuring seriously tuned up versions of these classic cars. DLC will feature Fusca, Passat and Gol.
All series feature the 4 models in a wide variety of configurations presenting very distinct challenges.
Special thanks on this one to the good people involved with the Copa Classic championship who have been super friendly and very helpful with information. It´s very hard to find data for these cars, specially the older ones from the early 80s so having people who have lived through this history be so engaged is both and a very pleasant experience. The series is based in the southern state of Rio Grande do Sul which has some of the strongest motorsports culture in the country - it has been a great experience to get to know it better.
There are some other interesting models that some are sure to miss not being included - unfortunately we we had initially set out to do only 3 Hot Cars models and ended up going further with 4 models and a bunch of variations covering 4 different series, so we´d already stretched our schedule for it as much as we could. It´s not out of the question though that some new "old" models will be added further down the line.
V1.4.8 update
Further AI Developments
[USER="5"]@Alex Sawczuk[/USER] took a break from track modelling this month to take a few stabs at the code, and he´s managed some valuable AI improvements in the process, including a revamped blue flag logic - AI cars now better evaluate approaching cars and move out of the way:
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We have also increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations - this makes it much less likely the AI will get confused and veer off the track, or not "see" a car coming up alongside.
DynHUD issues
We´re hoping we have a fix for the recent DynHUD issues that came up for Windows 10 users following a recent system update included in v1.4.8. In any case we´ll be also looking to improve some remaining niggles with DynHUD and also beef up the native HUD a bit more as an alternative.
The run down to 1.5.0
Following v1.4.8 we´ll be on the final stretch to the definitive version of AMS - at the moment we´re still undecided on whether there will be a public v1.4.9 or if we´ll go straight to v1.5.0 - depends on the rate of progress we manage next month.
Here are some of the goodies still to come:
Metalmoro AJR
As announced a couple of months back, the hot new prototype from Metalmoro is coming up next for AMS. The model is shaping up quite nicely :)
Turbo model
[USER="7"]@Niels Heusinkveld[/USER] and [USER="9"]@Luis Miguel[/USER] have been working on finalizing the turbo model and it will be included in time for v1.5.0, including updated physics for all turbo cars in the sim to use the new model.
Spielberg 2017
[USER="26"]@ilka[/USER] has been working on an update to the modern Spielberg track, to include the latest reforms since the track was originally modelled. Although the track hasn´t had its layout altered, there are several curb and run-off changes, a new grandstand in the home straight along with other cosmetic modifications.
There is more still to come of course - look forward to sharing some final surprises with you all :)
That´s all for this month - hope you all enjoy the coming update!
Automobilista v1.4.76 RELEASED
Automobilista has been updated to v1.4.76 - this update intends to address crash issues that have come up, following in particular a recent Windows 10 update. The update also brings several other valuable updates & fixes to the sim.
IMPORTANT: Please note that in this update DynHUD has been disabled by default while some reliability issues are worked out - if however you were not experiencing crashes or any DynHUD-related problems you may enable it back on by unticking the option to disable it in AMS Config.
For Nvidia Users: We have introduced advanced AntiAliasing settings in the Config application, your settings should be auto upgraded, but feel free to take a look and adjust as you please.
Below is the Changelog for v1.4.72 -> v1.4.76:
Added Config app option to disable DynHUD, disabled by default while some reliability issues are worked on (if you experienced no problems you may re-enable DynHUD by unticking the option in AMS Config)
Added support for advanced Nvidia Control Panel settings in the Config application so Nvidia Antialiasing settings can be configured straight from AMS Config)
Added Driving Line Aid (it adapts in real time to how fast you are going to give you updated information)
Speed Sensitivity is now customized for each vehicle
Added dynamic ambient / track temperatures, configurable via Track GDB, & configured ambient Track Temps at all default circuits according to real weather data
Corrected sunrise / sunset times for better accuracy
Season Tool: Fix userdata failure when Windows username contains non ascii latin1 characters
Added FFB for XInput Devices (may require loading of Controller Preset of Xbox Controller for it to start working, depending on your current settings. Support for one XInput FFB device only, limits all FFB to 90hz)
Added Refresh Connected Devices button to Controllers page, available from main & in-session menus
Made XInput built in deadzones configurable in the Controller.ini (also halved the amount from previous build)
Minor tweaks to Controller Damping Presets
Added Dedicated Server options to allow driving line or not
Added options to use predefined profiles in Dedicated Server and in Game Server for game difficulty
Made game DPIAware, so that the game formats correctly on PCs using non 100% scaling setting
Added actual game version to the Windows game window
Tweaked Tool Tip and Icon placement top right of screens in general
Adjusted Difficulty Settings page to be more organized
Added long spinner UI option so text doesn't get cut off with Controller Profile names or User Profile names
Adjusted In Game Monitor screen, tidied up the UI in general and organized. Added Session Info button which shows the general information about the current session. Online adjusted vote and server details options. Added Servername and Message of the day to the Server Info button.
Adjusted Garage page to hide pit stop options when pits not available. Made Session Info accessible from Garage Page and reorganized UI elements slightly
Reorganized Setup File browser and added non editable notes element to the Setup Browser
Improved AI Behaviour on Formation / Standing Start
Improved AI Behaviour behind Safety Car on Rolling Starts and SC periods
Adjusted Safety Car to take Fastest Line rather than a middle of the road line
AI cars now lift less under blue flag in race condition, and not at all in practice / qual for other AI cars as a temporary measure to avoid AI cars going off track (better blue flag logic currently under development)
Fixed possible Granja 1 & Adelaide GDB online mismatches
Foz: Updated terrain textures to latest standards
Ibarra: fixed inner collision corridor at hairpin; fixed the headlight beams going up to the mountains; fixed specular levels on the road patches; slight tweak to AI performance
Adelaide: Fixed AI lining up after formation lap
Ascurra: Updated terrain textures to latest standards
Velopark: Updated model to feature 2017 modifications & terrain textures to latest standards
SuperV8: Adjusted fuel consumption estimates
Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.7_G29.
If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.