v1.4.72 now up - this is a hotfix to address some of the main issues that have come up since the last release.
Changelog:
Fixed a few issues with multiplayer lobby, including bug that could cause lobby list not to show up
Fixed a bug in which if user's My Documents folder is a Drive's root folder, the game does not work creating the player file when (just stays on the enter driver name screen)
Fixed bug where controller input would register complete left when exactly 0 input was given
Fixed other engine sounds playing out of time
Fixed occasional audio artifacts with other distant cars on external cameras
Tykki: Updated terrain textures to latest standards
Ibarra: Optimized AI line through first and last corners
F-Retro: Fixed AI fuel estimate
Automobilista v1.4.7 RELEASED
Below is the Changelog for v1.4.54 -> v1.4.7:
CONTENT
Added Ibarra track (two layouts: normal & reverse)
FEATURES & FIXES
Added surround sound support (please run AMS Config to set up your audio output properly)
Multiplayer lobby improvements: General UI Tweaks; Pinned Reiza Servers; Improved Server Sorting; Added Series to Lobby; Added Bookmarks to list and ability to add / remove bookmarks; Fixed Beta in game Lobby; Added classification to server details; Fixed General Steam plugin issues, including reporting of Series, Players vs AI count and more
Added Upper Deadzone for Axis Settings
Fixed loading of FFB levels when game was set to 360hz, and the loaded level had 180hz
Updated Xbox One and 360 controller presets to XInput. Fixed clutch assignment on G25 Preset
Added XInput support (no FFB yet but will be added in the next release)
Improved info when creating a new profile about auto loaded preset on controller page.
Added button on Controller setting to detect the best preset for your controller.
Added Auto Loading for Xbox One controller.
Forced default controller profiles to resync to users game folder at every game load
Added global Cockpit Preference Option (for driver arms, LHD, RHD etc) to Display screen (no longer needs to be set for each car Configuration)
Added "Driver Arm Rotation Lock" option to PLR file for users who wish to disable the 90º rotation lock when arms are enabled (please note this may cause severe clipping at larger angles)
Several minor UI Adjustments
Fixed bug to display current Opponent Tire Compound color in multiplayer
Fixed Inconsistencies with Start Grid Position when changing AI Numbers on Single Race
Fixed Pit Box objects showing when there are always cars visible
Fixed a couple of bugs that could cause the game to crash in Championship mode
Fixed bug with in-game multiplayer game creation settings not working
Fixed bug where tire compound in replay would overwrite current setup
Fixed bug in AI pit strategy that could cause the AI to come repeatedly into the pits needlessly
Upscaled all vehicle body LOD Out values from 600 to 750m to address cars lodding in and out on long visible track segments
Updated road & terrain textures for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona, Velopark to latest standards
Several minor shader improvements: a bit of AO to Ambient Lighting on Terrains; diffuse scroll shaders with and with out fog; Adjusted tree shader so it acts more naturally at dusk
Adjusted AI draft values so it remains in draft a little longer
Adjusted pit tire thresholds, making AI stay out longer into tire life for series where tire stops are not regular
Enabled pit menu refuelling on physics level (so now refuelling is determined fully by SRS setting - allowed in all cars / tracks, follows series actual regulations in their respective SRS)
Added / corrected aid weight penalties for cars that were missing them
Updated Push-to-pass boost values in Stock Car, Montana
Jaca Historic: Fixed crash when loading
VIR: Fixed flickering on paddock buildings
Kansai: Improved AO on main grandstand and pit building
Cadwell & Spielberg Historic: Fixed flickering on overhead signs/bridges at T1
Ortona: Fixed flickering on pit building at a distance
F-Ultimate: updated HALO model
F-V12: Fixed ID error for Time Trial mode
F3: Fixed F309 cockpit mirrors
Marcas: Updated onboard sounds
Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.7_G29. Further instructions as to how to switch to a beta branch here.
GENERAL NOTES:
If you have an online race tonight, you may stick to or revert to the previous v1.4.54 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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 v1.4.53 RELEASED, now updated to V1.4.54
Build v1.4.53 now up - this is a hotfix to address the main issues with the previous release. It also includes several more track updates.
Slightly toned down AI aggression on all levels, & reduced AI risk calculation bypassing for overtaking on 1st lap when running MEDIUM AI Aggression setting (HIGH & MAX remain with full bypass)
Adjusted series-specific AI corner radius detection (used to decide whether to try switch lines to overtake) to more conservative values
Added information for connected devices & other minor adjustments to controller UI
Updated Montreal, Campo Grande, Brasilia, Caruaru, Buenos Aires, Guapore, Speedland, Granja, Cordoba, Spielberg & Salvador textures to latest standards
Fixed Stock Car 2017 & Curvelo IDs for VX leaderboards
Small update to billboard shaders, smoke & dust effects
Minor tire wear adjustments to Boxer, SuperV8, StockV8
Goiania: Fixed CTD loading short layouts
Interlagos: Fixed nightlighting on new road sections in 2017 variants
F-Ultimate: Added HALO as a configuration optional
StockV8: Added Lapenna´s car & fixed error causing Valerio´s car not to load; Added missing driver talent files; Added 2017 championship option with correct season order & scoring; Fixed glare in night lighting; Fixed LOD flaw in rear fender
Montana: Small adjustment on engine torque curve
Build v1.4.54 now up:
Campo Grande: Fixed loading error
Automobilista - July 2017 Development Update
Greetings everyone! We´re back with another Automobilista Development update. After skipping june, there is a lot of good news to share this month :)
To begin with we´ll be sharing a little more detail about the main features from the recently released v1.4.5, before moving on to the exciting new things due to come up next!
Stock Car Brasil 2017
AMS V1.4.5 has seen the long-anticipated addition of the new 2017 Stock Car Brasil season, featuring the new Chevrolet Cruze bodywork, along with all 30 drivers & liveries from the current season. The Curvelo race track (aka Circuito dos Cristais) which debuted in the series last year has also been added - both the longer layout raced in 2016 as well as the shorter version raced for the very first time just a week ago.
The new update also features revamped Push-to-Pass rules & functionality. Push-to-pass plays a big part in the dynamics of a real Stock Car race, so it was crucial point to get this right in the sim - as per 2017 rules, activating P2P lifts the engine restrictor of the 5.7L V8 engine which equips all cars from 62% under standard operation to 100%, giving the car nearly 100HP extra for 16s. Also per 2017 rules, drivers can´t activate P2P in the 1st lap, and there is a 5s delay between hitting the P2P button and the actual boost kicking in, increasing the strategical dimension of this feature.
The AI will also use P2P now to overtake or defend against other cars - also a new feature from v1.4.5.
AI Developments
We´re still pushing hard to further develop the AI, and in AMS v1.4.5 we have delivered another batch of substantial updates - the more important of which impacts how they assess risk and decide whether to go for an overtake, addressing the age-old issue which would lead them to often hesitating and backing off on straights rather than pulling alongside to overtake.
Other more incremental improvements to their behavior have also been made, such as getting the AI to be more disciplined rejoining the track after a spin and no longer drive into oncoming traffic:
There are still some remaining rough edges to polish and important improvements we want to cover before we call it a wrap on AI for AMS, but generally speaking we feel the AI in v1.4.5 is a substantial step forward, and it´s gradually edging closer to something you can legitimately compete against in any condition.
Track Updates
Several tracks have had terrain & road texture updates in AMS v1.4.5 to bring them up to the standards of more recent tracks, and the brazilian tracks have been updated to include the modifications made since the 2015 season:
The tracks previewed above have all been updated in v1.4.5. We hope to revisit some more in time for the remaining updates.
Gamepad support
In between developing the new circuit and updating several older tracks, @Alex Sawczuk also found the time to take a stab at revamping the damping system for digital & gamepad controllers. As a result, Automobilista v1.4.5 has become a lot more fun and accessible to users without a steering wheel - turn on a couple of driving aids and it should provide as good a time, and a more rewarding driving experience than your average console racer :)
Surround sound
Some great news also in the audio front as after a couple of hard working months @Domagoj Lovric is very close to cracking surround support - we´re confident we´ll have something to test soon and we´ll be able to merge it in for release until v1.5.
The experience with 5.1 sound is a significant step up from the current stereo - having aural feedback from your opponents approaching and getting beside you, your engine from the back while wind is blowing from the front makes for a much more immersive experience.
Metalmoro AJR coming to Automobilista
We´re happy to confirm we´re extending our partnership with Metalmoro & JLM Racing to bring their new, impressive-looking AJR Prototype to Automobilista:
The AJR is a result of a partnership of the JLM Racing team with Metalmoro, ambitiously conceived to become the most accessible, high performance prototype in the market. Powered with a 600HP Honda K20 Turbo engine, weighing just 820 kg and featuring purpose-crafted aerodynamics, it is expected to achieve LMP2 performance and perhaps even more. While the car is still in development, it is already setting the pace in the local endurance series whenever owner & driver Juliano Moro has taken it to the track.
The Metalmoro AJR will be added free of charge to the base game. We´ll be working very closely with JLM on this one, as the team will be supplying CAD model, CFD data and track telemetry so we have as accurate as possible representation of the car in the sim. Should make for a very fun ride!
Next Track - Ibarra
As mentioned in the last dev update, the track team is now working hard on the development of Autodromo Yahuarcocha in Equador, aka Ibarra. The development priority was switched to finish Curvelo so that it could make it in with the Stock Car 2017 season release, luckily Ibarra development is quite far along and should be ready to hit Beta within the next couple of weeks.
This old-style track features some of the most beautiful scenery to be seen in a race track. @ilka is leading development of this one and really bringing his A Game on it as the previews below hopefully illustrate:
Ibarra will also be added as free content to the base game, expected for the next major update towards the end of August.
Next DLC - Brazilian Touring Car Classics
The next DLC pack is also expected to be released towards the end of august. As hinted at a few times before, this pack will bring a combination of classic brazilian touring car series to Automobilista - based on the old "Hot Cars" series from the early 80s as well as other single and mixed-class modern series featuring such classic cars will be represented in the sim. More details on this in the next dev update, but here´s a preview to whet your appetite :)
That covers it for this month - there are a couple of news still to come, but those are topics for our next, and possibly last AMS development update :)
We´re now racing towards a couple of final updates to bring AMS to version 1.5, which will represent the finish line for Automobilista development. While the temptation is always high to keep going a bit further and do this or that more, we´re generally feeling pretty happy with how it´s final form is shaping up, and believe it should be both a great base for us to continue enjoying over the months to come, as well as a great foundation for us build on towards what will come next. We hope you are enjoying the ride as much as we are!
Automobilista v1.4.5 RELEASED
Automobilista v1.4.5 is released - includes new free content as the Stock Car 2017 season & Curvelo race track are now included!
Below is the Changelog for v1.4.32 -> v1.4.5:
CONTENT
Added Curvelo circuit ("A" & "B" layouts)
Added Stock Car Brasil 2017 series
UPDATES & FIXES
Revised AI overtaking risk calculations - AI now constantly looks for a way past a slower car ahead (no longer backs off overtakes)
Revised & Expanded Push-to-Pass functionality, simulating Stock Car 2017 season (including windshield lights indicating activation / availability)
AI now also uses P2P to overtake / defend from opponents
Added new car-specific AI risk calculation parameters for overtaking - AI now factors corner radius ahead to decide whether to try switch lines to overtake
Added new AI function to prevent AI car from trying to rejoin the track after a spin until there is no oncoming traffic
AI now affected by grass / gravel grip levels & dirt on tires (it will lift a bit until tires are clean again)
Added new controller damping sliders & presets for better keyboard & gamepad control
*
Moved camera settings to DISPLAY UI screen, & added a "Lock to Horizon" slider (where 0% is pre-v1.4 setting, and 100% is latest setting)
Added Garage UI warning message for series in which race refuelling is not allowed, & disabled HUD pit menu fuel adjustment for those series
**
Several minor UI fixes & adjustments
Adjusted audio occlusion, low pass & wind filters
Adjusted AI drafting, slip reaction, aggression levels
Changed default cockpit FOV from 50 to 45 degrees
Adjusted traction control functionality (as a driving aid)
Added PLR file setting to disable track scoreboards (known to cause some issues in live streaming)
Track state regression between sessions & overnight reduced from 2% & 10% respectively to 1% & 5%
Corrected excessive fuel consumption in Caterhams, MCR, Marcas, Lancers
Updated sunrise/sunset lighting values for all tracks
Updated Cadwell, Brands, Imola, VIR, Curitiba. Cascavel, Kansai, Velocittá, Taruma, Goiania, Spielberg, Santa Cruz, Guaporé, Londrina, Interlagos terrain & road textures to latest quality standard
Minor road & curb updates at Curitiba, Tarumã, Goiania, Santa Cruz, Londrina, Interlagos to match their 2017 layouts
Fixed F-Ultimate tire options for Interlagos, Kansai
Karts: Fixed handling-breaking suspension bug from last hotfix
MCR: Fixed RPM LEDs not working in left-hand driver side
Camaro: Added 2017 Stock Car Safety Car skin
* For this build Medium aggression is generally recommended for best AI racing; higher settings may be suitable for tin tops in which more bumping & rubbing is acceptable; Low aggression disables all new risk bypassing functions and effectively reverts to their pre v1.4.5 behavior with regards to overtaking.
** Users of digital inputs should review their settings for steering, throttle and brake rates.
*** All cars / tracks still allows race refuelling for all classes, so users looking to get around series refuelling rules should use that for both single & multiplayer races (be advised that AI fuel strategy for longer races may not be ideal).
Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.5_G29. Further instructions as to how to switch to a beta branch here.
GENERAL NOTES:
If you have an online race tonight, you may stick to or revert to the previous v1.4.32 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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 V1.4.3 RELEASED, now updated to V1.4.32
Automobilista v1.4.3 is out now - here´s the changelog:
Added Hockenheim RX layout (not compatible with DynHUD at the moment)
Integrated initial batch of Steam Achievements (more info & related discussions here)
Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on
Added AIRaceCompoundSwitch parameter to series files - if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound)
*
Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
Replaced tacho texture in native HUD
Revised & expanded default championship calendars for several series
Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
Fine tuned drag effects for each car, correcting some previous exaggerated values
Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
Changed AI strategy for fixing damage in pits - now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
Further fine tuning of fuel consumption & estimates for several cars
Reduced AI performance variation in Supertruck layouts
Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
Hockenheim: Disabled Safety Car for 77 & 88 layouts
Karts: Adjusted POV to avoid clipping with driver model
Caterham: Fixed missing driver arms in external view for 360R models
Montana: Fixes to pitgroups & talent files
Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
Ultima: Fixed graphics glitch in headlights from external cameras
Superkart: corrected moving arms lodout distance
F3: fixed steering wheels LODs of F301
MCR: fixed rpm lights and LCD glass
Marcas: Added missing talent files; Reduced AI skill range for more consistent performance
* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop
Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.
Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.
Important note for Logitech G29 / G920 users
Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here: http://forum.reizastudios.com/threads/how-to-select-a-previous-version-branch-for-ams-on-steam.1269/
For the next release we expect to have it fully integrated into the main branch.
GENERAL NOTES
If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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.
For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it in the troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).
EDIT: V1.4.32 hotfix is now live - changelog:
Fixed bug leading to AI cars refuelling during pitstops in series in which they are not supposed to
Added AIqualLapsperRun parameter to HDV files defining how many laps AI is supposed to run in qualifying
Fixed errors with some Steam Achievements (please note Achievements will be reset as a result)
Fixed bug with helper springs which could lead to some odd behavior under max suspension deflection
Fixed bug preventing player from fixing car damage in pitstops
Added extra "Force Lan" & "Seconds to autoload" parameters to multiplayer.ini to facilitate flow in a LAN session
Adjusted traction control driving aid levels for most cars
Small aero tweaks to StockV8, Montana, Metalmoro (slightly less yaw drop-off)
Corrected Montreal 1988 pit speed in practice sessions
Fixed missing dust smoke at Ascurra
F-Ultimate: Adjusted driver helmet height
Automobilista - May 2017 Development Update
Hello everyone! We´re back for another Automobilista Development Update - not many of these to go now!
As you may have noticed, we missed out on publishing a dev update last month - apologies for that, hopefully the v1.4 changelog will be convincing enough evidence we weren´t just slacking off :)
It´s actually getting a bit tricky to share many details about what we´re doing in these final stages of AMS development as we´re getting more into exploring new grounds and doing some experimenting without knowing for sure what will pan out and how soon - that naturally makes it harder to provide much of a foresight without feeding expectations that may not be realistic on the short term.
With that in mind this month´s update is mostly retrospective on the work done for v1.4, while still providing some glimpses as to what comes next!
V1.4 development
Following popular demand, v1.4 has seen a lot of development time dedicated towards improving the AI - we began by compiling a list (split in 5 main areas - Performance, Awareness, Strategy, Behavior & Personality), documenting the worse problems and elaborating some ideas to not only address these issues but move AI in general up to a new level. So far focus has been on making good baseline progress in all fronts, sorting out or at least minimising the most critical issues.
Improving AI Performance, or more specifically consistency in their performance so the AI can provide a consistent challenge to the player from corner to corner, track to track and car to car vs the player irrespective of his AI strength setting is always an ongoing task, with some good ground covered again in v1.4.
One of the initial focus was doing some basic improvements of AI Strategy, as any development elsewhere becomes a bit pointless if AI messes up his pit strategy - V1.4 updates should see more realistic tire wear from the AI as well as customized tire wear thresholds for pitstops so they don´t stop so late they lose too much time in worn tires, nor so soon they risk doing a potential pointless extra stop. We also added a lock for AI refuelling in series where they aren´t allowed to. Next steps include improving their fuel strategy so they can better calculate if and when to stop (and not take extra fuel when they dont need to), and set up different tire compounds for AI to qualify and / or start the race on.
These however are just the tip of the iceberg - there´s a lot still to be done for the AI to not only avoid basic errors but actually challenge / outsmart the player in strategy alone. Lots of ideas here but it will take some time until we can completely flesh them out.
We´ve also added several new functions to AI behavior to make them less "robotic" and more believable to race against - for instance they now respect blue flags and lift for the car behind, take it easier in in / out laps as well as cool down laps. Next steps include making them behave more safely after leaving the track and / or spinning.
AI awareness has also improved considerably in v1.4 as can be seen in this quite radical multiclass race start and how the AI manage to navigate their way round fairly competently:
Finally we´ve covered some initial ground in adding some extra Personality to AI drivers so they now not only perform differently, but may also vary as to how they perform in starts, manage their tires and how cooperative they are reacting to blue flags, according to the definitions of the driver´s RCD file.
Naturally there is still plenty of work to be done in all areas, in particular issues with AI awareness in some conditions when they don´t give other cars the proper space, and AI hesitation to overtake on straights when in position to do so are both big issues which we hope to make further progress on in time for v1.5.
Audio was another big front of development in v1.4, as our man Domagoj Lovric continues to do great work on the audio front, far exceeding our original goals for AMS. In addition to extensive work on new PostFX filters providing much meatier external sounds, some old issues have been ironed out and extra configuration options added.
Besides working on some very cool new cars, Dom has began dabbing with development of surround sound - fingers crossed it will make it in for v1.5 :)
There have been various updates & fixes to content - one of the most notable being the Boxer cockpit getting a facelift with ambient occlusion mapping, seamless textures and a couple of extra tweaks and optionals, the results of which you can compare below:
V1.3.7:
V1.4.0:
The shots above also showcases another development from v1.4 as driver arms have now been added as vehicle configuration option. - these unfortunately are not fully animated but rather static objects added to the wheel, for that reason they´re not articulated and have been limited to 90º in each direction. Not ideal, but hopefully an acceptable stop-gap for those who have been waiting for this feature.
The driver model itself has been upgraded and the suits and gloves specially customized to each era:
Custom Season Tool
Another long waited feature finally made it in with v1.4 release as the Season Tool, which considerably expand the value of single player championship mode as users can now create their own season. Kudos to Dave Stephenson for another great job on this one :)
Like other features, the Season Tool in its current state is a baseline we´ll be looking to expand on with a few extra rules and further customization options.
The Formula Ultimate
The F-Ultimate was greenlit for v1.4 fairly late as original plan was to release it with new ERS / Turbo models. In the end we figured those would not affect the driving experience so much to warrant withholding release.. Truth be told we thought it just drove and sounded too good to be held back any further :)
There is still work to do though, specially on the ERS system which we hope to complete in time for v1.5. As it is, the car already features an ERS map which optimizes power delivery for each gear but the battery is still 100% all the time.
Here you can see Niels commenting on the physics development of the car while taking it for a few quick laps:
https://youtu.be/89-MeQC3704
Steam Achievements
There have been enquiries about the long overdue Steam Achievements as we had hinted in the previous dev update it would come with v1.4 - they didn´t quite make it in time but we are actually working on the achievements right now - as soon as we have completed implementation and put it through testing we will put it out with a small update. We hope to complete it at some point next week.
There will be a preview topic for Steam Achievements in Reiza51 shortly so those with access will be able to check them out and even contribute with a few suggestions :)
What´s still to come
We are now on the final stretch towards v1.5 and we´re working hard to make it at least as big an update as v1.4 was. There will however be one, potentially two intermediate updates until then.
Beyond new content and a couple of new features we hope will make it in time for v1.5, we´re also looking to continue polishing the overall package, fixing some of the more inconvenient bugs and quirks along with upgrading existing content to bring them as close to the standards of the latest stuff as possible. Alex Sawczu is looking to update some of the older tracks which have fallen a bit behind when compared to newer releases like Hockenheim; we also hope to do some accuracy updating to tracks that have had minor changes since they were originally modelled.
In terms of new content, current plans feature development of 2 more (free) tracks, 1 semi-new series, and DLC packages to be released for AMS within the next couple of months.
We´ll need a bit more time to spill in the beans on all of these- for now I can confirm development of Ibarra has begun and should be the next track to be released. This track (also known as Yahuarcocha) is a picturesque old-style circuit in Ecuador, set in between a beautiful mountainous scenery and the lake Yawarkucha and should be a great ride in all sorts of cars. Check it out:
Before we wrap, a reminder that the AMS Season Pass which secures all currently available DLCs along with the ones still to be released is currently on sale with 35% off - if you haven´t grabbed that yet make sure to do it now :)
This covers it for the month - look forward to catching up with you all again next month, hopefully we´ll be in position to be more specific then ;)
Automobilista v1.4.0 RELEASED, now updated to v1.4.05
Automobilista v1.40 is released, along with a new DLC: Hockenheimring is now available for purchase!
If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS "Season Pass" for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).
Below is the Changelog for v1.3.7 -> v1.4.0:
CONTENT
Added Hockenheim (1977, 1988, 2001 and 2016, along with extra modern layouts - the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS)
Added F-Ultimate series
FEATURES
Added Custom Season Tool
GENERAL
Fixed bug with AA setting not saving in AMS Config
Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;
Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
Various minor UI fixes & adjustments
Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
Updated all helmet shaders to be same as the one used for car paint
Fixed bug in roadnoise replay saving (fixing potential CTD)
Added new driver model & new customized suits & gloves to all vehicles
Added configuration option to all vehicles for visible driver arms in cockpit view
*
Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
Fixed error in fog logic which could cause fog to appear in cockpit
Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
Globally increased lowest LOD from 500 meters to 600m
AUDIO
All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage)
increased max simultaneous sounds from 32 to 64
polished loops and pops in several audio files
Introduced advanced audio filters for external cameras
Added cockpit muffling for closed cockpit cars
Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
Enhanced replay of surface sounds (roadnoise, dirt, curbs)
Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
Reset volume multipliers on all cameras to address volume inconsistencies
AI
Added function to stop AI from refuelling during pitstops in all series where that is forbidden - only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
Added function for AI to partially lift off the throttle when receiving a blue flag - their cooperation is now a function of "Courtesy" value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones
Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
Added function for AI to slightly lift during in and out laps in practice / quali
Added function for AI to lift back to the pits when car has substantial aerodynamic damage
Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires
Added AI function to stop them from pitting for tires in last 10 minutes of a race - even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
Customized AI throttle functions at race start to a realistic behavior for each series
Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
Added new TireManagement & AIStartSkill to driver RCD files - the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start
Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
Adjusted base Safety Car speeds for various series to more compatible levels
Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result)
**
Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
Various AI physics adjustments to improve their racing ability and line adherence
Generally increased AI reaction to front tire slip
Adjusted AI brake performance for all cars
Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
Updated AI performance ranges for several tracks
Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs
PHYSICS
Revised tire wear functions for several cars
Revised fuel consumption & estimates for several cars
Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars
Adjusted default setups for low downforce configs in Formula cars
Reduced default suspension packer settings in several cars
Added speed limiter to MCR2000, Ultima GTR Race
Adjusted engine wear / reliability ranges on soem cars
CONTENT UPDATES & FIXES
Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
Roughened up flat curbs at Taruma, Londrina
Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
Oulton: Adjusted AI line through chicane so AI don´t clip high curb
Brasilia: Fixed cars going into the pits in rolling starts
StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info
Montana: Fixed max opponents
F-V12: Adjusted ride height ranges, increased rake in default setup
Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
Karts: Updated skin alphas to suit latest car shader
F-Vee: Adjusted AI performance
ARC Camaro: Fixed reflection bug in cockpit gauges
F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
F-V10: Adjusted TC sound
F3: Reduced aero loss in draft
SuperV8: Fixed pit timings to realistic values
* The Custom Season Tool should be fairly intuitive to use - run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied - your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).
** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not - exception being vehicles where this solution was not considered to look acceptable - specifically karts and Formula Truck do not feature driver arms.
*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.
GENERAL NOTES:
If you have an online race tonight, you may stick to or revert to the previous v1.3.7 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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.
For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam.
EDIT:Small v1.4.05 hotfix deployed to address the following:
Fixed bug with championship scoring not working
Fixed default scoring for F-Ultimate, F-Extreme & F-Reiza championships
Updated F-Extreme to use latest V6 Hybrid sounds
Hockenheim: Fixed invisible wall in t2 of short layouts
F-Vintage: Fixed missing CockpitVibrationMag in cockpitinfo.ini files
Montana: Fixed errors in pitgroups & added missing talent files
Ultima: Fixed loading error with one of the config options in Race model
Automobilista Time Trial Challenge - Starts April 17th!
Over the next 12 weeks starting April 17th up to July 9th we will present a new round for that week featuring an unique car / track combo. Contestants should select that combo in Time Trial mode at any point during the week to register a time, which will be ranked against the best from the other participants. Current standings will be available both from the in-game timing screen as well as from the VX portal TTotW page. Each round will only be announced on the friday preceding it.
Scoring will be calculated by both participation and results - every contestant gets 100 points for participating in each round, plus result points inversely proportional to the number of participants - if for example a contestant wins in one round featuring 250 contestants in total, he gets 350 points (100 for participation + 250 for total contestant); 2nd place gets 349 points, and so on all the way to 250th place who gets 101 points that week. Whoever has the most points accumulated over the 12 rounds wins the Time Trial Challenge!
However, not only the fastest will have the chance to win - there will be a second Stock Car Racing Seat awarded by drawing amongst all participants. To get a ticket in the draw, all you need to do is register a lap within 107% of the best time set that week in any of the 12 rounds. You can accumulate up to 12 tickets in the draw for every round you participate with a valid lap - the more rounds you take part in, the better your chances!
The combo for the first round will be announced tomorrow - keep in mind however only laps scored from April 17th 0:00 GMT to April 23th 23:59 GMT will be valid for this 1st round of the Time Trial Challenge - laps posted outside that schedule will count only for the regular leaderboards. The same will apply to every subsequent round.
Automobilista v1.3.7 update is now available - here is the changelog:
Added support for auto-rotation with Fanatec CSL-E, Fanatec LEDs native support & a command mapping option to toggle LED to display Gear, Speed or Off
Fixed logic exporting Setups in Time Trial mode which could allow setup from a slower lap time replacing one from a previous faster lap
Adjusted qualifying lap limit (20 laps for most series, 12 for modern formula series)
DynHUD: set trackmap in Original / Telemetry overlays to fixed (can be be switched back to rotating via DynHUD Editor); added missing race widgets to Telemetry overlay
Adjusted AI performance in various kart tracks
Karts: Revised tire model, adjusted weight distribution in all karts; Adjusted default steering lock. Adjusted AI performance
Boxer: Fixed brakelight graphical glitch
F-V12: Fixed LCD display rev range
F-Trainer: Minor tire model adjustments; fixed differential settings mistakenly left adjustable
Mini: Corrected engine description
Caterham: Corrected 360R gearbox as H Shifter
Please make sure your Fanatec firmware is up to date for this release.