Automobilista 2 - Simucube 2

Yeah, that “revelation” from Renato everyone was talking about for ages just to be shut by AMS2 fans was quite telling on the state of the title physics.

Now it is also true many of our tires were excessively drifty before v1.5, and very possible some still allow for longer and wider slides than they should - of the ones you mentioned I´d agree GT3 tires as it is on the current release needed a little sharpening and that´s already been addressed in internal development; it might be the case for some of the Stock Cars, I´m less convinced it would be the case for GT1 tires but again it´s always a matter of degree - they all can be slightly better one way or another, and for that purpose development continues not only for the next update but beyond :)

Kudos to Renato for openly admitting it and not giving up trying to fix that poor thing.

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Well been playing some time now since 1.5 and I can happily say it’s in a good place right now.

I got around 350 hours in AMS2 but it always bothered me with how slidy and erratic the wheels felt pre 1.5 but this has greatly been improved and while there still are things in the physics that I could feel needing to be improved it is in a good state where you really can enjoy the game now.

I’m actually really excited about this game going forward now since I’m having so much fun and I can just enjoy it instead of being annoyed with stuff before.

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What TD profile could i try with 1.5 update guys?

I got curious after the latest update a couple of days ago and fired up AMS2. After a short test of few cars, i can now say that there is no need anymore to use custom ffb files, Default+ with some tuning on the game and td settings is great. Reiza finally did it!!! FFB and physics are vastly improved.

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Yeah, great update in many ways. I’m looking forward to some new features and further refinements yet to come. I hope the audio gets more attention soon, especially tire-sounds. The immersion factor will certainly improve.

Advancements in track-surface features and offline dust / dirt really adds to the excitement. The dust feature was pulled during beta phase for further revisions but, will be a great addition later on. It’s an effective alert to potential hazards (sand / dirt on the track) as corners that get repeatedly cut will accumulate debris over time.

I use Default+ ffb primarily. I think the fundamentals are certainly solid but, it’s just a bit underutilizing the full potential of the titles ffb possibilities, imo. I’d like to see a baseline custom-profile (or Advanced tuning UI) with a few more effects available with simple enable/disable switches / effect range sliders. Then the myriad of custom user profiles would be largely obsolete; I think many of those were created to compensate for underlying engine issues from the start, anyway.

I actually went away of AMS2 as I felt the FFB not realistic and moved to rF2 for that point.
Its FFB is not perfect but the closest to the reality IMHO.

Now with this update also on the FFB I will test AMS2 again and hope they did really improve the FFB.
I personally don’t need so many sliders but just a FFB close to the reality like in rF2.

YMMV of course.

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There may be certain custom-ffb profiles in AMS2 that produce ffb closer to that of rF2. One that comes to mind is the rFuktor version 5.0.1.4 by Stakanov (IIRC). The primary aspect in rF2-ffb is how progressive the cornering resistance ramps up.

AMS2 default / default+ profiles are not as progressive as rF2 but, in theory, a custom version could come closer with the right tweaks. Tuning the custom profiles is a very deep rabbit hole to go down, though.

For me, both rF2 and AMS2 have very good ffb, each with some advantage over the other.

So been driving even more now with simucube 2 sport and default ffb profile, F3, historic formula, GT3 etc.

I’m actually very impressed overall. I really feel like this ffb update should been tied to the big 1.5 update we had before because now it feels more complete overall.

I feel like there is more information regarding corner balance, something that i was missing before. The wheel is a lot less twitch and active, before it was like an overload of information and it just made it feel a bit muddy. Now the wheel is a lot less active and that is more aligned with other sims so this is really nice to see!

Also I’m very happy that there has been aero tweaks, finally you can actually lose the rear end, something that was very hard if not impossible before. This is very very good news!

The only thing that still bugs me is that the inital turn in grip seems too high, im often able to turn in later than usual and just quickly snap the wheel 45 degrees and it almost always grips without understeering or losing the rear, obviously no racing driver but not seen this in the other sims.

But overall this is great work! I firmly believe it’s not the physics that people complain about its the ffb! But whatever has been done now is a step in the right direction.

Now im off to play some more! :) Happy racing!

Much of the improvements in the latest release are not so much about ffb development but, the revisions made to tires since v1.5. That process takes a lot of time, so it’s not like Reiza simply could have easily improved that release by fixing the ffb.

The grippy turn-in you mention is directly tied to braking during the turn-in phase. You’ll notice that brake pressure has a major influence on that aspect in AMS2. While it is certainly possible it could be somewhat exaggerated, it’s probably a matter better left to drivers with RL experience racing cars on slicks. At any rate, I find that careful brake-modulation is key to maintaining control during corner entry. For those not using load-cell brakes, I imagine that may magnify the issue.

These are good news. After the last update I hoped into AMS2, but was disappointed again. I’m so into AC that everything else feels strange in the beginning.

A word about oversteering:
You won’t believe me how many times I wanted to throw away the steering wheel because of the chicane at Spa or the Remus turn in Spielberg. Maybe I could recover from it by driving a bit AMS2, who knows.

Can you share your AC TD settings and in CM if possible?

I would try some good custom ffb profile, wondering how can i reach a rf2 style ffb in AMS2. Which TD profile is best suited to the rfuktor file?

I’m afraid you won’t get a Rf2 FFB, and neither an AC FFB. AMS2 has its own DNA, just like every other game. If you expect TD to improve FFB quality, then you “mistreat” it, although in a harmless way (sure no case for the ICC, and I also doubt a claim at ECHR would be successful).

Ideal is when TD delivers the FFB signal the way it is. It can’t enhance the signal’s quality in the way you want/wish.

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Coming from RF2 (more than 2000 hours) and was never satisfied with AMS2 FFB until i used the custom from Danielkart

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You can try the Atmos custom file by Stakonov (FFB ATMOS 4.1 without yaw). It ramps up SAT forces more progressively like rF2 ffb does. I had to lower some of the other effects (in file) to find a good balance that worked for me but, I’m currently using Karsten’s Experimental version.

I’m running at 25NM, recon 1, no other filters at all. Normally I use them for other titles but this one doesn’t need it.
I am using Danielkart’s which IMO is closest to rF2.

I ended up changing a line in his config file so that the gain in the game functions linearly, his profile at default requires gain at 62 in game. (Look for gain2 in the file and change it to 0.62)
I use 35 in game to my liking.

you can maybe feel good the FFB, but the physics not, it’s absolutly not professional like rFactor 2 or the next LMU, since I use rFactor 2 I’m so much better or I can train for racing in the real life, with AMS2, there is nothing, really nothing, no learning skill for a real racing comparaison…Honestly, it feels worst than Forza 8…

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I can completely echo this sentiment, it’s actually more challenging and rewarding driving in FM2023 than in power drifting AMS2.

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