Automobilista 2 - How Does It Drive? (Beta 4 Gameplay Review)

Automobilista 2 - How Does It Drive? (Beta 4 Gameplay Review)

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Automobilista 2
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#automobilista2 #simracing #racinggame
Automobilista 2 is scheduled for a public release date at the end of this month. In this video I'm going to review how the beta version drives. I'll compare AMS2 to the first Automobilista and Project CARS 2, using both my Accuforce Direct Drive wheel, and my Thrustmaster T300 wheel.

Beta 2 / Beta 3 / Beta 4 change log highlights:

BETA2 Changelog (05/03/2020):

UI / HUD

Modified custom wheel profile centering spring strength and overall FFBgain

PHYSICS

Added code for helper springs,
Added AMS1-style non linear bumpstops,
Revised all main tyre models (dry & wet compounds)
Revised Steering rack max forces for more consistent FFB output
Reduced wet rolling resistance

BETA3 Changelog (12/03/2020):

PHYSICS

Extensive revisions to all player physics
Minor tire model adjustments (most notable is fixing excessive load stiffness increment with pressure on GT & Prototype tyres - fixes the bouncing)
Increased effect of Pneumatic Trail on force feedback
Reduced default steering lock in formula cars
Further reduced wet rolling resistance
Adjusted FFB Steering Rack Maxforce on several cars
Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI

Revised all turbo engines
Reduced 2mm from tread of F-Classic & F-V10 tyres
Slightly increased drafting effects

BETA4 Changelog (21/03/2020):

UI
Initial implementation of SETUP screens (just initial fast edit & initial tab for now, to be complemented in BETA5)

FFB
Updated pneumatic trail calculation, now equal to what we had in AMS1 resulting in higher overall rack force and self aligning torque will be different then pre beta4
ported 1:1 ams1 surface noise values and code
Added stoplocks for Accuforce / OSW / Simucube / Bodnar and other custom wheels (needs testing)
Adjusted "FX" FFB effects - no longer adds "fake" road noise after porting over AMS1 surface noise code - FX now adds engine vibe (modelled from crankshaft angular rotation) and tyre scrub (as an actual frequency coming from STM)
Removed redundant "flavour" FFB profiles, renamed as "TYPE" with only two options (Default / Custom)

PHYSICS

Doubled tyre tread & width resolution in tyre model
Further revisions to tread & carcass load stiffnes for several tyres
Adjusted rain tyres (to be complemented in BETA5)
Revised driving aids functionality & gamepad sensitivity multipliers (to be complemented in BETA5)

Thanks for watching SimRacing604, and be sure to subscribe for more sim racing and racing game content.

My rig:

CPU (Core i5 7600k): https://www.intel.com/content/www/us/en/products/processors/core/i5-processors/i5-7600k.html

Video Card (Asus GTX 1080): https://www.asus.com/ca-en/Graphics-Cards/TURBO-GTX1080-8G/

Cockpit / Sim Rig (Next Level Racing GT Track): https://www.nextlevelracing.com/next-level-racing-gttrack/

Button Box: https://simracing4u.myonline.store/

Direct Drive Wheelbase (Simxperience Accuforce Pro v2): http://simxperience.com/products/accessories/accuforcesteering/accuforcepro.aspx

Wheel (Simxperience Formula Rim): https://simxperience.com/products/accessories/accuforcesteering/accuforceformularim-duramold.aspx

Pedals (Fanatec ClubSport v3 Inverted): https://www.fanatec.com/us-en/pedals/clubsport-pedals-v3-inverted-usa.html

Shifter (Thrustmaster TH8A): http://www.thrustmaster.com/products/th8a-add-shifter

VR Headset (Oculus Rift): https://www.oculus.com/

Video: 1080p / 60fps

Instagram: https://www.instagram.com/simracing604/
Twitter: https://twitter.com/simracing604







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