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If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.

Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?

 

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Firstly, I want to address something about AMS2; The community has been a little bit annoyed with itself during the past week or so with discussion about this sim and honestly, it’s ridiculous. AMS 2, like every other sim out there, isn’t perfect… Some cars feel superb to me, but some don’t. I don’t know whether it’s an engine thing, a developer thing, a lack of sufficient data from the manufacturer, but not all the cars feel as good as the best feeling cars within the same software. You know what though? This is the same with a lot of sims! A certain engineer might be better at one type of car than the other or the engine itself might have been developed around a particular kind of test vehicle. Whatever the cause, there is some inconsistency in what I consider the accuracy of the cars in AMS2 – and other sims – but that is part of finding the best sim for yourself. You shouldn’t care enough about what YouTuber A says, YouTuber B says, or what I say, to get annoyed by their opinion. It’s like a portion of the community is literally trying NOT to have fun or prevent others from saying why they’re not. If you want to hear my (or anyone elses) opinion, I gave it, but I have no expectation for you to follow it or agree with it. I’m ok with that. Are you?

Anyway… Reiza today deployed a patch and fix for their Automobilista 2 racing simulation fixing some recent and long-standing bugs that could the game to crash under some circumstances. If you still have issues after this patch, here is a checklist Reiza provided below:

1- Verify the integrity of game files via Steam to ensure your installation doesn´t have any faulty or corrupted files

2- While you should not need to regularly delete your DocumentsAutomobilista 2 folder to start a fresh profile every month, some users have reported that starting fresh helped them solve a few issues, specially handling / controller related ones

3- If you experience freezes, CTDs or stutters, double check the applications you have running in the background via Task Manager, close the ones that aren´t essential to see if they might be interfering with the game functionality

4- If you experience crashes running with shadows on Ultra since V1.2 release, try switching it down to High – High is the equivalent of pre V1.2 Ultra, with the latest update making Ultra a bit more demanding on certain GPUs.

5- If you own a G923 and are experiencing issues with game freezing on startup, this topic features some good recommendations

Seasonal foliage was added to Imola. Screenshots of that:

Here is the full changelog provided by Reiza:

GENERAL

Fixed an issue that could lead to CTD at session start in some cases
Fixed an issue that could cause a CTD when using pit strategy selection list in multiplayer sessions
Adjusted Livetrack Grip Range
Minor revisions to shadow cascading parameters from cockpit view
Increased number of hourly real weather forecast slots to allow simulated 24 hour sessions with no slot re-use

UI & HUD

Fixed incorrect help text on some instances of Live Track Preset option
Fixed missing localization of Damage > Rear Aero input label on pit strategy editor
Fixed German localization typo on pite exit blend line tip text
Fixed French text displaying on German localization on telemetry HUD tip
Updated various environmental/technical terms in Spanish localization

PHYSICS & AI

Further tire tread fine-tuning for Proto classes, GTs, Stock Cars, F-Retros, Procar, Group A, Group C, F-Ultimate
Mercedes AMG GT3: Adjusted default engine brake map
F-UItimate: Increased FFB Max Force range; adjusted default diff settings
Fixed error in Mini dampers & disabled redundant fast damper range
AI: Adjusted aggression scalars and care with player for tintops; reduced throttle response time for GTE & GT3; callibrated GTE, GT3 & StockCars
Adjusted AI Grip for Imola & added corner-specific speed boosts to Piratella, Acque Minerali, Rivazza
Cascais Added AI corner boost to last corner
Interlagos: Adjusted AI lines & corridor changes at Mergulho and Arquibancadas for improved behavior; Added speed slowdowns on pitlane exit path

AUDIO

Adjusted rumble strip sound frequency
Further surface sound optimizations
Surface sound filtering present only on roadnoise/skid sounds (Grass & dirt excluded)

TRACKS

Spa-Francorchamps 1993: Add dynamic cones
Velopark: Center start trigger across track and pit lane width
Added seasonal foliage to all Imola variants
Laguna Seca: Fixed curbs uv1/uv2; Add more remaining trackside objects; adjusted glow on the start lights
Imola: Fix wall collision error

VEHICLES

Camaro GT4.R: Added 3 new liveries
Helmet cameras: Reworked the helmet cams meshes and materials for the Modern formula, GT modern, club, 70s and 80s. now support triple screen/ultra wide (54 to 89 degrees of FOV)
Fixed RPM LED ranges for Mclaren 720S, F309, F301, Metalmoro MRX P3
Updated Porsche GT4 Cayman & Ginetta G55 tire material fixing issue with tires disappearing in certain circunstances

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