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AMS 1.1 & Brit Pack (1 Leser) (1) Gast
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THEMA: AMS 1.1 & Brit Pack
#6512
Ecky (Gast)
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2019-10-07 19:37:27
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AMS 1.1 & Brit Pack vor 9 Jahren, 6 Monaten  
AMS hat die Version 1.1 erreicht. Dazugekommen ist auch das Brit Pack.

Release Note

Brit Pack bei Steam(17.99€ danach 19.99€)

Season Pass(27.99€ inkl. Zugang zur Beta)

Gruß
Ecky
 
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#6515
DFAlex (Admin)
Mädchen für alles!
Admin
Registriert seit
2015-05-07 00:12:00
Neuester Beitrag
2026-04-19 17:11:06
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df-racing
Aw: AMS 1.1 & Brit Pack vor 9 Jahren, 6 Monaten  
Moin,
Danke, da muss ich gleich mal gucken!

VLG
Alex
 
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#6939
winkie (Benutzer)
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2015-05-06 23:33:35
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2017-11-24 14:43:54
Beiträge: 42
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Geschlecht: männlich Ort: Kaufbeuren Geburtstag: 1976-09-18
AMS 1.2 & Formula Truck DLC vor 9 Jahren, 4 Monaten  




http://forum.reizastudios.com/threads/ automobilista-v1-2-0-formula-truck-dlc- released.1840/
 
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#6941
DFAlex (Admin)
Mädchen für alles!
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Neuester Beitrag
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df-racing
Aw: AMS 1.2 & Formula Truck DLC vor 9 Jahren, 4 Monaten  
Moin,
Geilomat!
F Truck...Hammer!

VLG
Alex
 
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#6944
aelbler271 (Benutzer)
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2015-09-12 10:06:52
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2024-01-10 15:50:41
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Aw: AMS 1.2 & Formula Truck DLC vor 9 Jahren, 4 Monaten  
Hi mal angetestet,

hab leider gleich einen Bug.
AMS verliert die Schaltsignale und ohne Schalten zu können nicht so toll.
Das Spiel hat für mich eine Optik wie vor 10 Jahren, werde nicht warm damit.

Gruß
Aelbler271
 
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#7351
winkie (Benutzer)
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Geschlecht: männlich Ort: Kaufbeuren Geburtstag: 1976-09-18
Aw: AMS v1.3 & Adelaide Trackpack DLC vor 9 Jahren, 2 Monaten  




Below is the Changelog for v1.3.0:

Content

Cars

Added ARC Camaro Series

Tracks

Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)


Features & Fixes

Added option to customize number of AI opponents per class in race weekend
Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
Added new sound effect filters & altered doppler effect
Expanded audio options & reprofiled volume sliders
Added diesel exhaust smoke emission to Formula Trucks
Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
Race menu tweaks & other minor UI adjustments
DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
Added (AI) label to AI cars in multiplayer
Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
updated engine wear / reliability values in various cars
Adjusted yellow flag / parc ferme / start procedure rules for several series
Raised AI speed behind safety car
Fixed bug with track state not resetting correctly when race or weekend is restarted
Added new engine wear / blow-up functions **
Adjusted marbles spacing offline to reduce FFB rattling
Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
Interlagos: Eased off cut detection at T11 exit and inside S/F straight
Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
Slightly increased downshift protection in cars with semi-automatic boxes
Adjusted AI brake power / grip usage for all cars
Removed incorrectly enabled launch control from engines in several series
Fixed overdone dynamic tire wear texture
Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
Boxer Cup: Completely revised physics with addition of helper springs
SuperV8: fixed uv mapping issue on carbody
F-Trainer: Minor tire model adjustments
F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
F-V12: Minor tire model adjustments; Softened front suspension range & default settings
F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
Karts: Further AI performance tuning


* The mid-race full course yellow is a rule from F-Truck - it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).

** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.
 
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#7693
winkie (Benutzer)
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Geschlecht: männlich Ort: Kaufbeuren Geburtstag: 1976-09-18
Aw: AMS v1.4 & Hockenheim DLC vor 8 Jahren, 11 Monaten  



CONTENT

Added Hockenheimring (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 (available as a launch option on Steam) *


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

Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files

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

Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display

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
 
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