Automobilista 2 1.6.7 released with new Formula Vee Gen2, Ligier JS P4, and multiplayer scoring updates
AMS2 v1.6.7 is live with Formula Vee Gen2, the Ligier JS P4 for Endurance Pack Pt3 owners, Stage 2 multiplayer reliability work, AI center-of-gravity updates, HUD and pit-strategy quality-of-life changes, and several physics and presentation fixes.
We’ve got a new Automobilista 2 update to track: v1.6.7 is now live, adding two vehicles and extending the ongoing multiplayer overhaul. Reiza also notes that leagues with an imminent race can stay on v1.6.6.3 via the previousbuild beta branch. Full details are in the official release post.
What changed
Features
- v1.6.7 is live with Multiplayer overhaul Stage 2 reliability work.
- Users can remain on v1.6.6.3 through the Steam beta branch if needed for league continuity.
- Added a Multiplayer Realism option to allow or disallow vehicle reset to track.
- Added session and scoring logging information to multiplayer logs.
- Added HUD options for disabling live edit messages, editing some HUD settings on track, and enabling map mode in gameplay options.
- Pit strategy now supports toggling all repairs on/off and grouped suspension and brake repair settings.
Cars
- Added the Formula Vee Gen2, based on the latest Brazilian Formula Vee spec with VW Fox 1.6L engine, 5-speed gearbox, and updated rear suspension layout.
- Added the Ligier JS P4 to the Ligier European Series as part of Endurance Pack Pt3, free to existing DLC owners.
- Copa Fusca received suspension, camber, toe, and track width adjustments; setup reset required.
- TSI Cup models gained a minor amount of positive lift on both ends.
Physics
- Revised Road Radial tread physics for several classes including F-Vees, Copa Fusca, Copa Truck, and TSI Cup.
- Minor tread friction fade adjustments for F-Dirt, GT1, and Group C.
- Slightly reduced rear-wing yaw sensitivity in high-downforce cars.
- Slightly increased drafting effects.
Tracks
- Daytona Road Course AI corridors were adjusted around Turn 1 and the chicane.
Fixes
- Multiplayer result handling was tightened: more accurate finish order and timing, retirees and drivers leaving before final classification now appear in results, timed-race extra-lap issues were fixed, and the safety car is excluded from final arbitrated results.
- Vehicle reset behavior in multiplayer was corrected, including 6-second ghosting after reset and proper collidable-state replication.
- AI center-of-gravity calculations were updated to improve balance and stability, especially for rear-biased and mid-engine classes.
- Fixed inconsistent cockpit exposure behavior and calibrated cockpit exposure for multiple formula, prototype, and kart classes.
- Additional car-specific fixes include Corvette Z06 GT3.R visual updates, reduced GTP/GT3 backfiring scalars, and adjusted RPM LED range for the Puma P052.
For league ops, we should decide on 1.6.7 versus 1.6.6.3 before race week, retest result validation and reset rules on our server, and flag affected classes for setup or behavior changes.
From the changelog
Structured change list parsed from the official notes.
features
- Automobilista 2 V1.6.7 is now live! The new update brings a new Formula Vee generation and the Ligier JS P4 to complete the Ligier Endurance Series, along with some further valuable netcode & AI developments & other Quality of Life improvements.
- Users who for whatever reason encounter issues with the new V1.6.7 or who might have an imminent league race to run may still remain on the previous V1.6.6.3 by right-clicking on AMS2 in the Steam library -> Properties -> Beta and selecting the previousbuild branch.
- [img src="{STEAM_CLAN_IMAGE}/35138208/f98900b7fca6da84af9fccfeb4f90d52feff7224.jpg"] The Ligier JS P4 also joins its Ligier European Series co-star JS2-R as a late arrival to the Endurance Pack Pt3 — the agile entry-level prototype is a new addition to the Endurance Pack Pt3 released a few weeks ago, and free for all who already purchased the DLC.
- Along with the content, V1.6.7 progresses the ongoing Multiplayer overhaul to Stage 2 with several new reliability developments as listed in the changelog below.
- UI & HUD
cars
- The new Formula Vee Gen2 represents the latest model of the Brazilian F-Vee and has been developed in close collaboration with the series, featuring in-game with the factory configuration the grid is set to run in this weekend´s event at the Velocittá circuit.[img src="{STEAM_CLAN_IMAGE}/35138208/b9ec2fd759bf312f509986c78baba2f72757d67f.jpg"] While the car´s VW DNA is still very present with the original VW Beetle front suspension, the old air-cooled Beetle engine and 4-speed gearbox as used in the Gen1 car have given way to a modern and VW Fox 1.6L engine with a 5-speed gearbox, with the hair-raising swing axle rear suspension also being ditched in favour of a more modern independent arrangement.
- Some important AI developments ahave also been introduced as we´ve updated the way the center of gravity is calculated for AI cars; this has allowed us to greatly improve their overall stability particularly for fast cars with substantial rearwards weight distribution like F-Retros, F-Classics or mid-engine GT and Prototypes. While some fine-tuning is still in progress, V1.6.7 already presents better behaved AI for those classes that is both more capable of adhering to the track and also more suscetible to losing control in case contact does occur.
- [img src="{STEAM_CLAN_IMAGE}/35138208/f9fd89f6426f0be7b7bbc07b50abc96c35b3fa65.jpg"] On the physics front, a couple of aerodynamical adjustments should see slightly stronger drafting effects and rear wing in high downforce cars being slightly less sensitive to yaw; v1.6.7 also features tread revisions for road radial tires (both new and and scrubbed as used by series such as Copa Truck)
- V1.6.6.3 -> V1.6.7.0 CHANGELOG
- CONTENT
- [*] Added Formula Vee Gen2 Class [/*][*] Added Ligier JS P4 to Ligier European Series [/*]
- GENERAL
- [*] Fixed the presented race results being inconsistent across different users and third-party platforms Improved the precision of final race results and timings by more accurately detecting the order of finish line crossings [/*][*] Fixed multiplayer issue in which a retiree from the race would not show in final results Note: disqualified participants are also now included in the results but they go in last positions regardless of travelled distance due to infringement of rules [/*][*] Fixed multiplayer issue in which a participant that had finished the race but left the session before the final results would not show in final results [/*][*] Fixed Multiplayer issue in timed races which could lead to some participants doin one extra lap & spoiling final race results [/*][*] Safety car is now excluded from the final arbitrated race results in multiplayer [/*][*] Added further session and scoring logging information to multiplayer logs (MP hosts & clients continue to be encouraged to submit these logs for evaluation in the event of troubled sessions) [/*][*] Fixed vehicles moved to track via reset button not being ghosted (they are now ghosted for 6s) [/*][*] Fixed MP vehicle collidable state not properly replicating to remote clients after vehicle reset is used [/*][*] Recently added extra road reflection now also affects the road outside the racing line at a lower intensity, Reduced the intensity of the recently added extra road reflection [/*][*] Fixed inconsistent cockpit exposure being set to whichever vehicle loaded last [/*]
- [*] Added Multiplayer Realism option to allow / disallow vehicle reset to track [/*][*] Added option to disable HUD live edit messages (Gameplay > Display) [/*][*] Added new HUD Options ICM page to allow editing of some HUD options on track [/*][*] Enabled HUD map mode option on the in-game gameplay options screen [/*][*] Fixed some HUD live edit messages still duplicating instead of replacing existing messages of the same type [/*][*] Add support for toggling all repairs on and off in one action and group setting suspension and brake repairs on pit strategy editor page [/*]
- [*] Revised Road Radial tread physics (F-Vees, Opala 1979, Opala Old Stock, Copa Fusca, Camaro ZL1, Caterham Academy, Copa Truck, TSI Cup [/*][*] Minor adjustments to tread friction fade with velocity to F-Dirt, GT1 & Group C [/*][*] Slightly reduced yaw sensitivity of rear wings in high downforce cars [/*][*] Corrected minor inconstiencies with yaw aero losses for Mercedes Evo 2 & Sprint Race [/*][*] Slightly increased drafting effects [/*][*] Copa Fusca: Adjusted suspension rates, camber, toe settings & track width (setup reset required) [/*][*] TSI Cup (All models): Added minor amount of positive lift on both ends [/*]
- [*] Implemented new function to scale center of gravity for AI physics & improve balance in cars with substantial front or rearwards weight distribution cars [/*][*] Various adjustments to AI center of gravity height scalar, bringing it closer to original physics [/*][*] Various adjustments to AI oval parameters for better performance & racecraft [/*][*] Further brake usage adjustments for F-Classics & F-HiTech Gen1 [/*][*] Further reduced AI lateral rates for classes in which AI were still prone to jerky lateral movements [/*][*] Daytona Road Course: Adjusted the corridors around T1 and the chicane [/*]
- AUDIO
physics
- PHYSICS
tracks
- TRACKS
fixes
- [*] Calibrated & normalised 'Cockpit Exposer %' for all non halo Formulas, Prototypes P2-P4 & Karting [/*][*] Corvette Z06 GT3R: added extra dirt on all exterior materials, modified orange peel parameters and texture; modified windscreen texture and banner material; fixed number plate mesh z-fighting [/*][*] Reduced downshift & throttle release backfiring scalars for GTP, GT3 [/*][*] Puma P052: Adjusted RPM LED range [/*]
Official sources
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