Column: Automobilista 2 Multiplayer Development - A Waste of Time?

Automobilista 2 Multiplayer.jpg
Image: Reiza Studios
Without doubt, Automobilista 2 is currently a predominantly singleplayer racing game. So should communities and Reiza itself be spending time developing its Multiplayer functionality?

A few weeks ago, Brazilian game developer Reiza Studios announced its collaboration with a group of online ranked racing platforms in a bid to improve online multiplayer functionality in Automobilista 2.

With the likes of iRacing and Le Mans Ultimate finding strength in online racing, every modern racing title is now seemingly on the hunt for a similar experience.

The plan, according to the Brazilian Studio, is to enable AMS2 to work well on platforms such as Low Fuel Motorsport and Just Race. Whilst these third-party organisations do the bulk of the work to implementing the game onto their services, Reiza will also endeavour to improve net code and connectivity ensuring online racing is a smoother process in the game.


A fantastic idea on paper, it leaves me wondering if this is all just a big waste of time for both Reiza and the platforms looking to run the game. Here is my thought process, but make sure to tell me how wrong I am in the comments below.

Automobilista 2: A Massively Singleplayer Game​

Ever since its launch, Automobilista 2 has seen little to no online racing presence beyond the few communities using the title for their leagues. Open lobbies exist in the game, and yet scroll through the list of online races and seldom will you spot entries exceed single digits.

Certainly, this will in part be due to the minimal development strides made into optimising key features like net code and race organisation. But ultimately, from every aspect, the game screams single player. Just take a look at how Reiza describes the game on its official website and you will see what I mean.


Not only is the first headline "Race Anything Anywhere Anyhow" very much a boot-up-and-go style of gameplay only really accessible through a single player sandbox. But scroll down and notice that AMS2's endgame - in other words, the main goal - is to put together "the most comprehensive and true-to-life career mode ever designed for a racing game."

But it is not just marketing that reflects the title's single player ethos.

Far From Multiplayer Content​

iRacing, Assetto Corsa Competizione and Le Mans Ultimate. The three biggest online racing games in the industry do not just have cool buzzword titles in common. In fact, take a look at their content lists - or in iRacing's case, content lists of the most popular series - and you will spot a certain familiarity.

Le Mans Ultimate is a game all about the premier sportscar racing championship featuring GTE cars, LMP2 and Hypercar blending LMDh and LMH rulesets.

Hypercars are very popular and predominant in sim racing.

Hypercars are very popular and predominant in sim racing. Image: Studio 397

Assetto Corsa Competizione upon its launch was a title focusing on the GT World Challenge Europe. Though since then, has grown to feature all sorts of SRO-managed GT classes, the most popular being GT3 cars.

Finally, iRacing may feature a huge spread of content ranging from Dirt Oval racers to Formula One cars. But arguably the most popular series, GT Sprint and IMSA, both feature GT3 machinery whilst the latter includes a multiclass aspect with the addition of LMDh cars to form GTP and LMP2.

In the current sim racing sphere, there is no denying the popularity of sportscar racing, no doubt thanks to the advent of the real world's so-called Golden Era. Whilst Automobilista 2 does feature a selection of LMDh models and modern GT3 cars, I would argue these are not the cars that attracts the title's die hard fan base.

Instead, those that return to AMS2 do so for the depth of historically accurate racers and the circuits to go with them. No, the Brazilian racing game is not a serious massively online experience, it is a way for true motorsport fans to relive different eras from the sport's past. Although the latest development blog hints at a growth in modern sportscar offerings, the majority of content releases also push the game further down its rabbit hole of classic motorsport that, in my opinion, struggles to captivate an online audience.

AMS2 Classic F1.jpg

Automobilista 2 is increasingly about the classics. Image: Reiza Studios

Who Races Classics Online Anyway?​

The original Assetto Corsa is another racing game with a strange relationship with online racing. For a while now, it has featured on a collection of ranked racing platforms. But rarely would one think of the third party content creator's heaven as an online title.

When you do see proper online racing in the game that features almost any car and track combination you could think of, they tend to be a return to the standard GT3 and Spa mix that any other game can do.

As aforementioned, iRacing has a wide array of car classes in its content selection, some even throwing back to forgotten times like the Nissan GTP ZX-Turbo or host of Classic Lotus F1 machines. However, the most popular road racing series consistently combine the same three categories that also make up the bulk of modern motorsport on the real stage.

Historic content in iRacing is far from popular

Historic content in iRacing is far from popular. Image: iRacing.com

Clearly then, the Venn Diagram of historic content fanatics and online racers is one with about as much intersection as one combining hay fever sufferers with the great outdoors in Spring.

Why a Waste of Time?​

Okay, I admit it. Describing the developer's desire to develop multiplayer functionality further as a waste of time may be a slight exaggeration. If the title can satisfy both the single player community and the few online racers that will choose AMS2 as their go-to, it is the best of both worlds.

But as the upcoming update, yet another physics overhaul, points out is that Automobilista 2 is still in heavy development. Engine discoveries and tweaks, content releases, feature implementations are all part of the daily process it seems within the Reiza team. So adding yet another task onto the seemingly long chore list may well slow down development on those updates on fans' wish lists.

1990s DTM in AMS2.jpg

Single player classics is why I return to Automobilista 2. Image: Reiza Studios

As a predominantly single player racer myself, I am extremely intrigued by the promise of an in-depth career mode spreading across disciplines, continents and eras. Furthermore, AI adjustments are something I would love to see come to the game, especially in race craft scenarios. But if the tweaks Reiza is planning for online competition later become larger changes or take longer than expected, it is yet another spanner in the works.

What do you think about the prospect of an online-focused Automobilista 2? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

My racing group mainly uses AMS2 for online racing because we can fill the field with AI - we only have 4-9 human drivers depending on schedules. AMS2 is the perfect game for us for online racing.

ACC and AC though some of our favorites games, lacks the ability to fill the grid with AI which helps to challenge us mediocre racers. RF2 is just impossible to get working properly for online dedicated servers (never have had luck even with latest updates). LMU, just un-wishlisted from Steam due to lack of interest and cash based DLC while in Early Access - not a fan of this practice and at the prices they are offering.
 
I posted the following message on Reiza's forums yesterday. This might be of interest to this thread.

---


If you've ever joined the Antidote server on Friday nights, well hi! We usually have anywhere between 12 and 26 drivers, including a good 8-10 core there every week. We've been doing it for 2 years or so, and we've had noticed ways in which the multiplayer experience could be enhanced. Who knew my drivers could have so many grievances? With Reiza working on multiplayer, I figure it might be a bit late to share this list, but what the hey!

Feel free to merge into feature request/bug report, as I suppose it's a bit of both?

  1. Full fledged multiplayer league options, with customized rule sets, scoring systems, ability to have AI fill in for absentees (and/or just filling up the grid), handicap, etc. I love the F1 series for that.
  2. Allowing people who join server during the final minutes of quali to start from the back of the grid rather than being unable to join.
  3. More consistent, predictable ghosting.
  4. Allow more AI driver options for server host. For example, dynamically changing how many there are at the start of a session, or "fill up" to a certain number of drivers (so that you have a minimum of, say, 10 drivers on the grid, and AI leaves when a human driver takes its place).
  5. Synchronized "lights out" at race start. Not all drivers get it simultaneously.
  6. Safety rating meaning something, instead of being some sort of grinding achievement. I've been S forever; I'm not dirty, but I'm definitely not S tier. If RCO can do it, so can native AMS.
  7. Having the possibility to vote for the next events out of a pre-made selection (see Wreckfest). Server owner could set up a bunch of possibilities in a config file, and the game would pick three at random, and drivers could have a 15-sec voting period when going back to lobby.
  8. Having race presets altogether. Going from an oval to Spielberg to the Nordschleife require different settings, and a single mistake can ruin the experience (going from a 15-lap race on an oval to a... 15-lap race on the Nordschleife, ouch). Same for damage (see more below): having low damage on the Formula Junior isn't remotely the same as having it on a modern F1.
  9. Having the option to determine if tyre blankets are used. During a quali run in an old car, getting temperature into your tires in a cold climate can take several laps, which isn't ideal for a short quali session.
  10. Figure out a better, integrated dedicated server / create server system, with hosts having far more control than they currently have. See details below.
  11. Hosts recover hosting privileges upon reconnecting.
  12. Hosts naming other users moderators or backup hosts.
  13. Allowing hosts to kick users without requiring almost the entire grid allowing it. I'd love for server options to include a certain threshold of other drivers allowing it, but owner should be able to override.
  14. Prevent kicked users from re-joining server.
  15. The ability to decide, as the server host, something like "20% chance of rain at some point". Not just "random" in pre-determined segments.
  16. Weather forecast. Pitting for slicks, only for rain to randomly appear two laps later, is a bit of a downer when you can't have a clue it'll happen.
  17. Car reset having more options. Enable / Enable with a 5sec delay / Off. If enabled, having better ghosting. Having it be guided by opponent proximity is subpar; currently, if two drivers are upside down next to each other, it's game over for both, but if they were 10m further apart, they could both reset. When they reset, someone can easily ram into them at high speed.
  18. Pitting options should give the user a ballpark of time in pits. Will changing tires cost me 2 seconds, or 30? How about damage? With so many car models, a bit of help from Jeff on that would be sweet.
  19. Adjusting content of opponents tab (number, AI, class) once the server has been launched.
  20. Changing car in garage rather than leaving the server and coming back (notably for the host who doesn't have this luxury).
  21. Option for full ghosting for the first sector of the race. So many T1 shenanigans in open lobbies.
  22. Easier on-the-fly setup sharing. one should be able to borrow a config from an opponent (or, at least, a willing one).
  23. Allow for custom grid positions for races without quali (random, high to low rating, low to high rating, performance so far this session, custom). Again, a bit like Wreckfest has.
  24. Having the option for full ghosting during quali. With 5-10min sessions, it's not rare for someone's only hotlap to be ruined by someone blocking them, or in ovals' case, having the possibility of negating slipstreaming.
  25. Car damage being more consistent across different cars. at the same damage level, an F1 car will get full suspension damage by merely touching an opponent, while some cars can hit the wall head on and get nothing. It's borderline unrealistic, but more importantly, drivers should have a reasonable expectation of how much damage a certain shunt will cause.
  26. Having the possibility to have non-terminal damage (as in, always being able to limp to pits).
  27. Allow for ghosting when racing wheel to wheel vs. high ping users
  28. Ability to invite people to join to dedicated servers.
  29. In dedicated servers, being able to edit server welcome message, or edit the general notice before every race for weather and the like.
  30. Ability to copy/paste text. Discord invites are a pain.
  31. Having the AI take over at the end of races like in quali instead of everyone ramming into each other.
  32. Ability to have usable server config presets. "Real world" presets aren't bad in and of themselves, but I wish we could have custom presets instead of having to double check every setting when creating a server because the game is usung the last joined server's.
  33. Ability to predetermine a certain number of cars of a given model/class/livery to be available, and people choosing their vehicle upon joining. Having a multi-class race where 12 people race in one class and a lone driver picks another class is a bit meh; same for single class driving where only one person has a car model, negating the effect of opting for class racing.
  34. Fixing the bug where we're all stuck in pits at the end of quali. Host doesn't have a continue button to click, everybody's back in pits, and nothing happens until a certain user leaves the server. Same for the track not loading bug, which can only be rectified by the host CTRL-ALT-DEL.
  35. Allow AI to take over for a disconnected driver (à la F1), until they reconnect, a bit like it can take over during a pit stop, but automatically.

Bonus, not for multiplayer:
  1. When navigating through the "all cars" menu when selecting one, there is no scroll bar. If you want to go from ARC Camaro to VW Polo, ouch.
  2. Consistent track limits. Places like Watkins Glen T1, for example, allow the driver to cut significantly without penalty... sometimes? It doesn't seem consistent.
  3. Getting DQed for not serving a penalty that was given on the last corner of the race. That one stings.
 
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down here in Aus even iRacing has thin options in our timezone, and it has by far the largest collection, the other games are negligible to nil. AI racing for me is the go.
 
For someone like me who doesn't do Multiplayer anymore, a decent Career Mode would be fantastic. What's the ETA for this?
 
There are two ways of hosting MP races in AMS2: using dedicated server and hosting from within the game (P2P).
I believe that most leagues are hosting trough P2P where one player (league owner for example) is running a server from it's own game instance.

I don't know much about hosting AMS2 races from within the game, but with dedi you have web ui and web api to interact with where you can kick/ban player, advance/restart session just by cliking button on the web page or by sending request to web api.

Taking connection stability out of the equation, the AMS2/PC2 dedicated server IMO has quite nice dedi tools/api compared to any other mondernish sim on the market like ACC, AC or R3E. By no means AMS2 dedi tools are perfect, but for sure there are useful.
But keep in mind that I am looking at it from the perspective of the person who interacts with dedi in programmatic way only, so other people millage can vary.

And really we don't experience massive disconnects anymore, it was the case year ago. Now, as I've already said, we have 5% disconnection rate per driver on average, I know few guys who maybe have lost 1% of their connections and I don't remember when was the last time I've lost connnection to server (except during our ams2 dedi stress tests).

EDIT
As for the warps and syncing issues.
Once in a while I see one guy who is warping from place to place, but imo it's due to his high ping and it's quite rare. I can see blinking guys on iRacing too, so it's a common issue imo.

As for syncing, some of our users are posting screenshots of very close wheel to wheel racing where there is almost no gap between the cars, so imo it's possible to fight wheel to wheel on AMS2 MP.

Dedicated and p2p suffer the same problems, except dedicated comes with more warp and larger issues when there's a single player with a bad connection.... The league notions flip from p2p to dedicated based on update cycles as to which is more problematic, so leagues will go a few months on p2p then swap to dedicated and vice versa... And the mass disconnect problem is currently more of a dedicated server side issue as leagues trust p2p more since the last major update...

Syncing is a competition issue, where the green lights are the obvious one, but the weather and track state don't sync believably either... 1 event I was in had a whole lap of dry for half the field, whilst the other half had soaked conditions, each had their own point where the weather would come in... When I bring up syncing it has nothing to do with the cars moving over the track as you describe, that's warp to me...

Those syncing issues are the main reason I won't bother with LFM or RCO at all for AMS2... No point in ranking a competition that isn't fair... I don't take qualification that seriously in sim racing as it's the race that matters, but in AMS2 I don't care about qualy at all... No guarantee I'm on the same grip as the other driver...

As for your "success" rate of disconnects I'll just point to your earlier comment about lacking players...

RCO lacks drivers

You need grids to find these issues, with 10 players or less these issues are like any other game, except the warp, syncing issues and other issues that come from one bad connection and only happen on the Madness p2p architecture... Those are Madness engine only problems, other titles just have the lone player with a bad connection have issues, not the entire grid...

When you run back to back races with over 20 drivers consistently and have no need to complain about a lack of drivers then your data is going to be more comparable than the data that comes from leagues... Where I've had 6 races in a row with one league effected by the stability issues of AMS2 online in the form of disconnects, mass disconnects, weather sync, warp, mass FFB freezes, or pit stop dramas where tyres aren't changed... That ruined an entire season for me and was capped off by the worst of the weather syncing issues I've seen... 1 out of 5 compared to 1 out of 20 was just me being nice about how bad it can be...

The weird stuff that happens only in AMS2 is a major problem for where this game is right now... After a year of being a very easy and forgiving title to drive it's peak players hasn't risen... Showing even with a driving style that appeals to the masses that there's enough issues that people find on the regular to drive something else... It's either that or the harder driving of AC is more appealing to the casual fan, but that's doubtful...

Set up and pit stop bugs could be the major culprit there, but competition, even for the casual driver, is important... They see people not getting a drive through for jumping the start and it's a problem... Only to find out the green lights are the issue not someone cheating... It's going to make them do something else but AMS2 online...
 
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Dedicated and p2p suffer the same problems, except dedicated comes with more warp and larger issues when there's a single player with a bad connection.... The league notions flip from p2p to dedicated based on update cycles as to which is more problematic, so leagues will go a few months on p2p then swap to dedicated and vice versa... And the mass disconnect problem is currently more of a dedicated server side issue as leagues trust p2p more since the last major update...

Syncing is a competition issue, where the green lights are the obvious one, but the weather and track state don't sync believably either... 1 event I was in had a whole lap of dry for half the field, whilst the other half had soaked conditions, each had their own point where the weather would come in... When I bring up syncing it has nothing to do with the cars moving over the track as you describe, that's warp to me...

Those syncing issues are the main reason I won't bother with LFM or RCO at all for AMS2... No point in ranking a competition that isn't fair... I don't take qualification that seriously in sim racing as it's the race that matters, but in AMS2 I don't care about qualy at all... No guarantee I'm on the same grip as the other driver...

As for your "success" rate of disconnects I'll just point to your earlier comment about lacking players...



You need grids to find these issues, with 10 players or less these issues are like any other game, except the warp, syncing issues and other issues that come from one bad connection and only happen on the Madness p2p architecture... Those are Madness engine only problems, other titles just have the lone player with a bad connection have issues, not the entire grid...

When you run back to back races with over 20 drivers consistently and have no need to complain about a lack of drivers then your data is going to be more comparable than the data that comes from leagues... Where I've had 6 races in a row with one league effected by the stability issues of AMS2 online in the form of disconnects, mass disconnects, weather sync, warp, mass FFB freezes, or pit stop dramas where tyres aren't changed... That ruined an entire season for me and was capped off by the worst of the weather syncing issues I've seen... 1 out of 5 compared to 1 out of 20 was just me being nice about how bad it can be...

The weird stuff that happens only in AMS2 is a major problem for where this game is right now... After a year of being a very easy and forgiving title to drive it's peak players hasn't risen... Showing even with a driving style that appeals to the masses that there's enough issues that people find on the regular to drive something else... It's either that or the harder driving of AC is more appealing to the casual fan, but that's doubtful...

Set up and pit stop bugs could be the major culprit there, but competition, even for the casual driver, is important... They see people not getting a drive through for jumping the start and it's a problem... Only to find out the green lights are the issue not someone cheating... It's going to make them do something else but AMS2 online...
During this year we had:
  • 81 races with grid size from 15 to 19
  • 25 races with grid size from 20 to 26
Not a big numbers I know :D but no sync issues were reported and there were no mass dissconects, at least I am not aware of/don't remember any (except our stress tests). Personaly I didn't experience any sync issues, but maybe I am not sensitive enough, idk.

There are few options here which can explain that:
  1. our users are too lazy to report sync issues or mass disconnects :) On other hand our users are not shy while reporing issues with RCO or AMS2 on our discord.
  2. RCO users are mostly AMS2 fans so maybe they are looking at this sim trough pink lenses and are more forgiving while experiencing AMS2 issues
  3. AMS2 MP just works on RCO ;)
People are complaining about pit stop bug (that's why we don't have much races with mandatory pitstop atm), TC/ABS bug, about AI aggression, about disconnects which do happen more often to some drivers, but I havent heard anything about mass dissconects or sync isues during this year.

Last year our every race above 12 drivers was a disconnection fest but after RCO servers upgrade at the beginning of this year the majority of the races are really smooth - smooth is the word some of our drivers are using when describing to me some of their racing experience on RCO, true story :)

I am not trying to sell you RCO or anything (well maybe just a little ;P ), but now my experience with AMS2 MP is quite different then what most people are describing and IMO most of MP issues on RCO were related to ill server configuration, at least that's the only explanantion which comes to my mind. This, or Reiza introduced MP stability fix at the beginning of this year, or both idk.

Again, I am not saying that AMS2 MP is the best things since slice bread and tbh my only experience with AMS2 MP is RCO based, but [AD START] at RCO we're able to have stable races with grids up to 26 drivers, with 5% disconnection rate on average and without visible sync issues.[AD END] :D

EDIT
And for the rain/weather sync issue - that's why we don't change weather much and we don't do wet races atm. But not because we experienced rain sync issues on RCO, its only because other leagues experienced rain/weather sync issues. We didn't done any rain/weather sync tests on RCO yet.

EDIT 2
Just out of curiosity. If there are no visible track differences between one player state and the other (no rain and whatnot) how can you tell that your track state is different then the other driver track state? Is it possilbe to tell the difference? Legitimate question.

And for sure we should do weather sync tests on RCO, if RCO have more success with running AMS2 MP races than your average league, then maybe somehow the sync issues are not so severe on RCO. I think it's wort to test it.

EDIT 3 :D
During your 6 races in row in one league with stability issues, who was the host? Multiple league members tried to host this race, dedi, only one member was a host? If there was only one host, then maybe those issues were connected to ill host configuration, idk.
 
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FIRST OF ALL, I want to say a huge THANK YOU to you OVERTAKE TEAM. You really often hit the right topic and aren't afraid to put your finger on the open wound, making the simulation experience better, better, and better for us, in the hope that the developers read this.

On the topic:

Yes, unfortunately, I think it's a waste of time. A better netcode and an error-free MP experience with 30 drivers without incorrect line-ups or being kicked out during session changes, etc., are just the basic functions that one could and should have expected four years ago. There are still so many fundamental things missing for a real online competition that would be somewhat league-worthy, and Reiza is still tinkering (finally, once again) with the netcode.

But where is the promised TV streaming tool? Various TV cameras, real names of MP players, the ability to use 30 different custom skins, better representation of vehicles online, because they wobble too much in the TV camera view and don't look like realistic driving behavior. They simply move "wobbly" (not smooth), compared to AC, iR, or ACC. An admin tool that allows for penalty assignments, penalty weights, or a better weather tool with probability forecasts for rain settings with sliders from 0-100% in each slot, just like a continuous damage setting in 1% steps.

And and and... I could list 20 other things here.

We've mentioned all of this many times in the beta forum and hoped that one thing or another would be implemented. Especially modern streaming functions for TV broadcasting at iR level. All in vain so far!

Unfortunately, I have no more hope! Sorry.
 
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I fully agree with an article. AMS 2 screams "singleplayer", and arguably, it is the best solo experience on the market out of the box right now. AC could take some points, if the base game with DLCs wasn't completely bare-bones, and modding wasn't a requirement (when mods for a sim vary in quality wildly).

I mean, it is cool to play your favorite sim online with some buddies or your league, with fully developed features, but to justify dev time and resources, it has to be competitive with other sims, that have already occupied a huge chunk of the market, for an extremely niche genre, mind you.

AMS 2 is amazing and packs a ton of content, works mostly well, but it still needs tons and tons of more stuff. Many classes are bare, they need a lot more cars. Need more classes, especially vintage, which is rare to see and is incredible in what we have. Need some more iconic tracks, etc, etc. If Reiza focuses their time and resources on SP portion more, this game will completely dominate single-player sim niche, which is currently quite deserted.
 
During this year we had:
  • 81 races with grid size from 15 to 19
  • 25 races with grid size from 20 to 26
Not a big numbers I know :D but no sync issues were reported and there were no mass dissconects, at least I am not aware of/don't remember any (except our stress tests). Personaly I didn't experience any sync issues, but maybe I am not sensitive enough, idk.

There are few options here which can explain that:
  1. our users are too lazy to report sync issues or mass disconnects :) On other hand our users are not shy while reporing issues with RCO or AMS2 on our discord.
  2. RCO users are mostly AMS2 fans so maybe they are looking at this sim trough pink lenses and are more forgiving while experiencing AMS2 issues
  3. AMS2 MP just works on RCO ;)
People are complaining about pit stop bug (that's why we don't have much races with mandatory pitstop atm), TC/ABS bug, about AI aggression, about disconnects which do happen more often to some drivers, but I havent heard anything about mass dissconects or sync isues during this year.

Last year our every race above 12 drivers was a disconnection fest but after RCO servers upgrade at the beginning of this year the majority of the races are really smooth - smooth is the word some of our drivers are using when describing to me some of their racing experience on RCO, true story :)

I am not trying to sell you RCO or anything (well maybe just a little ;P ), but now my experience with AMS2 MP is quite different then what most people are describing and IMO most of MP issues on RCO were related to ill server configuration, at least that's the only explanantion which comes to my mind. This, or Reiza introduced MP stability fix at the beginning of this year, or both idk.

Again, I am not saying that AMS2 MP is the best things since slice bread and tbh my only experience with AMS2 MP is RCO based, but [AD START] at RCO we're able to have stable races with grids up to 26 drivers, with 5% disconnection rate on average and without visible sync issues.[AD END] :D

EDIT
And for the rain/weather sync issue - that's why we don't change weather much and we don't do wet races atm. But not because we experienced rain sync issues on RCO, its only because other leagues experienced rain/weather sync issues. We didn't done any rain/weather sync tests on RCO yet.

EDIT 2
Just out of curiosity. If there are no visible track differences between one player state and the other (no rain and whatnot) how can you tell that your track state is different then the other driver track state? Is it possilbe to tell the difference? Legitimate question.

And for sure we should do weather sync tests on RCO, if RCO have more success with running AMS2 MP races than your average league, then maybe somehow the sync issues are not so severe on RCO. I think it's wort to test it.

EDIT 3 :D
During your 6 races in row in one league with stability issues, who was the host? Multiple league members tried to host this race, dedi, only one member was a host? If there was only one host, then maybe those issues were connected to ill host configuration, idk.

Smoothness since 1.48 hasn't really been an issue until that one bad connection, then everyone can have ghost contact even if your pings remain unaffected... It's been all the other weird stuff and the random disconnects which don't have anything to do with server sturdiness, leagues have no issues with other titles come to AMS2 and find nothing but issues...

Much like a lot of the weird stuff, set up and pit stop bugs especially, it seems to be chipset based, similar to the rF2 AMD issues... As the league hosts aren't stupid and blaming the user end is a big reason this is as big of a problem as it is, it's been fobbed off like that for too long... Case and point is that 6 races in a row league, many of the members of the league work in the industry and have thoroughly tested the options, on top of a dev being a member to help with the server which was in the same room as the host... Because that has been tested to find the best pings and connection stability for dedicated servers... Server to be as close to the host as possible because of how the p2p system works on the dedicated server... Leagues will often play host roulette so they can have the closest person be the host, which means constantly disconnecting... There's even an app being developed to find the best host on the server...

The easiest way to know if there's any inconsistencies in grip is to drive with people over voice, practice with them on a practice server which is set up for the race, and then do an event and you'll know when there's a difference in grip especially in qualy... On ovals you'll easily tell when there's a difference in grip unless the private qualy setting doesn't remove the draft of the other cars and that creates that weirdness... Which is something I'm also not sure on as there's definitely evidence that effects the AI still...

This is a reason there's leagues out there that take it a step further and don't allow track evolution as well as not allow weather... In order to have a fair race they turn those parts off... I've noticed this difference in grip seems to largely effect those coming later to a session rather than those in the lobby before the first session is started... Usually for their benefit... So I largely treat this is as the pub game that is just for fun, no need to get serious and care about things that happen, just have a fun race... The problem with that approach is I am naturally more competitive when there's numbers involved... So I've focused on other titles in 2024 for my serious racing and have enjoyed the rF2/LMU ranking systems as I know that weather/realroad is synced and when there's warp there will be a collsion removed...
 
I thought that AMS 2 was coming out with all the IMSA cars/tracks in one of their new updates (licensing agreement with IMSA). That alone is a reason for proper multi-player racing. Race on-line what you see in real life almost every weekend during the racing season.
 
For the love of mankind.. Can you please stop chucking everyone into "here for the historical content" category! Yes, a good portion of players do just that. But there is a also a large portion of us who don't care for the historical content and just load up for numerous reasons. I'd be willing to go out on a limb and say the latter is more than likely the majority.
 

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Angus Martin
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What is on your wishlist for AC Evo

  • Free roam

    Votes: 251 39.4%
  • Online service

    Votes: 155 24.3%
  • Advanced feature AI

    Votes: 277 43.5%
  • Graphics

    Votes: 194 30.5%
  • Car customization

    Votes: 193 30.3%
  • Modding

    Votes: 421 66.1%
  • Career

    Votes: 212 33.3%
  • License

    Votes: 113 17.7%
  • VR Support

    Votes: 153 24.0%
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