Generic Cars: Automobilista 2's Classic Endurance Content Solution?

Historic Cars Solution AMS2-1.jpg
Images: Reiza Studios
As part of its current sportscar push, Automobilista 2 promises to expand its historic Le Mans content list. Navigating licensing complexities, OverTake Editor Angus has an idea to reach this goal.

From FIA World Endurance Championship calendar opinions to guides for improving immersion in long-form single player races. Believe it or not, I am quite the fan of endurance and sportscar racing both in real life and in-sim.

So as you would expect, last year's Reiza Studios announcement promising historic Le Mans cars and circuits put a sizeable grin on my face. Automobilista 2's ability to transport its players to a time gone by is fantastic and revisiting the likes of 1970's Le Mans and its early prototypes in the game sounds like a fantastic idea to me.

But as licensing agreements fill the headlines for their complexity, cost and long-windedness, I have long-wondered how the title would manage to introduce full grids, or even partial grids, of recognisable sportscars from the past. Especially when manufacturers are either non-existent or sit on a pedestal in the modern day.

The 1960s is not the only era in need of more cars.

The 1960s is not the only era in need of more cars.

However, in recent weeks, I have discovered a certain rFactor 2 mod that, alongside AMS2's existing approach to classic racing eras, could well inspire the Brazilian developer going forward and it moves to introduce sportscars from yesteryear.

An Inspiring Mod​

Go a for a stroll through Google and various mod resources for rFactor 2 and you will soon bump into a car mod featuring a full grid of 1967 endurance racing cars. Or a grid inspired by the 1967 season, that is.

In the late-1960s, the number of manufacturers and different models competing in sportscar racing was seemingly endless. So it would be unthinkable to perfectly recreate every single car that ran in-period.

Indeed, rather than running the like of Ford's GT40 and the Alpine A210, the mod adapts the decade-old game's Howston G4 car in a variety of ways. As a result, 55 cars are available to drive, all individually recognisable to the naked eye, featuring key design aspects.

Automobilista 2 deserves great classic car content to match its historic circuits.

Automobilista 2 deserves great classic car content to match its historic circuits.

For example, a Porsche 908LH is available to drive, and whilst the car does not perfectly fit the real model's dimensions and looks, you will recognise the car's dynamic rear wing plates. Moreover, a Chaparral 2F may not be named as such, but the enormous wing immediately jinks your memory so you know what you are racing.

And this is how I believe Reiza Studios should tackle it historic sportscar problem.

Reiza's Historic Sportscar Promise​

As I have already said, adding over 30 unique car models to Automobilista 2 is probably unrealistic for Reiza. Not only will the actual work take far too long and direct the team's attention to one single project, the act of officially licensing so many models with such a vast number of manufacturers would be extremely expensive, if not impossible.

As such, I see Reiza having two options; either continue down its current route, including a small number of cars like its poorly balanced Porsche-Corvette combo, or follow in the footsteps of modders.

The Porsche RSR and Corvette C3R are not well balanced in AMS2.

The Porsche RSR and Corvette C3R are not well balanced in AMS2. Image credit: Reiza Studios

If the team can put together, let's say, a dozen different generic vehicles - all with their own performance attributes, layouts and driving dynamics - upon which various bodies hinting at real cars can be placed, racing fans would no doubt be just as happy. It would allow greater variety than the present classic sportscar roster in AMS2, all whilst remaining on a realistic timeline.

It would not be the first time the Brazilian developer has gone down the 'inspired by real life' route, either. A rapid browse of the game's Formula One content, certainly pre-2000's cars, will reveal a mix of real life models and generic cars. Up to four models to choose from - each with their own specifications - means players can simulate various performance levels across a grid. Better yet, this guide shows that, with the help of the talented OverTake community, almost any season from the past sixty years is available to run in AMS2.

We need this level of detail and variation sportscars deserve in Automobilista 2. I would personally love to race a field of 48 historic racers around Sebring as the most recent Dev Update suggests. But this is the only piece missing in that puzzle. Until then, I'll stick to rF2.

Are historic sportscars in Automobilista 2 important in your opinion? How would you like to see Reiza implement them? Let us know in the comments below and join the discussion in our Automobilista 2 forum!
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

I actually love Generic cars.

Thing is, with a licensed car, I always feel like "oh hey, i can drive it in the sim but I never know if this is even a bit close to the real thing, I might never get to drive a GT3 MP4-12C" for example. But with a generic car, everyone technically has no chance to drive the real thing, even if they make it look similar to something irl like those RSS mods on AC.

I love the idea of it.
 
Know Reiza enough to do not expect any big focused release coming from them, I would be satisfied with simple things... like the option to save during a single player race. Gran Turismo 5 allow you to do that... a fifteen y.o. game. Can't remember if GT4 did it to... anyway.

Would be nice to have it all? For sure... but Reiza is a baby steps kind of studio.. so, priorities.

Cheers!
 
What it did, I not know anymore , sorry it was 1y ago, but if I well remember; according to a website it was a fault from the game engine, that originally came from another racegame, so AMs2 could never improve that aspect. Keep also in your mind you are came from an already used AMs2 game, while I started from an unused situation.
For knowing this exactly I have to install this AMs2 game again to figure out on what was the problem. For me it’s just my 2cents thoughts for the developers, I know they read this.
ah if it was a year ago I still had my fanatec then so wouldn't have known!
 
It's wasp nest of greed in the auto manufacturing industry, and the gaming consumers are being taken to the cleaners by them, the laws need to change, and soon, how long will it be before some smarmy lawyer claims that a game might have licence to historic TVR's but the 'ban the bomb' rear light cluster design is still Ford owned,
Personally I feel that the Manufacturers should pay to have their cars in games and sims, it's advertising so it's a tax deductable expense, and it brings their products to the eyes of potential future customers.
In fact, car design is not protected as soon as the product is not competing on the same market, and I speak about real cars. With some research, you can find a real case with Mercedes (I had published the link few years ago on RD). So with virtual cars, you can get legal problems if a manufacturer sells virtual cars ; but we can admit that a manufacturer, even knowing he will lose, could sue a gaming studio in order to make it cancelling a design copy of one of its cars. Not good for its image though. To be accurate, there are some unique distinctive parts of a car, specific to a brand, which design is protected, like the typical Audi's front grid ; this is absolutely forbiden. And it naturally explains that generic GT cars are not a good option as they would have to quit these brand indentity parts, and explains why geneic open wheelers are ok legally.

About manufacturers paying to have their cars in games, with all due respect, you missinderstand the point : luxury cars potential owners don't need games to know about cars, but gamers who won't never been able to buy one of them need to get the "real thing" in a sim. That's why studios have to pay for the IP license.

By the way, it is strange no news have been published about the last AMS2 1.6 version announcement : bigger grids, rain and weather improvements, new UI, new rendering, physics and AI improvements... I must admit, I really like AMS2 but lately (on the beta build) I've raced a few laps on Brands Hatch with the Williams F1 with active suspensions, and I managed to be faster by sliding (this car slides easily) than driving properly. I remember having read, one or two years ago, here on RD with a video, about this strange behaviour. It may be specific to this specific car or generation as I haven't experienced the same feeling in other F1 categories. But I wonder whether such a behaviour is normal with an active suspensions car ; I would think these active suspensions should keep the car on the ground, but maybe I am wrong and, on the contrary, the active suspensions allow these slides (although they should be avoided for tires cunsumption purpose).
 
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We can put pc1 &pc2 historic content via conversions to AMS2. But that s not my favor to make it happen. Still on the modern GT side. Maybe the 1974 RSR is on my bucket list. Wait till V1.6 shines through.
in theory, these mods are great but the sounds are not ported to AMS2 and they are just inaccurate and often boring. I hope Reiza will adress this issue and that mods will get their original sounds.
 
in theory, these mods are great but the sounds are not ported to AMS2 and they are just inaccurate and often boring. I hope Reiza will adress this issue and that mods will get their original sounds.
That s right. But we won t get a sound-modding advice or tool - that s a shame
 

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