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 said it once on the Reiza forum that if the choice is either between a generic car or no car at all, then i will go with the former and enjoy a great time ! Like the majority of the F1 content is generic car models but at a glance they look 95% accurate to the real model, and that is fine enough for me because it lets me enjoy so many amazing cars from history.
 
To make AMS2 more popular and pulling AMS2 out of the low region from the Steam listing, is I think the real reason here, so I have a couple of suggestions an aspects that I noticed .

The big market is absolutely not in South Americas, so for most of the potential buyers the whole SA raceclasses and the AMS2 SA imago are not a real invitation to buy.

Make the cars easy to change for users, on logo/car names. AMS2 can make the license free look-a-likes cars, while the modders do provide the changes in logo’s and the cars name in the game. For me with my limited 2h max playtime, AMS2 is on that point a closed oyster for modders.

Make AMs2 working directly out of the box, a year ago I wanted to try AMS2 and sorry to say but it was a pain in the ass and a lot of internet search, to get the simple basic functions from my T300 to act properly.

Do something about bad graphical artifacts, first thing I noticed in my old VR headset, was shimmering. Think that’s not acceptable in 2024, with all those free to implement AA methods like VRSS or whatever they have from Nvidia.
 
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To make AMS2 more popular and pulling AMS2 out of the low region from the Steam listing, is I think the real reason here, so I have a couple of suggestions an aspects that I noticed .

The big market is absolutely not in South Americas, so for much potential buyers the whole SA raceclasses or the AMS2 SA imago are not real invitation to buy.

Make the cars easy to change for users, on logo/car names. AMS2 can make the license free look-a-likes cars, while the modders do provide the changes in logo’s and the cars name in the game. For me and I’m still acting like an potential buyer with my limited 2h playtime, AMS2 is on that point a closed oyster.

Make AMs2 working directly out of the box, a year ago I wanted to try AMS2 and sorry to say but it was a pain in the ass and a lot of internet search, to get the simple basic functions from my T300 to act properly.

Do something about bad graphical artifacts, first thing I noticed in my old VR headset, was shimmering. Think that’s not acceptable in 2024, with all those free to implement AA methods like VRSS or whatever they have from Nvidia.
I'm curious what basic functionality of your T300 didn't work? I recently replaced my broken Fanatec CSR Elite with a T300 and it worked out of the box perfectly with AMS2 for me.
 
Premium
Not a great strategy if the business model to to maintain an income stream with DLC packs.

But if they dont have them tied in for an income stream it's better option then nothing.

I'd much prefer I had the option to pay for a handful of Aussie supercars rather than the generic shape we have in the game.I'd be quite happy to pay for a classic endurance car set.
 
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Personally, I think generic cars definitely have their place in games like this. And that place is field-filler.

First a disclaimer - I realise that what immerses everyone is different, so what makes a big impact for me might not be noticed by you, and vice-versa.

And there are some situations I'd like to see some generic cars, and others I wouldn't. Specifically talking about SP here.

So, for me, what I'd like to see is more emphasis placed on how special some of the cars should be. For example, in AMS2's Group C class, there's a LOT of Mercedes C9s on any default grid. It has plenty of (very nice) fictional liveries, but personally I wish it was rarer on a grid. Having 12 of them removes how unique and dominant those silver cars were in races. Same with racing a field of Lotus 72s or Ferrari 312Ts in AC; if every car is special then none of them are.

Now it's unrealistic to licence all the random prototype cars sportscars racing has seen over the years, or all the constructers who ever ran GP cars, but having two or three generic cars with a slightly lower performance threshold that fill in for the likes of Tiga, Spice, Chevron, Osella, WM, Cougar, Toj, March etcetera would (to me):
  • Allow me to role play as an upstart privateer
  • Make the 'works' cars from big manufacturers stand out more
  • Stop the weird feeling of dominant cars from their era coming 30th in a race
  • Add scope for more variety of noise and visuals, which is what makes these classes special

PCARS did this with the excellent P1 cars racing alongside the works Audis and, for me, it worked very well. AMS2 already does it with some of the Classic GP fields; 3-5 official cars and some generic ones would be perfect for me.

Now I wouldn't want to see this approach in GT classes or touring cars, where the cars are mostly built on recognisable road cars, but for prototype classes I'd be happy with this.

Just my opinions.

And, for now, it seems like they have enough licenced content to work on for the next year at least!
 
I'm curious what basic functionality of your T300 didn't work? I recently replaced my broken Fanatec CSR Elite with a T300 and it worked out of the box perfectly with AMS2 for me.
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.
 
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.
 
Premium
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.
 
Maybe at some point Reiza will add a few generic models to under-represented historic classes.
In any case, the historic content in AMS2 is really top notch, starting with the beautiful historic tracks, built in great detail and sense of atmosphere.
I've been driving the 1.6 beta extensively with Group C cars and having a blast on the 80's circuits thanks to the improvements in physics, AI, FFB and sound. The other half dozen car classes I tried also all felt as good.
 
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I like their current approach and fail to see a team that has given the community so much.

Some people like to pick on them for reasons I don't understand, but I'm happy to know they continue to work hard with all the respect in the world for their customers.

Those guys are great and I hope they continue to believe in this community for a long time because the small racing simulator market would be much worse without them.
 
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I don't really like generic cars. I tend to not drive them if a licensed car is available in the class. In PC2 I even disabled them so the AI don't drive them, but in the case of PC2 there was usually a big enough selection of cars within a grid to make it possible. With AMS2 they already use a lot of generic models for F1. But formula cars have less distinct shapes. If a correct skin pack is installed it makes it look pretty realistic. I think it wouldn't work that well with closed wheel cars, where the shape of the car is much more distinct. And I would not like to see the method AC commercial mod teams use, change the badge and name and all is well license-wise. It takes away more immersion than it gives. Of course in a platform like AC with Content Manager one can very simply rebrand the car to make it look licensed. Not so simple with AMS2.

Obligatory can't wait for 1.6 :)
 
Generic cars are just fine by me, if they look the same and physics are close enough to the real counterpart then that's great. No point wasting time chasing licenses if they're hard to achieve when you can create something just as close. Even completely fictional cars can be fun as a different experience from comparing the same Porsche model found in every single sim available!
 

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