PISTA Motorsport: 12 Questions Answered

PISTA Motorsport Fiat Uno.jpg
REG Simulations were a surprise newcomer when they announced the development of PISTA Motorsport: The upcoming sim aims to put Argentine motorsport in the spotlight, focusing on the many national series - but who are REG Simulations, and what exactly are their plans with PISTA Motorsport? We have answers to these and more - a dozen, to be exact.

Image credit: REG Simulations

1. Who is on the REG Simulations team and when did they start?​

The driving force behind REG are three racing drivers from Argentina: Team leader Juan Cruz Gaglio, who has competed in Argentinian Formula 4 NG, is joined by Santiago Ruiz (who comes from karting) and Formula 3 Metropolitana pilot Maximo Evans Weiss. "We began by selling car mods and circuits for Assetto Corsa in 2020, although members of REG had been modding before that", Gaglio explains.

Juan Cruz Gaglio.pngMaximo Evans Weiss.pngSantiago Ruiz.png
From the left in clockwise direction: Juan Cruz Gaglio, Maximo Evans Weiss, Santiago Ruiz.

2. How and why did REG Simulations decide to develop their own simulation from scratch?​

Simply put: Modding did not fit what they wanted to achieve anymore. "It has always been our desire. We spent five years making small advancements to gradually approach a good simulation product from scratch", states Gaglio. "The main reason is the need to have our own platform to integrate all of our products, maximize their potential and minimize piracy as much as possible, which is a recurring issue with conventional modding in common platforms."

3. What engine is PISTA Motorsport going to be based on?​

The upcoming sim is going make use of Unity HDRP. According to Gaglio, this decision was made "because we found a good combination of performance, physics and graphical realism as well as its extensive adaptability and dynamic nature for working on our ideas."

According to SteamDB, the engine seems to be a popular choice for indie developers, with the most popular title (measured by followers) being PC Building Simulator. PISTA is not going to be the first racing title to use Unity HDRP, however: RaceLeague, which aims to be a realistic racer with a highly-capable track editor, is also based on the engine and currently in Early Access.

4. What challenges has the REG team encountered thus far?​

Being a newcomer to the sim racing scene presents its difficulties for REG Simulations. "The most important challenges we are facing are the AI and online features, which are areas we want to emphasize", says Gaglio, who believes "they are the core of a good gameplay experience in a racing game."

PISTA Motorsport Formula 3 Metropolitana.jpg

Image credit: REG Simulations

5. Is there a timeline for the remainder of 2023 and for 2024?​

While a closed beta is already available to a very limited circle of testers, sim racers could get their hands on PISTA Motorsport themselves by the end of the year. "The dates are estimations at the moment, but our plans are to have the first public version by late 2023 or early 2024, and progressively update and add new features throughout 2024", outlines Gaglio.

Progress on content is promising already, and more is in development, "but our main priority at the moment is focusing on programming the game and its functionalities", as Gaglio says. "Once we that solid base developed, it becomes much easier to integrate new content."

6. What small but immersion-boosting features can we expect from PISTA Motorsport?​

Even in the early stages of development, REG Simulations paid special attention to the shifting animation already, wanting it to be as natural as possible - and the developer team is even further along with another interesting feature. "One of the standout features is the wet track and dynamic puddles, which we have already implemented", says Gaglio. "We are so proud to have them as they do not exist in most elite global simulators with much larger budgets than ours."

Other non-essential but immersion-boosting features REG is going to focus on are objects like windshield wipers that are attached to the car and are affected by speed and inertia, as well as dirt sticking to a car when taking a trip to the grass or gravel.

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Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Intrigued to read they're using Unity! Nice that we'll have another game engine in the sim racing space (beyond isiMotor evolutions, AC1, and Unreal).

In addition to fresh first party content from Argentina, it's nice to see mod support is coming. This also pleased me:

"The most important challenges we are facing are the AI and online features, which are areas we want to emphasize", says Gaglio, who believes "they are the core of a good gameplay experience in a racing game."

Gaglio is so right. Please have BOTH solid AI and online! :) I know AI is a hard problem, but even so, I hope the folks at PISTA manage to put together a genuinely good AI experience (not just the usual "eh, it exists, it's not entirely broken" I see too often in current titles).
 
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Sounds like an exciting project but they start from very far
 
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Great ambitious project. Good luck with it. Long way to go.

If it's all working out and the VR+MSAA/MP/FFB/motion all work properly than I will buy the title.
 
Lets be honest here, it'll be pretty awful, like those 11 quid racing games on steam, G rally etc. All just my opinion of course. I do wonder if we will actually ever really see a finished title anyway.
Business model these days seems to be donate and we'll mess about for a bit promising the world.
 
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Intrigued to read they're using Unity! Nice that we'll have another game engine in the sim racing space (beyond isiMotor evolutions, AC1, and Unreal).

In addition to fresh first party content from Argentina, it's nice to see mod support is coming. This also pleased me:

"The most important challenges we are facing are the AI and online features, which are areas we want to emphasize", says Gaglio, who believes "they are the core of a good gameplay experience in a racing game."

Gaglio is so right. Please have BOTH solid AI and online! :) I know AI is a hard problem, but even so, I hope the folks at PISTA manage to put together a genuinely good AI experience (not just the usual "eh, it exists, it's not entirely broken" I see too often in current titles).
Nascar Heat series, Sprint cars, American All Racing, SRX the game, probably Dirt racing world of outlaws. I'm sure, other than mibile racing games, rhat there are other pc or console racing.games under unity. It is just a graphical engine, like Unreal not to compare to ISI's and AC's engines which does feature both physics and graphical aspects (by the way rfactor2 physics engine has been.used without its graphical counterpart, cf. The Grand Tour game and Nascar 21).

What Unity allows to implement is VR, as it is often used for this aspect. It is not a ad decision then. Although SRX the game, for example, is not the most realistic looking game, it looks good imo, and with some tweaking on the lightning, I'm sure somethkng good xan be achieved in the engine. It is not.as advanced as Unreal engine but UE does.not garantee amazing graphics (Rennsport just show rhat) and is a VR implementation struggle.

Xhat is knteresting in that project is the modding management, something I had been hoping during years in rfactor2, which will never come. At least this development team had learn a lesson from rfactor2, whoch also confirm that the game will be in development during many years (I still don't believe the beta state statement).

The concern about piracy is a bit strange, not any developper kn the world is able to avoid content stealing and conversion. That obsession, which is understandable from a small team coming from the modding community, is out of place. With such confidence with the game current and future features, there is no fear about piracy. It xould even help the game to get some exposure. Your game's content will be copy, for sure, it's better to fullfill your promises, simracers will pay.
 
Lets be honest here, it'll be pretty awful, like those 11 quid racing games on steam, G rally etc. All just my opinion of course. I do wonder if we will actually ever really see a finished title anyway.
Business model these days seems to be donate and we'll mess about for a bit promising the world.
Grally was already outdatee when it was announced and got a hype from nowhere (just a few youtubers stating the physics were promising, as it was the only thing making a full competent game. At least the images there look better than grally. The team has been getting experience from the modding for years and, if I understand well, has been working on its physics e gine for 5 years. And it is now coll1borating with real.pilots of the simulated series. That's a lot of difference with the 10$ forgotten steam racing games.

I have some doubts about the project but not on that scale. Just the decision to go for the unity engine seems a good move as it is a capable graphic engine, and VR friendly. The main question is about the team size being compatible with such an ambitious game (managing mods is not an easy tasks if done right), the community's patience (no 3 or 4 years early access, but it seems the game is going in that direction). There is talent and will there.

Not being as negative as you, I agree on the "donate and we'll mess about" mentality, I really think next games will make a huge mistake trying this way. AMS2 is the last one barely allowed to do so, althpugh thanks to Reiza's history with AMS1, and the Madness engine complex features, it manages to keep trust from a part of the community. I doubt this would be possible with unknown mods developpers trying to make a new game.from scratch. I even don't know how Kunos with AC2 would dare to go this way considering how much it struggled with ACC and how bad its reception was initially (by chance no one has asked ACC to support mods in each topic about the game, as people understood the no mods support annoucement). I say rendez-vous in 2025 for a first proper playable version of the game an early access acceptable release, and 2026 for something recommandable.
 

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