AMS 2 | Beta 3 and Hotfix Released

Paul Jeffrey

Premium
Reiza Studios remain very hard at work behind the scenes with Automobilista 2 development, having recently updated the closed beta to version 3 since releasing back on February 28th.

The latest new build versions of the title have brought a massive number of fixes and improvements, from artwork, to physics, audio, content UI and pretty much everything in between.

Reiza have promised an aggressive development cycle prior to the full public version of the game releasing this March, and so far the last few weeks have very much come good on that promise - changing the simulation to something virtual unrecognisable since the initial build release back in February.

In terms of content, several new track variations and cars (or trucks) have been released, full details of which can be found below:

BETA 3 Hotfix 1 Notes:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted (much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 3 Notes:

NEW CONTENT - TRACKS

  • Added Guaporé
  • Added Velo Cittá Main Layout
NEW CONTENT - VEHICLES
  • Added Copa Truck Series
  • Added Formula Classic Gen2 Series
  • Added Kart GX390 Race
  • Added Kart Gx390 Rental

GENERAL
  • Added Beta support for Multiplayer (UI still early WIP)
  • Fixed missing pitcrew animations (historical series use modern crews as placeholders)

UI
  • Fixed quit confirm menu direction (pause menu)
  • Added multiplayer browser / lobby
  • First pass for in-game multiplayer leaderboards/menus.
  • Fixed triple screen text entry units
  • Fixed best lap not correctly displayed in SP session results
  • Fixed class select list auto-filling items beyond dialog bounds
  • Fixed retire to pits not opening confirmation dialog
  • Fixed clutch deadzone increment button modifying clutch sensitivity
  • Fixed multiplayer browser 21:9 alignment
  • Fixed splashcreen background alignment in 16:10 aspect

HUD
  • Added all HUD modes except telemetry
  • Add position/lap info full+light
  • Add leaderboard to Full mode
  • Pit lane messages / timer etc
  • Cooldown lap messages
  • Formation lap messages / position info
  • Various flags/messages

AUDIO
  • Corrected idle loops on MIT LancerR, RS, Puma P052, MCR2000, Caterham Superlight, 620R
  • Adjusted attenuation curve on all cars
  • Increased AI car sound volume while racing
  • Fixed missing shift sounds in F-Classics: G1M1, G2M2, G3M1, G3M3, G1M1, G1M2, G2M1, G2M2
  • Reverb increased slightly on all tracks.
  • New start lights countdown volume increased (was too low in Beta2)
  • MRX gearshift sound lowered
  • Ultima Road decrease gearchange volume
  • Scrape sound altered, volume buildup changed.

PHYSICS
  • Extensive revisions to all player physics
  • Minor tire model adjustments (most notable is fixing excessive load stiffness increment with pressure on GT & Prototype tyres - fixes the bouncing)
  • Increased effect of Pneumatic Trail on force feedback
  • Reduced default steering lock in formula cars
  • Further reduced wet rolling resistance
  • Increased default boost in F-Classic Gen1 to 80% (from 60%)
  • Fixed error with ARC Camaro tyres having larger rear tyres (all 4 now are equal)
  • Adjusted FFB Steering Rack Maxforce on several cars

AI
  • Extensive revisions to all AI physics
  • Adjusted AI code to minimize chances of it going off-track in avoidance of other cars
  • Increased AI brake power globally
  • Added AI Aggression Scalars to all cars, adjusting the player global setting to better suit the type of car / class in use
  • Added some extra AI variation to generic driver personalities (for more AI action)
  • Increased AI awareness paraameter

TRACKS
  • Track penalties and surface physics/collision fixes: VIR, Ortona, Campo Grande, Goiania
  • Incremental graphical/optimization update to Kyalami (more upcoming)
  • More tweaks to overall weather/climate settings
  • Enhanced Brands Hatch bumps in road patches (if suitable will be applied to other tracks)
  • Fixed bug with Imola 2001 not registering lap 1
  • Improved AI lines for Londrina and Kyalami Historic
  • Added trackside cameras for Jerez

VEHICLES
  • Updated paint material for more appropriate levels of reflection for each car
  • Updated Copa Uno Cockpit
  • Added new liveries for Ultima Race, F-Reiza, Old Stock, Metalmoro MRX
  • SuperV8: Fixed car shadow, cockpit holes, lights

EDIT: A complementary update has now been deployed to AMS2 Beta featuring the following changelog:

UI

  • Added System menu
  • Minor text & art corrections

HUD
  • Implemented remaining warnings/messages
  • Fixed text in lap/session duration unit.
  • Fixed leaderboard 'PIT' marker text showing player name

CONTROLLER
  • Adjusted rotation logic for older wheels with low lock and gamepads

PHYSICS & AI
  • Further revisions to all F-Classic models (fixing initial Beta3 problems with Gen2 cars)
  • Fixed kart Shifter gearbox & sounds
  • Revised all turbo engines
  • Reduced 2mm from tread of F-Classic & F-V10 tyres
  • Slightly increased drafting effects
  • Fixed crashes when loading ARC Caamro & Metalmoro MRX cars
  • Increased side buffer for AI cars to minimize issues in a pack of cars (specially towards the first corner)
  • Corrected AI damper multipliers which could lead to some AI cars rolling during heavy cornering
  • Further adjusting to custom AI Aggression scalars

AUDIO
  • Ground scraping audio code adjusted much more dynamic, also won't play if car is stopped)
  • Fixed Kart Shifter sounds
  • Rental kart external pitch fixed
  • F-V10: scrape sound adjusted
  • Caterham 620R: adjusted sound volume build up over rev range
  • Small eq adjustment on interior sounds

Reminder that damage and mechanical failures should remain OFF until BETA4.

Driving aids & gamepad support also to have proper initial implementation in BETA4.


BETA 2 Notes:

CONTENT

  • Added Imola 2001

UI / HUD
  • Included initial pass of custom light HUD
  • Modified custom wheel profile centering spring strength and overall FFBgain
  • Fixed Seat Angle Down assignment displaying wrong label in selected state
  • Fixed loading screen image misaligned on ultrawide displays
  • Fixed incorrect clutch deadzone label in selected state
  • Fixed incorrect text alignment on Control Scheme buttons in selected state
  • Fixed typo in Visual FX help text
  • Disabled input on back button of main menu
  • Removed partially visible row on class selection dialog
  • Fixed inconsistent label text on Rules&Regs > Drive throughs input
  • Fixed misaligned button inputs on Wheel calibration screen
  • Fixed wheel calibration not saving

AUDIO
  • Modified audio output down mixer: stereo mix no longer features frequency / delay filtering for rear and side sources
  • Fixed missing shift sound in F-V10
  • Fixed F-Vintage G2M1 sounds
  • Engine sounds panning corrected for F-V10, F-Classic G3M3, F-Classic G3M2, F-Classic G1M1, G1M2

PHYSICS
  • Added code for helper springs,
  • Added AMS1-style non linear bumpstops,
  • Revised all main tyre models (dry & wet compounds)
  • Several default setup adjustments
  • Revised Steering rack max forces for more consistent FFB output
  • Reduced wet rolling resistance
  • Fixed glitchy upshifts when using Autoclutch when running modern semi-automatic gearboxes
  • Revised F-Ultimate suspension rates
  • Fixed bug with MRX rear wet tyres not being available
  • Adjusted manual shifting tolerance thresholds for mis-shifts with manual gearboxes

AI
  • Added custom AI Aggression scalar so global aggression levels as set by player go through a car-specific scalar for more adequate levels of AI aggression in that class
  • Temporarily evened out AI performance for practice / quali / race for AI performance testing purposes
  • Increased amount of AI lifting off throttle when detecting puddles
  • Revised AI performance for all cars
  • Adjusted AI for improved awareness and aggresion under braking (substantially reducing risk of being crashed from behind by an AI car)
  • Added slight torque on roll axis for AI cars to minimise chances of AI rolling or jumping in crashes

TRACKS
  • Updated track limit mesh for Adelaide, Casavel, Curvelo, Imola, Interlagos, Londrina, Montreal (basically cut meshes will include external curbs, astroturf and concrete extensions for more realistic tolerances)
  • Visual fixes to tracks at night time: reduced brightness of ambient lighting, reduced overall reflectivity of cars and trackside objects at dusk/dawn/heavy cloud, reduced overly bloom of vehicles at night
  • Reworked daytime skies and lighting (improvements still to come)
  • Higher resolution textures for Light Clouds condition
  • Props/assets added to Ibarra, Curitiba, Curvelo, Kyalami Historic;
  • Removed balloons from Interlagos, Oulton Park, Cadwell Park.
  • Fixed laps not being registered at Londrina;
  • Fixed Adelaide pit entry/exit triggers
  • Fixed tree shadows, reflections, tarmac materials
  • Experimental FPS loss fix at Cascavel

VEHICLES
  • Mit Lancer R & RS - fixed driver feet position; gearskick animation is off until we have proper driver animation
  • Puma GTE - fixed driver feet position
  • F3 F301 & F309 - fixed cockpit rear tires, wheels pivots are misaligned, add rearlights
  • Formula Classic G3M1 - fixed chassis plate and material naming, changed display font
  • Formula Classic G3M3 - fixed revlights not working
  • Formula V12 - add realights and dust pick up for tires
  • SuperV8 - Fixed material error causing invisilbe bodywork on some liveries; fixed driver feet position;
  • Formula Ultimate: Added rear tires, rear wing, chassis part to cockpit;
  • Formula V10 - fixed roof camera position, added rain tire textures;
  • Formula Vee - Corrected glass material on gauges; corrected needles position;
  • Formula Trainer - fixed vertex AO for wheels and LOD A display;
  • Chevette - fixed driver feet
  • Caterhams: Added metallic liveries
  • Ultima Race: Updated several liveries
  • Metalmoro AJR: Updated liveries


Automobilista 2 will be available for PC in March 2020.

Got questions or comments about the sim? Post a thread in the AMS2 sub forum and let the community help you out!

AMS 2 Updates.jpg
 
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I agree Miguel, the Caterhams feel incredibly lifelike, with rich detailed FFB and superb ability to adjust the line with the throttle. It's great to see how a game develops, in Beta 1 the Cats had an odd slow speed spin, that is all cured now.

If you're in the position to buy a Caterham I say do it. I've owned several iterations of lightweight track cars including both Westfields and Caterhams. I'm not sure where in the world you are but I'd suggest getting in touch with your local dealer as they will likely have some driving and maybe track day events where you can try out several versions of the cars for yourself. I've been on many such days with them and they are superbly organised often with highly experienced instructors - I've been out on a few sessions with a UK Caterham series champion and he really could show just what the car was capable of!

We had some amazing years with the lightweight track cars and no doubt my track driving improved as a result. They are relatively cheap to run in terms of tyre wear and parts. For balance, though I will say we also regularly got very wet (no roof or weather gear, biker clothing was essential!) and the build quality is, shall we say, typically British which means bits sometimes fall off. It also helps to be handy with the tools yourself and have some friends who can help. It's relatively easy to fix and repair the cars. As cheap as they were to run we went through the pain of a blown engine, a leaking clutch, lots of leaking fluid and a front suspension rebuild after the car survived a track day and I managed to hit a sheep on the way home...long story for another time. I'm glad I did it and I'd do the same again.

Sim racing will look like the cheapest hobby you've ever had in comparison! :)

I am UK based right now. Might move to Germany very soon. My problem with getting a caterham right now is two fold:
1. My wife who would probably murder me if I spent 15 or 20k in a second hand caterham or Westfield.

2. My current job doesn't pay me enough to properly track one. Track days would be great though. Any you recommend?

^^

It's there, maybe you have to play a bit with LFB and FX channel, to get a good base. It's definetly harder, to dial FFB in for AMS2. (in the end it's different to AMS1, but pretty awesome)

I played with Ffb a lot and I just can't get high downforce cars to feel as good as in ams1. Mind you, this is all about ffb not physics as I find most drive in a manner I am expecting more than AMS1. Granted I only have a couple of hours on latest build so my ffb settings might need refining (CSW V2.5).
 
Ross, what would help greatly if the "my sim is the best and better than all others" types are closley monitored and moderated. That way reasoned discussion will flourish.

It's pretty obvious to most people who these types are and they don't really contribute much at all to a discussion.
I'm sorry, but everybody gets treated the same way on RD, without bias. No group of people, no matter how big or small, gets more attention from RD staff than any other. We do not censor personal opinions or assign "value" to each post, removing those that fall below a certain threshold. If we did, at least 30% of the posts in this thread alone would be deleted for "contributing little", even though they break no rules.

Our job is solely to ensure threads remain on-topic, civil, and within our simple posting rules. Within those broad restrictions, people are free to post what they like even if it's not popular with the community at large. There's a concept called "agreeing to disagree" which is the real key to allowing mature debate and a flourishing discussion.

Do me a favour guys, if you have any comments or questions on forum moderation please contact me directly via PM. This thread isn't the place to discuss it. Thank you! :thumbsup:
 
I played with Ffb a lot and I just can't get high downforce cars to feel as good as in ams1. Mind you, this is all about ffb not physics as I find most drive in a manner I am expecting more than AMS1. Granted I only have a couple of hours on latest build so my ffb settings might need refining (CSW V2.5).
Try gain around 68-70, LFB 1 and FX about 45-ish, the wheel will feel light at first, but with speed it should tighten up very quickly, if this isn't happening, maybe try cranking up all values in your tuning menu, there is basically no reason to leave anything off...FEI also often can influence FFB fidelity to the game output, so leave it high.^^
 
I'm pretty sure most of you critising a Beta are now in love with ACC. Remember when ACC came out in early preview? Then 1.0 came and what happened? Now everyone is praising ACC and labelling any other sim as rubbish, including AMS2 BETA. There is a lot of short memory memory around here.... Or hypocrisy, go figure.

You can’t compare the development of ACC with AMS2. ACC had to be built from scratch on a game engine that had never been used for a racing sim. AMS2 is built on a game engine which was specifically designed for a racing sim. Of course ACC was going to have more early issues and a longer development cycle. They also aired all of the problems and criticism on a public forum and many people just jumped on issues and ran with them when they weren’t really there. Looking back through their forum, so many problems people had were traced to hardware or system setup. I’m sure it will be the same with AMS2 when it’s released. I just hope that we won’t see the same, endless, arguments over how people interpret features in the sim.
 
I am UK based right now. Might move to Germany very soon. My problem with getting a caterham right now is two fold:
1. My wife who would probably murder me if I spent 15 or 20k in a second hand caterham or Westfield.

2. My current job doesn't pay me enough to properly track one. Track days would be great though. Any you recommend?

1. I'm right with you there, I remember well the trouble I was in for oil all over the drive and tools everywhere!! I found the best solution was to take her with me on track days, she loved it, especially PalmerSport!

2. https://caterhamhire.co.uk/ I have no connection to this company but have used similar providers in the past. Having said that I'd call into the local Caterham dealer first, they might have a free or hugely reduced offer on for an on-road or track event.

If you just want a track day and provide your own car I'll always recommend https://www.motorsport-events.com/ super friendly people and by far the safest track days I've been on, brilliant instructors too. The owner Ed Moore is the Caterham champion I mentioned earlier.

A third option is to hire a track car, if you want to do that Track Club are great https://www.track-group.com/product-category/track-cars/ The Exige V6 R is a monster, watch the brakes when they are cold though, no feeling in them at all until up to temperature!

If on the other hand you just want an unforgettable day out and to drive a superb range of cars https://www.palmersport.com/ seriously one of the best days going in my opinion, lap timing makes people quite competitive (usually banned for track days). This or a similar package is another fun day out https://www.porsche.com/silverstone/en/experience/porschedrivingexperience/gtrs/

I'd also recommend mentioning to your local car main dealerships you're interested in motorsport and track time (Renault, Audi, Nismo, Merc all do), they often have launch events at track such as Oulton Park and they are usually free.

All that said we have as much fun every other weekend at the kart track so that's always an option too!

Of course, if you do go to Germany then you know where you have to go... :)
 
"- And he pointed that the AusV8 on AMS2 is using a little of TC."

I've not watched the video so can you expand on this please? You can turn the aids off and drive with no TC, not to mention the real series doesn't use TC so your quote is a little confusing, Thanks
With this car, even if you turn off the TC it still be there, very week, but... RafaBin (the channel owner, that is an amateur driver) detected it on some other vehicles, such as 250cc kart (he is experienced with the real model), where it seems to be more intrusive, getting in the way to rotate the vehicle. I believe that it's a bug and something that Reiza will address on a future update before the official launch.
 
With this car, even if you turn off the TC it still be there, very week, but... RafaBin (the channel owner, that is an amateur driver) detected it on some other vehicles, such as 250cc kart (he is experienced with the real model), where it seems to be more intrusive, getting in the way to rotate the vehicle. I believe that it's a bug and something that Reiza will address on a future update before the official launch.

I'll have to ask how do you know for a Fact it is "still be there"? As I've certainly not felt anything related to TC, but without Telemetry and Official wording it's only opinion right now I think.
 
With this car, even if you turn off the TC it still be there, very week, but... RafaBin (the channel owner, that is an amateur driver) detected it on some other vehicles, such as 250cc kart (he is experienced with the real model), where it seems to be more intrusive, getting in the way to rotate the vehicle. I believe that it's a bug and something that Reiza will address on a future update before the official launch.

I don't know if it's TC or something else but the effect is very evident and unnatural on most RWD models.
The strangest thing is that sometimes you may spin the same car in the same bend just feathering the gas, while it exits on rail by going full-throttle.
In addition, in case the car starts to rotate with low throttle opening, further increase in torque request has no evident effect nor in wheel spin (rpm stays almost stationary), nor in side slip angle.

Yes, it actually feels like TC, but it may have other causes.

The same happens, to higher extent, in Pcars and it's the main reason I've never driven it for more than a few hours (it's a shame because I consider it a great piece of software with impressive content list and convincing physics in most of the other driving situations).

If Reiza will be able to address this issue (most of the flaws I see in the game are probably related to it) IMHO, even at this early stage, they will deliver the absolute best driving simulator available.
 
I'll have to ask how do you know for a Fact it is "still be there"? As I've certainly not felt anything related to TC, but without Telemetry and Official wording it's only opinion right now I think.
@Avo77
This is getting very specific...
Look in the "Automobilista Beta 3 Now Up!" thread in the beta forums and search for the end of the F-Vintage discussion, should be on page 6, a small hint, what could be influencing the whole deal. ;)
I'm optimistic, this will be rectified, later.^^
 
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I'll have to ask how do you know for a Fact it is "still be there"? As I've certainly not felt anything related to TC, but without Telemetry and Official wording it's only opinion right now I think.
I don't need to know because I didn't express my opinion, just translated things that Gabriel Casagrande himself commented. If you or I believe in his opinion is another discussion, but, PERSONALLY (if it matter), I believe that a pro driver can recognize TC when he see it.

I don't know if it's TC or something else but the effect is very evident and unnatural on most RWD models.
The strangest thing is that sometimes you may spin the same car in the same bend just feathering the gas, while it exits on rail by going full-throttle.
In addition, in case the car starts to rotate with low throttle opening, further increase in torque request has no evident effect nor in wheel spin (rpm stays almost stationary), nor in side slip angle.

Yes, it actually feels like TC, but it may have other causes.

The same happens, to higher extent, in Pcars and it's the main reason I've never driven it for more than a few hours (it's a shame because I consider it a great piece of software with impressive content list and convincing physics in most of the other driving situations).

If Reiza will be able to address this issue (most of the flaws I see in the game are probably related to it) IMHO, even at this early stage, they will deliver the absolute best driving simulator available.
I don't remember it on PCARS2 because I played less than 20 hours of this game and my feedback at the time was that everything in this game is wrong lol. But, yeah, could be some engine limitation or even some development mistake that fells like TC but is not. Anyway, Reiza will have to address it before the official release.
 
Sounds like your LFB value is too high or steering rotation strange. This shouldn't be the case with properly working FFB.

Dropped LFB down to 10 has helped greatly, also updated my tm300rs drivers(there is a new one) not sure if that was a factor. I also raised gain to 100 my TM driver is set to 75. What does FX do is this just road noise or is it indirectly tied to the physics?
Some of the cars are a bit strong & some a bit week but overall i'm quite pleased with the FFB. Maybe when we can change the car setup we will be able to adjust it through caster.
 
I really hope this is a good launch for them but I think people as of right now will be pretty disappointed in the physics and ffb. These cars all feel really easy to over drive with little to no penalty.

The most fun for me is when the skill ceiling is fairly high. It tends to bring more interesting racing and a more satisfying experience.
 
You should look for the FFB main thread in the beta forums ;)
What does FX do is this just road noise or is it indirectly tied to the physics?
FX is an amplifier for certain signals in the FFB like vertical loads and so on. It's not canned, still physics induced FFB signals.(i've noticed some people confusing this with canned effects)^^
Some of the cars are a bit strong & some a bit week but overall i'm quite pleased with the FFB. Maybe when we can change the car setup we will be able to adjust it through caster.
This is down to more adjustments on the steering rack forces, that have yet to come, and prevention of clipping in high DF cars, it's already improving and remains to improve, i think. There are eyes on other car dependend options, regarding FFB, so you haven't to play with caster, it seems.^^
 
Fair enough, i'm also not a fan of remote diagnosis on physics, when judging videos, for example. But there are some basic things, when finally testing starts by the users themselves, that everybody with a bit of common knowledge is objectively able to evaluate (also in FFB feel) like behaviour of engine conceptions and positions, and downforce/no downforce, small tyres/large tyres, slicks/road tyres etc. and their resulting behaviour.

Explanations, why something is happening, that was reported are the part in return from the people in charge of development (what is also happening in the beta forums). There is a dialogue going on. :)

Especially FFB is often a thing, that can be evaluated pretty good by a sim racer, because many approaches are in fact not leaned towards reality, but information/immersion. (There are exceptions, even within the more informative/immersive concepts) It's highly subjective, of course, but there are some common things, most of simulation drivers agree on feeling "immersive/informative" and helpful.

Many discussions about flaws in physics in the forums are about things, that need "fine tuning" leading to massive changes/improvements (already happening in some patches) and the most reports weren't made by specialists, but by armchair experts, like us, whose informations and subjective impressions could be translated from average sim racer gibberish into actual fixes. :D

There is so much potential and also the communication is fantastic, it's a pretty lovely atmosphere in the progress of the beta, for the most part. :)
This is the golden age of sim racing, today...a bit like with space combat games back in the 90s and early 2000s.

Subjective opinions always also come from habits, that were long established in the gaming world in general. New standards and methods, communication and common sense are playing into this. Not all subjective impressions are worth to be noticed as valuable from a development standpoint, but some of them really can give a hint, if something could be wrong, so it's basically worth it, listening to all complaints at first.

Even a not well prepared YT video, that has a clickbaity title, can give a clue, what people think. No matter, what cedibility some users give them or if somebody likes them or not.

This must be hardcore then after it, for a dev, to filter the valuable, from the not valuable, but it can also help improvement, indeed.

I'm also thinking, that many things are taken way more emotionally by the community, than by the actual devs themselves. Critics and complaints about the fan beloved product leads to gasping reactions, without even thinking twice. Than it's "just about clicks" or "hating". That's what cracks me up, for example :)

I understand that, I was involed in WMD when PC1 was developed and saw from the inside how a game is developed (it was a fascinating expereince), seeing the amount of work done and reading the dev post (especially the physics posts). Making a Sim is NOT an easy task!!

I would imagine that from Reiza's point of view when the testers highlight an issue or a flaw they investigate the code and correct any errors, or they can investigate how one bit of code is possibly adversly affecting another. But what I HOPE they are not doing is changing things because someone says "this car is wrong" when that person has not driven that can in anything other than a rival sim. That's the point I was trying to make.
 
The rain effects, wet track and lighting effects like the sun glare are the most realistic visuals
of AMS 2 so far. The tracks and car models, interior included, could be bettered a lot yet.

Sorry to say, but I don't like the trees; most are very rounded and green, and all of them look
the same, like copy/paste... If Reiza could draw the 2D trees similar to the ones in rFactor 2's
Nords track, or ACC´s ones, they would make the Sim look so so much realistic.

Physics seem good according to Beta testers. Hopefully at least as good as AMS 1's.

And regarding the content, it´s good. There is a 'Street Cars' Series, but it seems to only
include just one car, the Ultima GTR. There should be more street cars in there! If they
could add old road cars from the 70s and 90s, like muscle cars and touring cars, which,
I guess their licenses won´t cost them much, this Series would become very attractive
and popular (*hint, *hint).
 
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