AMS 2 Interview: Submit Your Questions Here!

Paul Jeffrey

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Use this thread to submit questions you would like me to put to Reiza Studios Renato Simioni in our upcoming Automobilista 2 interview.


The big news of the week has to be the announcement that Automobilista 2 is heading to our PC's this coming December, and with such a hotly anticipated title as this, and with so little known about it at this stage, we think it only right that we sit down with the man behind the software and have a chat.

In order to ensure we cover as wide of a range of topics as possible, I would like to extend to you all the opportunity to use the comments section of this thread to pitch any questions you would like me to put to Renato when we meet later this weekend.

Please, don't use this as an opportunity to ask "is car x coming to the sim" as firstly, that's a dull question, and secondly I'm sure that plenty of the content questions are unanswerable at this time - either due to licencing issues, or because Reiza want to save some of the announcement goodness for the build up to release in December.

So please, do use this as an opportunity to have your voice heard, and think wisely about the type of things you want to find out about this new project.

Without further ramblings from me, drop your questions in the comments section below!

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1. How much has the MP portion of the game been improved and in what way ? What systems and functionalities have been added ?

2. Will AMS2 be feature/content complete at launch ? Will it be released as early access ?

3. How detailed, extensive will physical (visual) damage be ?

4. Who is in charge of car physics development ?

Thanks, Paul

Will add more later.
 
Will AMS2 have mod support? If so is there any plans for tools to convert mods from AMS1 to AMS2?

Will AMS2 have all the options of AMS1 for creating custom race weekends & championships in single player? Is there going to be any sort of career mode in AMS2?
 
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What convinced them to go down the Madness engine route? and like they previously done with the rfactor engine will they beable to improve on the overall look and performance of it?
 
Also...
Modding?
Physics engine?
SETA model is there?
Safety Car, FCY, actual flag and rules for each class will be there?
Pit Crew animations?
Niels still there?
Console release?
Which is SMS role on that?
What about licenses?
All confirmed from previous title?
New ones incoming?
What about engineer tools?
But overall...WHY?
WHYYY?
We loved AMS for his physics and AI... We asked for a better graphic engine not a total change!
 
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2 questions at this stage:

1- While the GFX were superlative, PC2's internal and especially external car audio was pretty lacklustre. Is this a limitation of the engine or is it something Reiza will be able to work around?

2 - Is it in any way possible to look at the terrible antialiasing, or is this just a "feature" we're going to be stuck with as the tradeoff of using deferred rendering?
 
A couple to add to what has been asked above & also curious to know about...

1. Has a possible console release influenced their decision on using the madness engine?
2. For those people that financially backed the new title 3-4 years ago & have received endless free DLC's in AMS (& rF2) till today, is the AMS2 core game still part of the full backers package? (tbh it was so long ago I can't remember what I paid 48 odd quid for).
 
Wow this is a lot of questions in a short space of time! lol.

Thanks for everything so far guys (and gals?).. keep 'em coming.

Meanwhile, it's now 1am here (wow time goes fast!).. so I'm off to bed, because the missus wants to go out for a day trip tomorrow... to a tram museum.

A TRAM MUSEUM!! That's gonna be a ball I'm sure...

Anyway, back on topic !
 
Boxer Cups or briefs?

Can you expand on what the 'technical partnership' means with Slightly Mad? Will you be working closely together or have you been given free reign to make the engine your own? Will we see any crossover between the two properties?
 
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