While I don't think most other points you raise are actual problems (except for not being able to see the race length in the starting screen before the race, that's annoying as all hell; haven't driven a single race online where the chat wasn't chalk full of people desperately trying to find out how many laps there were), this one is, I think, the very core of what's wrong with AMS2.
It's hard to criticize AMS2 for the features it wants to have, as we can be reasonable sure that most of the things Reiza is promising are going to implemented and are going to be functional. I've yet to see such an amazingly communicative and reliable developer.
That makes it even harder to criticize this game, as you simply can't dislike the developers, which seem like a truly nice, reliable bunch of guys. I think a large part of the reason why people are so defensive when it comes to AMS2 is the fact that we
want this to succeed, not only because we think it's good, but because we like the people making it.
However, to come back to what you wrote above, there's one core flaw in this.
It's about what this game never will be and never wanted to be. There is a distinct lack of ambition here that's evident in every area of the game.
Just look at the trailer. It looks great, yeah. But what does it actually show? It shows people drive cars, and that's it. That's everything this game wants to be - people driving cars. Using different weather settings, ok, but is that truly special anymore?
AMS2 is not what Project CARS 2 could have been, because if there's one thing you can't SMS accuse of, it's lacking ambition. Reiza seems to lack exactly that.
Why should anyone, at this point, buy AMS2? To have Brazilian cars? You've got AMS1 for that. To have dynamic weather? Go to ACC. Good graphics? PC2 und ACC have got you covered. Great physics? Ah, come on, at this point we're talking about nuances. I think we can mostly agree that every simulation except for PC & PC2 (and maybe iRacing, don't want to open that can of worms) has at least serviceable physics and isn't actively annoying to drive.
The selling point of this game is "you can drive cars here". That's great. But it barely breaks any new ground.
I'm playing it, because AC and ACC don't support my input device properly, and it's an improved version of the core aspects of PC2, but these aren't reasons that many people are going to pay any money for.
What I'm wanting to get at is this: Reiza, you have, from now on, several years to support this game. Bring the new content, bring the Ring, bring the GT3's, and fix the bugs - but, please,
don't stop there.
Just - try to distinguish yourselves.
Suggestions
What about a weather system that can produce so much rain that the whole track becomes like a big puddle and the race has to be stopped, combined with an opportunity to call for a red flag via a button on the wheel? We see this in real life all the time.
What about red flags in general?
What about Safety Cars, at least for modern series?
What about a proper weather forecast, told to you by the racing engineer, combined with varying lengths of rain, so sometimes it's better to stay on dry tyres despite the track getting wet?
What, and that might be the most important thing, about a proper career mode? Project CARS 2 has a brilliant base for this! The thing that impressed me the most about Project CARS franchise was the "ultimate driver journey" approach. It was, sadly, destroyed by woeful AI and a missing sense of progression, but the underlying structure was great.
And it's just - gone in AMS2. Why?
Here's my personal suggestion on how to fix this. The details might be up for debate, but please, bear with me, and try to imagine a
career mode like this:
1. Driver Journey
This aspect I would keep. It's a nice idea to progress through the categories and, in the end, go to the big series. You can already do that with AMS2 as it is now, for example:
Shifter Karts –> Formula Rookie -> Formula 3 -> Formula V12 -> Formula V10 -> Formula Reiza -> Formula Ultimate
Shifter Karts -> Formula Vee -> ARC Camaro -> SprintCars -> Copa Montana -> StockV8 2019/2020
Shifter Karts -> Copa Fusca -> Puma GTB -> Ginetta GT4 -> Ultima Race -> SuperV8
That's what PC1 and PC2 had, but it still doesn't have a proper sense of progression. So, let's work on that.
2. Positions Matter
I don't know whether that was in PC2, however, what I mean with that is something like this: If you win the Shifter Kart championship, you're immediately able to climb to Formula 3. If you get 5th, you're eligible for Formula Rookie. If you're 20th, you can only drive in Copa Fusca. Something like that in order to make results matter.
3. Performance Differences Within a Series & Team Names
This is a big part of the sense of progression. Maybe the biggest one, and PC2 was sorely missing it. Even in a one-chassis-series like GP3, we're seeing Prema dominate everything, because they're simply better at preparing their car.
Why not replicate that in the game? Why not make different teams have different paces, so, say, a fictional "Prima Force Team", commonly known as the best of Formula Rookie, is a second quicker than a fictional "Minor Racing Team", commonly known as the slowest of Formula Rookie. You could do that, for example, by programming the "Minor Racing Team" to have a bit less downforce in career mode, or a slightly weaker topspeed, or something like that.
And of course, if you enter a series, if you only barely make the necessary position (see 2.), you're going to go to the worst team, and have to work your way up.
That way, in-series-progression becomes possible. That way, especially categories like "Formula Ultimate" aren't just things you can win in your first year.
To round this out, you could do something like "If you were at Minor Racing Team in Formula Rookie", you'll have an easier time going to "Lutos Racing" in Formula V12, but it'll be harder to get into "Prima Force V12 Team".
4. Changing Race Calendars
You've got a shitton of tracks in AMS2, and that's a great thing. Because that way, you can change the calendar around for each season in each series. The way I imagine it is this: You've got a certain pool of tracks for each series. The number of these tracks is higher than the number of races in each season. Now, either the game or user defines the individual calendars.
Two examples:
Formula Rookie's calendar has 7 race weekends each seasons, consisting of two races. The pool of tracks includes:
Brands Hatch Indy, Velopark, Kansai West, Oulton Park Fosters, Taruma Chicane, Goiania Short, Campo Grande, Spielberg Short, Curvelo Short, Cascavel
Now, the calendar for "Season 2020) could be:
03.04: Brands Hatch Indy
24.04: Oulton Park Fosters
22.05.: Taruma Chicane
22.06.: Goiania Short
13.07.: Curvelo Short
31.08.: Spielberg Short
14.09.: Campo Grande
And the next season, it'd be:
03.04: Brands Hatch Indy
24.04.: Velopark
22.05.: Oulton Park Fosters
22.06.: Cascavel
13.07.: Curvelo Short
31.08.: Goiania Short
14.09.: Campo Grande
Another one: Formula Ultimate's calendar has 16 race weekends each season, consisting of one 305 km race. The pool of tracks includes:
Azure Circuit, Bathurst, Adelaide, Kansai GP, Ibarra, Curitiba, Goiania, Velopark 2010, Spielberg GP, Imola, Kyalami, VIR Full, Interlagos, Hockenheim GP, Donington GP, Londrina Long, Montreal, Estoril, Brasilia GP, (Spa-Francorchamps, Nürburgring GP, Silverstone GP)
Now I'm not going to write up another fictional calendar, but I think you get the gist. If something changes from season to season, you don't feel like you're stuck doing the ever-same things again. If you then can progress within each series from weakest to strongest car, you feel like you can actually achieve something.
5. Trophy Room
That doesn't need to be anything special. Just trophies for every race you've won, and every championship you've managed to snack, so there's actually a sense of accomplishment.
6. Rule Changes from series to series
Reverse grid races in Junior categories, longer races in the bigger ones, different points systems from series to series, something like that.
7. Request Team Order Button
Self-explanatory.
Now, what I'm proposing would surely be difficult to do. You'd have to have a balanced AI, which is exactly what Project CARS always lacked. But honestly, even at the thought of the possibilities such a game would have, I'm salivating. And you are, too, just admit it
While I don't presume to have any influence on the game development process over at Reiza studios, or on their plans for the game, what I'm saying is this:
Don't just try to be that game that drives a bit better than the other game.
Be the game that everyone has to have, because it's something new, something that sails unexplored waters. Be the next generation.
That's what impressed me about Project CARS 1 & 2, and what's sorely missing from this one.