Automobilista 2: June Development Roadmap + Gameplay Video!

Paul Jeffrey

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Reiza Roadmap 8.jpg

Reiza Studios have released their June 'Automobilista 2 Development Roadmap' - and it contains plenty of exciting news about AMS 2...

Having met with huge community excitement when Reiza Studios pushed live their Automobilista 2 announcement back at the end of May, the sim racing community have remained hungry for more news about this much anticipated racing simulation.

Here at RaceDepartment we ran a huge community questions interview with Reiza Studios Renato Simioni (if you missed it, check out Part 1 and Part 2), but despite the sheer volume of questions our readers posted, Reiza still have more to share!

Check out the June 2019 Automobilista 2 roadmap below:

Greetings all!

Happy to finally resume with our monthly dev updates :) we seem to have started a bit of a sim racing trend with these updates back in the early days of AMS1 development, but for the last year or so have gone a bit quieter and working behind the curtains while the baseline for AMS2 was finally getting assembled.

The curtains are obviously lifted now and you can be sure we´ll have lots to share again from now on - I look forward to bringing you the fresh news over the remaining months before AMS2 release and beyond.

Reiza rF2 Bundle Update

First things first: as previously announced this week we released an update for our Reiza Bundle in rFactor2: Imola now features two new versions, adding to the previously released Imola 1972 and 2018:

Imola 1988, featuring the famous flat-out blast from Variante Bassa, through Tamburello and Villeneuve all the way to Tosa, then the tight Acque Mineralli Chicane and finally the two variantes at the end of the lap of this classic layout, host of many exciting races through the 80s and early 90s.

Reiza Roadmap 1.jpg

Imola 2001, with the post-1994 configuration which is similar to the modern track with chicanes at Tamburello and Villeneuve but still featuring Variante Bassa at the end of the lap, and higher curbs adding to the challenge - specially at the high speed Variante Alta where precision is crucial!

Reiza Roadmap 2.jpg

If you already own our release of Imola in rF2 or any of the packs that include it, these new versions arrived at no extra cost.

We have another update incoming soon featuring some minor improvements to other items in the Bundle, in terms of content however this update wraps things up.

It was great to have had the chance to dig deeper into rFactor 2 and work with S397 on this project - all things considered we find the Bundle turned out nicely, rFactor 2 itself has considerably improved even within the time we have been working on it, and still has a lot to offer. We very much enjoy racing our content there and hope you continue to do too - we´ll continue to keep an eye on it as rFactor 2 progresses.

If you are interested in checking out how our cars and tracks turned out in rFactor 2, now is a good time as with the Steam Summer Sale both rFactor 2 as well as the the Reiza Bundle are selling with substantial discounts.

AMS1 & its DLCs are also on sale with 50% off, so in the unlikely chance you´re reading this and don´t have it all, do check them out now :)

Donington & Snetterton are coming for AMS1 & 2!

As previously proposed and now confirmed, we have extended our agreement with Motorsport Vision to license both Donington Park and Snetterton race tracks. Both tracks will be released for Automobilista 1 as standalone DLCs and as part of the Season Pass (so free for those who already own that). They will also be part of Automobilista 2 base game along other MSV tracks released on AMS1 (Brands Hatch, Oulton Park, Cadwell Park).

As with Oulton and Brands, both Donington and Snetterton have been developed with the aid of LIDAR scan data which should ensure the same level of accuracy we achieved in those earlier releases.

Here are a few previews of the Donington mesh so far:

Reiza Roadmap 3.jpg

It looks very barebones but that´s actually most of the hard work done, as trackside objects are also in progress and will be plugged in soon. We are working hard to get these out for AMS1 ASAP, hopefully towards the end of next month.

Automobilista 2 Development - First Gameplay Video in VR!

After Automobilista 2 announcement there have been some questions about how the change of engine might affect it and whether the proposed December release is a realistic goal. We´ve been reinforcing that in terms of the core elements of the sim - physics, AI, audio and general feel and design of the game, we´ve spent the initial months of development bridging the gaps in tech so we could pretty much up pick up from where AMS1 left off - being able to do that that was in fact a large part of the decision to switch to Madness.

Understandably some lingering concerns seem to remain, and we thought that the best way to address those short of actually releasing the game itself was to offer a pure gameplay video showcasing where we are with it. So here it is:

The combo of AJRs at Imola may seem a bit of a low-key choice as it already features both in AMS1 as well as the rF2 Bundle, but that actually makes them the ideal subjects to showcase how things are coming along in terms of development within the engine itself, as the AJR was one of our last releases in Automobilista 1 and both it and Imola already received updates for the rF2 release.

This is a short 3-lap race alternating between VR gameplay (!!) and TV replay footage, running with 60x time scale and weather going from sunny to overcast and back, as the day progresses from mid afternoon to early evening. We wanted to do a dry-wet-dry demo but unfortunately our wiper / windshield animation isn´t quite there yet, so thats going to be for another dev update :)

The video is from a pre-alpha build so obviously all WIP disclaimers apply - quite a lot to be done still and the content itself will go under several passes by the time of release, but should in any case be hopefully still be a good glimpse at how things are coming together.

Road Shader Development
One thing we´ve been working on the last couple of weeks which might seem like a relatively minor development, but it´s actually a good showcase of what I referred above in terms of bridging the gaps in tech from AMS1 -> AMS2 both for effiency and better results.

Reiza Roadmap 4.jpg

The new shaders integrates Livetrack with AMS1-alike road variations and blending, for a larger variety of track skid marks and surface wear, and seamless transition between roads, pavements, puddles, retaining the native Madness system for 3D marbles. The results are more dynamic and realistic than either were originally, and also speeds up the conversion process of tracks from AMS1.

Reiza Roadmap 5.jpg

AMS2 Production Status
Starting next month, we´ll be updating a list of cars and tracks confirmed for AMS2 release in December. This will allow you to keep track of our monthly progress in terms of cars and tracks added to the build as we move towards release.

Automobilista 2 Early Backing Campaign
Reiza Roadmap 6.jpg

Following the Announcement of Automobilista 2, a number of people enquired about the possibility of either pre-ordering or upping their backing level from our 2015 crowdfunding campaign to include AMS2-related perks.

We´ve come up with something that will hopefully seamlessly complement & integrate both the crowdfunding campaign and membership packs from AMS1, as well as provide a sustainable growth to AMS Beta / Reiza51 development forum. We´re calling it the Automobilista 2 Early Backing Campaign.

Although this wasn´t originally in our plans, as an independent studio a funding boost is always welcome, and it seems to make more sense to open up for backing from those who like us are most interested in the product itself.

Please note this is not a crowdfunding campaign for Automobilista 2 development, which continues to be funded by our regular revenue sources - the game doesn´t rely on any level of success from this campaign to be completed.

It is also not a standard Early Access program - it will eventually grant backers an early Beta access to the game before its official release, but that will only take place towards the final weeks of AMS2 development.

Essentially this is a pre-order with extra perks, allowing those interested in the sim to buy in early, get a nice overall discount and become more closely engaged with Automobilista 2 development.

Funding from the AMS2 Early Backing Campaign will be completely directed to boost development of Automobilista 2, particularly towards allowing us to acquire some premium licenses at a quicker rate and hopefully in time for initial release.

More information on this program and how to participate here.

If you are looking forward to Automobilista 2 but would rather wait for release, you may opt to add the game to your Steam wishlist via the AMS Steam Store page - Steam will then let you know as soon as it´s released!

Reiza Roadmap 7.jpg

AMS 2 1.jpg

AMS 2 2.jpg


Automobilista 2 will release on PC December 2019.

For the latest Automobilista 2 news and discussions, head over to the AMS 2 sub forum here at RaceDepartment and get yourself involved in the conversation today!

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First of all: pCars 2 can be called a sim or simcade, depending on the car. I think where pCars 2 is superior is Rallycross and Super-/Hypercar-physics. Rallycross is better than iRacing and Dirt Rally for sure. Super-/Hypercars are better than in AC or any GT- and Forza-titles.

Vintage cars with the vintage tyres feel nice, but useless unless you can't force the AI to use them as well. I guess when you put modern tyres on an old car with better brakes and suspension like it's common today in vintage racing, you can expect similar handling like in pCars 2, so i give them credit for that and that's the main reason why i was spending so much time with it. A Lotus 49 today doesn't drive like in AC at all, that's for sure and i did the same lap-time around COTA than in this YouTube-video thanks to modern components used in vintage cars today.

What IMO doesn't feel right in pCars 2 are the usual GT3/GTE/LMP racing slicks, because they should be more edgy and on-/off grippy since you can carry more speed around the corner, but with more severe consequences loosing this grip. What doesn't feel right since release is the throttle/torque-response in many race-cars (unlike the McLaren P1 for example). You could always floor the throttle without enough wheelspin in many cars and apart from the P1 or LaFerrari i can only advise not to use TC at all. The Mustang GT4 for example is such a blast to drive, but only without TC and most others as well.

AMS on the other hand has exactly the strengths that are weak in pCars 2 vice versa and Reiza will not do the same mistakes that SMS did, which is just obvious.
 
  • Deleted member 113561

First of all: pCars 2 can be called a sim or simcade
No, sim / simcade / arcade is only defined by how much is simulated, not how realistic it is.

The rest of your assessment is subjective, but I agree with most.
Reiza will not do the same mistakes that SMS did, which is just obvious.
I would be careful with that, especially FFB wise - I mean if they can "import" rF2 FFB then I won't be worried, otherwise we will see how well they can tweak it. There are also still some severe core bugs (ie. rake is broken) which need to be ironed out.
 
No, sim / simcade / arcade is only defined by how much is simulated, not how realistic it is.
There is no definition for this buzzwords and a so called sim, that simulates a lot, but is not driving at all like the real car, is not a simulation in my opinion, so i don't like iRacing.

I would be careful with that, especially FFB wise - I mean if they can "import" rF2 FFB then I won't be worried, otherwise we will see how well they can tweak it. There are also still some severe core bugs (ie. rake is broken) which need to be ironed out.
The FFB in pCars 2 was never as good as it could be and with Sim Commander i got better FFB from day 2 (day 1 was rather horrible without support). With the Accuforce i had better FFB than average for sure and i know from SimVibe and my GS-5 that the physics are decent enough to deliver far better FFB. Since Reiza is kind of the FFB-king in the business, there is no reason to be concerned.
 
I think he's speaking specifically of the physics used by the AI. I think it's quite common for AI to be programmed against a simplified physics model.

Yes that's what I meant indeed. In rfactor the AI are using physics algorithms that are more simplified than the once used for our own car. Will that be the case in AMS2 as well?
 
No, sim / simcade / arcade is only defined by how much is simulated, not how realistic it is.
With that logic F1 2019 is the best sim out there for f1 cars. Sim / simcade / arcade is almost all about realism of the physics and I've never heard this quantatity makes a sim and not quality argument before. Leynad is correct that these buzzwords don't really have precise definitions so for sure there is room for interpretation. But even with pc2 the sim/simcade argument revolves totally and completely around how it drives and not how long its feature list is.
 
First of all: pCars 2 can be called a sim or simcade, depending on the car. I think where pCars 2 is superior is Rallycross and Super-/Hypercar-physics. Rallycross is better than iRacing and Dirt Rally for sure. Super-/Hypercars are better than in AC or any GT- and Forza-titles.

Vintage cars with the vintage tyres feel nice, but useless unless you can't force the AI to use them as well. I guess when you put modern tyres on an old car with better brakes and suspension like it's common today in vintage racing, you can expect similar handling like in pCars 2, so i give them credit for that and that's the main reason why i was spending so much time with it. A Lotus 49 today doesn't drive like in AC at all, that's for sure and i did the same lap-time around COTA than in this YouTube-video thanks to modern components used in vintage cars today.

What IMO doesn't feel right in pCars 2 are the usual GT3/GTE/LMP racing slicks, because they should be more edgy and on-/off grippy since you can carry more speed around the corner, but with more severe consequences loosing this grip. What doesn't feel right since release is the throttle/torque-response in many race-cars (unlike the McLaren P1 for example). You could always floor the throttle without enough wheelspin in many cars and apart from the P1 or LaFerrari i can only advise not to use TC at all. The Mustang GT4 for example is such a blast to drive, but only without TC and most others as well.

AMS on the other hand has exactly the strengths that are weak in pCars 2 vice versa and Reiza will not do the same mistakes that SMS did, which is just obvious.
A slight point here, I don't think pcars2 gt3 cars are particularly good but they are not bad either. If you try one of the latest custom ffb files (topic about it in pcars2 section of the forums) you might be pleasantly surprised. I always liked the GTE and LMP2 cars in PCARS2. A few setup changes (diff, front suspension and dampers) and they are a blast and a half.
 
  • Deleted member 113561

F1 2019 is no Sim because they do not properly simulate the tires - its simplified. If they introduce a proper tire model, then yes it would be.
Basically super mario kart would then be a sim if it introduced a proper tire model. The only thing that differentiates a sim and a simcade and an arcade is the realism of the physics which is about 95% about tire physics.
 
  • Deleted member 113561

Basically super mario kart would then be a sim if it introduced a proper tire model. The only thing that differentiates a sim and a simcade and an arcade is the realism of the physics which is about 95% about tire physics.
No, thats not what I am saying. I also don't think tire model is 95% of what makes a Sim a Sim, for that you also have to have suspension physics, aerodynamics, setup options, racing rules, real cars & tracks and more. But tire model is probably the most important aspect of it and there F1 201X is lacking big times.
 
What I am really interested in is, what vehicles will be in new AMS2. I assume the AMS1 vehicles will all be there, with possibly one or two exceptions, but will there be any additional cars, eg GT3 or GTE?
 
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Hehe mate it doesn' matter what size your screen is whether 49in or 90in it's still only 1080p......they both have same amount of pixels. And no pixel size doesn't matter

You missed the part about it being a super ultra wide. Yes it’s 1080p but it’s much wider than normal screens and has more pixels to push. The resolution is 3840 x 1080. In a standard screen with a 16:9 aspect ratio there are fewer pixels, 1920 x 1080. OK mate?
 
Hovered over the buy button but decided against it. If Copa Classics are in the base game I might make do with that. If the DLC's are anything like rF2 I would be paying extra for a load of stuff I have no interest in driving. I will wait until we know more I think :thumbsup:
 
I just do not get what the hype is all about? Automobilista ffb is really wery good, cars content in automobilista 2 will be almost the same, but almost nobody plays automobilista 1 now! So iRacing with shitty graphics plays a lot of people. For me automobilista do not look so bad as iRacing and it feels much better. So we get almost old automobilista with better graphics and ffb will be taken from pcars 2... Hmz, definetly will not be a backer... I see already how repetetive becomes ACC and i was EA buyer, start to play it less... To be fair, with Sol mod on AC with fuel multiplier x5 i made my championship 10 laps of each track and i i need to refuel, that makes again back me to the race feeling with day/night transition. But somehow i do not do it on ACC ...
 
A slight point here, I don't think pcars2 gt3 cars are particularly good but they are not bad either. If you try one of the latest custom ffb files (topic about it in pcars2 section of the forums) you might be pleasantly surprised. I always liked the GTE and LMP2 cars in PCARS2. A few setup changes (diff, front suspension and dampers) and they are a blast and a half.
I tried this FFB file and it's doing nothing for me, but changing to foundation feels good, because it gives me more torque from the tyre load. Feels much more like AMS already with that.

GT3 isn't bad in pCars 2, but it was better on release as far as I can remember. The slicks were less forgiving, but generally pCars 2 has not enough understeer in their tyre model and too much grip mid corner unlike their Rallycross cars, so it's not an issue of the engine. I guess they wanted to make it more accessible for gamepad drivers and those compromises are not a good idea for a sim. When I want to play Battlefield online on PC with a gamepad, I have no chance to compete, because proper aiming with a gamepad doesn't work. If Battlefield would work like Dirt Rally 2.0, it would give me an auto target option making the gamepad far more effective than keyboard and mouse and leaderboards are dominated by gamepad users. If pCars 2 would've put more resources into better FFB instead of gamepad usability, it would've been more successful I guess. Just heard even AC sold more copies on PS4 than PC and I doubt they cared much how it drives with a gamepad.
 
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