Automobilista 2 | Mt. Panorama Confirmed in December Development Update

Paul Jeffrey

Premium
Reiza Studios have ended the year with a bang, confirming the much desired Mount Panorama will form part of the base AMS2 release this coming March - with plenty of other goodies included..

Yes, the great Australian race track will be part of the new Automobilista 2 racing simulation once it releases in 2020 - adding one of the most desirable circuits in virtual motorsport to this impressive sounding new title.

With 2019 coming to an end at the toll of 12pm tonight, Reiza Studios have used the opportunity to release one final roadmap of the year - and it's packed full of interesting and exciting news, of which you can read about in full below;....

The full 'Development Roadmap' post from December can be read below:

So here we are for the final Dev Update of the year!

Many of you will already be in 2020 by the time you see this - we however are still at it in what are the very last hours of 2019 in order to meet our final AMS2 milestones of the year!

It hasn´t been much of a Holiday Break so far - fittingly I get to switch off the figurative lights before I myself get some downtime to celebrate the beginning of what promises to be a great year. Then it will finally be time for some proper rest time before resuming on January 2nd
:)


We aren´t complaining though - or at least no-one has yet to me
:p
It is indeed an exciting time as AMS2 is finally coming together it just keeps drawing us back. I have been away from my sim rig for only a few days and I already can´t wait to get back on it
:)


On to the mission at hand then, which is to share what we have been up to all the way to these final hours of 2019!

AMS December Roadmap 1.jpg


Endurance Brasil - What a Series

For the third time this year we have visited an Endurance Brasil race for data research and collecting reference material. It´s always a productive visit and a good time as the Series is incredibly diverse and the participants are almost invariably an accessible, friendly bunch, many of which fans of sim racing as well.

This is a truly sui generis series that stand out relative to other Endurance and Sports Cars championships - part of it is due to the sheer diversity of machinery and the garagist spirit that permeates the pit boxes filled with a mix of state-of-the-art GT3 machinery, daring high-performance, custom build Prototypes and some others so unique they are hard to even describe :) They all hit the track together for races usually ranging from 4 to 6 hours in duration with 2-3 drivers sharing the same car.

Most of you will already know that AMS2 will continue to feature complete seasons of pretty much all major Brazilian racing series and we very much intend to include this one as well - we don´t yet have an official agreement with the series but conversations are ongoing and it should hopefully be a matter of time as we go into the off-season.

We do have agreements for several of the cars present in the series though, with many of them already in-game - and what a mix it is! The regulations (or relative lack thereof) are incredibly permissive and allow for some crazy experimenting - think of 1970s autoracing with 21st century technology and you start to get the idea. The classes ranging from GT4 to P1 Prototypes are sorted on some fairly basic powertrain and weight specs, but within each class there´s a whole lot you can play with.

Want to develop a DRS-type system for your Prototype and use it with no restriction whatsoever, basically as long and wherever the driver dares? Go for it. Want to try your hand at creating your own concept prototype? This is the place to do it. Want to experiment with a variety of electronic systems to improve the performance of the car? There´s not much you can´t do!

You can even buy yourself an early 90s Ralt Formula 3 car, cover the wheels with some extra bodywork, bolt a Hayabusa turbo on the back and go racing - that´s exactly what the concept of the Roco 001 - the crazy thing pictured below which competes in the P3 class.

AMS December Roadmap 2.JPG


Goes without saying this thing just screams (quite literally) to get into AMS2, so obviously we´re on it
:)


The whole series in fact makes for an immensely compelling subject matter for a racing sim and we very much intend to go the distance with it. We won´t quite have the full 2020 field on release (not least because new cars are expected to make the grid) but we´ll have quite a few and gradually build on that over the initial months to hopefully feature the full series in all its glorious madness!

Audio Development

Endurance Brasil races are also always a good opportunity for some fresh audio recordings given the sheer variety of engines being used accross all classes. From small 4cyl Turbo engines to the V12 on the Aston Martin, with V8s, V10s and everything in between over the various GT and Prototype classes.

Over the course of 2019 we had a couple of new hi-fi recorders and mics doing the rounds on various events in Brazil and Europe to boost our audio database which we then use to sample and create sound sets for the various cars in the sim.

Most of our preview videos published so far feature samples ported from AMS1 - many of them also sampled from similar real recordings, but some admittedly in need of an upgrade. The new material will gradually make its way into AMS2 up to release and beyond in new sets for the new cars as well as updates to older sets in need of a refresh. Audio will indeed continue to be one of the core development focus of AMS2, not only on the sampling side but also as we continue to try maximize the potential of the FMOD engine as well as we´re able.

AMS December Roadmap 3.jpg


By next month we hope to have a couple of real x sim comparisons to share so you all can hear how things are coming along and get a better sense of the audio experience we aim to deliver with AMS2.

Art Development

This month we have pretty much wrapped the environment art standards we will be aiming to retain for initial release - these include developments to the various shaders, callibration of climate settings and various predominant textures which serve not only to improve the visual quality of the sim but also optimize resources and performance.

These standards will now be propagated to all tracks currently in the sim so that they remain consistent accross the board.

The climate settings are particularly relevant so the various locations look their actual part - from the typically british green of Donington Park or the relatively arid equatorian look of Ibarra.

AMS December Roadmap 4.jpg
AMS December Roadmap 5.jpg


The track art passes also include plugging all the extra temporary objects - crowds, tents, fast-food stands, portaloos, rescue vehicles, cars, vans, flags, and all other elements that typically compose the environment of an active venue during a race weekend - not forgetting to observe reasonably accurate placement and design styles according to the track´s location and era:

AMS December Roadmap 6.jpg


Naturally these standards are ever-shifting as the team continues to find further room for improvement through code tweaks, new techniques and ideas - once enough of these accumulate it will be time for a new art pass in order to bring all tracks to this same upgraded standard - the point of this wholesale approach being to retain as well as possible a level of consistency accross all tracks in the game so that they continue to belong to the same virtual World.

Car Livery Updates

On the car art front, one area that users have pointed out we should dedicate more attention to is the design of fictional liveries for the various fictional Reiza Series in the Sim, something we intended to address when we announced we were looking for a designer to fill the position.

Following applications from several talented designers, we are happy to confirm the team has recently been boosted in this particular dept. and the results are already beginning to show.

These include the development of various fictional sponsor logos which will be used accross the various Reiza series - they will also vary to match the era of the cars they´re being plugged into.

image_2019_12_30T10_41_40_954Z.png


Below is a preview of the results in action with a couple of sexy-looking F-Classics:

AMS December Roadmap 8.jpg


For now the work is concentrated on the newer models but there will eventually also be a revision of older models which may be in need of some fresh paintjobs.

Timely reminder that you can also join AMS2 Early Backing Campaign and get the opportunity to become part of Automobilista 2 by creating your own livery for any of the various fictional or semi-fictional series in the sim.

Mount Panorama Coming to AMS 2

We are thrilled to announce that the unique Mount Panorama Circuit at Bathurst is another World-class race track confirmd for AMS2!

The annoucement follows one of the polls we have launched in Reiza51 so that Backers could influence our choices for what tracks, cars and game features to prioritize for AMS2 - the polls are still open for backers to vote but Bathurst is already the runaway leader on the Track Poll, and we were more than happy to follow that lead to get the agreement signed before the end of the year.

The track should enter production soon but it´s unlikely to make the initial release in March - it should not be long after release though for it to be added in for all AMS2 users to enjoy!

Once again Early Backers have played an essential role in granting us the means to secure this license before initial release. We have some other tracks and cars lined up so if you wish to see some more major licenses there is still a few more weeks left to join the Campaign!

We Are Hiring

We are looking for developers to join the team in both full or part time positions - more details about the positions and requirements here. If you fit the bill and wish to start 2020 in full throttle mode alongside a team of passionate people we´d love to hear from you!

AMS December Roadmap 9.jpg


Automobilista 2 is scheduled for release in March 2020. You may pre-order Automobilista 2 through the AMS2 Early Backing Campaign - 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 instead to add the game to your Steam wishlist via the AMS2 Steam Store page. to receive email notifications upon release and other relevant news.


That´s all for December and 2019 - AMS2 is now on the final stretch with only two more Dev Updates before the game is due for its official release. We are very much looking forward to it!

In the meantime we wish you all a great 2020, may it be another great year for sim racing!


Automobilista 2 will be available exclusively on PC around March 2020.

Got a question about the sim? Start a thread in the AMS2 sub forum here at RaceDepartment.

AMS December Roadmap 10.jpg
 
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During the last 10 years, huge technological steps have been made in the sim racing genre. Not any sim came out in a good state, apart GSC and AMS, which were based on an old engine. The dlc trend has financed this development process, for sure it didn't handicap it at all.

Reiza continues to do it its own way, by basing its new game on a mature engine, which allows to focus on what they do best, avoiding the issues of an engine development. As for the additional cost for some content, well, only the pcars series have offered a huge amount of content in its core game (and you still had to pay to get more). AMS did that too. But, for pcars, offering so much content in a new engine brought some troubles.

I think that with the madness engine and the unreal engine, which is on the way to be effective for racing titles, future sims will be easier to produce and, as with AMS2, we will get high quality titles with lots of content. And indeed, if these games are made to last 10 years, dlcs are mandatory to keep the development team alive (they need to eat sometimes...). I prefer speding money on dlcs during 10 years supporting a good sim, rather than paying full price an evolution of a title each 2 or 3 years (pcars...). For sure, the developper must do it right and not focus only on new content to sell (raceroom? Rfactor2? Depends on what you expect but they developpent is complicated and I don't know where they are going, considering their competitors).
Thanks for the descent discussion. I don't know a lot, I love cars and a little bit racing and a little bit sim racing.

I love to see radical fundamental changes to sim racing like what happened 10 years ago, something like when someone discovered laser scanning, ffb, when someone made it affordable, when someone discovered motion sims, and when/if someone will make it affordable.


I totally respect u and my friends who like titles supporten for 10 years. Maybe u r right. Maybe DLC is a nice way to support this development.
 
New screens look better than previous videos. Videos were a bit cartoony/oversaturated color wise maybe. These look better

It's surprising how much right coloring can do for visual realism, without any FPS cost. Seen this in Assetto Corsa mods, depending on the coloring it can look great or really bad (trees, grass etc.)
 
Thanks for the descent discussion. I don't know a lot, I love cars and a little bit racing and a little bit sim racing.

I love to see radical fundamental changes to sim racing like what happened 10 years ago, something like when someone discovered laser scanning, ffb, when someone made it affordable, when someone discovered motion sims, and when/if someone will make it affordable.


I totally respect u and my friends who like titles supporten for 10 years. Maybe u r right. Maybe DLC is a nice way to support this development.
Well, dlcs with additionnal content and features are what we got before with new separate games. For example, we had f1 challenge and nascar thunder 2004, which were evolutions of f1 2002 and nascar thunder 2003, something you would not pay for with a current generation sim, you would get the updates. Another example is : GTR1, GTL, GTR2, Race the Wtcc, Race 07, race on, GTR evo... All of these games were sold separately, apart race07/gtr evo/race on which started the dlc system by being integrated together in steam. GTL was an intermediary step between gtr1 and 2, going from the old isi engine (f1 challenge) to the new isi engine (rfactor), but only for graphics if I remember well. Gtr2 integrated the full engine. How frustrating it was having paid a game and having to pay for the exact same content 2 years later with better physics. That would not occured currently. And GTL did not receive the same treatment (no rain). Classic cars made a return as DLCs in race 07 (not the gtl ones though, as it was a real championship with classic cars upgraded to race in the 2000s).

If we keep on with the example of simbin/sector 3, their current game have been improving from the beginning much more than their games had evolved between gtr1 and gtr evo, ok between gtr2 and gtr evo is more accurate. And we did notnpay more than the content we want to race with and on. If you want to race only with one car on 5 tracks and that you have bought them at the beginning of the raceroom service, you still can race them with all the upgrades this content received during these years. Something you had to pay for 20 years ago. What you pay today is the additionnal content and the upgrades uplies to the former content (well not everytime, depends on the game ; some older cars in raceroom haven't receive an overall since the came out).

It's hard to admit ams2 costs $100 for the whole package with the season pass, but for the next years, it will be like buying a new game, as in the 2000s, each year, but not for the same content upgraded, for new content and the upgrade of the core content, if you haven't bought the season pass, will be free of charge. At the end you pay, as before. But if you stop paying, what you have still receives updates. So the model is better. And as sim users tend to stay on the sim they are used to (just read the bad comments any new sim receive because the old ones were much better ; by chance it is not as strong as in flight sims for which many users spend thousands of $,€... during years), it's better for a sim to have a long life cycle (many people still play F1 challenge, I do it myself from time to time, there's something in it that I like, even of it's old.

By the way it's old but you can race competent AI under changing weather conditions, something that should be common in sims but which haven't been common for many years ; next generation sims should all included that feature, as we now have mature technologies which can handle it and beautifully render different weather conditions (kunos with their engine and the unreal engine, codemasters with their ego engine and now their madness engine). ACC and this Automobilista 2 should make a huge step in the sim genre. Any sim will have to get to their level to be considered as serious sims (raceroom and rfactor2 should be very careful, raceroom without rain, rfactor2 with its awful presentation and absolutely not user friendly as a software from 20 years ago)
 
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GTL was a dtep between gtr1 and 2, going from the old isi engine (f1 challenge) to the new isi engine (rfactor), but only for graphics if I remember well. Gtr2 integrated the full engine. How frustrating it was having paid a game and having to pay for the exact same content 2 years later with better physics.

You didn't get exactly the same content. As well as the 2003 season updated to the new graphics standards, you also got the 2004 season with 7 new cars and 5 new tracks. You got the improved physics. You got a new DX9 graphics engine replacing the DX7 version. You got animated pitcrew. You got dynamic day/night transition. You got rain added into ISI Motor2, and you got time trial features such as ghost car and dynamic driving line as well as a driving school. You also got a new UI. All in space of 2 years. Less time than it takes rF2 to produce a new beta UI.
 
You didn't get exactly the same content. As well as the 2003 season updated to the new graphics standards, you also got the 2004 season with 7 new cars and 5 new tracks. You got the improved physics. You got a new DX9 graphics engine replacing the DX7 version. You got animated pitcrew. You got dynamic day/night transition. You got rain added into ISI Motor2, and you got time trial features such as ghost car and dynamic driving line as well as a driving school. You also got a new UI. All in space of 2 years. Less time than it takes rF2 to produce a new beta UI.
Indeed the fia gt 2004 season was added, my mistake. But the day and night cycle was included in gtr1 and the dynamic weather worked fine (it didn't work in gtr2's offline races, that was the worst downgrade ever ; but an unofficial patch had fixed the issue until... windows 10). All the others additions (dx9) are comparable to features we got for free nowadays in the current sims (rfactor2 has been updated to dx11 with refined post effects).
 
Its the pace of development we were discussing. rF2 did indeed give us DX11 for free, but years after other titles. And we are still waiting for RaceRooms DX11 update.
And you got gtr2 which a fundamental issue about the dynamic weather, which had never been fixed, and after a new simbin game which dropped the day night cycle feature. Yes, indeed, faster development means new problems. And you had to pay for them.

The "everything was better before" may be true about many video games genres but, considering how far the sim racing genre is today, or will be in a few months, and considering it is the result of this business model, long life sims with dlcs, it's the proof it is the right way to go. It has been the business model of flight sims for more than 20 years after all...

In 2020 ACC and AMS2 should become the references of the new generation of simracing games, with complete features (as project cars 2 was, but too much controversy around that title didn't allow it to be the new step in simracing), features that had been lost for almost 15 years, rfactor2 being the exception but so badly "old gen".

$100 for the complete package with the next 2 years dlcs is ok, especially when you read about the quantity of content that wil be included. It was around the same price (a bit less) for the pcars2 package at its launch. Yes after these 2 years other content may be sold, it will be as buying a new game, but you won't lose your previous game's content, you'll enjoy it more than before with further development in the sim.

Well this is what we can expect if everything goes right .
 
Reiza Studios have ended the year with a bang, confirming the much desired Mount Panorama will form part of the base AMS2 release this coming March - with plenty of other goodies included..

Yes, the great Australian race track will be part of the new Automobilista 2 racing simulation once it releases in 2020 - adding one of the most desirable circuits in virtual motorsport to this impressive sounding new title.

With 2019 coming to an end at the toll of 12pm tonight, Reiza Studios have used the opportunity to release one final roadmap of the year - and it's packed full of interesting and exciting news, of which you can read about in full below;....

The full 'Development Roadmap' post from December can be read below:

So here we are for the final Dev Update of the year!

Many of you will already be in 2020 by the time you see this - we however are still at it in what are the very last hours of 2019 in order to meet our final AMS2 milestones of the year!

It hasn´t been much of a Holiday Break so far - fittingly I get to switch off the figurative lights before I myself get some downtime to celebrate the beginning of what promises to be a great year. Then it will finally be time for some proper rest time before resuming on January 2nd
:)


We aren´t complaining though - or at least no-one has yet to me
:p
It is indeed an exciting time as AMS2 is finally coming together it just keeps drawing us back. I have been away from my sim rig for only a few days and I already can´t wait to get back on it
:)


On to the mission at hand then, which is to share what we have been up to all the way to these final hours of 2019!

View attachment 341662

Endurance Brasil - What a Series

For the third time this year we have visited an Endurance Brasil race for data research and collecting reference material. It´s always a productive visit and a good time as the Series is incredibly diverse and the participants are almost invariably an accessible, friendly bunch, many of which fans of sim racing as well.

This is a truly sui generis series that stand out relative to other Endurance and Sports Cars championships - part of it is due to the sheer diversity of machinery and the garagist spirit that permeates the pit boxes filled with a mix of state-of-the-art GT3 machinery, daring high-performance, custom build Prototypes and some others so unique they are hard to even describe :) They all hit the track together for races usually ranging from 4 to 6 hours in duration with 2-3 drivers sharing the same car.

Most of you will already know that AMS2 will continue to feature complete seasons of pretty much all major Brazilian racing series and we very much intend to include this one as well - we don´t yet have an official agreement with the series but conversations are ongoing and it should hopefully be a matter of time as we go into the off-season.

We do have agreements for several of the cars present in the series though, with many of them already in-game - and what a mix it is! The regulations (or relative lack thereof) are incredibly permissive and allow for some crazy experimenting - think of 1970s autoracing with 21st century technology and you start to get the idea. The classes ranging from GT4 to P1 Prototypes are sorted on some fairly basic powertrain and weight specs, but within each class there´s a whole lot you can play with.

Want to develop a DRS-type system for your Prototype and use it with no restriction whatsoever, basically as long and wherever the driver dares? Go for it. Want to try your hand at creating your own concept prototype? This is the place to do it. Want to experiment with a variety of electronic systems to improve the performance of the car? There´s not much you can´t do!

You can even buy yourself an early 90s Ralt Formula 3 car, cover the wheels with some extra bodywork, bolt a Hayabusa turbo on the back and go racing - that´s exactly what the concept of the Roco 001 - the crazy thing pictured below which competes in the P3 class.

View attachment 341663

Goes without saying this thing just screams (quite literally) to get into AMS2, so obviously we´re on it
:)


The whole series in fact makes for an immensely compelling subject matter for a racing sim and we very much intend to go the distance with it. We won´t quite have the full 2020 field on release (not least because new cars are expected to make the grid) but we´ll have quite a few and gradually build on that over the initial months to hopefully feature the full series in all its glorious madness!

Audio Development

Endurance Brasil races are also always a good opportunity for some fresh audio recordings given the sheer variety of engines being used accross all classes. From small 4cyl Turbo engines to the V12 on the Aston Martin, with V8s, V10s and everything in between over the various GT and Prototype classes.

Over the course of 2019 we had a couple of new hi-fi recorders and mics doing the rounds on various events in Brazil and Europe to boost our audio database which we then use to sample and create sound sets for the various cars in the sim.

Most of our preview videos published so far feature samples ported from AMS1 - many of them also sampled from similar real recordings, but some admittedly in need of an upgrade. The new material will gradually make its way into AMS2 up to release and beyond in new sets for the new cars as well as updates to older sets in need of a refresh. Audio will indeed continue to be one of the core development focus of AMS2, not only on the sampling side but also as we continue to try maximize the potential of the FMOD engine as well as we´re able.

View attachment 341664

By next month we hope to have a couple of real x sim comparisons to share so you all can hear how things are coming along and get a better sense of the audio experience we aim to deliver with AMS2.

Art Development

This month we have pretty much wrapped the environment art standards we will be aiming to retain for initial release - these include developments to the various shaders, callibration of climate settings and various predominant textures which serve not only to improve the visual quality of the sim but also optimize resources and performance.

These standards will now be propagated to all tracks currently in the sim so that they remain consistent accross the board.

The climate settings are particularly relevant so the various locations look their actual part - from the typically british green of Donington Park or the relatively arid equatorian look of Ibarra.

View attachment 341665View attachment 341666

The track art passes also include plugging all the extra temporary objects - crowds, tents, fast-food stands, portaloos, rescue vehicles, cars, vans, flags, and all other elements that typically compose the environment of an active venue during a race weekend - not forgetting to observe reasonably accurate placement and design styles according to the track´s location and era:

View attachment 341667

Naturally these standards are ever-shifting as the team continues to find further room for improvement through code tweaks, new techniques and ideas - once enough of these accumulate it will be time for a new art pass in order to bring all tracks to this same upgraded standard - the point of this wholesale approach being to retain as well as possible a level of consistency accross all tracks in the game so that they continue to belong to the same virtual World.

Car Livery Updates

On the car art front, one area that users have pointed out we should dedicate more attention to is the design of fictional liveries for the various fictional Reiza Series in the Sim, something we intended to address when we announced we were looking for a designer to fill the position.

Following applications from several talented designers, we are happy to confirm the team has recently been boosted in this particular dept. and the results are already beginning to show.

These include the development of various fictional sponsor logos which will be used accross the various Reiza series - they will also vary to match the era of the cars they´re being plugged into.

View attachment 341671

Below is a preview of the results in action with a couple of sexy-looking F-Classics:

View attachment 341668

For now the work is concentrated on the newer models but there will eventually also be a revision of older models which may be in need of some fresh paintjobs.

Timely reminder that you can also join AMS2 Early Backing Campaign and get the opportunity to become part of Automobilista 2 by creating your own livery for any of the various fictional or semi-fictional series in the sim.

Mount Panorama Coming to AMS 2

We are thrilled to announce that the unique Mount Panorama Circuit at Bathurst is another World-class race track confirmd for AMS2!

The annoucement follows one of the polls we have launched in Reiza51 so that Backers could influence our choices for what tracks, cars and game features to prioritize for AMS2 - the polls are still open for backers to vote but Bathurst is already the runaway leader on the Track Poll, and we were more than happy to follow that lead to get the agreement signed before the end of the year.

The track should enter production soon but it´s unlikely to make the initial release in March - it should not be long after release though for it to be added in for all AMS2 users to enjoy!

Once again Early Backers have played an essential role in granting us the means to secure this license before initial release. We have some other tracks and cars lined up so if you wish to see some more major licenses there is still a few more weeks left to join the Campaign!

We Are Hiring

We are looking for developers to join the team in both full or part time positions - more details about the positions and requirements here. If you fit the bill and wish to start 2020 in full throttle mode alongside a team of passionate people we´d love to hear from you!

View attachment 341669

Automobilista 2 is scheduled for release in March 2020. You may pre-order Automobilista 2 through the AMS2 Early Backing Campaign - 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 instead to add the game to your Steam wishlist via the AMS2 Steam Store page. to receive email notifications upon release and other relevant news.


That´s all for December and 2019 - AMS2 is now on the final stretch with only two more Dev Updates before the game is due for its official release. We are very much looking forward to it!

In the meantime we wish you all a great 2020, may it be another great year for sim racing!


Automobilista 2 will be available exclusively on PC around March 2020.

Got a question about the sim? Start a thread in the AMS2 sub forum here at RaceDepartment.

View attachment 341670
I've driven the real live Bathurst track and it's truly scary ****. On the way down the mountain the car can become airborne at sections really throwing the balance off, so you need to be super focused. All the current sims do a reasonable job replicating the track with this through laser scan, but I'm hoping AMS2 goes that little bit closer.
 
large Expansion Packs featuring both cars and tracks revolving a certain theme, large enough to be a new game within the main game, where the more specific appeal and substantial licensing costs involved warrant the extra charge. The largely self contained nature of these Expansion Packs however will mean users can opt in or out of them without it necessarily affecting their engagement with the rest of the game.
These packs are included in the pre order that I paid $130 aud for though..... Right?
 
These packs are included in the pre order that I paid $130 aud for though..... Right?

Indeed they are - the pre-order package grants AMS2 plus 3 Expansion Packs (each featuring a number of cars and tracks) and at least 5 premium standalone track DLCs, each featuring the modern and historical iterations of that premium track (similar to AMS1, ex. Hockenheimring with 1972, 1988, 2001 and 2019 versions of the venue).

The base game alone is currently expected to cost US$ 39.99 on release, although that may still change.
 

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